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

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(Denjuu Data)
(Denjuu Data: Oops)
Line 95: Line 95:
 
   
 
   
 
  aa bb cc dd
 
  aa bb cc dd
+
  aa = Item used to mod evolve/experimentally evolve
  aa = Item used to mod evolve (the value FF is used if it doesn't mod evolve
+
      If a Denjuu evolves BOTH of these ways, then the item for mod evolution is
       at all)
+
      used for this slot, and the item for experimental evolution is used for the
 +
      next slot. If a Denjuu only evolves one way, then the item used for that
 +
      method is used in this slot, and the second slot is unused. If a Denjuu
 +
       does not evolve either way, then this value is FF.
 
       (Note: This list currently uses the badly translated names from the  
 
       (Note: This list currently uses the badly translated names from the  
 
       bootleg Pokémon Diamond/Jade)
 
       bootleg Pokémon Diamond/Jade)
 +
      Mod items:
 
       00 = A-gun
 
       00 = A-gun
 
       01 = Gun
 
       01 = Gun
Line 158: Line 162:
 
       38 = L-medal
 
       38 = L-medal
 
       39 = Tayta
 
       39 = Tayta
bb = Experimental evolution type (the value FF is used if it does not
+
      Experimental items:
      experimentally evolve at all)
 
      (Note: This list also currently uses bootleg names)
 
 
       40 = Baolan
 
       40 = Baolan
 
       41 = Gulap
 
       41 = Gulap
 
       42 = Jigay
 
       42 = Jigay
  cc = Denjuu it mod evolves into (00 if it doesn't mod evolve at all)
+
  bb = Item used to experimentally evolve
  dd = Denjuu it experimentally evolves into (00 if it doesn't experimentally
+
      This byte is only used if a Denjuu evolves BOTH with the mod method AND
       evolve at all)
+
      the experimental method. The same item list above is used here. If a Denjuu
 +
      does not experimentally evolve at all, then this value is FF.
 +
  cc = Denjuu it mod/experimentally evolves into
 +
      This is associated with the item used for the first byte. If a Denjuu does
 +
      not evolve with either of these two methods, this value is 00.
 +
dd = Denjuu it experimentally evolves into
 +
      This is associated with the item used for the second byte. If a Denjuu does
 +
       not evolve with both methods, this value is 00.
  
 
= Tiles =
 
= Tiles =

Revision as of 00:34, 28 October 2008

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

Text Values

  • 02E652-02E871 (00220) = Item Names
  • 02E8FA-02F9F9 (01100) = Unused Text?
  • 040000-040161 (00162) = Picture Book Pointer Table
  • 040162-0416EF (0158E) = Picture Book Entries
  • 040162-041782 (01621) = Picture Book Entries (Bootleg)
  • 041783-042979 (011F7) = Unused Picture Book Entries (Bootleg only; this is empty space in Japanese version)
  • 099130-09A0A8 (00F79) = Call Text
  • 0AA875-0AAA74 (00200) = Map Location Pointer Table
  • 0AAA75-0AAAFE (0008A) = Map Location Names
  • 0AAA75-0AAADE (00070) = Cave/Dungeon Pointer Table
  • 0AAADF-0AAC7D (0019F) = Cave/Dungeon Names
  • 0ABF30-0ABFFB (000CC) = Map Location Names (Bootleg)
  • 100000-1000AF (000B0) = Dialog Pointer Table
  • 1000B0-101CD0 (01C21) = ???Text???
  • 1141A4-115071 (00ECE) = Battle Text
  • 11527B-117F50 (02CD6) = ???Text???
  • 118200-11A2B5 (020B6) = ???Call Text???
  • 11C158-127FFF (0BEA8) = People Text
  • 1D4000-1D457F (00580) = Denjuu Names
  • 1D4580-1D46BF (00140) = T-Fanger Names
  • 1D4700-1D4B47 (00448) = Denjuu Attacks
  • 1D5628-1D563F (00018) = Denjuu Types
  • 1D5888-1D6367 (00AE0) = Denjuu Arrive Phrase

(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)

  • 1D6368-1D6E47 (00AE0) = Denjuu Attack Phrase

(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)

  • 1D6E48-1D7927 (00AE0) = Unused Text
  • 1D7928-1D7987 (00060) = Denjuu Personality

(Each personality has an 8-character limit.)

