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authorSaveState <pgattic@gmail.com>2019-05-15 09:26:18 -0400
committerSaveState <pgattic@gmail.com>2019-05-15 09:26:18 -0400
commit88d76b6bdafceb1e923f5ef0a6ac868b9179f393 (patch)
tree39a4398e56ec94e2329d0a51aa01ba226ba635f1
parent1ac047e035f1a0051e434e7956b73c19c0417053 (diff)
Updated Edit the Town Map (markdown)
-rw-r--r--Edit-the-Town-Map.md28
1 files changed, 27 insertions, 1 deletions
diff --git a/Edit-the-Town-Map.md b/Edit-the-Town-Map.md
index 4140d2c..287e80c 100644
--- a/Edit-the-Town-Map.md
+++ b/Edit-the-Town-Map.md
@@ -7,6 +7,7 @@ All you really need is a hex editor.
1. [The tileset](#1-the-tileset)
2. [How the compression works](#2-how-the-compression-works)
3. [Editing the layout](#3-editing-the-layout)
+4. [Moving and Renaming Locations](#4-moving-and-renaming-locations)
## 1. The Tileset
@@ -44,4 +45,29 @@ All you have to do here is take the number of the tile you want to be placed nex
The beauty of the disassembly is that the data for the new tile map can be larger than the original, without tedious repointing. If you run out of room, you can simply make the file larger, and it will still compile perfectly.
-After you're done with this, save the .rle file, compile the ROM, and that's it! Done! \ No newline at end of file
+After you're done with this, save the .rle file, compile the ROM, and that's it! Done with the map!
+
+However, if you moved towns and routes into different places, or plan on giving them different names, you will need to fix that. Lucky for you, that is a very simple process.
+
+## 4. Moving and Renaming Locations
+
+First, open up [text/map_names.asm](https://github.com/pret/pokered/blob/master/text/map_names.asm), and add or remove map names as desired, following the layout already there. It might go something like this:
+
+```
++.NewCityName:
++ db "NEW CITY@"
+```
+
+You can put new names in any order you want. Don't forget that the names can be a maximum of 15 characters long, and they must end with a "@", which means the end of a text string, internally.
+
+Next, open up [data/town_map_entries.asm](https://github.com/pret/pokered/blob/master/data/town_map_entries.asm), and add the correct codes for your new locations. Now, you might see that there are some numbers listed before the names, and those represent the coordinates of the area. You can use this image as a guide:
+
+![Town Map Grid](https://savestateroms.weebly.com/uploads/6/9/6/6/69664937/town-map_1_orig.png)
+
+If you scroll down, you will see another section of code titled InternalMapEntries which should be updated with map info as well.
+
+Last, open up [data/town_map_order.asm](https://github.com/pret/pokered/blob/master/data/town_map_order.asm). This is the order which you scroll through the names in the map. You can sort these using the names given in the InternalMapEntries in [data/town_map_entries.asm](https://github.com/pret/pokered/blob/master/data/town_map_entries.asm).
+
+As for making it correspond to an overworld map, you could refer to [some tutorials found in pokecrystal](https://github.com/pret/pokecrystal/wiki/Add-a-new-map-and-landmark) for help. I may add a tutorial for this for Pokered specifically sometime.
+
+If you've done all of this correctly, the game should compile, and you should see your beautiful custom town map there! \ No newline at end of file