Skeetendo

’Cause all games were better on the GBC

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#1 2012-09-09 20:34:23

Miksy91
Member
Registered: 2010-10-16
Post 1,094/2,305

Kanto's town map / Hall-Of-Fame routine

I was wondering has anyone checked out how the routine for loading "whether whole Kanto can be displayed in town map or not" works? I've been looking at it and noticed that during Hall-Of-Fame sequence, something is written to ram which determines how Kanto's map will be displayed in Pokegear.

I thought I found the result being somewhere between D1DB and D1E3 (because I messed up somehow and got two save files of which one had different bytes written in that part of ram than the other one and I thought hall-of-fame sequence wouldn't have been gone through in that one yet) but unfortunately, that doesn't seem to be the part of ram memory where the game stores data relating to kanto's town map.

I'll be taking a look at this later too but I was wondering if someone has already figured it out and could simply show what's written and where. If not, I'll just continue debugging, taking out parts of the code, and see if I'll run into a solution.

Last edited by Miksy91 (2012-09-09 20:34:54)

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#2 2012-09-10 04:19:42

Miksy91
Member
Registered: 2010-10-16
Post 1,095/2,305

Re: Kanto's town map / Hall-Of-Fame routine

I took a look at it again and it took me approximately 15 minutes to find the code and what's stored and where (no idea why I missed it yesterday)...

For convenience of others, set the sixth ("40") bit in $D571.

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#3 2012-09-10 04:28:58

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,529/3,456

Re: Kanto's town map / Hall-Of-Fame routine

Cool! So just set that bit, and the map will be in post-elite four scroll mode? Nice.

As a side note, If someone was to make a hack based in Kanto, a convenient way to set this discretely would be to include it in the same script they use to add a potion to the PC or something.

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#4 2012-09-10 06:27:16

Miksy91
Member
Registered: 2010-10-16
Post 1,096/2,305

Re: Kanto's town map / Hall-Of-Fame routine

Yep, nothing more required than that.
You would need to call a simple asm script for setting that bit but it's no big deal (or do it in the intro like the potion-thingy).

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#5 2013-02-03 01:39:21

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 530/649

Re: Kanto's town map / Hall-Of-Fame routine

This isn't as bulletproof as you guys think. Not only do you suffer from having all Jotho areas on the map but when you highlight indigo it loops all over again. In addition to that if you start in Kanto and try to fly you still have the johto map up and are only able to fly to new bark town.

So im saying there's more to it then just setting anything. You have to fix things through assembly.

Last edited by tysonrss (2013-02-03 01:40:09)


Pokemon Blue DX is reborn!

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#6 2013-02-03 05:49:41

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 533/649

Re: Kanto's town map / Hall-Of-Fame routine

To fix the fly map for Kanto(if you want to start there first)you must not move anything around(for a time we used to move Johto into the SPECIAL group and move Kanto to Johto)but with this routine you don't need to

Open up BGB and goto 24:5c3c
Then modify it and insert 0000 and hit ok.
Then goto 24:5c3e and modify and copy this
ld a,0c
ld (ceed),a
ld (cef0),a
ld a,17
ld (cef1),a

and press ok.

After that you should be able to fly to the places you have been in Kanto without having to be in Indigo first. The only problem is that the town map form the pokegear itself is screwy and shows all locations including Johto. Still working on that.

Credits go to comet.


Pokemon Blue DX is reborn!

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