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(New page: <pre> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% RGBY Map Headers & Stuff That Goes With It By Hat (a.k.a. The Black Phantom) Version 1.0 ...)
 
m (Xkeeper moved page Pokémon Red and Blue:Notes to Pokémon Red and Blue/Notes: normalize subpages and titles)
 
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<pre>
{{notes|game=Pokémon Red and Blue}}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


    RGBY Map Headers & Stuff That Goes With It
==False 'level' addresses==
    By Hat (a.k.a. The Black Phantom)
These are stored values that may change after switching a Pokémon up to a specific position in the party. The value for that process is updated after depositing and withdrawing the Pokémon into a box.
    Version 1.0
    -Feel free to distribute this document and/or edit it,
    -try and credit people you get info from and/or write how you updated...


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


Main Credits (Structure Information):
== Tileset headers ==
-------------------------------------
12 bytes per header, as follows :
  [Xeon]
<pre>
    Wrote some stuff about Map Headers and Object Data.
1 byte  - Bank ID of blocks and tiles
    Which this document expands upon, a bit.
2 bytes - Pointer to blocks
2 bytes - Pointer to tiles
2 bytes - Pointer to collision data
3 bytes - Up to 3 'talking-over tiles' tile numbers ("empty" slots are filled with $FF)
1 byte  - Grass tile ($FF if none)
1 byte  - Animation flag
</pre>


  [F-Zero] & [Tauwasser]
Since the player moves on a 2x2 tile grid, the game checks the bottom-left tile of such a group for its properties (grass, talking-over...)
    Wrote a document (in German) explaining how GSC connection data is stored.
    RGBY connection data is stored almost the same way, it turns out, so
    that helped a great deal. All that is really different is the values you
    add the amount of blocks to.
...............................................................................


(Note : there's an inconsistency with this, the game uses the bottom-right tile to determine water, hence the Old Man Glitch)


===============================================================================
=== Blocks ===
Maps are made up of 4x4 tile blocks, stored (how?)


    General Map Header Structure
A tile is 8x8 pixels, so a block is 32x32 pixels.


===============================================================================
=== Tiles ===
Tiles are stored using the GB's format, and directly copied to VRAM.


Explanation:
=== Collision data ===
~~~~~~~~~~~~
This is a pointer to a list of tile numbers over which the player can walk. Terminated with a FF byte.
This contains all the data (pointers count as data) to build the map.


Format:
=== Talking-over tiles ===
~~~~~~~
These are tiles which allow the player to talk to a person on the other side, such as the counters in the Pokémon Centers or Pokémarts.
  #1: [Tileset Number]
  #2: [(Y Size) Map Height]
  #3: [(X Size) Map Width]
#4-5: [*2 Bytes*: Pointer to Map]
#6-7: [*2 Bytes*: Pointer to Maps Text Pointers]
#8-9: [*2 Bytes*: Pointer to Maps "Script"]
#10: [Connection Byte:
        00 = No Connections
        01 = North
        02 = West
        03 = West + East
        04 = South
        05 = South + East
        06 = South + West
        07 = South + West + East
        08 = North
        09 = North + East
        0A = North + West
        0B = North + West + East
        0C = North + South
        0D = North + South + East
        0E = North + South + West
        0F = North + South + West + East]
  ?: [*11 Bytes per Connection*, No connections? Straight to "Object Data"!]
Last: [*2 Bytes*: Pointer to Object Data]


===============================================================================
Each tileset can have up to 3 talking over tiles. Use FF to fill the unused slots.
    1) Tileset Numbers
===============================================================================


These are copied from a PDF by Cartmic, called "Pokemon Red Documents".
=== Grass tile ===
This is both a tile that will be rendered above sprites, and one where random "grass" encounters are possible.


  00 = "Outside"
=== Animation flag ===
  01 = "Ash's House"
This byte defines whether the tileset has animated tiles.
  02 = "Pokemon Center"
  03 = "Viridian Forest"
  04 = "Ash's House -- Again"
  05 = "Gym"
  06 = "Pokemon Center -- Again"
  07 = "Gym -- Again"
  08 = "House"
  09 = "Museum"
  0A = "Museum -- Again"
  0B = "Underground Path"
  0C = "Museum -- Again #2"
  0D = "S.S. Anne"
  0E = "Vermilion Port"
  0F = "Pokemon Cemetary"
  10 = "Silph Co."
  11 = "Cave"
  12 = "Celadon Mart"
  13 = "Game Freak HQ"
  14 = "Lab"
  15 = "Bike Shop/Cable Center"
  16 = "Cinnabar Mansion/Power Plant etc"
  17 = "Indigo Plateau"
  18 = ???


===============================================================================
If the byte is zero, no animations take place. Otherwise, the water animation will be in effect, and if bit 0 is reset, the flower animation also will.
    2 & 3) Map Height (Y) & Width (X)
===============================================================================


Exactly that, the amount of blocks high and wide the map data is.
The water animation is done by rotating tile $14's pixels left and right. The flower animation, however, overwrites tile $03 with images stored in the ROM, at addresses $1F29, $1F29 and $1F39.


