Difference between revisions of "Keitai Denjuu Telefang:ROM map"

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The following ROM map is for the unofficial English translation Pokemon Diamond.
 
The following ROM map is for the unofficial English translation Pokemon Diamond.
  
== Text Values ==
+
= Text Values =
  
 
* <tt>02E65A-02E86D</tt> = Item Names
 
* <tt>02E65A-02E86D</tt> = Item Names
Line 46: Line 46:
 
** <tt>1D79C4-1D79C7</tt> = Burned
 
** <tt>1D79C4-1D79C7</tt> = Burned
  
== Denjuu Data ==
+
= Denjuu Data =
  
 
* <tt>1D4B48-1D5627</tt> = Denjuu Stats, Movesets, Evolutions, and Types
 
* <tt>1D4B48-1D5627</tt> = Denjuu Stats, Movesets, Evolutions, and Types
Line 85: Line 85:
 
       value is whatever level the Denjuu is supposed to learn the fourth move)
 
       value is whatever level the Denjuu is supposed to learn the fourth move)
  
== Tiles ==
+
= Tiles =
  
 
* <tt>02CF61-02D000</tt> = Text box border
 
* <tt>02CF61-02D000</tt> = Text box border
Line 151: Line 151:
 
(<i>Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.</i>)
 
(<i>Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.</i>)
  
== Color Palettes ==
+
= Color Palettes =
  
=== Denjuu ===
+
== Denjuu ==
  
 
* <tt>034800-034D6F</tt> = Denjuu Colors
 
* <tt>034800-034D6F</tt> = Denjuu Colors
  
=== Locations ===
+
== Locations ==
  
==== Overworld ====
+
=== Overworld ===
  
 
* <tt>035280-0352A7</tt> = 00:00-00:59
 
* <tt>035280-0352A7</tt> = 00:00-00:59
Line 188: Line 188:
 
* <tt>034470-034477</tt> = Overworld status bar on bottom of screen
 
* <tt>034470-034477</tt> = Overworld status bar on bottom of screen
  
==== Other Locations ====
+
=== Other Locations ===
  
 
* <tt>034480-0344B7</tt> = Toronko Village Water Station, Kurinon Village Cave
 
* <tt>034480-0344B7</tt> = Toronko Village Water Station, Kurinon Village Cave
Line 203: Line 203:
 
(<i>Note: The last eight bytes for all these determines the color of the status bar on the bottom of the screen.</i>)
 
(<i>Note: The last eight bytes for all these determines the color of the status bar on the bottom of the screen.</i>)
  
=== Intro Screen ===
+
== Intro Screen ==
  
==== Background ====
+
=== Background ===
  
 
* <tt>035700-03573F</tt> = Screen #1 (Cave with Angios/Gymnos)
 
* <tt>035700-03573F</tt> = Screen #1 (Cave with Angios/Gymnos)
Line 214: Line 214:
 
* <tt>035840-03587F</tt> = Screen #6 (Krypto/Fungus)
 
* <tt>035840-03587F</tt> = Screen #6 (Krypto/Fungus)
  
==== Sprites ====
+
=== Sprites ===
 
 
 
* <tt>035E80-035EA7</tt> = Screen #1 (Cave with Angios/Gymnos)
 
* <tt>035E80-035EA7</tt> = Screen #1 (Cave with Angios/Gymnos)
 
* <tt>035EA8-035EB7</tt> = Screen #2 (Shigeki talking on phone)
 
* <tt>035EA8-035EB7</tt> = Screen #2 (Shigeki talking on phone)
Line 221: Line 220:
 
* <tt>035ED8-035EE7</tt> = Screen #4 (Shigeki with Krypto/Fungus in cave)
 
* <tt>035ED8-035EE7</tt> = Screen #4 (Shigeki with Krypto/Fungus in cave)
  
== Game Maps ==
+
= Game Maps =
 +
 
 +
Each map is 8x8 acres. The overworld map is actually four different maps combined to form one large 16x16-acre map. Each byte in these offsets starts on the top-left of the map, and goes from left to right, then top to bottom.
  
 
* <tt>19C09F-19C0DE</tt> = ???
 
