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Updated How to add a new region map (markdown)
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@ -94,7 +94,7 @@ _These are the export options you will want to use. The prefix doesn't matter, t
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![image](https://github.com/pret/pokeemerald/assets/115586266/fc95afca-6c7d-4d9e-a67f-8dc27cf686bd)
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![image](https://github.com/pret/pokeemerald/assets/115586266/fc95afca-6c7d-4d9e-a67f-8dc27cf686bd)
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11. At this point we switch over to our text editor and open up "graphics_file_rules.mk" (this should be at the root of your expansion folder). here we will wind the rule for the file "graphics/pokenav/region_map/map.8bpp" and replace the number after "-num_tiles" with whatever our tile count is. Do note that this has to match exactly. Don't forget to save!
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11. At this point we switch over to our text editor and open up "graphics_file_rules.mk" (this should be at the root of your expansion folder). here we will find the rule for the file "graphics/pokenav/region_map/map.8bpp" and replace the number after "-num_tiles" with whatever our tile count is. Do note that this has to match exactly. Don't forget to save!
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![image](https://github.com/pret/pokeemerald/assets/115586266/071b9656-2148-4e7c-9b86-117a165c5c76)
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![image](https://github.com/pret/pokeemerald/assets/115586266/071b9656-2148-4e7c-9b86-117a165c5c76)
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@ -108,4 +108,41 @@ _These are the export options you will want to use. The prefix doesn't matter, t
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Inside your project folder, head to graphics/pokenav/region_map/ and copy the 3 files here.
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Inside your project folder, head to graphics/pokenav/region_map/ and copy the 3 files here.
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14. We can now compile the project. Assuming every step was followed correctly, you should now be seeing your new region map in-game. **However, we aren't done yet. We still have the Pokédex map left to do.**
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14. We can now compile the project. Assuming every step was followed correctly, you should now be seeing your new region map in-game. **However, we aren't done yet. We still have the Pokédex map left to do.**
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# 3. Formatting the Pokédex map
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Since our palette and tileset have already been built, all we need to do now is to edit the actual tilemap.
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1. If you closed Tilemap Studio inbetween, open it back up and drop your map.png in the small window to the left and map.bin to the bigger window on the right.
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2. If you shifted the map during the creation of the region map, you will need to first shift it back. Since I shifted both X and Y by -2, I will need to now shift them by +2.
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![image](https://github.com/pret/pokeemerald/assets/115586266/df52f83b-2f2b-4eca-9a5e-779cffffd1a5)
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3. Go to Tools -> Resize... and reduce the height to 32.
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![image](https://github.com/pret/pokeemerald/assets/115586266/badf261d-8f15-4373-8d4a-ca77cb2dc3b5)
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4. Here's the tedious part. You can choose a column of tiles by holding down the right click and then copy that selection by left clicking.
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We need to turn our map from this...
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![image](https://github.com/pret/pokeemerald/assets/115586266/850f42f7-01df-49cc-b15f-2d72d88ae82d)
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to this...
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![image](https://github.com/pret/pokeemerald/assets/115586266/19a4d15f-6456-49ab-906c-29bd7a3703aa)
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5. Go to Tilemap -> Save As... and save this as "region_map.bin"
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6. Make a copy or rename your existing "map.png" and "map.pal" to "region_map.png" and "region_map.pal". You should now have 3 files for the Pokédex map:
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* region_map.bin
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* region_map.pal
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* region_map.png
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7. Copy these files to graphics/pokedex/ in your project folder.
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8. In the "graphics_file_rules.mk" from earlier, search for the rule for "region_map.8bpp" and change the number after -num_tiles to the same we did earlier (in my case it was 240).
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