===============================================================================
    4 & 5) Map Data Pointer
===============================================================================


You can use Pokemap/GoldMap for hacking all this quite easily.
== Map headers ==
This contains all the data (pointers count as data) to build the map.
<pre>
1 byte  - Tileset ID
1 byte  - (Y Size) Map height
1 byte  - (X Size) Map width
2 bytes - Pointer to map data
2 bytes - Pointer to text pointers
2 bytes - Pointer to script
1 byte  - Connection Byte
11 bytes per connection - Connection data (No connections? Straight to object data!)
2 bytes - Pointer to object data
</pre>


The map you walk around on and stuff is stored as block indexes.
=== Tileset numbers ===
A single block consists of 4*4 tiles, so... somewhere else (the Block Data),
the block is stored as 16 bytes...


...the same amount of bytes as a 2bpp tile.
The tileset descriptions are copied from a document compiled by Cartmic, called "Pokémon Red Documents", which may help you with other stuff too.
Read stuff on Romhacking.net for information on bits per plane/pixel (bpp).


===============================================================================
{|  class="wikitable" style="text-align: center;"
    6 & 7) Pointer to Maps Text Pointers
!Tileset No. !! Location in US R/B ROM !! Description
===============================================================================
|-
|00||C7BE||Outside
|-
|01||C7CA||Red's House
|-
|02||C7D6||Pokémon Center
|-
|03||C7E2||Viridian Forest
|-
|04||C7EE||Red's House (copy)
|-
|05||C7FA||Gym
|-
|06||C806||Pokémon Center
|-
|07||C812||Gym (copy)
|-
|08||C81E||House
|-
|09||C82A||Museum
|-
|0A||C836||Museum (copy)
|-
|0B||C842||Underground Path
|-
|0C||C84E||Museum (second copy)
|-
|0D||C85A||S.S. Anne
|-
|0E||C866||Vermilion Port
|-
|0F||C872||Pokémon Cemetery
|-
|10||C87E||Silph Co.
|-
|11||C88A||Cave
|-
|12||C896||Celadon Mart
|-
|13||C8A2||Game Freak HQ
|-
|14||C8AE||Lab
|-
|15||C8BA||Bike Shop/Cable Center
|-
|16||C8C6||Cinnabar Mansion/Power Plant etc
|-
|17||C8D2||Indigo Plateau
|}


2 byte pointers to text that is used on that map.
NOTE: As you can see there's multiple copies of some tileset headers. They are literally copies.


===============================================================================
If you're ROM hacking the game and want to add custom tilesets, you can delete copies to make room. However make sure that all maps that used the copy now use the original.
    8 & 9) Pointer to Maps "Script"
===============================================================================


Not entirely sure what/when/where/why/how.
=== Map height (Y axis) & width (X axis) ===
But it contains unique things to the map at a guess, as I've found such things
Exactly that, the amount of blocks high and wide the map data is.
as "what Pokemon is inside a Pokeball on the desk data"(Eevee) living there.


===============================================================================
=== Map data pointer ===
    10) Connection Byte
You can use the GoldMap engine for hacking map data quite easily.
===============================================================================


Note:
The map you walk around on and stuff is stored as block indexes. A single block consists of 4x4 tiles.
~~~~~
I think I wrote the directions in the order connection data is stored...?
By the way if this value is 00h it is immediately followed by the Object Data
Pointer, no gap. Repeated list...


Connection Byte:
=== Pointer to text pointers ===
    00 = No Connections
This points to a list of pointers. When the game attempts to display textbox #3, it will fetch the 3rd pointer in this list.
    01 = North
    02 = West
    03 = West + East
    04 = South
    05 = South + East
    06 = South + West
    07 = South + West + East
    08 = North
    09 = North + East
    0A = North + West
    0B = North + West + East
    0C = North + South
    0D = North + South + East
    0E = North + South + West
    0F = North + South + West + East


===============================================================================
(Note : textbox #0 is hardwired to the START menu)
    ?) Connection Data (0-44 bytes, explained in more depth: further down)
===============================================================================


===============================================================================
=== Pointer to script ===
    Last) Object Data Pointer
Points to a function ran on each frame spent in this overworld (for example, not ran while a textbox is active)
===============================================================================


The last thing in the Map Header. It points to a bunch of certain stuff that
If a map has a functionality you can't implement otherwise, check this out. You can sometimes find things like XY positions of Poké Balls and 1-time only Pokémon.
is stored in certain structures, because they are so overly used on maps.


Object Data is discussed at the end of this document.
=== Connection mask ===
...............................................................................


Note: If this value is $00 it is immediately followed by the object data pointer, no gap.


===============================================================================
Connections can be obtained with binary masks:
<pre>
connect_byte & (1 << 3) -> North
connect_byte & (1 << 2) -> South
connect_byte & (1 << 1) -> West
connect_byte & (1 << 0) -> East
</pre>


    *** Hacking Connections ***
List of values:
    This might take a bit of "practise hacking" to fully understand what the
<pre>
    hell is being said here.
00 = No Connections
01 = East
02 = West
03 = West + East
04 = South
05 = South + East
06 = South + West
07 = South + West + East
08 = North
09 = North + East
0A = North + West
0B = North + West + East
0C = North + South
0D = North + South + East
0E = North + South + West
0F = North + South + West + East
</pre>


===============================================================================
=== Connection Data ===
Size can range from 0 to 44 bytes.


Explanation:
Probably the toughest thing to manipulate. This will certainly require planning, with no background distractions. (Unless an editor gets built that can hack the connections for RGBY.)
~~~~~~~~~~~~
The "Connection Byte" determines how many connections are in this space,
including none at all.