* <tt>19C09F-19C0DE</tt> = ???
Line 272: Line 273:
 
* <tt>19E7D1-19E810</tt> = Ion Island Cave - Basement 1
 
* <tt>19E7D1-19E810</tt> = Ion Island Cave - Basement 1
 
* <tt>19E86D-19E8AC</tt> = Ion Island Cave - Basement 2
 
* <tt>19E86D-19E8AC</tt> = Ion Island Cave - Basement 2
 +
 +
= Acre Data =
 +
* <tt>18C000-18FFFF</tt> = Ion Island Cave
 +
* <tt>190000-193FFF</tt> = Marts & Houses, Burion Relic: Floors 7-9, Human World
 +
* <tt>194000-197FFF</tt> = Burion Relic: Floors 1-6
 +
* <tt>198000-19BFFF</tt> = Kakotos Relic
 +
* <tt>1A0000-1A3FFF</tt> = Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna trees (same quadrants)
 +
* <tt>1A4000-1A7FFF</tt> = Overworld Map (Bottom-right quadrant), Antenna trees (Bottom-right quadrant), Toronko Village Water Station, Kurinon Village Cave, Paparuna Lake Laboratory, Panses Village Cave
 +
* <tt>1A8000-1ABFFF</tt> = Peperi Mountain
 +
 +
Each byte represents a 16x16-pixel square. Since each acre is ten squares wide
 +
and eight squares tall, each acre takes up 80 (50h) bytes. To find the acre you
 +
wish to edit, refer to the [[#Game_Maps|Game Maps]] section to find the offsets of
 +
the game's maps, then find the byte of the acre you wish to change. (The game
 +
maps are 64 bytes long -- 8 for the length and 8 for the width. It goes from
 +
left to right, then top to bottom.) Note this hex number down. Alternately, you
 +
can use an emulator with a memory editor (such as VisualBoyAdvance), and go to
 +
the area you want to edit in the game. The hex number that you'll need is
 +
located in 0xC904 in the RAM.
 +
 +
Then, open up a calculator that can support hexadecimal (Windows has one in
 +
scientific mode) and set it to Hex. Use this formula:
 +
 +
<tt><b>A</b> + 50 * <b>B</b></tt>
 +
A = Beginning offset of acre data
 +
B = Hex value of acre you're modifying
 +
 +
As an example, let's modify the first acre you come across in the game. This is
 +
located in the lower-left quadrant, so you're going to refer to the [[#Game_Maps|Game Maps]]
 +
section way above and see that this data starts at <tt><b>19C50E</b></tt>.
 +
 +
Now, since it starts here, use a hex editor and go to this offset. Since maps
 +
are 8x8 long, they are 64 bytes long. You'll see that the 64 bytes in this data
 +
is like this:
 +
 +
  80 81 82 83 84 85 86 87
 +
  88 89 8A 8B 8C 8D 8E 8F
 +
  90 91 92 93 94 95 96 97
 +
  98 99 9A 9B 9C 9D 9E 9F
 +
  A0 A1 A2 A3 A4 A5 A6 A7
 +
  A8 A9 AA AB AC AD AE AF
 +
  B0 B1 B2 B3 B4 B5 B6 B7
 +
  B8 B9 BA BB BC BD BE BF
 +
 +
Since the starting location is located in the third column in the fifth row, we
 +
want to look at the third column in the fifth row in this hex string above.
 +
You'll see that this is <b>94.</b> This is your B variable in this formula.
 +
 +
But what's the A variable? Simple: just look above and you'll find it. You'll
 +
see that for the lower-left quadrant of the Overworld map, it starts at 1A0000.
 +
So that's your A variable.
 +
 +
Since we have figured out both variables, you can use the formula like so:
 +
 +
<tt><b>1A0000</b> + 50 * <b>94</b></tt>
 +
 +
Now, plug this formula in the calculator (<b>remember to set it to Hex or it
 +
will not work right!</b>) If you did this right, you should get 1A2DF0 as the
 +
result.
 +
 +
Now go back to your hex editor and go to offset $1A2E40. Since this is 80 (50h)
 +
bytes long, the data in this acre goes from $1A2E40-$1A2E8F. Try editing any
 +
byte in this range (for a complete tileset for the overworld map, go to the
 +
bottom of this page), save, load up your ROM (if you already have it loaded,
 +
load it again), and go to the starting point in the game. If you did it right,
 +
the acre where you start the game should be different.
 +
 +
This can be used to customize the game's maps to your liking!
 +
 +
==== Map tilesets ====
 +
[http://img98.imageshack.us/img98/9049/tiles04bb7.gif Overworld]

Revision as of 01:38, 29 August 2008

The following ROM map is for the unofficial English translation Pokemon Diamond.

