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The following tilesets are available to start.
OVERWORLD EQU 0 ; Kanto outside
REDS_HOUSE_1 EQU 1 ; Red's House 1F
MART EQU 2 ; Marts, Pokemon League
FOREST EQU 3 ; Viridian Forest, Safari Zone
REDS_HOUSE_2 EQU 4 ; Red's House 2F
DOJO EQU 5 ; Oak's Lab, Fighting Dojo
POKECENTER EQU 6 ; Pokemon Centers
GYM EQU 7 ; Gyms
HOUSE EQU 8 ; Houses
FOREST_GATE EQU 9 ; Viridian Forest entrance/exit
MUSEUM EQU 10 ; Pewter Museum
UNDERGROUND EQU 11 ; Underground Path
GATE EQU 12 ; Route gates
SHIP EQU 13 ; SS Anne
SHIP_PORT EQU 14 ; SS Anne Dock
CEMETERY EQU 15 ; Pokemon Tower, Agatha
INTERIOR EQU 16 ; Bill's House, Pokemon Fan Club, Silph Co 11F
CAVERN EQU 17 ; Caves
LOBBY EQU 18 ; Elevators, Celadon Dept Store, Dept Store roof, Game Corner
MANSION EQU 19 ; Celadon Mansion
LAB EQU 20 ; Cinnabar Lab, Fuchsia/Safari Houses
CLUB EQU 21 ; Cable Club, Bike Shop
FACILITY EQU 22 ; Pokemon Mansion, Power Plant, Rocket Hideout, Silph Co
PLATEAU EQU 23 ; Indigo Plateau
Each tileset def is 12 bytes.
Tilesets: ; c7be (3:47be)
tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, OUTDOOR
tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, INDOOR
tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, CAVE
tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, OUTDOOR
tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, INDOOR
tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, OUTDOOR
tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, INDOOR
tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, INDOOR
tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, INDOOR
tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, CAVE
tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, CAVE
tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, INDOOR
tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, CAVE
tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, INDOOR
tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, INDOOR
tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, CAVE
tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, CAVE
The structure:
tileset: MACRO
db BANK(\2) ; BANK(Block/GFX)
dw \1, \2, \3 ; Block, GFX, Coll
db \4, \5, \6 ; counter tiles
db \7 ; grass tile
db \8 ; permission (indoor, cave, outdoor)
ENDM
Tset*_Block: gfx/blocksets/*.bst
4x4 Tile arrangements for blocks.
Tset*_GFX: gfx/tilesets/*.2bpp
Tile graphics.
Tset*_Coll: gfx/tilesets/*.tilecoll
A list of tiles that can be walked on. ff-terminated.
Counter tiles:
Up to 3 tiles that you can talk to an NPC across (see: counters in marts).
Grass tile:
The tile acting as grass.
Permission:
0: Indoor. No tile animations. Can't use bike.
1: Cave, only animate water.
2: Outdoor, animate water and flowers.
Some tilesets appear to be repeats. Most are differentiated by exclusion from lists of tileset ids, like
BikeRidingTilesets:: ; 09e2 (0:09e2)
db OVERWORLD, FOREST, UNDERGROUND, SHIP_PORT, CAVERN, $FF
DungeonTilesets: ; c7b2 (3:47b2)
db FOREST, MUSEUM, SHIP, CAVERN, LOBBY, MANSION, GATE, LAB, FACILITY, CEMETERY, GYM, $FF
EscapeRopeTilesets: ; dffd (3:5ffd)
db FOREST, CEMETERY, CAVERN, FACILITY, INTERIOR
db $ff ; terminator
WaterTilesets: ; e8e0 (3:68e0)
db OVERWORLD, FOREST, DOJO, GYM, SHIP, SHIP_PORT, CAVERN, FACILITY, PLATEAU
db $ff ; terminator
That said, a couple pairs are more or less identical (RedsHouse1/RedsHouse2, Mart/Pokecenter, Museum/Gate). The only difference between the RedsHouse tilesets is bookshelf text. This isn't seen since Red's House 2F doesn't have any bookshelves. The Pokecenter tileset doesn't have doors.
It may be tempting to merge similar tilesets, but adding new ones is easier.
Tileset collision data is assumed to be in bank 0. You'll probably find yourself pushing the edge of bank 0 very quickly even without new tilesets. Fortunately, there are only four places that read collision data (from the pointer at $d530). Changing these to read from a predetermined bank is straightforward. As a bonus, this frees up more space in bank 0.
Besides that, the only step is coming up with some assets and adding a tileset def.
VOLCANO EQU 24
Tilesets:
...
tileset Volcano_Block, Volcano_GFX, Volcano_Coll, $FF,$FF,$FF, $45, CAVE
; bank 0
Volcano_Coll: INCBIN "gfx/tilesets/volcano.tilecoll"
Volcano_GFX: INCBIN "gfx/tilesets/volcano.2bpp"
Volcano_Block: INCBIN "gfx/blocksets/volcano.bst"
It's easiest to start with existing tileset data and change it to your liking.
Pallet Town is just an example. Take care to use the same tileset for connected maps.
Last edited by comet (2014-04-04 06:40:02)
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