Structure:
==== X/Y movement of connection ====
~~~~~~~~~~
A X movement is how many map blocks there are to the left of one of your north/south connections.
    #1: [Map Index of Connected Map]
  #2-3: [Pointer to "Connection Strip"s Upperleft Block (Connected Map)]
  #4-5: [Pointer to "Connection Strip"s Upperleft Block (Current Map)]
    #6: ["Bigness"]
    #7: [Map Width]
    #8: [Y alignment]
    #9: [X alignment]
#10-11: [Window]
 
Connection Strip Example:
-------------------------
Connection Byte 0D...
the C rectangles are the connection strips for the current map...
 
                &&&      \
                & &      |
                & &      |
                & &      |
                & &      |
                & &      |- Connected Map (North)
                & &      |
  +++++++++++++CCC+++++ |
  +++++++++++++CCC+++++ |
  +++++++++++++CCC+++++ /
  +++###############+++
  +++#            #+++<------------- '+'s = current maps border
  +++#            #+++
  +++#  Current  #CCC&&&&&&&&&&&&
  +++#            #CCC          &
  +++#    Map    #CCC          &
  +++#            #CCC          &
  +++#            #CCC&&&&&&&&&&&&
  +++#            #+++
  +++###############+++
/ +++CCCCCCCCCCCCCCC+++
| +++CCCCCCCCCCCCCCC+++
| +++CCCCCCCCCCCCCCC+++
|    &            &\_____________/
|    &            &            \
|    &            &            Connected Map (East)
/|    &            &
|\    &&&&&&&&&&&&&&&
|
\_ Connected Map (South)


A Y movement is how many map blocks there are above your west/east connection.


==== Structure ====
<pre>
1 byte  - Map ID of connected map
2 bytes - Pointer to "connection strip"s upper-left block (Connected map)
2 bytes - Pointer to "connection strip"s upper-left block (Current map)
1 byte  - "Bigness"
1 byte  - Map Width
1 byte  - Y alignment
1 byte  - X alignment
2 bytes - Window
</pre>


TODO : convert this block to wiki format.
<pre>
===============================================================================
===============================================================================
     #1 : Map Indexes
     #1 : Map Indexes
===============================================================================
===============================================================================


Not included! Download UltraMap, the text file known as "RedEnglish.txt"
Not included! Download UltraMap, the text file known as "RedEnglish.ini"
contains all the Map Indexes in decimal, which you'll obviously need to convert
contains all the Map Indexes in decimal for R/B, which you'll obviously need
to hex.
to convert to hex.


===============================================================================
===============================================================================
Line 254: Line 218:
===============================================================================
===============================================================================


This points to the part of the current map (in RAM somwhere or something)
This points to the part of the current map (further up in RAM)
that the connection strips upperleft block is placed on the current map.
that the connection strips upperleft block is placed on the current map.


Line 294: Line 258:
Direction  | Formula
Direction  | Formula
___________|_______
___________|_______
     North: (Heigt_of_connected_map * 2) - 1
     North: (Height_of_connected_map * 2) - 1
     South: 0
     South: 0
  West/East: (Y_movement_of_connection_strip_in_blocks * -2)
  West/East: (Y_movement_of_connection_strip_in_blocks * -2)
Line 313: Line 277:


===============================================================================
===============================================================================
#10-#11 : X alignment
#10-#11 : Window
===============================================================================
===============================================================================


Line 326: Line 290:
       West: C6EEh + 2 * Width_of_connected_map
       West: C6EEh + 2 * Width_of_connected_map
...............................................................................
...............................................................................
</pre>
==== Example ====
<pre>
PKMN Red Example -- Saffron City (Header: 0x509A4) Diagram:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saffrons need-to-know stats:
Block Height (Y): 12
Block Width (X): 14
Connection Byte: 0F (North + South + West + East)
                      -      -      -      -
+ = current maps border blocks
++++++++NNNNNNNNNN++++++++
++++++++NNNNNNNNNN++++++++
++++++++NNNNNNNNNN++++++++
+++####################+++
+++####################+++
+++####### My #########+++
+++####################+++
WWW####### Name's #####EEE
WWW####################EEE
WWW###### Saffron #####EEE
WWW####################EEE
WWW###### City! #######EEE
WWW####################EEE
WWW####################EEE
WWW####################EEE
WWW####################EEE
+++####################+++
+++####################+++
+++####################+++
+++####################+++
+++####################+++
++++++++SSSSSSSSSS++++++++
++++++++SSSSSSSSSS++++++++
++++++++SSSSSSSSSS++++++++
Connection to Route 5 (to the North)
              *Y: 12
              *X: 0A
              *X_Movement_of_Connection Strip = 5
      Map Index: 10
Connection Strip: 4668
Where Connected: C6F0 (C6EB + 5)
      "Bigness": 0A
          Width: 0A
    Y alignment: 23 (12 * 2 - 1)
    X alignment: F6 (5 * -2)
          Window: C809 (C6E9 + (12 * (0A + 6)))