Text Values

  • 02E65A-02E86D = Item Names
  • 02E8FA-02F9F9 = Unused Text?
  • 040000-040161 = Picture Book Pointer Table
  • 040162-041782 = Picture Book Entries (Note: In Japanese version it ends at 0416EF)
  • 041783-042979 = Unused Picture Book Entries (bootleg only; this is empty space in Japanese version)
  • 099130-09A0A8 = Call Text
  • 0AA875-0AAA74 = Map Location Pointer Table
  • 0AAA75-0AAADE = Cave/Dungeon Pointer Table
  • 0AAADF-0AAC7D = Cave/Dungeon Names
  • 0ABFE0-0ABFFB = Map Location Names
  • 100000-1000AF = Dialog Pointer Table
  • 1000B0-101CD0 = ???Text???
  • 1141A4-115071 = Battle Text
  • 11527B-117F50 = ???Text???
  • 118200-11A2B5 = ???Call Text???
  • 11C158-128000 = People Text
  • 1D4000-1D457F = Denjuu Names
  • 1D4580-1D46BF = T-Fanger Names
  • 1D4700-1D4B47 = Denjuu Attacks
  • 1D5628-1D563F = Denjuu Types
  • 1D5888-1D6367 = Denjuu Arrive Phrase
  • 1D6368-1D6E47 = Denjuu Attack Phrase
  • 1D6E48-1D7927 = Unused Text
  • 1D7928-1D7987 = Denjuu Personality
  • 1D7988-1D79C7 = Status Effects
    • 1D7988-1D798B = ???
    • 1D798C-1D798F = Hiding
    • 1D7990-1D7993 = Jumping
    • 1D7994-1D7997 = Flight
    • 1D7998-1D799B = Confused
    • 1D799C-1D799F = Paralyzed
    • 1D79A0-1D79A3 = Cursed
    • 1D79A4-1D79A7 = Asleep
    • 1D79A8-1D79AB = Frightened
    • 1D79AC-1D79AF = Fog
    • 1D79B0-1D79B3 = Poisoned
    • 1D79B4-1D79B7 = Blind
    • 1D79B8-1D79BF = ???
    • 1D79C0-1D79C3 = Frozen
    • 1D79C4-1D79C7 = Burned

Denjuu Data

  • 1D4B48-1D5627 = Denjuu Stats, Movesets, Evolutions, and Types
Format of data is 16 bytes for each Denjuu and is as follows:
aabbccddeeffgghhiijjkkllmmnnoopp
aa = Base HP bb = Base Speed cc = Base Attack dd = Base Defense ee = Base Denma Attack ff = Base Denma Defense gg = Move 1 (List can be found at http://racieb.ggmedia.us/telefang/attacklist.txt) hh = Move 2 ii = Move 3 jj = Move 4 (A move in this slot will always be a Denma Attack, meaning it will take numerous turns to charge up, and runs off the user's Denma Attack stat and the opponent's Denma Defense stat) kk = ??? ll = Level of evolution (Natural Evolution only; otherwise this is 00, even if it evolves another way) mm = Denjuu it evolves into (if Natural Evolution, this goes by Denjuu number, if it evolves any other way, or not at all, this is 00) nn = Type 00 = Mountain 01 = Grassland 02 = Forest 03 = Aquatic 04 = Sky 05 = Desert Anything else = glitch type oo = Level of learning 3rd move (If it learns it from the start, this value is 00; if it never learns a 3rd move, this value is 64; otherwise, this value is whatever level the Denjuu is supposed to learn the third move) pp = Level of learning 4th move (If it learns it from the start, this value is 00; if it never learns a 4rd move, this value is 64; otherwise, this value is whatever level the Denjuu is supposed to learn the fourth move)

Tiles

  • 02CF61-02D000 = Text box border
  • 02D229-02D8C0 = Characters (kana/numbers) used in most of game (1BPP compression)
  • 0A0000-0A3FFF = Map squares used in interior locations
  • 0A4964-0A4BA3 = Digits used in Denjuu's phone numbers
  • 0A5D29-0A5E09 = FD indicator when a Denjuu calls you
  • 0AACC6-0ABD85 = Item icons
  • 0AC000-0B3FFF = Items

(Each item is 1E0h bytes long.)