  • 1D7988-1D79C7 (00040) = Status Effects
    • 1D7988-1D798B (00004) = ???
    • 1D798C-1D798F (00004) = Hiding
    • 1D7990-1D7993 (00004) = Jumping
    • 1D7994-1D7997 (00004) = Flight
    • 1D7998-1D799B (00004) = Confused
    • 1D799C-1D799F (00004) = Paralyzed
    • 1D79A0-1D79A3 (00004) = Cursed
    • 1D79A4-1D79A7 (00004) = Asleep
    • 1D79A8-1D79AB (00004) = Frightened
    • 1D79AC-1D79AF (00004) = Fog
    • 1D79B0-1D79B3 (00004) = Poisoned
    • 1D79B4-1D79B7 (00004) = Blind
    • 1D79B8-1D79BF (00004) = ???
    • 1D79C0-1D79C3 (00004) = Frozen
    • 1D79C4-1D79C7 (00004) = Burned

Denjuu Data

  • 1D4B48-1D5627 (0AE0) = Denjuu Stats, Movesets, Evolutions, and Types
Format of data is 16 (10h) bytes for each Denjuu and is as follows:
aa bb cc dd ee ff gg hh ii jj kk ll mm nn oo pp
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)
  • 0AA0B1-0AA368 (02B8) = Mod & Experimental Evolution
Format of data is 4 bytes for each Denjuu and is as follows:

aa bb cc dd
aa = Item used to mod evolve/experimentally evolve
     If a Denjuu evolves BOTH of these ways, then the item for mod evolution is
     used for this slot, and the item for experimental evolution is used for the
     next slot. If a Denjuu only evolves one way, then the item used for that
     method is used in this slot, and the second slot is unused. If a Denjuu
     does not evolve either way, then this value is FF.
     (Note: This list currently uses the badly translated names from the 
     bootleg Pokémon Diamond/Jade)
     Mod items:
     00 = A-gun
     01 = Gun
     02 = Revolver
     03 = R-gun
     04 = Mo-gun
     05 = Missile
     06 = Bomb  
     07 = Ma-gun
     08 = Sabre
     09 = Drill
     0A = Jet
     0B = Propelle
     0C = Dart
     0D = Battery
     0E = Shooter
     0F = Range
     10 = Flatiron
     11 = Blender
     12 = Phone
     13 = Antenna
     14 = Spanner
     15 = Saw
     16 = ChainSaw
     17 = L-gun
     18 = Axe
     19 = Screwdri
     1A = Screw
     1B = Spring
     1C = Gear
     1D = P-card
     1E = Spear
     1F = Crane
     20 = Dagger
     21 = Sickle
     22 = Computer
     23 = Moving
     24 = Hammer
     25 = Injector
     26 = Camera
     27 = Video
     28 = Flying
     29 = Pencil
     2A = Tire
     2B = O-bottle
     2C = Tap
     2D = Bucket
     2E = Cleaner
     2F = Mouse
     30 = Key
     31 = Game
     32 = Toy
     33 = Pengpeng
     34 = Racket
     35 = Tsita
     36 = Luna
     37 = Diamond
     38 = L-medal
     39 = Tayta
     Experimental items:
     40 = Baolan
     41 = Gulap
     42 = Jigay
bb = Item used to experimentally evolve
     This byte is only used if a Denjuu evolves BOTH with the mod method AND
     the experimental method. The same item list above is used here. If a Denjuu
     does not experimentally evolve at all, then this value is FF.
cc = Denjuu it mod/experimentally evolves into
     This is associated with the item used for the first byte. If a Denjuu does
     not evolve with either of these two methods, this value is 00.
dd = Denjuu it experimentally evolves into
     This is associated with the item used for the second byte. If a Denjuu does
     not evolve with both methods, this value is 00.

