Skeetendo

’Cause all games were better on the GBC

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#1 2012-01-23 04:22:01

Melash
Member
Registered: 2010-10-16
Post 78/132

Tileset Changing Midgame?

Just curious, is it possible at all to change a map's tileset using ASM or any other type of thing in game?

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#2 2012-01-23 05:52:22

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 1,198/3,460

Re: Tileset Changing Midgame?

So that it loads a different tileset at different times?

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#3 2012-01-23 06:40:49

Miksy91
Member
Registered: 2010-10-16
Post 747/2,306

Re: Tileset Changing Midgame?

It is possible because the game happens to automatically load new graphics for tiles that are edited using memory viewer.
I've done a similar asm script in my hack in which a pokemon changes into a pokeball (returns into its ball) using a loop which Sawakita explained.

http://hax.iimarck.us/topic/676/

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#4 2012-01-24 02:10:55

Melash
Member
Registered: 2010-10-16
Post 79/132

Re: Tileset Changing Midgame?

Essentially, here's the situation.

If you talked to an NPC on an indoor map, I would like it possible to change the Outdoor tileset on EVERY outdoor map (yes, every) from Tileset 1 to Tileset 2.

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#5 2012-01-24 07:22:54

Miksy91
Member
Registered: 2010-10-16
Post 748/2,306

Re: Tileset Changing Midgame?

Melash wrote:

Essentially, here's the situation.

If you talked to an NPC on an indoor map, I would like it possible to change the Outdoor tileset on EVERY outdoor map (yes, every) from Tileset 1 to Tileset 2.

1) The person you talk to sets some random bit
2) Make map's script for each map using tileset 1 so that the tileset switches to tileset 2 if that bit is set (in case you can't think of any better way).

Script:
00 01 01 [2b pointer to following code] --> 31 XX YY 09 xx yy 8F --> 0E [3b pointer] 8F

And then you just create the asm for tileset change using the thread I linked in my previous post.

Edit:
Figured this wouldn't work because of the map connections between maps having tileset set as 1.

Edit2:
And while testing my assumption of "Edit 1", I noticed I was wrong.
Only one tileset can be loaded at a time in VRAM so when you enter a map using a different tileset, you still see tiles from the map you came from (because of the "Window" of the map connection). When you take a step after going through the map connection, you'll see that tileset is different then.

Last edited by Miksy91 (2012-01-24 07:35:54)

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