Skeetendo

’Cause all games were better on the GBC

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#26 2015-04-15 01:38:07

nostalgia
New member
Registered: 2015-04-13
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Re: RBMap (Gen 1 Map Editor)

ShantyTown wrote:

Does the program run, at least?  What happens when you choose the Red Version ROM?  Are the map and tile windows pure white?  I run Windows 8.1 myself, so I know it works.

Yes, the program opens. I choose my rom and the maps don't load. The normal grey screen remains. It just doesn't compute. I have waited 10, 15, and 20 min intervals. I've also tried two different Red Roms from different sites. Just in case that mattered. I also updated my java to latest version. Since it didn't work before that. Either. I sort of debug hardware and operating systems for a living. So I'm trying all the things I know to do.

Thanks for any help.

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#27 2015-04-15 03:36:58

ShantyTown
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Registered: 2013-12-04
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Re: RBMap (Gen 1 Map Editor)

Hmmm... That's really strange that it doesn't seem to be loading any data.  Honestly, I don't have any ideas for why this would be the case because it's worked on every OS I've tried it on, and others have used it.  Sorry, I don't know what to tell you. :(

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#28 2015-06-15 13:19:22

~Red
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Registered: 2010-10-16
Post 252/276

Re: RBMap (Gen 1 Map Editor)

This does support extra tilesets right? Tried to add in a new map with a new tileset and it wont display anything.

EDIT: I'm guessing not, since the editor works fine if I use a tileset that already exists.

Last edited by ~Red (2015-06-15 13:22:25)

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#29 2015-06-16 04:00:50

ShantyTown
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Registered: 2013-12-04
Post 234/344

Re: RBMap (Gen 1 Map Editor)

I've added new tilesets to Maize, and they work just fine with this program. It also supports 256-tile tilesets, like in Danny's Prototype project.

What's the id of the tileset you're adding?  I might have hardcoded the total number of tilesets that RBMap will let you choose, but if you create a new tilesets from one of the unused ones, it will work. (Unfortunately I'm out of town away from my computer, so I can't help much more)

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#30 2015-06-23 11:23:29

~Red
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Registered: 2010-10-16
Post 253/276

Re: RBMap (Gen 1 Map Editor)

ShantyTown wrote:

I've added new tilesets to Maize, and they work just fine with this program. It also supports 256-tile tilesets, like in Danny's Prototype project.

What's the id of the tileset you're adding?  I might have hardcoded the total number of tilesets that RBMap will let you choose, but if you create a new tilesets from one of the unused ones, it will work. (Unfortunately I'm out of town away from my computer, so I can't help much more)

I've used all the unused ones. This was a brand new one with a new ID. I made a workaround by just switching around the constants, editing the map, then switching the constant order back.

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#31 2015-06-23 14:38:27

ShantyTown
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Registered: 2013-12-04
Post 236/344

Re: RBMap (Gen 1 Map Editor)

Glad you have a workaround.  In the code, it's hardcoded to 24 tilesets on this line: https://github.com/huderlem/RBMap/blob/ … .java#L186

Feel free to send a pull request for a fix.

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#32 2015-09-30 09:12:09

megamctaco
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Registered: 2015-08-23
Post 50/129

Re: RBMap (Gen 1 Map Editor)

Is it possible to create new maps with RBMap?

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#33 2016-03-17 15:20:37

lusentoj
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From: Sweden
Registered: 2016-02-29
Post 23/31

Re: RBMap (Gen 1 Map Editor)

Exported my map, but what I get in the resulting file is only this:

(

((
(#(

Err, what am I doing wrong? Also, it recognizes the right-click-and-drag on an external mouse, but if I try to right-click and hold using the Mac (laptop) keyboard command it doesn't. Not sure if you care about that.

Last edited by lusentoj (2016-03-17 15:28:32)

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#34 2016-03-17 15:35:54

ShantyTown
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Registered: 2013-12-04
Post 265/344

Re: RBMap (Gen 1 Map Editor)

The exported map files (.blk) are just a list of block ids as bytes.  You can't view them in a text editor.  If you open it in a hex editor, you will see the list of block ids.

If you click with two fingers, it will work.  But command-clicking is different than right-clicking.

Last edited by ShantyTown (2016-03-17 15:36:57)

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#35 2016-03-17 15:35:58

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,274/3,578

Re: RBMap (Gen 1 Map Editor)

the .blk file is binary data. It isn't supposed to look like anything meaningful if you try to load it as text, like you are apparently doing. I don't know why github loves to try and render .blk files as if they were text, because I know it confuses people.

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#36 2016-03-17 15:40:53

lusentoj
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From: Sweden
Registered: 2016-02-29
Post 24/31

Re: RBMap (Gen 1 Map Editor)

Thanks, I've got it now!

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#37 2016-03-17 15:58:41

ShantyTown
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Registered: 2013-12-04
Post 266/344

Re: RBMap (Gen 1 Map Editor)

In case anyone cares, I've updated the latest version with a fix that makes resizing a map's width easy.  It no longer ruins the placement of the existing blocks on the map.

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#38 2016-07-25 06:52:51

pepitopon
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Registered: 2016-07-25
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Re: RBMap (Gen 1 Map Editor)

Hi! I've been looking for the file map_dimensions that you show on your video but i dont have it on my pokered files. I search in the pokered net files and it doesnt exists. Where can i find this file?