Tiles

  • 02CF61-02D000 (000A0) = Text box border
  • 02D229-02D8C0 (00698) = Characters (kana/numbers) used in most of game (1BPP compression)
  • 0A0000-0A3FFF (04000) = Map squares used in interior locations
  • 0A4964-0A4BA3 (00240) = Digits used in Denjuu's phone numbers
  • 0A5D29-0A5E08 (000E0) = FD indicator when a Denjuu calls you
  • 0AACC6-0ABD85 (010C0) = Item icons
  • 0AC000-0B3FFF (08000) = Items

(Each item is 1E0h bytes long.)

  • 0B8000-0C7FFF (10000) = Human and Denjuu walking icons
  • 0D4000-0D7FFF (04000) = Compressed tiles (Usage unknown)
  • 0D8000-0DBFFF (04000) = Compressed tiles (Used for title screen and possibly other screens?)
  • 0DC000-0DDD6E (01D6F) = Compressed tiles (Used for D-Shot screen?)
  • 0DDD6F-0DFFFF (02291) = D-Shot phones
  • 0E0000-0E03BF (003C0) = Scenery
  • 0E0418-0E0B07 (006F0) = Status bar
  • 0E0B08-0E0B37 (00030) = Animated cursor
  • 0E0B38-0E0C37 (00100) = Digits + text icons
  • 0E1208-0E1307 (00100) = Kanji?
  • 0E1650-0E166F (00020) = LV: icon
  • 0E1670-0E168F (00020) = EX: icon
  • 0E173C-0E187B (00140) = Scenery
  • 0E197C-0E19FB (00080) = Animated spinning coin
  • 0E1D74-0E1E13 (000A0) = ? icon
  • 0E1E14-0E27C3 (009B0) = Overworld Map squares
  • 0E2D54-0E2ED3 (00180) = Digits used in clock on bottom of screen
  • 0E2ED4-0E2F13 (00040) = Animated border used on map
  • 0E2F14-0E2F93 (00080) = Blank (unvisited) Map squares
  • 0E318C-0E319B (00010) = Baseball (that bounces at beginning of game)
  • 0E319C-0E345B (002C0) = Money/HP/Level/FD display on overworld screen
  • 0E4000-0E7FFF (04000) = Compressed tiles (Usage unknown)
  • 0E8000-0EBFFF (04000) = Compressed tiles (Usage unknown)
  • 104000-107FFF (04000) = Attack animations
  • 108000-10BFFF (04000) = Attack animations
  • 164000-167FFF (04000) = Compressed tiles (Used for Burion Relic and possibly other locations?)
  • 180000-183FFF (04000) = Images (Unused?)
  • 1AC000-1AFEFF (03F00) = Denjuu #1-18
  • 1B0000-1B3EFF (03F00) = Denjuu #19-36
  • 1B4000-1B7EFF (03F00) = Denjuu #37-54
  • 1B8000-1BBEFF (03F00) = Denjuu #55-72
  • 1BC000-1BFEFF (03F00) = Denjuu #73-90
  • 1C0000-1C3EFF (03F00) = Denjuu #91-108
  • 1C4000-1C7EFF (03F00) = Denjuu #109-126
  • 1C8000-1CBEFF (03F00) = Denjuu #127-144
  • 1CC000-1CFEFF (03F00) = Denjuu #145-162
  • 1D0000-1D29FF (03A00) = Denjuu #163-174

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

  • 1D2A00-1D2D7F (00380) = Unidentified symbol
  • 1D8000-1DBFFF (04000) = Backgrounds of Denjuu encounters
  • 1E4000-1E7FFF (04000) = D-Shot (Game Boy)
    • 1E4000-1E4FFF (01000) = Power Version
    • 1E5000-1E5FFF (01000) = Speed Version
    • 1E6000-1E6FFF (01000) = ???
    • 1E6000-1E7FFF (01000) = (blank)
  • 1E8000-1EBFFF (04000) = Top of D-Shot
  • 1EC000-1EFFFF (04000) = D-Shot (Game Boy Color)
    • 1EC000-1ECFFF (01000) = Power Version
    • 1ED000-1EDFFF (01000) = Speed Version
    • 1EE000-1EEFFF (01000) = ???
    • 1EF000-1EFFFF (01000) = (blank)
  • 1F4000-1F517F (01180) = T-Fangers

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

  • 1F5180-1F5B3F (009C0) = Denjuu Evolution Stages

(Each evolution stage is C0h bytes long.)

