Skeetendo

’Cause all games were better on the GBC

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#26 1970-01-01 00:33:30

25/703

Re: GSC Wild Pokémon Editor - Updated 7/29/10


So I'm currently trying to work out a way to get a list of the maps and their banks from Crystal.  My idea is to edit Goldmap 1.6 to work with Crystal, which would be pretty easy if I could find out where the map header pointers were located. If anyone knows, I'd appreciate it.

0x94000

also

#27 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 29/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

No no, I have the Wild Pokemon info. What I don't have is the map headers location that would make it easy to figure out the order of the wild Pokemon data in the ROM. They should be somewhere near their location in Gold/Silver, but I can't pick them out =/

EDIT herp derp I need to stop taking hours to write replies

I had thought $94000 was it, but when I changed it, it didn't load anything. Turned out that there are several places in the Goldmap source that point to $940ED, so I just wasn't changing the right one.

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#28 1970-01-01 00:33:30

Miksy91
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Registered: 2010-10-16
Post 96/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Could somebody explain what map header pointers stand for  :o ?

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#29 1970-01-01 00:33:30

Harrison
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Registered: 2010-10-16
Post 30/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Map Headers are what tell the game the information about the map: The size, where the actual data is, the events, tileset, music, etc. And pointers are just... pointers.

I only needed them so I could use GoldMaps nice "view maps by bank" function so I could easily go through the Wild Pokemon data and put them in order.

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#30 1970-01-01 00:33:30

Miksy91
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Registered: 2010-10-16
Post 97/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Nice  :D

Do you know how many bytes there are for each map (and the order of "things" they include) ?

EDIT:
Miksy advanced to a Cooltrainer  ;)

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#31 1970-01-01 00:33:30

26/703

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Nice :D

Do you know how many bytes there are for each map (and the order of "things" they include) ?

Consider the first map, 0101 (Olivine Pokémon Center). It’s referred to by the first map header pointer—in Gold, these are at 0x940ED. At 0x940ED, we see:
21 41

So we go to 0x94121. This is the mapheader for map 0101:
25 06 03 6D 5B 1B 09 01 01

I don’t know what the 25 stands for.
06 is the tileset.
03 is the field permissions.
There’s a second mapheader at 5B6D (same bank).
Pokégear map location 1B.
Music 09.
Time of day 01, morning.
Fishing set 01, generic since there’s no water on this map.

Second mapheader at 0x95B6D:
00 04 05 2B E8 42 51 00 40 C5 40 00

Border block 00.
Map height 04 blocks.
Map width 05 blocks.
Block data at 2B:42E8.
Script header at 51:4000.
Events at 51:40C5.
No connections.

#32 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 99/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

I understood the rest what you pointed out but I completely missed the first line :|

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#33 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 31/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Alright, I'm making the Crystal list now.

Did anyone notice if there were problems with the Land pokemon? My idea with the list worked... somewhat. Some places are wrong (like Burned and Tin somehow got a few maps switched) and caves get listed as the route they're located on. It wouldn't be a problem if I could get Goldmap to understand Crystal's tileset headers (At $4D596?)

tl;dr: This is annoying

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#34 1970-01-01 00:33:30

27/703

Re: GSC Wild Pokémon Editor - Updated 7/29/10


Alright, I'm making the Crystal list now.

Did anyone notice if there were problems with the Land pokemon? My idea with the list worked... somewhat. Some places are wrong (like Burned and Tin somehow got a few maps switched) and caves get listed as the route they're located on. It wouldn't be a problem if I could get Goldmap to understand Crystal's tileset headers (At $4D596?)

tl;dr: This is annoying

My impression was that Crystal’s tilesets use a different format than Gold’s, using GBC features to access 256 tiles natively (unlike G/S where several hackers have made some major ASM hacks to do the same thing). I don’t know if this is causing your problem, though; I never worked with tilesets much.

#35 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 232/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

From what I can tell, the x25 is redundant, but all the secondary headers are in bank 25 unless memory fails me (not on my hacking PC to look things up)

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#36 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 25/452

Re: GSC Wild Pokémon Editor - Updated 7/29/10

I can probably answer all your questions regarding map headers, map numbering, differences gc vs. c etc. However, I find it hard to actually read the questions posed in this thread.
Maybe just restate them in a concise manner?

cYa,

Tauwasser

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#37 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 46/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Alright, it's finally updated to handle Crystal correctly. I don't really like how I had to store the names, but it can't be helped without changing quite a bit (which I might actually do when I add fishing support).

I also rewrote a key procedure that was responsible for adding the area names to the combo box. For those interested, here's the original, revision one, and revision two. You can see how messy and wasteful the original is when compared to the two revisions.

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