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-rw-r--r-- | Edit-the-Town-Map.md | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Edit-the-Town-Map.md b/Edit-the-Town-Map.md index d94bbe9..737e121 100644 --- a/Edit-the-Town-Map.md +++ b/Edit-the-Town-Map.md @@ -9,7 +9,7 @@ You can edit it with [Tilemap Studio](https://github.com/Rangi42/tilemap-studio) 2. [Editing with Tilemap Studio](#2-editing-with-tilemap-studio) 3. [How the compression works](#3-how-the-compression-works) 4. [Editing with a hex editor](#4-editing-with-a-hex-editor) -5. [Moving and Renaming Locations](#5-moving-and-renaming-locations) +5. [Moving and renaming locations](#5-moving-and-renaming-locations) ## 1. The Tileset @@ -36,7 +36,7 @@ Anyway, pick the RBY Town Map format, open the [gfx/town_map.rle](../blob/master Without a custom program, you would have to know what the compressed bytes in town_map.rle mean. Let's go over that next. -## 2. How the compression works +## 3. How the compression works Unlike Pokémon Crystal, Pokémon Red's Town Map layout uses a type of encoding called run-length encoding (RLE), which I will explain here. @@ -55,7 +55,7 @@ The second byte is how many of that tile will be placed in a row. For this byte, The GBC screen is 20 tiles wide, so 5 more white tiles would need to be placed after this for the white line on top of the screen, and this is accomplished by the second byte, which is $75. Two bytes were needed for one type of tile because the highest number you can have using one digit of hex is 15. You can see that the rest of the code fits the rest of the map using the same method. Keep in mind that when the placement of tiles reaches the right-hand side of the screen, it will continue to place them on the left-hand side, one row down. -## 3. Editing with a hex editor +## 4. Editing with a hex editor Now, editing the layout shouldn't be that hard, provided you've been paying attention so far. It might be easier to start with a mockup of your map, and then converting that information into RLE code. @@ -68,7 +68,7 @@ After you're done with this, save the .rle file, compile the ROM, and that's it! 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 +## 5. Moving and renaming locations First, open up [text/map_names.asm](../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: |