  • 1F5B40-1F5E3F (00300) = Denjuu Personality Icons
  • 1F8000-1FFFFF (04000) = T-Fangers

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

Tile Arrangements

This determines how tiles in different maps are arranged. Each four bytes makes up a 16x16-pixel square on the map.

  • 178066-1782DD (00278) = Overworld
  • 1785F4-178727 (00134) = Antenna Tree

Tile Colors

This determines what colors tiles on the map should have. Each four bytes determines the color of a 16x16-pixel square. Each tile in a square can have different colors. Each value in this range can be from 00-07, which assigns each tile a given palette.

  • 1782DE-178555 (00278) = Overworld

Color Palettes

Denjuu

  • 034800-034D6F (00570) = Denjuu Colors

Locations

Overworld

  • 035280-0352A7 (00280) = 00:00-00:59
  • 0352A8-0352CF (00280) = 01:00-01:59
  • 0352D0-0352F7 (00280) = 02:00-02:59
  • 0352F8-03531F (00280) = 03:00-03:59
  • 035320-035347 (00280) = 04:00-04:59
  • 035348-03536F (00280) = 05:00-05:59
  • 035370-035397 (00280) = 06:00-06:59
  • 035398-0353BF (00280) = 07:00-07:59
  • 0353C0-0353E7 (00280) = 08:00-08:59
  • 0353E8-03540F (00280) = 09:00-09:59
  • 035410-035437 (00280) = 10:00-10:59
  • 035438-03545F (00280) = 11:00-11:59
  • 035460-035487 (00280) = 12:00-12:59
  • 035488-0354AF (00280) = 13:00-13:59
  • 0354B0-0354D7 (00280) = 14:00-14:59
  • 0354D8-0354FF (00280) = 15:00-15:59
  • 035500-035527 (00280) = 16:00-16:59
  • 035528-03554F (00280) = 17:00-17:59
  • 035550-035577 (00280) = 18:00-18:59
  • 035580-03559F (00280) = 19:00-19:59
  • 0355A0-0355C7 (00280) = 20:00-20:59
  • 0355C8-0355EF (00280) = 21:00-21:59
  • 0355F0-035617 (00280) = 22:00-22:59
  • 035618-03563F (00280) = 23:00-23:59
  • 034470-034477 (00008) = Overworld status bar on bottom of screen

Other Locations

  • 034480-0344B7 (00038) = Toronko Village Water Station, Kurinon Village Cave
  • 0344C0-0344F7 (00038) = Paparuna Lake Laboratory, Panses Village Cave, Ion Island Cave
  • 034500-034537 (00038) = Toripa Antenna Tree Cave
  • 034540-034577 (00038) = Peperi Mountains
  • 034580-0345B7 (00038) = Kakotos Relic
  • 0345C0-0345F7 (00038) = Marts & Houses
  • 034600-034637 (00038) = Burion Relic
  • 034640-034677 (00038) = Human World
  • 034680-0346B7 (00038) = Human World - Antenna Tree
  • 0346C0-0346F7 (00038) = 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 (00040) = Screen #1 (Cave with Angios/Gymnos)
  • 035740-03577F (00040) = Screen #2 (Shigeki talking on phone)
  • 035780-0357BF (00040) = Screen #3 (Forest)
  • 0357C0-0357FF (00040) = Screen #4 (Shigeki with Krypto/Fungus in cave)
  • 035800-03583F (00040) = Screen #5 (Angios/Gymnos)
  • 035840-03587F (00040) = Screen #6 (Krypto/Fungus)

Sprites

  • 035E80-035EA7 (00028) = Screen #1 (Cave with Angios/Gymnos)
  • 035EA8-035EB7 (00010) = Screen #2 (Shigeki talking on phone)
  • 035EF8-035F17 (00020) = Screen #3 (Forest)
  • 035ED8-035EE7 (00010) = 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.
The pointer table for this data is located from $19C000-$19C09E. This pointer table is irregular in that each pointer is three bytes long instead of two. The first byte has an unknown purpose, and the next two tell the game where to find the map data.