Connection to Route 6 (to the South)
              *Y: 12
              *X: 0A
              *X_Movement_of_Connection Strip = 5
      Map Index: 11
Connection Strip: 4079
Where Connected: C912 (C6EB + ((12 + 3) * (14 + 6)) + 5)
      "Bigness": 0A
          Width: 0A
    Y alignment: 00
    X alignment: F6 (5 * -2)
          Window: C6F9 (C6EF + 0A)
Connection to Route 7 (to the West)
              *Y: 09
              *X: 0A
              *Y_Movement_of_Connection Strip = 4
      Map Index: 12
Connection Strip: 4058
Where Connected: C79E (C6E8 + (14 + 6) * (4 + 3))
      "Bigness": 09
          Width: 0A
    Y alignment: F8 (4 * -2)
    X alignment: 13 ((0A * 2) - 1)
          Window: C702 (C6EE + (0A * 2))
Connection to Route 8 (to the East)
              *Y: 09
              *X: 1E
              *Y_Movement_of_Connection Strip = 4
      Map Index: 13
Connection Strip: 41C6
Where Connected: C7B5 (C6E5 + (14 + 6) * (4 + 4))
      "Bigness": 09
          Width: 1E
    Y alignment: F8 (4 * -2)
    X alignment: 00
          Window: C70D (C6EF + 1E)
</pre>


=== Object Data ===
<pre>
1 byte  - Border block ID
1 byte  - Number of warps
4 bytes per warp - Warp data
1 byte  - Number of signs
3 bytes per sign - Sign data
1 byte  - Number of NPCs (total)
6/8/7 bytes per NPC - NPC data
4 bytes per warp-to - Warp-To data
</pre>


===============================================================================
==== Warps ====
<pre>
1 byte  - Y position
1 byte  - X position
1 byte  - Destination warp-to's ID (within target map)
1 byte  - Destination map
</pre>
 
==== Signposts ====
<pre>
1 byte  - Y position
1 byte  - X position
1 byte  - Text string ID
</pre>
 
==== NPCs ====
In order to distinguish People, Trainers and Items, you must check the text string ID:
 
strID & (1 << 6) != 0 : Trainer (2 extra bytes, the trainer class and roster IDs)
 
strID & (1 << 7) != 0 -> Item (1 extra byte, the item ID)
 
===== Normal people =====
<pre>
1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement byte 1
1 byte  - Movement byte 2
1 byte  - Text string ID
</pre>
 
===== Trainers / One-time Pokémon =====
One-time Pokémon and Trainers are essentially the same thing, separated by their species ID. If it's under 200, it's a Pokémon. Over or equal to 200, it's a Trainer.
<pre>
1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement 1
1 byte  - Movement 2
1 byte  - Text string ID
1 byte  - Pokémon species ID / Trainer class
1 byte  - Pokemon level / Trainer's roster ID
</pre>
 
===== Items =====
<pre>
1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement 1
1 byte  - Movement 2
1 byte  - Text string ID
1 byte  - Item ID
</pre>
 
==== Warp-To Points ====
<pre>
2 bytes - Event Displacement
1 byte  - Y position
1 byte  - X position
</pre>
 
 
== Sprites ==
Sprites are loaded when changing maps. However, there is a little subtlety : when traversing a map connection, the game assumes the correct sprite set is loaded, and doesn't reload sprites. (Hence glitchy sprites sometimes observed with Walk Through Walls).
 
The other occasion where sprites are loaded is when a text display is closed ; the game reloads sprites because the "walking" sprites are overwritten by font tiles.
 
Also, if there are no sprites (NPCs) the game doesn't reload sprite graphics.
 
How the game reloads sprites differs for "exterior" and "interior" maps.
 
=== Exterior maps ===
The game reads an entry from the table at 17A64, MapSpriteSets. If the entry is < $F0, the game uses the corresponding sprite set. Otherwise, it uses the corresponding split sprite set (see dedicated section).
 
==== Split sprite sets ====
Some exterior maps have two sprite sets, which depend on position.
 
Consider the entry read from MapSpriteSets. If the entry is $F8, that's Route 20 - a special case with a complex splitting. See its dedicated section.
 
The table maintains a table at 17A89, SplitMapSpriteSets, structured like so :
<pre>
1 byte  - Split type (1 = East/West division, 2 = North/South division)
1 byte  - Split coordinate
1 byte  - Sprite set ID if coordinate <  split coordinate
1 byte  - Sprite set ID if coordinate >= split coordinate
</pre>
The game reads an entry, indexed using (the byte read from MapSpriteSets AND $0F), and uses this sprite set.
 
===== Sea Route 20 =====
Sea Route 20 has two sprite sets, $01 (West) and $0A (East). The only thing that differs from above is that the splitting is more complex.
<pre>
If X coordinate < $2B
  Use set $01
End
 
If X coordinate >= $3E
  Use set $0A
End
 
If X coordinate >= $37
  If Y coordinate < $08
    Use set $0A
  Else
    Use set $01
  End
Else
  If Y coordinate < $0D
    Use set $0A
  Else
    Use set $01
  End
End
</pre>
More visually :
<pre>
Y X  ... 28 29 2A 2B 2C 2D ... 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 ...
 
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
05  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
06  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
07  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
08  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
09  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0A  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0B  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0C  ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0D  ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
0E  ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
0F  ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
</pre>
 
=== Interior maps ===
