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’Cause all games were better on the GBC

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#51 2011-08-28 10:17:15

Tauwasser
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Registered: 2010-10-16
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Re: Pokémon Gold & Silver Tileset Extension

There are 192 tiles per tileset and up to 256 blocks per tileset. You can place the tiles of the VRAM1 part of the tileset in a block by setting the 7th bit high. For instance tile 0x00 in VRAM1 would become 0x80 for use in a block.
Blocks can be used like regular blocks. You repoint the block data to have more space and just keep adding on.

cYa,

Tauwasser

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#52 2011-09-27 21:53:45

Munchulax
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From: Somewhere in Johto
Registered: 2011-08-10
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Re: Pokémon Gold & Silver Tileset Extension

Tauwasser wrote:

The blocks are made up from individual 8x8 px tiles. You only design the tileset, then insert it. It can be oversize, meaning it can be a full 128x96 px.

cYa,

Tauwasser

What program do you have to use to access the extra 48 pixels of tiles in the tileset?  GoldMap just gives me a tileset decompression error and only loads the first half.


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#53 2011-09-28 00:26:03

Tauwasser
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Re: Pokémon Gold & Silver Tileset Extension

GoldMap will likely not work with with extended tilesets. There should be a crystal-compatible version floating around though, in which you can then edit the ini file for the relevant offsets IIRC. However, use JohtoMap or ZeroMap and you'll be fine.

cYa,

Tauwasser

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#54 2011-09-29 17:21:35

Munchulax
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From: Somewhere in Johto
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Re: Pokémon Gold & Silver Tileset Extension

Everytime I use Melash's Tileset Editor to edit the collision values and look of a 32x32 block, the first 128 tiles have their collision values messed up.

Example: Grass Block

06   4A
06   06

Also, I don't think that JohtoMap supports extended tilesets.

Last edited by Munchulax (2011-09-29 17:22:09)


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#55 2011-09-29 19:08:09

Tauwasser
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Re: Pokémon Gold & Silver Tileset Extension

Well, you will have to repoint the data first in order to make room for your extended data.

cYa,

Tauwasser

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#56 2011-09-29 19:42:03

Munchulax
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From: Somewhere in Johto
Registered: 2011-08-10
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Re: Pokémon Gold & Silver Tileset Extension

Knew I was forgetting something, Thanks!

EDIT: As far as I can tell, JohtoMap doesn't support both extended tiles and blocks in a tileset. Also, does ZeroMap even have a tileset editor?

Last edited by Munchulax (2011-10-07 02:21:44)


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#57 2011-11-29 13:40:30

Munchulax
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Re: Pokémon Gold & Silver Tileset Extension

Okay, so what I did is insert a 128x96 tileset, put the extended tiles in a block using TSE and used MegaMap to put it on the map.  (MegaMap is the only program I know that supports both extended tilesets and blocks)  However, when I play the game, it doesn't use the extended tiles correctly.  Instead of taking that block's data from the second half of the tileset, it takes it from the first half.

Here is what the blocks look like:

Instead of this: one.PNG

This happens instead: two.PNG

This is the way my tileset looks:
Casino1.PNG

Does anyone know why this is happening?

Last edited by Munchulax (2011-11-29 13:41:05)


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#58 2011-11-29 16:49:11

Tauwasser
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Registered: 2010-10-16
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Re: Pokémon Gold & Silver Tileset Extension

Well, you put the wrong tile-palette assignment in there. You need to OR the palette assignments by 0x08 for the VRAM1 tiles to be used.

EDIT: This is just like in Crystal, mind you.

cYa,

Tauwasser

Last edited by Tauwasser (2011-11-29 16:49:29)

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#59 2011-11-29 18:06:53

Munchulax
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From: Somewhere in Johto
Registered: 2011-08-10
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Re: Pokémon Gold & Silver Tileset Extension

Tauwasser wrote:

You need to OR the palette assignments by 0x08 for the VRAM1 tiles to be used.

I don't quite understand what this means, sorry :|


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#60 2011-11-29 18:11:15

Tauwasser
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Re: Pokémon Gold & Silver Tileset Extension

Well, let's say you want to assign palette 0x03 to a tile in VRAM1 (as opposed to the regular half of the tileset in VRAM0). You will need to or that by 0x08:

0x03 OR 0x08 = 0x0B

So you put 0x0B in the respective nibble in the tile palette assignment data.

cYa,

Tauwasser

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#61 2011-11-29 18:17:09

Munchulax
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From: Somewhere in Johto
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Re: Pokémon Gold & Silver Tileset Extension

That will make the game load the blocks correctly?  I am trying to fix the look of the block, not the palette assigned.


