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Expand the Town Map tileset Alternate
Note: You should not follow this tutorial and the main one! Pick one.
This is an alternative tutorial on how to expand the Town Map's tileset. It has more changes but allows you to keep the Pokégear and Town Map images separate and keeps the Pokégear tiles from being loaded when they don't need to be. This tutorial supports only adding another 32 tiles. If you need any more, follow the main tutorial.
The main tutorial is less involved, however doesn't allow for the Pokégear and Town Map separation like in this tutorial.
- Move text out of the way
- Replace tile IDs
- Add two rows of palettes
- Fix the Pokégear tilemaps
- Fix the Pokédex
- Create your own Town Map
Follow steps 1-5, 9 and 10 of Expand tilesets from 192 to 255 tiles to move usable text from the bottom left part of VRAM. Skip if you've already done it.
Edit engine/pokegear/pokegear.asm:
Pokegear_LoadGFX:
call ClearVBank1
ld hl, TownMapGFX
ld de, vTiles2
ld a, BANK(TownMapGFX)
call FarDecompress
ld hl, PokegearGFX
- ld de, vTiles2 tile $30
+ ld de, vTiles2 tile $50
ld a, BANK(PokegearGFX)
call FarDecompress
InitPokegearTilemap:
xor a
ldh [hBGMapMode], a
hlcoord 0, 0
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
- ld a, $4f
+ ld a, $6f
.PlacePhoneBars:
hlcoord 17, 1
- ld a, $3c
+ ld a, $5c
ld [hli], a
inc a
ld [hl], a
hlcoord 17, 2
inc a
ld [hli], a
call GetMapPhoneService
and a
ret nz
hlcoord 18, 2
- ld [hl], $3f
+ ld [hl], $5f
ret
Pokegear_FinishTilemap:
hlcoord 0, 0
ld bc, $8
- ld a, $4f
+ ld a, $6f
call ByteFill
hlcoord 0, 1
ld bc, $8
- ld a, $4f
+ ld a, $6f
call ByteFill
ld de, wPokegearFlags
ld a, [de]
...
call nz, .PlaceRadioIcon
hlcoord 0, 0
- ld a, $46
+ ld a, $66
call .PlacePokegearCardIcon
ret
.PlaceMapIcon:
hlcoord 2, 0
- ld a, $40
+ ld a, $60
jr .PlacePokegearCardIcon
.PlacePhoneIcon:
hlcoord 4, 0
- ld a, $44
+ ld a, $64
jr .PlacePokegearCardIcon
.PlaceRadioIcon:
hlcoord 6, 0
- ld a, $42
+ ld a, $62
PokegearMap_UpdateLandmarkName:
push af
hlcoord 8, 0
lb bc, 2, 12
call ClearBox
pop af
ld e, a
push de
farcall GetLandmarkName
pop de
farcall TownMap_ConvertLineBreakCharacters
hlcoord 8, 0
- ld [hl], $34
+ ld [hl], $54
ret
_FlyMap:
...
ld de, FlyMapLabelBorderGFX
- ld hl, vTiles2 tile $30
+ ld hl, vTiles2 tile $50
lb bc, BANK(FlyMapLabelBorderGFX), 6
call Request1bpp
TownMapBubble:
; Draw the bubble containing the location text in the town map HUD
; Top-left corner
hlcoord 1, 0
- ld a, $30
+ ld a, $50
ld [hli], a
...
; Top-right corner
- ld a, $31
+ ld a, $51
ld [hl], a
hlcoord 1, 1
...
; Bottom-left corner
hlcoord 1, 2
- ld a, $32
+ ld a, $52
ld [hli], a
...
; Bottom-right corner
- ld a, $33
+ ld a, $53
ld [hl], a
...