  • 0B8000-0C7FFF = Human and Denjuu walking icons
  • 0D4000-0D7FFF = Compressed tiles (Usage unknown)
  • 0D8000-0DBFFF = Compressed tiles (Used for title screen and possibly other screens?)
  • 0DC000-0DDD5E = Compressed tiles (Used for D-Shot screen?)
  • 0DDD6F-0DFFFF = D-Shot phones
  • 0E0000-0E03BF = Scenery
  • 0E0418-0E0B07 = Status bar
  • 0E0B08-0E0B37 = Animated cursor
  • 0E0B38-0E0C37 = Digits + text icons
  • 0E1208-0E1307 = Kanji?
  • 0E1650-0E166F = LV: icon
  • 0E1670-0E168F = EX: icon
  • 0E173C-0E187B = Scenery
  • 0E197C-0E19FC = Animated spinning coin
  • 0E1D74-0E1E13 = ? icon
  • 0E1E14-0E27C3 = Overworld Map squares
  • 0E2D54-0E2ED3 = Digits used in clock on bottom of screen
  • 0E2ED4-0E2F13 = Animated border used on map
  • 0E2F14-0E2F93 = Blank (unvisited) Map squares
  • 0E318C-0E319B = Baseball (that bounces at beginning of game)
  • 0E319C-0E345B = Money/HP/Level/FD display on overworld screen
  • 0E4000-0E7FFF = Compressed tiles (Usage unknown)
  • 0E8000-0EBFFF = Compressed tiles (Usage unknown)
  • 104000-107FFF = Attack animations
  • 108000-10BFFF = Attack animations
  • 164000-167FFF = Compressed tiles (Used for Burion Relic and possibly other locations?)
  • 180000-183FFF = Images (Unused?)
  • 1AC000-1D3FFF = Denjuu

(Each Denjuu is 380h bytes long, and is easily editable under a tile editor.)

  • 1D8000-1DBFFF = Backgrounds of Denjuu encounters
  • 1E4000-1E7FFF = D-Shot (Game Boy)
    • 1E4000-1E4FFF = Power Version
    • 1E5000-1E5FFF = Speed Version
    • 1E6000-1E6FFF = ???
    • 1E6000-1E7FFF = (blank)
  • 1E8000-1EBFFF = Top of D-Shot
  • 1EC000-1EFFFF = D-Shot (Game Boy Color)
    • 1EC000-1ECFFF = Power Version
    • 1ED000-1EDFFF = Speed Version
    • 1EE000-1EEFFF = ???
    • 1EF000-1EFFFF = (blank)
  • 1F4000-1F517F = T-Fangers

(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)

  • 1F5180-1F5B3F = Denjuu Evolution Stages

(Each evolution stage is C0h bytes long.)

  • 1F5B40-1F5E3F = Denjuu Personality Icons
  • 1F8000-1FFFFF = T-Fangers

(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)

Color Palettes

Denjuu

  • 034800-034D6F = Denjuu Colors

Locations

Overworld

  • 035280-0352A7 = 00:00-00:59
  • 0352A8-0352CF = 01:00-01:59
  • 0352D0-0352F7 = 02:00-02:59
  • 0352F8-03531F = 03:00-03:59
  • 035320-035347 = 04:00-04:59
  • 035348-03536F = 05:00-05:59
  • 035370-035397 = 06:00-06:59
  • 035398-0353BF = 07:00-07:59
  • 0353C0-0353E7 = 08:00-08:59
  • 0353E8-03540F = 09:00-09:59
  • 035410-035437 = 10:00-10:59
  • 035438-03545F = 11:00-11:59
  • 035460-035487 = 12:00-12:59
  • 035488-0354AF = 13:00-13:59
  • 0354B0-0354D7 = 14:00-14:59
  • 0354D8-0354FF = 15:00-15:59
  • 035500-035527 = 16:00-16:59
  • 035528-03554F = 17:00-17:59
  • 035550-035577 = 18:00-18:59
  • 035580-03559F = 19:00-19:59
  • 0355A0-0355C7 = 20:00-20:59
  • 0355C8-0355EF = 21:00-21:59
  • 0355F0-035617 = 22:00-22:59
  • 035618-03563F = 23:00-23:59
  • 034470-034477 = Overworld status bar on bottom of screen

