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’Cause all games were better on the GBC

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#1 2011-11-10 21:18:09

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 102/649

Tiles thread

I know it might be daunting for me posting all these threads, but sometimes it just feels like the tutorials just hasn't explained everything on a certain subject.

Today I bring you my Tiles help thread. Now I read the tut from mateo, but he doesn't say what offset you should go to for that tileset he used in the example. He just said go there. I assumed the offset from GoldMap of tileset 1 and bumped it into TLP. But TLP is just to difficult to comprehend. I actually had better luck with Tile Molester, as buggy as it was. I didn't see the tiles for the offset I inserted, just a bunch of scriblles.

I want to insert the Oak lab tileset from Blue, and replace the existing one in Silver. The tiles are set differently, on Blue, you could put a table up there under the wall, however in Silver, the table tile has a floor tile above it, so putting it under the wall would just overwrite the wall tile on the map.

So, how do I edit the tiles in TLP, or do I just use it to insert the tiles in a blank spot, any blank spot?

EDIT: Well I think I solved the lab problem. I used TSE and edited the wall file and put an table below it.

However for future reference, I'd still like the original question answered please.

Last edited by tysonrss (2011-11-10 21:32:13)


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#2 2011-11-11 10:38:22

Sawakita
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Registered: 2010-10-16
Post 226/364

Re: Tiles thread

tysonrss wrote:

sometimes it just feels like the tutorials just hasn't explained everything on a certain subject.

That's where personal effort should come in handy, I believe. If something that you need to know is not documented or explained in tutorials, maybe it's a good opportunity for you to try and figure out a solution on your own: so you'll obtain what you were aiming to, and you'll gain personal gratification too, because you reached the goal on your own.

tysonrss wrote:

So, how do I edit the tiles in TLP, or do I just use it to insert the tiles in a blank spot, any blank spot?

Are you talking about tilesets graphics or blocksets arrangement? If the latter, you probably need to hex edit it.

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#3 2011-11-11 17:16:09

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 110/649

Re: Tiles thread

Oh. Probably both.


And it's hard to figure it out yourself when not all the information is there...


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#4 2011-11-11 19:22:24

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,020/3,501

Re: Tiles thread

Well, not to sound like a jerk, but how do you think we found the information to write these tutorials? It's not like Gamefreak documented where they stored things, we had to figure it out ourselves without documentation in the beginning. Nowadays, a lot of it is documented, but it will just be written down as where data is and what format it is in, and then tutorials are just giving an example of that.

A lot of the time when people ask for something that there is not a tutorial or documentation on, and Sawakita or IIMarckus or someone replies with an ASM disassembly, chances are they figured it out after reading the question and posted about it. ASM really is the final frontier when it comes to hacking, since by tracing ASM you can find and edit anything about the game (although I'm no help in teaching you as I haven't found the time to teach myself yet). But you can find some things without having to really know ASM. For example:

In another thread you were asking about finding the pointer for the backsprite of the player. We said it would most likely be in the same bank, in the format 21 XX XX. However you seemed confused about knowing what came after the 21. Since we know the offset for the backsprite's data, you can plug that into a pointer calculator. This will give you the 3-byte pointer to the data. The first byte tells you the bank, so you would ignore that, and you would look for 21 XX XX, with XX XX being replaced by the last 2 bytes that the calculator gave you. That way you know you are looking for the pointer to the backsprite, and not accidentally messing with the pointer to something else. With that being said, it may not necessarily be in the same bank as the graphics, in which case it would get more complicated to find, but that is the best starting point.

Basically what I'm saying is this: We still don't know everything about Pokemon hacking yet. There are still many mysteries to be solved, that's why we hack Pokemon every day. But even without extensive knowledge of ASM you can still figure things out by simply looking around for things, using information you already have to figure out things that are similar.

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#5 2011-11-11 20:00:17

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 111/649

Re: Tiles thread

Yeah you're right.

The thing is, I feel as though I got to have the hack finished by at least May. Because starting next year my life may get quite a bit busy, and I don't want to be like most people who end up quitting their hacks due to stress. I guess I just feel as though I really need to have the data on demand so that I can just get started and be done and happy.


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#6 2011-11-11 20:46:48

Miksy91
Member
Registered: 2010-10-16
Post 596/2,311

Re: Tiles thread

Why to rush it ?
I haven't had much time to work on my hack either during this year but still have it going on pretty nicely.

Besides, breaks might be just what you need to figure out how to do different things.

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#7 2011-11-11 20:54:18

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 112/649

Re: Tiles thread

Well for now I have plenty of time. By January I suspect that I should have a few mandatory scripts inserted, all my sprites inserted. Which for my hack, inserting sprites and doing some scripting in certain areas are the only thing I really need to do as Kanto is already there.

As for the backsprite. the 21 7D 09 is indeed the backsprite for the hero. However using the pointer for the new offset just makes the back look weird and maybe even out of place at times. So honestly, I really don't know what to do. Sure I'm smart about some programming, but I don't know as much as you all when it comes to this sort of thing. GBA hacking is more of my specialty just because of the tools and improved scripting system.

Now from what I've learned just this work, some things just aren't as bad as I thought when it comes to hacking G/S, but there are a couple of things that I just can't figure out without most likely knowing how the insides via ASM works.

I checked out the offset of the new backsprite, 21 XX XX below the pointer I believe and another 21 XX XX beside that one. But I'm supposed to change the original back sprite pointer to the pointer of the new offset, which I've done. The colors are correct on the sprite. In fact, in-game it doesn't show my back sprite at all in no way shape or form. Just the Gold sprite raped in every which way.


Pokemon Blue DX is reborn!

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