; Up/down arrows
hlcoord 18, 1
- ld [hl], $34
+ ld [hl], $54
ret
TownMapPals:
; Assign palettes based on tile ids
hlcoord 0, 0
decoord 0, 0, wAttrmap
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
.loop
; Current tile
ld a, [hli]
push hl
-; The palette map covers tiles $00 to $5f; $60 and above use palette 0
+; The palette map covers tiles $00 to $7e, $7f and above aren't available
- cp $60
+ cp $7f
jr nc, .pal0
LoadTownMapGFX:
ld hl, TownMapGFX
ld de, vTiles2
- lb bc, BANK(TownMapGFX), $30
+ lb bc, BANK(TownMapGFX), $50
call DecompressRequest2bpp
ret
Edit gfx/pokegear/town_map_palette_map.asm:
; gfx/pokegear/town_map.png
townmappals EARTH, EARTH, EARTH, MOUNTAIN, MOUNTAIN, MOUNTAIN, BORDER, BORDER
townmappals EARTH, EARTH, CITY, EARTH, POI, POI_MTN, POI, POI_MTN
townmappals EARTH, EARTH, EARTH, MOUNTAIN, MOUNTAIN, MOUNTAIN, BORDER, BORDER
townmappals EARTH, EARTH, BORDER, EARTH, EARTH, BORDER, BORDER, BORDER
townmappals EARTH, EARTH, EARTH, MOUNTAIN, MOUNTAIN, MOUNTAIN, BORDER, BORDER
townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
+ townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
+ townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
+ townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
+ townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
; gfx/pokegear/pokegear.png
townmappals BORDER, BORDER, BORDER, BORDER, POI, POI, POI, BORDER
townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
townmappals CITY, CITY, CITY, CITY, CITY, CITY, CITY, CITY
townmappals CITY, CITY, CITY, CITY, CITY, CITY, CITY, BORDER
townmappals CITY, CITY, CITY, CITY, CITY, CITY, CITY, CITY
townmappals BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER, BORDER
This requires a hex editor of your choice.
Edit gfx/pokegear/clock.tilemap.rle and replace its contents 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
Then edit gfx/pokegear/radio.tilemap.rle:
6F 08 06 01 07 0A 17 01 6F 08 16 01 6F 02 57 01 6F 01 58 01
59 01 6F 01 5A 01 6F 02 16 01 68 01 6A 07 16 01 5B 0A 16 01
6C 01 6E 07 16 01 6F 0A 16 01 6C 01 6E 07 16 01 56 01 7F 01
78 01 79 01 7A 01 7B 01 7C 01 7D 01 7F 01 55 01 16 01 6C 01
6E 07 26 01 07 0A 27 01 6C 01 6E 12 6D 01 6C 01 6E 12 6D 01
6C 01 7F 12 6D 01 6C 01 7F 12 6D 01 6C 01 7F 12 6D 01 6C 01
6E 12 6D 01 FF
And edit gfx/pokegear/phone.tilemap.rle:
6F 08 06 01 07 0A 17 01 6F 08 16 01 6F 0A 16 01 06 01 07 07
27 01 6F 0A 16 01 16 01 7F 12 16 01 16 01 7F 12 16 01 16 01
7F 12 16 01 16 01 7F 12 16 01 16 01 7F 12 16 01 16 01 7F 12
16 01 16 01 7F 12 16 01 16 01 7F 12 16 01 16 01 7F 12 16 01
FF
Replace gfx/pokegear/town_map.png with the file below, or a new image with new tiles. Keep it 128x40 with border tiles in the same place as the ones below.
Edit engine/pokedex/pokedex.asm:
DexEntryScreen_MenuActionJumptable:
...
.Area:
...
predef Pokedex_GetArea
call Pokedex_BlackOutBG
+ call Pokedex_LoadGFX
+ call Pokedex_LoadAnyFootprint
That will fix the tiles not being right when exiting the map.
Then, edit gfx/pokegear/johto.bin and gfx/pokegear/kanto.bin following the Edit the Town Map tutorial.