Other Locations

  • 034480-0344B7 = Toronko Village Water Station, Kurinon Village Cave
  • 0344C0-0344F7 = Paparuna Lake Laboratory, Panses Village Cave, Ion Island Cave
  • 034500-034537 = Toripa Antenna Tree Cave
  • 034540-034577 = Peperi Mountains
  • 034580-0345B7 = Kakotos Relic
  • 0345C0-0345F7 = Marts & Houses
  • 034600-034637 = Burion Relic
  • 034640-034677 = Human World
  • 034680-0346B7 = Human World - Antenna Tree
  • 0346C0-0346F7 = Human World - Unused Buildings

(Note: The last eight bytes for all these determines the color of the status bar on the bottom of the screen.)

Intro Screen

Background

  • 035700-03573F = Screen #1 (Cave with Angios/Gymnos)
  • 035740-03577F = Screen #2 (Shigeki talking on phone)
  • 035780-0357BF = Screen #3 (Forest)
  • 0357C0-0357FF = Screen #4 (Shigeki with Krypto/Fungus in cave)
  • 035800-03583F = Screen #5 (Angios/Gymnos)
  • 035840-03587F = Screen #6 (Krypto/Fungus)

Sprites

  • 035E80-035EA7 = Screen #1 (Cave with Angios/Gymnos)
  • 035EA8-035EB7 = Screen #2 (Shigeki talking on phone)
  • 035EF8-035F17 = Screen #3 (Forest)
  • 035ED8-035EE7 = Screen #4 (Shigeki with Krypto/Fungus in cave)

Game Maps

Each map is 8x8 acres. The overworld map is actually four different maps combined to form one large 16x16-acre map. Each byte in these offsets starts on the top-left of the map, and goes from left to right, then top to bottom.

  • 19C09F-19C0DE = ???
  • 19C0E7-19C126 = ???
  • 19C152-19C191 = Overworld Map - Upper left quadrant
  • 19C330-19C36F = Overworld Map - Upper right quadrant
  • 19C50E-19C54D = Overworld Map - Lower left quadrant
  • 19C6F3-19C732 = Overworld Map - Lower right quadrant
  • 19C876-19C8B5 = Toronko Village Water Station
  • 19C8FD-19C93C = Marts & Houses
  • 19CBD7-19CC16 = Kurinon Village Cave - Floor 1
  • 19CC7A-19CCB9 = Kurinon Village Cave - Floor 2
  • 19CCFA-19CD39 = Paparuna Lake Laboratory
  • 19CDD5-19CE14 = Panses Village Cave
  • 19D00E-19D04D = Toripa Antenna Tree Cave - Floor 1
  • 19D079-19D0B8 = Toripa Antenna Tree Cave - Floor 2
  • 19D0DD-19D11C = Toripa Antenna Tree Cave - Floor 3
  • 19D141-19D180 = Toripa Antenna Tree Cave - Floor 4
  • 19D1A5-19D1E4 = Toripa Antenna Tree Cave - Floor 5
  • 19D1ED-19D22C = Peperi Mountain - Floor 1
  • 19D251-19D290 = Peperi Mountain - Floor 2
  • 19D2DF-19D31E = Peperi Mountain - Floor 3
  • 19D351-19D390 = Peperi Mountain - Floor 4
  • 19D3B5-19D3F4 = Peperi Mountain - Floor 5
  • 19D404-19D443 = Kakotos Relic - Floor 1
  • 19D46F-19D4AE = Kakotos Relic - Floor 2
  • 19D551-19D590 = Kakotos Relic - Floor 3
  • 19D68E-19D6CD = Kakotos Relic - Floor 4
  • 19D7A1-19D7E0 = Kakotos Relic - Floor 5
  • 19D96A-19D9A9 = Kakotos Relic - Floor 6
  • 19DA84-19DAC3 = Kakotos Relic - Floor 7
  • 19DB66-19DBA5 = Kakotos Relic - Floor 8
  • 19DC3A-19DC79 = Burion Relic - Floor 1
  • 19DC90-19DCCF = Burion Relic - Floor 2
  • 19DD56-19DD95 = Burion Relic - Floor 3
  • 19DED9-19DF18 = Burion Relic - Floor 4
  • 19DFF3-19E032 = Burion Relic - Floor 5
  • 19E0F1-19E130 = Burion Relic - Floor 6
  • 19E22E-19E26D = Burion Relic - Floor 7
  • 19E302-19E341 = Burion Relic - Floor 8
  • 19E423-19E462 = Burion Relic - Floor 9
  • 19E4E9-19E528 = Human World - Main Area
  • 19E554-19E593 = Human World - Antenna Tree
  • 19E5A3-19E5E2 = Human World - Unused Buildings
  • 19E600-19E63F = ???
  • 19E64F-19E68E = ???
  • 19E69E-19E6DD = ???
  • 19E6ED-19E62C = ???
  • 19E73C-19E77B = Ion Island Cave - Floor 1
  • 19E7D1-19E810 = Ion Island Cave - Basement 1
  • 19E86D-19E8AC = Ion Island Cave - Basement 2