  • 19C09F-19C0DE (00040) = ???
  • 19C0E7-19C126 (00040) = ???
  • 19C152-19C191 (00040) = Overworld Map - Upper left quadrant
  • 19C330-19C36F (00040) = Overworld Map - Upper right quadrant
  • 19C50E-19C54D (00040) = Overworld Map - Lower left quadrant
  • 19C6F3-19C732 (00040) = Overworld Map - Lower right quadrant
  • 19C876-19C8B5 (00040) = Toronko Village Water Station
  • 19C8FD-19C93C (00040) = Marts & Houses
  • 19CBD7-19CC16 (00040) = Kurinon Village Cave - Floor 1
  • 19CC7A-19CCB9 (00040) = Kurinon Village Cave - Floor 2
  • 19CCFA-19CD39 (00040) = Paparuna Lake Laboratory
  • 19CDD5-19CE14 (00040) = Panses Village Cave
  • 19D00E-19D04D (00040) = Toripa Antenna Tree Cave - Floor 1
  • 19D079-19D0B8 (00040) = Toripa Antenna Tree Cave - Floor 2
  • 19D0DD-19D11C (00040) = Toripa Antenna Tree Cave - Floor 3
  • 19D141-19D180 (00040) = Toripa Antenna Tree Cave - Floor 4
  • 19D1A5-19D1E4 (00040) = Toripa Antenna Tree Cave - Floor 5
  • 19D1ED-19D22C (00040) = Peperi Mountain - Floor 1
  • 19D251-19D290 (00040) = Peperi Mountain - Floor 2
  • 19D2DF-19D31E (00040) = Peperi Mountain - Floor 3
  • 19D351-19D390 (00040) = Peperi Mountain - Floor 4
  • 19D3B5-19D3F4 (00040) = Peperi Mountain - Floor 5
  • 19D404-19D443 (00040) = Kakotos Relic - Floor 1
  • 19D46F-19D4AE (00040) = Kakotos Relic - Floor 2
  • 19D551-19D590 (00040) = Kakotos Relic - Floor 3
  • 19D68E-19D6CD (00040) = Kakotos Relic - Floor 4
  • 19D7A1-19D7E0 (00040) = Kakotos Relic - Floor 5
  • 19D96A-19D9A9 (00040) = Kakotos Relic - Floor 6
  • 19DA84-19DAC3 (00040) = Kakotos Relic - Floor 7
  • 19DB66-19DBA5 (00040) = Kakotos Relic - Floor 8
  • 19DC3A-19DC79 (00040) = Burion Relic - Floor 1
  • 19DC90-19DCCF (00040) = Burion Relic - Floor 2
  • 19DD56-19DD95 (00040) = Burion Relic - Floor 3
  • 19DED9-19DF18 (00040) = Burion Relic - Floor 4
  • 19DFF3-19E032 (00040) = Burion Relic - Floor 5
  • 19E0F1-19E130 (00040) = Burion Relic - Floor 6
  • 19E22E-19E26D (00040) = Burion Relic - Floor 7
  • 19E302-19E341 (00040) = Burion Relic - Floor 8
  • 19E423-19E462 (00040) = Burion Relic - Floor 9
  • 19E4E9-19E528 (00040) = Human World - Main Area
  • 19E554-19E593 (00040) = Human World - Antenna Tree
  • 19E5A3-19E5E2 (00040) = Human World - Unused Buildings
  • 19E600-19E63F (00040) = ???
  • 19E64F-19E68E (00040) = ???
  • 19E69E-19E6DD (00040) = ???
  • 19E6ED-19E62C (00040) = ???
  • 19E73C-19E77B (00040) = Ion Island Cave - Floor 1
  • 19E7D1-19E810 (00040) = Ion Island Cave - Basement 1
  • 19E86D-19E8AC (00040) = Ion Island Cave - Basement 2