The game loads sprites by request, ie. the sprite tiles will be loaded as required by NPCs present on the loaded map.
 
 
== Useful notes ==
=== Picture numbers ===
In order to get the ROM address of the tile relative to an entity
(people/trainers/items), here is the formula to focus on the entity information:
 
  5 * $4000 + ($7b27 + 4 * (picture_id - 1)) % $4000
 
Then the entity information is stored according to this:
<pre>
2 bytes - Tile address
1 byte  - Total size of tile data
1 byte  - Bank ID
</pre>
 
So then, address = bankID * 0x4000 + tileAddr % 0x4000


    Object Data: General Structure
=== Event displacement formula ===
$C6EF + (Map width) + (Map width + 6) * (Y offset) + (X offset)


===============================================================================
=== Pointers ===
R/B Pointers to Map Headers: 0x01AE
R/B Map Header Banks: 0xC23D
R/B Pointer to Tileset Headers: 0xC767


Object Data
=== Misc. ===
===========
Maximum tileset size in VRAM: 6 rows of 16 tiles (9000-95FF)
[Maps Border Tile]
[Number of Warps][Warp Data]
[Number of Signs][Sign Data]
[Number of People/Trainers/Items]
[People Data]
[Trainer Data]
[Item Data]
[Warp-To Data]


Warps:
------
[Y position][X position][Warp-To Point][Warp-To Map]


Signposts:
== Credits ==
----------
<pre>
[Y position][X position][Text String Number]
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


Normal People:
    RGBY Map Headers & Stuff That Goes With It
--------------
    Version 1.6
[Picture Number][Y position + 4][X position + 4]
    -Feel free to distribute this document and/or edit it.
[Movement 1][Movement 2][Text String Number]
    -Try and credit people you get info from and/or write how you updated.


Trainers:
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
---------
[Picture Number][Y position + 4][X position + 4]
[Movement 1][Movement 2][Text String Number]
[Trainer Type][Pokemon Set]


Items:
Things that need adding:
---------------------
------------------------
[Picture Number][Y position + 4][X position + 4]
More information about tilesets, and info about what sprites get loaded for
[Movement 1][Movement 2][Text String Number]
which maps.
[Item Number]


Warp-To Points
Updates:
--------------
--------
[*2 Bytes*: Event Displacement???][Y position][X position]
v1.6 by ISSOtm: Re-formatted the document, less ASCII and more wiki.
v1.5.1 by Sawakita: Fixed Tileset Header, completely (including last byte: Animation Flag)
v1.5 by phire: Completed Tileset Header, except for that last byte.
v1.4 Complete object data info with details about picture id.
v1.3 Edit by Cartmic to include almost completed tileset header information
    and Hat's further clarification on what the X/Y Movement of the Connection means.
v1.2: By ubitux: Add some information about connections and distinction between entities (People/Trainers/Items)
v1.11: Typo fixed by Hat: "01 = North" changed to "01 = East". Thanks to IIMarckus for pointing that out.
v1.1: By Hat, minor improvements.
v1.0: Original version typed up by Hat.


Event Displacement Formula:
Main Credits (Structure Information):
~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------------------------------------
C6E3 +  ((Map width + 8) * (rows above + 1))  + (X movement + 4)
  [Xeon]
Just set it to C6E3 if you're not using it I think.
    Wrote some stuff about Map Headers and Object Data.
    Which this document expands upon, a bit.


############################################################### THE END FOR NOW
  [F-Zero] & [Tauwasser]
    Wrote a document (in German) explaining how GSC connection data is stored.
    RGBY connection data is stored almost the same way, it turns out, so
    that helped a great deal. All that is really different is the values you
    add the amount of blocks to.
...............................................................................
</pre>
</pre>
{{Internal Data|game=Pokémon Red and Blue}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a Notes Page for Pokémon Red and Blue.

False 'level' addresses

These are stored values that may change after switching a Pokémon up to a specific position in the party. The value for that process is updated after depositing and withdrawing the Pokémon into a box.


Tileset headers

12 bytes per header, as follows :

1 byte  - Bank ID of blocks and tiles
2 bytes - Pointer to blocks
2 bytes - Pointer to tiles
2 bytes - Pointer to collision data
3 bytes - Up to 3 'talking-over tiles' tile numbers ("empty" slots are filled with $FF)
1 byte  - Grass tile ($FF if none)
1 byte  - Animation flag

Since the player moves on a 2x2 tile grid, the game checks the bottom-left tile of such a group for its properties (grass, talking-over...)

(Note : there's an inconsistency with this, the game uses the bottom-right tile to determine water, hence the Old Man Glitch)

Blocks

Maps are made up of 4x4 tile blocks, stored (how?)

A tile is 8x8 pixels, so a block is 32x32 pixels.

Tiles

Tiles are stored using the GB's format, and directly copied to VRAM.

Collision data

This is a pointer to a list of tile numbers over which the player can walk. Terminated with a FF byte.

Talking-over tiles

These are tiles which allow the player to talk to a person on the other side, such as the counters in the Pokémon Centers or Pokémarts.

Each tileset can have up to 3 talking over tiles. Use FF to fill the unused slots.

Grass tile

This is both a tile that will be rendered above sprites, and one where random "grass" encounters are possible.

Animation flag

This byte defines whether the tileset has animated tiles.