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#62 2011-11-29 23:50:03

Tauwasser
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Re: Pokémon Gold & Silver Tileset Extension

Maybe you could give it a try to see for yourself?

cYa,

Tauwasser

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#63 2011-11-29 23:52:02

Munchulax
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From: Somewhere in Johto
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Re: Pokémon Gold & Silver Tileset Extension

All right, I'll try tomorrow when I get my hacking computer back.


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#64 2011-11-30 02:57:16

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Pokémon Gold & Silver Tileset Extension

It sounds weird, but this is going to be your problem. By assigning it a bank 0 pallet, it looks for the tile in bank 0 even if it is actually in bank 1. By assigning it a bank 1 pallet, it will look for it in bank 1 and find it. I was just as confused as you at first by this thing.

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#65 2011-11-30 04:13:22

Munchulax
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From: Somewhere in Johto
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Re: Pokémon Gold & Silver Tileset Extension

Okay, now it makes sense.  Thank you both!


“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde

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#66 2011-11-30 04:22:00

Miksy91
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Re: Pokémon Gold & Silver Tileset Extension

I wouldn't want to make munchulax not learn something on his own but does using VRAM1 mean using the two "unused" bytes as a pinter in tileset header ?
And, they lead to palette data you wish to change.

However, does that palette data contain any other palette than the ones for roof blocks (day/night) ?  If not, where is palette for other tiles loaded ?

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#67 2011-11-30 06:57:19

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: Pokémon Gold & Silver Tileset Extension

Is this why my extra tiles won't show on the game? Because it needs to be extended?

EDIT: Yep, this patch fixed my problem...hopefully it doesn't inadvertently corrupt my game in the future lol otherwise I would have to do this manually...which I'm not able.

Last edited by tysonrss (2011-11-30 07:07:20)


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#68 2011-11-30 07:06:22

Mateo
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Registered: 2009-11-25
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Re: Pokémon Gold & Silver Tileset Extension

If you are using larger tilesets than the normal ones, you will have to do something like that. I'm assuming you installed a patch to allow for larger tilesets as well.

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#69 2011-11-30 07:09:54

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 242/649

Re: Pokémon Gold & Silver Tileset Extension

Yes, the Viridian Forest tiles(which I again sapped from SaR lol) were larger than the Ilex Forest tiles, or rather, the blocks were extended. I used this patch and it cleared right up. Now the next part may be related to tiles. This is the problem.

It doesn't matter what you change the Forest to(indoor or whatever) it stays dark. Why is it this happening?

If I'm off topic sorry, but I imagine this would relate to tile problems.


Pokemon Blue DX is reborn!

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#70 2011-11-30 15:38:58

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Pokémon Gold & Silver Tileset Extension

Because you have to change the lighting byte as well, not just the map type.

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#71 2012-08-11 16:38:44

PixelEye
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Registered: 2012-08-02
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Re: Pokémon Gold & Silver Tileset Extension

Where's the link to the patch?
Thanks.

Cheers.


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#72 2012-11-01 03:47:18

Mateo
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From: The Sims 4
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Re: Pokémon Gold & Silver Tileset Extension

If Crystal runs on GBA, this should too I would think. I think this mainly means that playing it on original gameboy or Super Gameboy won't work, because it uses the additional VRAM bank that those older systems didn't have.

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#73 2012-11-01 18:01:04

Tauwasser
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Registered: 2010-10-16
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Re: Pokémon Gold & Silver Tileset Extension

The AGB is a CGB when in CGB mode, which it detects through the form of the cartridge itself. Which is why you cannot use CGB flash carts to run AGB games on an AGB, because the AGB will default to CGB mode.

cYa,

Tauwasser

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#74 2013-01-03 23:28:12

581/703

Re: Pokémon Gold & Silver Tileset Extension

Well, having the right checksums in a tileset extension patch are kind of pointless because the point of such an extension is to edit other parts of the rom as well.

Regardless, rgbfix should be able to fix the checksums: with this version, “rgbfix -v foo.gbc”.

#75 2013-01-04 00:27:28

582/703

Re: Pokémon Gold & Silver Tileset Extension

kkj1116 wrote:
IIMarckus wrote:

Well, having the right checksums in a tileset extension patch are kind of pointless because the point of such an extension is to edit other parts of the rom as well.

What do you mean? I'm trying to run a hack with the tileset extension on a flash cart and that's mainly why I've been struggling with it.

Any changes that require the extended tilesets would be made after the patch is applied, thus requiring the checksum to be fixed again. And if the patch is applied to a ROM that already has other changes, the checksums will have to be recalculated anyway. So there’s no real point in including the checksums in the patch itself.

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