Acre Data

  • 18C000-18FFFF (04000) = Ion Island Cave
  • 190000-193FFF (04000) = Marts & Houses, Burion Relic: Floors 7-9, Human World
  • 194000-197FFF (04000) = Burion Relic: Floors 1-6
  • 198000-19BFFF (04000) = Kakotos Relic
  • 1A0000-1A3FFF (04000) = Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna trees (same quadrants)
  • 1A4000-1A7FFF (04000) = 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 (04000) = Toripa Antenna Tree Cave, 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 (40h) 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 0xC903 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 (40h) bytes long. You'll see that the 64 (40h) bytes
in this data are laid out 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 section), 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

Warp Data

This tells the game where the game should take you when you enter a doorway, cave, staircase, etc.
Because this data is always located right under the corresponding Game Map data, and because these vary in length from location to location, there is a pointer table from $19C000-$19C09E which tells where the map data starts, which you can use if you need to lengthen or shorten the warp data.

  • 19C0DF-19C0E6 (00008) = ???
  • 19C127-19C151 (0002B) = ???
  • 19C192-19C32F (0019E) = Overworld Map - Upper left quadrant
  • 19C370-19C50D (0019E) = Overworld Map - Upper right quadrant
  • 19C54E-19C6F2 (001A5) = Overworld Map - Lower left quadrant
  • 19C733-19C875 (00143) = Overworld Map - Lower right quadrant
  • 19C8B6-19C8FC (00047) = Toronko Village Water Station
  • 19C93D-19CBD6 (0029A) = Marts & Houses
  • 19CC17-19CC79 (00063) = Kurinon Village Cave - Floor 1
  • 19CCBA-19CCF9 (00040) = Kurinon Village Cave - Floor 2
  • 19CD3A-19CDD4 (0009B) = Paparuna Lake Laboratory
  • 19CE15-19D00D (001F9) = Panses Village Cave
  • 19D04E-19D078 (0002B) = Toripa Antenna Tree Cave - Floor 1
  • 19D0B9-19D0DC (00024) = Toripa Antenna Tree Cave - Floor 2
  • 19D11D-19D140 (00024) = Toripa Antenna Tree Cave - Floor 3
  • 19D181-19D1A4 (00024) = Toripa Antenna Tree Cave - Floor 4
  • 19D1E5-19D1EC (00008) = Toripa Antenna Tree Cave - Floor 5
  • 19D22D-19D250 (00024) = Peperi Mountain - Floor 1
  • 19D291-19D2DE (0004E) = Peperi Mountain - Floor 2
  • 19D31F-19D350 (00032) = Peperi Mountain - Floor 3
  • 19D391-19D3B4 (00024) = Peperi Mountain - Floor 4
  • 19D3F5-19D403 (0000F) = Peperi Mountain - Floor 5
  • 19D444-19D46E (0002B) = Kakotos Relic - Floor 1
  • 19D4AF-19D550 (000A2) = Kakotos Relic - Floor 2
  • 19D591-19D68D (000FD) = Kakotos Relic - Floor 3
  • 19D6CE-19D7A0 (000D3) = Kakotos Relic - Floor 4
  • 19D7E1-19D969 (00189) = Kakotos Relic - Floor 5
  • 19D9AA-19DA83 (000DA) = Kakotos Relic - Floor 6
  • 19DAC4-19DB65 (000A2) = Kakotos Relic - Floor 7
  • 19DBA6-19DC39 (00094) = Kakotos Relic - Floor 8
  • 19DC7A-19DC8F (00016) = Burion Relic - Floor 1
  • 19DCD0-19DD55 (00086) = Burion Relic - Floor 2
  • 19DD96-19DED8 (00143) = Burion Relic - Floor 3
  • 19DF19-19DFF2 (000DA) = Burion Relic - Floor 4
  • 19E033-19E0F0 (000BE) = Burion Relic - Floor 5
  • 19E131-19E22D (000FD) = Burion Relic - Floor 6
  • 19E26E-19E301 (00094) = Burion Relic - Floor 7
  • 19E342-19E422 (000E1) = Burion Relic - Floor 8
  • 19E463-19E4E8 (00086) = Burion Relic - Floor 9
  • 19E529-19E553 (0002B) = Human World - Main Area
  • 19E594-19E5A2 (0000F) = Human World - Antenna Tree
  • 19E5E3-19E5FF (0001D) = Human World - Unused Buildings
  • 19E640-19E64E (0000F) = ???
  • 19E68F-19E69D (0000F) = ???
  • 19E6DE-19E6EC (0000F) = ???
  • 19E72D-19E73B (0000F) = ???
  • 19E77C-19E7D0 (00055) = Ion Island Cave - Floor 1
  • 19E811-19E86C (0005C) = Ion Island Cave - Basement 1
  • 19E8AD-19E8EC (00040) = Ion Island Cave - Basement 2
Format of data is seven bytes per warp and is as follows:

aa bb cc dd ee ff gg
aa    = Acre of Location of Warp
        This is defined in the Game Maps section above (right above the Warp
        Data).
        This is 0xC903 in the game's RAM.
bb    = Warp's Position on Screen
        This will determine which 16x16-pixel square on the screen you have
        to stand on to warp.
        Format
cc    = Destination map
        This will determine the place you'll warp to.
        This is 0xC904 in the game's RAM.
        00 - ???
        01 - ???
        02 - Overworld Map - Upper left quadrant
        03 - Overworld Map - Upper right quadrant
        04 - Overworld Map - Lower left quadrant
        05 - Overworld Map - Lower right quadrant
        06 - Antenna Tree - Upper left quadrant
        07 - Antenna Tree - Upper right quadrant
        08 - Antenna Tree - Lower left quadrant
        09 - Antenna Tree - Lower right quadrant
        0A - Toronko Village Water Station
        0B - Mart/House
        0C - Kurinon Village Cave - Floor 1
        0D - Kurinon Village Cave - Floor 2
        0E - Paparuna Lake Laboratory
        0F - Panses Village Cave
        10 - Toripa Antenna Tree Cave - Floor 1
        11 - Toripa Antenna Tree Cave - Floor 2
        12 - Toripa Antenna Tree Cave - Floor 3
        13 - Toripa Antenna Tree Cave - Floor 4
        14 - Toripa Antenna Tree Cave - Floor 5
        15 - Peperi Mountain - Floor 1
        16 - Peperi Mountain - Floor 2
        17 - Peperi Mountain - Floor 3
        18 - Peperi Mountain - Floor 4
        19 - Peperi Mountain - Floor 5
        1A - Kakotos Relic - Floor 1
        1B - Kakotos Relic - Floor 2
        1C - Kakotos Relic - Floor 3
        1D - Kakotos Relic - Floor 4
        1E - Kakotos Relic - Floor 5
        1F - Kakotos Relic - Floor 6
        20 - Kakotos Relic - Floor 7
        21 - Kakotos Relic - Floor 8
        22 - Burion Relic - Floor 1
        23 - Burion Relic - Floor 2
        24 - Burion Relic - Floor 3
        25 - Burion Relic - Floor 4
        26 - Burion Relic - Floor 5
        27 - Burion Relic - Floor 6
        28 - Burion Relic - Floor 7
        29 - Burion Relic - Floor 8
        2A - Burion Relic - Floor 9
        2B - Human World - Main Area
        2C - Human World - Antenna Tree
        2D - Human World - Unused Buildings
        2E - ???
        2F - ???
        30 - Room with Second D-Shoot
        31 - Room with switch which activates Palm Sea Antenna Tree
        32 - Ion Island Cave - Floor 1
        33 - Ion Island Cave - Basement 1
        34 - Ion Island Cave - Basement 2 
dd    = Map Coordinate to Warp To
        This will determine where on the destination map you'll warp to.
        This byte is 0xC906 in the game's RAM.
        Format
ee    = Position on screen where you'll be when warped
        Format
ff gg = Flag?
        Unknown how this works, but many rooms use FF FF; going indoors often
        uses 00 0C; entrances to Antenna Trees differ greatly

At the very end of the warp data, there is always a byte with value FF after-
wards.