If the byte is zero, no animations take place. Otherwise, the water animation will be in effect, and if bit 0 is reset, the flower animation also will.

The water animation is done by rotating tile $14's pixels left and right. The flower animation, however, overwrites tile $03 with images stored in the ROM, at addresses $1F29, $1F29 and $1F39.


Map headers

This contains all the data (pointers count as data) to build the map.

1 byte  - Tileset ID
1 byte  - (Y Size) Map height
1 byte  - (X Size) Map width
2 bytes - Pointer to map data
2 bytes - Pointer to text pointers
2 bytes - Pointer to script
1 byte  - Connection Byte
11 bytes per connection - Connection data (No connections? Straight to object data!)
2 bytes - Pointer to object data

Tileset numbers

The tileset descriptions are copied from a document compiled by Cartmic, called "Pokémon Red Documents", which may help you with other stuff too.

Tileset No. Location in US R/B ROM Description
00 C7BE Outside
01 C7CA Red's House
02 C7D6 Pokémon Center
03 C7E2 Viridian Forest
04 C7EE Red's House (copy)
05 C7FA Gym
06 C806 Pokémon Center
07 C812 Gym (copy)
08 C81E House
09 C82A Museum
0A C836 Museum (copy)
0B C842 Underground Path
0C C84E Museum (second copy)
0D C85A S.S. Anne
0E C866 Vermilion Port
0F C872 Pokémon Cemetery
10 C87E Silph Co.
11 C88A Cave
12 C896 Celadon Mart
13 C8A2 Game Freak HQ
14 C8AE Lab
15 C8BA Bike Shop/Cable Center
16 C8C6 Cinnabar Mansion/Power Plant etc
17 C8D2 Indigo Plateau

NOTE: As you can see there's multiple copies of some tileset headers. They are literally copies.

If you're ROM hacking the game and want to add custom tilesets, you can delete copies to make room. However make sure that all maps that used the copy now use the original.

Map height (Y axis) & width (X axis)

Exactly that, the amount of blocks high and wide the map data is.

Map data pointer

You can use the GoldMap engine for hacking map data quite easily.

The map you walk around on and stuff is stored as block indexes. A single block consists of 4x4 tiles.

Pointer to text pointers

This points to a list of pointers. When the game attempts to display textbox #3, it will fetch the 3rd pointer in this list.

(Note : textbox #0 is hardwired to the START menu)

Pointer to script

Points to a function ran on each frame spent in this overworld (for example, not ran while a textbox is active)

If a map has a functionality you can't implement otherwise, check this out. You can sometimes find things like XY positions of Poké Balls and 1-time only Pokémon.

Connection mask

Note: If this value is $00 it is immediately followed by the object data pointer, no gap.

Connections can be obtained with binary masks:

connect_byte & (1 << 3) -> North
connect_byte & (1 << 2) -> South
connect_byte & (1 << 1) -> West
connect_byte & (1 << 0) -> East

List of values:

00 = No Connections
01 = East
02 = West
03 = West + East
04 = South
05 = South + East
06 = South + West
07 = South + West + East
08 = North
09 = North + East
0A = North + West
0B = North + West + East
0C = North + South
0D = North + South + East
0E = North + South + West
0F = North + South + West + East

Connection Data

Size can range from 0 to 44 bytes.

Probably the toughest thing to manipulate. This will certainly require planning, with no background distractions. (Unless an editor gets built that can hack the connections for RGBY.)

X/Y movement of connection

A X movement is how many map blocks there are to the left of one of your north/south connections.

A Y movement is how many map blocks there are above your west/east connection.

Structure

1 byte  - Map ID of connected map
2 bytes - Pointer to "connection strip"s upper-left block (Connected map)
2 bytes - Pointer to "connection strip"s upper-left block (Current map)
1 byte  - "Bigness"
1 byte  - Map Width
1 byte  - Y alignment
1 byte  - X alignment
2 bytes - Window

TODO : convert this block to wiki format.

===============================================================================
    #1 : Map Indexes
===============================================================================

Not included! Download UltraMap, the text file known as "RedEnglish.ini"
contains all the Map Indexes in decimal for R/B, which you'll obviously need
to convert to hex.

===============================================================================
 #2-#3 : "Connection Strip" Location
===============================================================================

The "connection strip" pointer -- points to the area of the connected map that
is visible when standing before you even enter it. Points to the upperleft
block of the "connection strip".
      * connection strip is always 3 blocks wide (E/W connection)
                                   3 blocks high (N/S connection)

===============================================================================
 #4-#5 : Current Map Position
===============================================================================

This points to the part of the current map (further up in RAM)
that the connection strips upperleft block is placed on the current map.

____________________
Connection |
Direction  | Formula
___________|_______

     North: C6EB + X_Movement_of_Connection Strip

     South: C6EB + (Height of Map + 3) * (Width of Map + 6) +
                   X_Movement_of_Connection Strip

      West: C6E8 + (Width of Map + 6) * (Y_Movement_of_"Connection Strip" + 3)

      East: C6E5 + (Width of Map + 6) * (Y_Movement_of_"Connection Strip" + 4)

===============================================================================
    #6 : Map "Bigness"