EDIT: Ok, there is a file called map_constants. You can change there directly. But i recommend you to show this on you video.

AH!! Thanks a lot for doing this!

Last edited by pepitopon (2016-07-25 07:12:02)

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#39 2016-07-25 14:51:06

ShantyTown
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Registered: 2013-12-04
Post 311/344

Re: RBMap (Gen 1 Map Editor)

pepitopon wrote:

Hi! I've been looking for the file map_dimensions that you show on your video but i dont have it on my pokered files. I search in the pokered net files and it doesnt exists. Where can i find this file?


EDIT: Ok, there is a file called map_constants. You can change there directly. But i recommend you to show this on you video.

AH!! Thanks a lot for doing this!

Thanks for pointing this out.  I've added an annotation to the video.

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#40 2016-07-31 11:25:52

pepitopon
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Registered: 2016-07-25
Post 12/38

Re: RBMap (Gen 1 Map Editor)

Hi! VERY NICE TOOL! I've been working with this useful tool but recently i'm using now Red++ version. How can i do to make Rb map to work with Red++ version? I loaded the rom, but all the tilesets appeared in white...

I tried to do as you describe here, but im really bad at this. Can you explain step by step for dummies, please? :D

Config
==============================
For this map editor to work, it needs to know a couple addresses in the ROM to be able to load the maps and tilesets.
You can change these addresses in a file called "config.json" in the Config folder.

Here are the default settings for Pokemon Red Version:
{
    "MapHeaderPointers": "0x1ae",
    "MapHeaderBanks": "0xc23d",
    "Tilesets": "0xc7be",
    "color0": "0xffffff",
    "color1": "0x909090",
    "color2": "0x404040",
    "color3": "0x000000"
}

If you're working with the disassembly project, then it's very possible that the addresses for MapHeaderPointers, MapHeaderBanks, and Tilesets have changed. 
You can find their current addresses in the ROM by looking in the pokered.sym file. 

***Make sure to use the full address. For example, MapHeaderBanks's address is 0x423d in Bank 3, but in the config.json file, you would put 0xc23d.***

The 4 color settings are if you prefer different colors to be used in the maps and tiles. They're set to different shades of gray by default.

Download Link: https://github.com/huderlem/RBMap/relea … /RBMap.zip

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#41 2016-07-31 13:27:07

Danny-E 33
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Registered: 2012-06-09
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Re: RBMap (Gen 1 Map Editor)

Have you successfully build the Red++ source? Once you do, there will be a file called pokered.sym which will have MapHeaderPointers, MapHeaderBanks and Tilesets, and their addresses. Right now, the only one that is different in Red++ is Tilesets, which is now at 0xc7de.

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#42 2016-07-31 14:48:28

pepitopon
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Registered: 2016-07-25
Post 13/38

Re: RBMap (Gen 1 Map Editor)

Danny-E 33 wrote:

Have you successfully build the Red++ source? Once you do, there will be a file called pokered.sym which will have MapHeaderPointers, MapHeaderBanks and Tilesets, and their addresses. Right now, the only one that is different in Red++ is Tilesets, which is now at 0xc7de.

IT WORKS! Thanks :D

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#43 2016-10-06 06:10:17

pepitopon
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Registered: 2016-07-25
Post 32/38

Re: RBMap (Gen 1 Map Editor)

I've been working on a Red++ version (almost the same of pokered) using this RBmap tool. And i have 2 problems:

1: Some maps have broken like this:
125olmv.jpg

When I try to remake the maps as it was and replace it for the broken, my compilation does nothing. I think it's not a program fail because i can change as always maps which are not broken, but a broken map doesn't react when i try to remake it.



2: I have one more problem: Changing tilesets. I can change everything of a map; dimensions, warps, tiles... But when i go to mapheaders file to change the tileset, the map fails and it is not possible to fix it going back with the original tileset. Now the map has broke forever... I can't change tiles in RBmap, i can't remake it, i cant replace with the older file... the map appears always broken.

I hadn't this problem in early hacking, but now, (i think when i copied the entire file to make a save) i cant change the tilesets in mapheaders or... broken!

Example: I tried to change the tileset of a house. Change the tileset in mapheaders and it works. But from this point forward i cant work with RBmap. Always appears like this:

2n8bonq.jpg

Can somebody help me with this, please?

Last edited by pepitopon (2016-10-06 06:11:24)

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#44 2016-10-06 12:54:58

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,408/3,578

Re: RBMap (Gen 1 Map Editor)

I don't use this tool while making Red++ so I don't know how much help I can be. But I know you have to update the config file when using it with a hack so the tool knows where to find the data. You csn look in the .sym file it makes at compile time to see which addresses the labels in your config file need to be changed to. See if that helps.

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#45 2016-10-07 14:48:35

ShantyTown
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Registered: 2013-12-04
Post 320/344

Re: RBMap (Gen 1 Map Editor)

I don't think changing the tileset in the map's header wouldn't cause RBMap to fail like that.  It's always worked fine.  Make sure to re-compile the ROM whenever you change something in the map's header file or whenever you export the .blk from RBMap, and make sure you're also re-loading the ROM in RBMap.

I just tested your exact scenario myself, and it worked as expected.  If I had to guess what you did wrong from your original post, I would guess you never exported the .blk file to the disassembly project.

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