Skeetendo

’Cause all games were better on the GBC

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#1 2015-12-21 11:21:08

Fotomac
Member
Registered: 2015-10-25
Post 114/281

Tile remapping

So I decided to finally get around to adding the Green Version border, as seen here:

Japanese_GreenTitle_SGB.png

However, it's clear that I need to remap some tiles. How do I do it?

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#2 2015-12-22 10:49:01

Crystal_
Member
From: Spain
Registered: 2012-09-16
Post 353/411
Website

Re: Tile remapping

The green sbg border is very similar to the red one, the only difference apart from the palettes are the four Pokemon pics. Pretty sure that if you change the tile data involving the four mons (and the green/red text) you can get away by using the same tile assignments (map data) as in the red border.

https://github.com/pret/pokered/blob/ma … border.png
https://github.com/pret/pokered/blob/ma … border.map

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#3 2015-12-22 11:18:33

Fotomac
Member
Registered: 2015-10-25
Post 116/281

Re: Tile remapping

What I'm having a problem with right now is the Shellder pic on the left side.

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#4 2015-12-23 20:47:53

supershadow64ds
Member
Registered: 2014-07-13
Post 11/11

Re: Tile remapping

Fotomac wrote:

What I'm having a problem with right now is the Shellder pic on the left side.

What kind of problem are you having?

I'm assuming you mean that you need to edit the tiles for the SGB border and their out of place. If that's not what you're asking, feel free to entirely ignore/delete this post.

Basically, editing the tiles is a bit cumbersome but actually easy.
You'll need a Hex Editor.
Open up sgbborder.map in your Hex Editor and sgbborder.png in an image viewer.

The values displayed in sgbborder.map are actually the tiles that are read from sgbborder.png.

21jn9uf.png

The border is built line by line, so the first 32 bytes in sgbborder.map make up the first line (AKA the first 32 tiles) in the Super Game Boy Border.

As you can see, the line displayed has an 03 byte at the beginning, and has an "I" tile (edited sgbborder.png). Now, this may be confusing until you look at sgbborder.png...

1zbf9rb.png

The bytes are actually the X/Y coordinates of the tiles in sgbborder.png.

As you can see, 03 in sgbborder.map corresponds to the "I" tile, which is placed at Row 0, Column 3.
If we wanted instead the top left of a card in the border, we would go to Row 0, Column E, which equals "0E", so we would type "0E" into our hex editor in sgbborder.map.

Hope this answered the question I assume you asked.

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