===============================================================================

North/South Connection = Connected Maps Width
East/West Connection = Connected Maps Height

===============================================================================
    #7 : Map Width
===============================================================================

The width of the connected map.

===============================================================================
    #8 : Y alignment
===============================================================================

Relative Y-position of player after entering connected map.

____________________
Connection |
Direction  | Formula
___________|_______
     North: (Height_of_connected_map * 2) - 1
     South: 0
 West/East: (Y_movement_of_connection_strip_in_blocks * -2)

===============================================================================
    #9 : X alignment
===============================================================================

Relative X-Position of player after entering connected map.

____________________
Connection |
Direction  | Formula
___________|_______
North/South: (X_movement_of_connection_strip_in_blocks * -2)
       West: (Width_of_connected_map * 2) - 1
       East: 0

===============================================================================
#10-#11 : Window
===============================================================================

Position of the upper left block after entering the Map.

____________________
Connection |
Direction  | Formula
___________|_______
     Above: C6E9h + Height_of_connected_map * (Width_of_connected_map + 6)
South/East: C6EFh + Width_of_connected_map
      West: C6EEh + 2 * Width_of_connected_map
...............................................................................

Example

PKMN Red Example -- Saffron City (Header: 0x509A4) Diagram:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saffrons need-to-know stats:

Block Height (Y): 12
 Block Width (X): 14
 Connection Byte: 0F (North + South + West + East)
                      -       -       -      -
 + = current maps border blocks

++++++++NNNNNNNNNN++++++++
++++++++NNNNNNNNNN++++++++
++++++++NNNNNNNNNN++++++++
+++####################+++
+++####################+++
+++####### My #########+++
+++####################+++
WWW####### Name's #####EEE
WWW####################EEE
WWW###### Saffron #####EEE
WWW####################EEE
WWW###### City! #######EEE
WWW####################EEE
WWW####################EEE
WWW####################EEE
WWW####################EEE
+++####################+++
+++####################+++
+++####################+++
+++####################+++
+++####################+++
++++++++SSSSSSSSSS++++++++
++++++++SSSSSSSSSS++++++++
++++++++SSSSSSSSSS++++++++

Connection to Route 5 (to the North)
              *Y: 12
              *X: 0A
              *X_Movement_of_Connection Strip = 5
       Map Index: 10
Connection Strip: 4668
 Where Connected: C6F0 (C6EB + 5)
       "Bigness": 0A
           Width: 0A
     Y alignment: 23 (12 * 2 - 1)
     X alignment: F6 (5 * -2)
          Window: C809 (C6E9 + (12 * (0A + 6)))

Connection to Route 6 (to the South)
              *Y: 12
              *X: 0A
              *X_Movement_of_Connection Strip = 5
       Map Index: 11
Connection Strip: 4079
 Where Connected: C912 (C6EB + ((12 + 3) * (14 + 6)) + 5)
       "Bigness": 0A
           Width: 0A
     Y alignment: 00
     X alignment: F6 (5 * -2)
          Window: C6F9 (C6EF + 0A)

Connection to Route 7 (to the West)
              *Y: 09
              *X: 0A
              *Y_Movement_of_Connection Strip = 4
       Map Index: 12
Connection Strip: 4058
 Where Connected: C79E (C6E8 + (14 + 6) * (4 + 3))
       "Bigness": 09
           Width: 0A
     Y alignment: F8 (4 * -2)
     X alignment: 13 ((0A * 2) - 1)
          Window: C702 (C6EE + (0A * 2))

Connection to Route 8 (to the East)
              *Y: 09
              *X: 1E
              *Y_Movement_of_Connection Strip = 4
       Map Index: 13
Connection Strip: 41C6
 Where Connected: C7B5 (C6E5 + (14 + 6) * (4 + 4))
       "Bigness": 09
           Width: 1E
     Y alignment: F8 (4 * -2)
     X alignment: 00
          Window: C70D (C6EF + 1E)

Object Data

1 byte  - Border block ID
1 byte  - Number of warps
4 bytes per warp - Warp data
1 byte  - Number of signs
3 bytes per sign - Sign data
1 byte  - Number of NPCs (total)
6/8/7 bytes per NPC - NPC data
4 bytes per warp-to - Warp-To data

Warps

1 byte  - Y position
1 byte  - X position
1 byte  - Destination warp-to's ID (within target map)
1 byte  - Destination map

Signposts

1 byte  - Y position
1 byte  - X position
1 byte  - Text string ID

NPCs

In order to distinguish People, Trainers and Items, you must check the text string ID:

strID & (1 << 6) != 0 : Trainer (2 extra bytes, the trainer class and roster IDs)

strID & (1 << 7) != 0 -> Item (1 extra byte, the item ID)

Normal people
1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement byte 1
1 byte  - Movement byte 2
1 byte  - Text string ID
Trainers / One-time Pokémon

One-time Pokémon and Trainers are essentially the same thing, separated by their species ID. If it's under 200, it's a Pokémon. Over or equal to 200, it's a Trainer.

1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement 1
1 byte  - Movement 2
1 byte  - Text string ID
1 byte  - Pokémon species ID / Trainer class
1 byte  - Pokemon level / Trainer's roster ID
Items
1 byte  - Picture number
1 byte  - Y position + 4
1 byte  - X position + 4
1 byte  - Movement 1
