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Map insertion issues.

Map modding

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#1 Whatevs-4

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Posted 02 July 2015 - 07:31 AM

Hey there. I started trying to hack today and have found it incredibly fun and interesting so far. Most things I've been playing with have gone swimmingly. But I'm having trouble inserting a custom map I made.  

This is my map: http://imgur.com/yUd4BTb 

This is what the prologue looks like when I've changed the chapter to the proper tileset and inserted the map into free space, 0x00FFF000: http://imgur.com/dEmWpe4Note: the game runs fine at this point.  

This is what happens when I repoint the chapter's map to 0x00FFF000 + 0x08000000, 0x08FFF000: http://imgur.com/gN9f561The game freezes like this or in an even glitchier image. 

What on earth am I doing wrong? Incidentally, why do we repoint to +0x008000000? I didn't see this explained in the Ultimate Tutorial.



#2 Whitewolf8

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Posted 02 July 2015 - 10:48 AM

The 08000000 is the pointer, can't remember too much aside from that currently.


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#3 Snow

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Posted 02 July 2015 - 11:27 AM

Ok so.

 

1. Hi

2. So I looked at FFF000 in a hex editor, and there's a small piece something there, at FFF140 (at least in my version of the game). Maybe this was a tileset thing, but only with the tileset you are now using? In any case, try re inserting the map into the 00D00000 to 00E00000, that is 100% free space so you shouldn't overwrite anything.

3. I'm looking at the tileset you used and it looks a bit off, granted I haven't used mappy in a while, but maybe your working with a defective tileset? I can't really offer any solucion to this problem since I can't be sure, but you could try remaking the map in TILED and trying to insert it with that instead.

 

Luck hacking.


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BTW, I take map requests if anyone wants to make one XD, just send me a PM and I'll most likely accept. If you wanna see some of previous work you can visit my gallery here, I'd skip to the end because I've improved alot XD.

#4 Whatevs-4

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Posted 02 July 2015 - 01:37 PM

My ROM has something at FFF140 as well. Is there not enough space between FFF000 and FFF140 for a map? It looked okay when I put it in, but I guess I wasn't looking at it carefully.  

Here's what my 00D00000 looks like: http://imgur.com/OihbAkz

That's free? How can I tell what is free anyways? I was looking for massive amounts of 00s (which it doesn't seem like there's very much of).

Thanks!

 

Update: Just tried it with the 00D00000 and got the same result. I'll check out Tiled in a bit. But I'm still desperately curious to know more about identifying free space.



#5 ^Leo^

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Posted 02 July 2015 - 02:34 PM

http://www.mediafire...der-2.0.1.0.zip

 

that might help a bit. i don't know how other people do it, but that's what i use.



#6 Snow

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Posted 02 July 2015 - 04:16 PM

Basically everything from 00D0000 to 00E0000 is confirmed as free space. If you want to look for it, it's normally a bunch of 00s or a bunch of FFs. If you look at the free space in it's almost all a sequence of FFs and 00s, that's how you can tell that it's free. It's not really useful to LOOK for free space since we know where it is, and we can expand the rom to make our own free space. 

There should be a tutorial on how to expand the rom in the UT, in case you want to do that. For free space in FE7 you should jsut stick to 00D0000 to 00E0000, and then expand the rom.


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This won't be removed until Chile wins the World Cup - Started 24/06/12
BTW, I take map requests if anyone wants to make one XD, just send me a PM and I'll most likely accept. If you wanna see some of previous work you can visit my gallery here, I'd skip to the end because I've improved alot XD.

#7 Whatevs-4

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Posted 04 July 2015 - 02:08 PM

I created another map with Mappy and inserted it and it looked fine but kept freezing. I changed it a bit so the terrain the tactician moves over was traversable and the freezing stopped. That last bit makes sense (though I'm surprised the tactician collision detects, considering all its movement is scripted), but I have no idea what's up with the former. Regardless, problem solved.



#8 Fire Blazer

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Posted 05 July 2015 - 03:50 AM

it's probably a result of the events, I'm guessing. I can't tell for sure since idk what exactly is happening, but let's say the original game tries to move a unit from X place to Y place. If that's not possible on your map because that unit can't traverse that terrain (like water or mountains or something), then the game will glitch/freeze because it can't handle that movement. So the solution is to change the movement of the events, or I guess you could change the map.

 

pretty much, it's kinda as you figured, though "collision detects" isn't the way I usually phrase it, haha. The movement IS scripted but it's only scripted in the sense that it says "move to [X,Y]" and then it uses the in-game engine after that. It doesn't specifically script what steps to take to get their nor does it override the movement data/capabilities of the unit that is being moved (in this case, the tactician).

 

not sure if I said anything useful/helpful, but hopefully you can work things out


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