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I know the mechanical part:
I mean, I use tlp, I import my custom tileset, then I create my own blocks with GrapeMap with all the tileset adresses setted, but I have to know how I assign that Tileset to make it appear in the game (assign it to a pointer table?) and how to estabilish which tiles are solid, which not, and which teleports and how.
Please, I need help, I should add at least 2 new tilesets without replacing old ones.
PS: I know also how to assign a new tileset to a map, I already did that.
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I think you have to make the game load your tileset to the right maps instead of an existing one, so I think you have to point it to the part of the map data which loads the tileset. The problem is that I don't know how to (re)point things.
Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in LSDJ and FamiTracker.
“God created the Earth, but the Dutch created the Netherlands.”
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I think it has to do with the routine (I dunno what is, I saw it in the ROM Map of Red) near $6000 that indicates which are the tilesets, where's the pic adress, collision, animations etc. but I don't think there's space left 4 that... maybe KBM repointed that "instructions" to add the sidescroll tileset as new and not as replacing.
Also, I wanted use the tileset of the Beta Goldenrod of Pokemon Gold Beta (I like those antennas!) but I can't find a ROM with that tileset, I saw only 2 Beta Restoration hacks & an unreleased beta of a Red Hack using that tileset.
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Nice. :)
Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in LSDJ and FamiTracker.
“God created the Earth, but the Dutch created the Netherlands.”
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