1 byte  - Movement 2
1 byte  - Text string ID
1 byte  - Item ID

Warp-To Points

2 bytes - Event Displacement
1 byte  - Y position
1 byte  - X position


Sprites

Sprites are loaded when changing maps. However, there is a little subtlety : when traversing a map connection, the game assumes the correct sprite set is loaded, and doesn't reload sprites. (Hence glitchy sprites sometimes observed with Walk Through Walls).

The other occasion where sprites are loaded is when a text display is closed ; the game reloads sprites because the "walking" sprites are overwritten by font tiles.

Also, if there are no sprites (NPCs) the game doesn't reload sprite graphics.

How the game reloads sprites differs for "exterior" and "interior" maps.

Exterior maps

The game reads an entry from the table at 17A64, MapSpriteSets. If the entry is < $F0, the game uses the corresponding sprite set. Otherwise, it uses the corresponding split sprite set (see dedicated section).

Split sprite sets

Some exterior maps have two sprite sets, which depend on position.

Consider the entry read from MapSpriteSets. If the entry is $F8, that's Route 20 - a special case with a complex splitting. See its dedicated section.

The table maintains a table at 17A89, SplitMapSpriteSets, structured like so :

1 byte  - Split type (1 = East/West division, 2 = North/South division)
1 byte  - Split coordinate
1 byte  - Sprite set ID if coordinate <  split coordinate
1 byte  - Sprite set ID if coordinate >= split coordinate

The game reads an entry, indexed using (the byte read from MapSpriteSets AND $0F), and uses this sprite set.

Sea Route 20

Sea Route 20 has two sprite sets, $01 (West) and $0A (East). The only thing that differs from above is that the splitting is more complex.

If X coordinate < $2B
  Use set $01
End

If X coordinate >= $3E
  Use set $0A
End

If X coordinate >= $37
  If Y coordinate < $08
    Use set $0A
  Else
    Use set $01
  End
Else
  If Y coordinate < $0D
    Use set $0A
  Else
    Use set $01
  End
End

More visually :

Y X  ... 28 29 2A 2B 2C 2D ... 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 ...

.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
05   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
06   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
07   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A 0A ...
08   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
09   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0A   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0B   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0C   ... 01 01 01 0A 0A 0A ... 0A 0A 0A 01 01 01 01 01 01 01 0A 0A 0A ...
0D   ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
0E   ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
0F   ... 01 01 01 01 01 01 ... 01 01 01 01 01 01 01 01 01 01 0A 0A 0A ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...
.    ... .  .  .  .  .  .  ... .  .  .  .  .  .  .  .  .  .  .  .  .  ...

Interior maps

The game loads sprites by request, ie. the sprite tiles will be loaded as required by NPCs present on the loaded map.


Useful notes

Picture numbers

In order to get the ROM address of the tile relative to an entity (people/trainers/items), here is the formula to focus on the entity information:

 5 * $4000 + ($7b27 + 4 * (picture_id - 1)) % $4000

Then the entity information is stored according to this:

2 bytes - Tile address
1 byte  - Total size of tile data
1 byte  - Bank ID

So then, address = bankID * 0x4000 + tileAddr % 0x4000

Event displacement formula

$C6EF + (Map width) + (Map width + 6) * (Y offset) + (X offset)

Pointers

R/B Pointers to Map Headers: 0x01AE R/B Map Header Banks: 0xC23D R/B Pointer to Tileset Headers: 0xC767

Misc.

Maximum tileset size in VRAM: 6 rows of 16 tiles (9000-95FF)


Credits

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    RGBY Map Headers & Stuff That Goes With It
    Version 1.6
    -Feel free to distribute this document and/or edit it.
    -Try and credit people you get info from and/or write how you updated.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Things that need adding:
------------------------
More information about tilesets, and info about what sprites get loaded for
which maps.

Updates:
--------
v1.6 by ISSOtm: Re-formatted the document, less ASCII and more wiki.
v1.5.1 by Sawakita: Fixed Tileset Header, completely (including last byte: Animation Flag)
v1.5 by phire: Completed Tileset Header, except for that last byte.
v1.4 Complete object data info with details about picture id.
v1.3 Edit by Cartmic to include almost completed tileset header information
     and Hat's further clarification on what the X/Y Movement of the Connection means.
v1.2: By ubitux: Add some information about connections and distinction between entities (People/Trainers/Items)
v1.11: Typo fixed by Hat: "01 = North" changed to "01 = East". Thanks to IIMarckus for pointing that out.
v1.1: By Hat, minor improvements.
v1.0: Original version typed up by Hat.

Main Credits (Structure Information):
-------------------------------------
  [Xeon]
    Wrote some stuff about Map Headers and Object Data.
    Which this document expands upon, a bit.

  [F-Zero] & [Tauwasser]
    Wrote a document (in German) explaining how GSC connection data is stored.
    RGBY connection data is stored almost the same way, it turns out, so
    that helped a great deal. All that is really different is the values you
    add the amount of blocks to.
...............................................................................