|
Post by iimarckus on Jul 21, 2010 9:26:05 GMT -5
Nice 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.
|
|
|
Post by Miksy91 on Jul 21, 2010 9:53:15 GMT -5
I understood the rest what you pointed out but I completely missed the first line
|
|
|
Post by Harrison on Jul 21, 2010 19:38:21 GMT -5
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
|
|
|
Post by iimarckus on Jul 21, 2010 21:12:02 GMT -5
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.
|
|
|
Post by Mateo on Jul 22, 2010 2:08:21 GMT -5
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)
|
|
|
Post by Tauwasser on Jul 22, 2010 10:57:16 GMT -5
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
|
|
|
Post by Harrison on Jul 29, 2010 16:36:21 GMT -5
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.
|
|