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author | i0brendan0 <19826742+i0brendan0@users.noreply.github.com> | 2019-06-08 03:02:03 -0500 |
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committer | i0brendan0 <19826742+i0brendan0@users.noreply.github.com> | 2019-06-08 03:02:03 -0500 |
commit | 01154cd356135bd325048a40def39e9e56c96fd8 (patch) | |
tree | 4277be7244b97e4dbd1b6fb72851fa913ea77fd5 | |
parent | a2684b290bb730427d64bb3088c3e23659953cb6 (diff) |
Updated Expand the Town Map Tile Set (markdown)
-rw-r--r-- | Expand-the-Town-Map-Tile-Set.md | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/Expand-the-Town-Map-Tile-Set.md b/Expand-the-Town-Map-Tile-Set.md index 38a4e62..dc87f76 100644 --- a/Expand-the-Town-Map-Tile-Set.md +++ b/Expand-the-Town-Map-Tile-Set.md @@ -1,8 +1,12 @@ This is a tutorial on how to use 32 more tiles on the Town Map! It's actually pretty simple. I recommend reading the [town map editing tutorial](https://github.com/pret/pokecrystal/wiki/Edit-the-Town-Map) first to get to know how the town map works. Please note that GSCTME doesn't support this improvement, so if you're planning on using that for editing the town map, sorry, you'll have to manually edit the [gfx/pokegear/johto.bin](https://github.com/pret/pokecrystal/blob/master/gfx/pokegear/johto.bin) file in a hex editor. -First, follow steps 1 - 5 of [Expand-tilesets-from-192-to-255-tiles](https://github.com/pret/pokecrystal/wiki/Expand-tilesets-from-192-to-255-tiles) to move usable text from the bottom left part of VRAM. +## Move text out of the way -Second, edit [engine/pokegear/pokegear.asm](https://github.com/pret/pokecrystal/blob/master/engine/pokegear/pokegear.asm): +Follow steps 1 - 5 of [Expand-tilesets-from-192-to-255-tiles](https://github.com/pret/pokecrystal/wiki/Expand-tilesets-from-192-to-255-tiles) to move usable text from the bottom left part of VRAM. + +## Replace tile IDs + +Edit [engine/pokegear/pokegear.asm](https://github.com/pret/pokecrystal/blob/master/engine/pokegear/pokegear.asm): ```diff Pokegear_LoadGFX: call ClearVBank1 @@ -168,6 +172,8 @@ Second, edit [engine/pokegear/pokegear.asm](https://github.com/pret/pokecrystal/ ret ``` +## Add two rows of palettes + Edit gfx/pokegear/town_map_palette_map.asm ```diff ; gfx/pokegear/town_map.png @@ -190,12 +196,16 @@ Edit gfx/pokegear/town_map_palette_map.asm townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER ``` +## Fix the Makefile + Edit the Makefile to get rid of the empty tiles in the pokegear.png file. ```diff -gfx/pokegear/pokegear.2bpp: rgbgfx += -x2 +gfx/pokegear/pokegear.2bpp: rgbgfx += -x8 ``` +## Replace files + Open up gfx/pokegear/clock.tilemap.rle in a hex editor of your choosing and replace it with `6F 08 6F 04 50 01 7F 06 51 01 6F 08 6F 04 7F 08 6F 0C 52 01 7F 06 53 01 6F 14 6F 02 06 01 07 0E 17 01 6F 02 6F 02 16 01 7F 0E 16 01 6F 02 6F 02 16 01 7F 0E 16 01 6F 02 6F 02 16 01 7F 0E 16 01 6F 02 6F 02 16 01 7F 0E 16 01 6F 02 6F 02 16 01 7F 0E 16 01 6F 02 6F 02 26 01 07 0E 27 01 6F 02 6F 14 FF` @@ -213,5 +223,22 @@ Replace gfx/pokegear/pokegear.png with  +## Fix Pokedex + +engine/pokedex/pokedex.asm +```diff + DexEntryScreen_MenuActionJumptable: + ... + .Area: + ... + predef Pokedex_GetArea ++ call Pokedex_LoadGFX ++ call Pokedex_LoadAnyFootprint + +``` +That will fix the tiles not being fixed when exiting the map. + +## Create your own map + Then, edit [gfx/pokegear/johto.bin](https://github.com/pret/pokecrystal/blob/master/gfx/pokegear/johto.bin) and [gfx/pokegear/kanto.bin](https://github.com/pret/pokecrystal/blob/master/gfx/pokegear/kanto.bin) following the [Edit-the-Town-Map](https://github.com/pret/pokecrystal/wiki/Edit-the-Town-Map) tutorial. |