Acre Data

  • 18C000-18FFFF = Ion Island Cave
  • 190000-193FFF = Marts & Houses, Burion Relic: Floors 7-9, Human World
  • 194000-197FFF = Burion Relic: Floors 1-6
  • 198000-19BFFF = Kakotos Relic
  • 1A0000-1A3FFF = Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna trees (same quadrants)
  • 1A4000-1A7FFF = Overworld Map (Bottom-right quadrant), Antenna trees (Bottom-right quadrant), Toronko Village Water Station, Kurinon Village Cave, Paparuna Lake Laboratory, Panses Village Cave
  • 1A8000-1ABFFF = Peperi Mountain
Each byte represents a 16x16-pixel square. Since each acre is ten squares wide 
and eight squares tall, each acre takes up 80 (50h) bytes. To find the acre you 
wish to edit, refer to the Game Maps section to find the offsets of 
the game's maps, then find the byte of the acre you wish to change. (The game 
maps are 64 bytes long -- 8 for the length and 8 for the width. It goes from 
left to right, then top to bottom.) Note this hex number down. Alternately, you 
can use an emulator with a memory editor (such as VisualBoyAdvance), and go to 
the area you want to edit in the game. The hex number that you'll need is 
located in 0xC904 in the RAM.

Then, open up a calculator that can support hexadecimal (Windows has one in 
scientific mode) and set it to Hex. Use this formula:

A + 50 * B
A = Beginning offset of acre data
B = Hex value of acre you're modifying

As an example, let's modify the first acre you come across in the game. This is 
located in the lower-left quadrant, so you're going to refer to the Game Maps 
section way above and see that this data starts at 19C50E.

Now, since it starts here, use a hex editor and go to this offset. Since maps 
are 8x8 long, they are 64 bytes long. You'll see that the 64 bytes in this data 
is like this:

 80 81 82 83 84 85 86 87 
 88 89 8A 8B 8C 8D 8E 8F 
 90 91 92 93 94 95 96 97 
 98 99 9A 9B 9C 9D 9E 9F 
 A0 A1 A2 A3 A4 A5 A6 A7 
 A8 A9 AA AB AC AD AE AF 
 B0 B1 B2 B3 B4 B5 B6 B7 
 B8 B9 BA BB BC BD BE BF

Since the starting location is located in the third column in the fifth row, we 
want to look at the third column in the fifth row in this hex string above. 
You'll see that this is 94. This is your B variable in this formula.

But what's the A variable? Simple: just look above and you'll find it. You'll 
see that for the lower-left quadrant of the Overworld map, it starts at 1A0000. 
So that's your A variable.

Since we have figured out both variables, you can use the formula like so:

1A0000 + 50 * 94

Now, plug this formula in the calculator (remember to set it to Hex or it 
will not work right!) If you did this right, you should get 1A2DF0 as the 
result.

Now go back to your hex editor and go to offset $1A2E40. Since this is 80 (50h) 
bytes long, the data in this acre goes from $1A2E40-$1A2E8F. Try editing any 
byte in this range (for a complete tileset for the overworld map, go to the 
bottom of this page), save, load up your ROM (if you already have it loaded, 
load it again), and go to the starting point in the game. If you did it right, 
the acre where you start the game should be different.

This can be used to customize the game's maps to your liking!

Map tilesets

Overworld