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#1 2015-06-14 15:29:15

~Red
Member
Registered: 2010-10-16
Post 250/276

Removing all collision from a tileset [RED]

Created a new tileset but I want all the tiles except the border tile to be passable. How?

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#2 2015-06-14 18:15:17

Miksy91
Member
Registered: 2010-10-16
Post 2,171/2,317

Re: Removing all collision from a tileset [RED]

Check the block collision data (or whatever it's called) with Johtomap for any existing tileset in the game and that should give you an idea how to do this. Each block has a 4-byte collision data, one byte for each tile of the block.

P.S
What do you mean by "created a new tileset" ? Have you just inserted some graphics in the rom or can you use the tileset in the game already?
To use the tileset in the game, see how Tileset Headers work first. Mateo has written a tutorial about them in Gen II section.

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#3 2015-06-14 18:28:36

~Red
Member
Registered: 2010-10-16
Post 251/276

Re: Removing all collision from a tileset [RED]

Miksy91 wrote:

Check the block collision data (or whatever it's called) with Johtomap for any existing tileset in the game and that should give you an idea how to do this. Each block has a 4-byte collision data, one byte for each tile of the block.

P.S
What do you mean by "created a new tileset" ? Have you just inserted some graphics in the rom or can you use the tileset in the game already?
To use the tileset in the game, see how Tileset Headers work first. Mateo has written a tutorial about them in Gen II section.

I have put [RED] in the title, meaning this is a generation I hack. I've looked at a few tile collision files in a hex editor and im confused on the format, they don't seem to match the tileset gfx.

Last edited by ~Red (2015-06-14 18:29:01)

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#4 2015-06-14 22:36:37

Danny-E 33
Administrator
Registered: 2012-06-09
Post 878/1,046

Re: Removing all collision from a tileset [RED]

The collision data is a list of tiles that, when in the bottom left corner of a 2x2 tile space, are walkable.
overworld.tilecoll for example lists,
"00 10 1B 20 21 23 2C 2D 2E 30 31 33 39 3C 3E 52 54 58 5B"

These are the tile IDs for ground, and the bottom left tiles for doors/cave entrances.
It oddly enough also lists the top left, top right, and bottom right cuttable tree tiles (tiles 2D, 2E, and 3E), but that is almost certainly a mistake, and it never causes a bug because those tile IDs never end up in the bottom left corner of a 2x2 walkable space.

Also notice that not all ground tiles are marked as walkable, such as tile 03, the animated flower. There is logically no problem with that tile being walked on, but that tile never appears as the bottom left tile in a walkable square, so it just isn't necessary to list it as a walkable tile.


Red Hack: Pokémon Prototype

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