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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
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
4x4 Tile arrangements for blocks.
A list of tiles that can be walked on. ff-terminated.
Up to 3 tiles that you can talk to an NPC across (see: counters in marts).
The tile acting as grass.
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)