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VillageGate: // name of tile data group

CODE 0x80 0x00 0x00 0x00 // one tile [0x80,0x00] – use reference tilesets to obtain hex

TownGate:

CODE 0x24 0x08 0x28 0x08

CODE 0x00 // separator to prevent mixing of data

Hopefully you’re on your way to making your own chapter with all the knowledge you have. All that’s left is some finishing touches—first, I’m going to cover tile changes in detail, and then we’ll work on the finishing touches (using the Chapter Data Editor to finish your chapter construction).

Chapter 53: Map Tile Changes

THIS WAY OF DOING TILE CHANGES IS OUTDATED! I have kept it here for reference, but please use this better method instead!

http://serenesforest.net/forums/index.php?showtopic=26486

Here’s another tutorial that covers the same thing:

http://www.serenesforest.net/forums/index.php?showtopic=35944

Sorry but I don’t actually know how to used Tiled yet as I haven’t really needed to do so, and these tutorials seem to do a fine job of explaining it… so this is all I can offer. Best of luck! XP

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Here’s the run-down of how I set up tile map changes to work in the EA. Although I’m sure NL could work this out much better than I have, here’s something that works and doesn’t require you to do it in hex, but together with the events in the EA.

org 0xC9C9C8+(4*0x??) // - Pointer to tile map changes

POIN TileChanges

org 0x????????

This repoints the tilechanges to your new tile changes and sets them to be at offset 0x???????? (you have to put in the offset, of course).

TileChanges:

TileMap(0x00,X,Y,XL,YL,TilePointer)

CODE $FF

CODE $00

CODE $00

Creates a label called ‘TileChanges’ which contains data for the tile changes. TileMap(blob) is a macro. The first byte in the blob is a sequential byte—it starts with 0x00 and goes up. Co-ordinates must be in hex (sorry) and are from the top-left of the map, as always. (X,Y) is the top left tile of the area that changes. XL and YL are the lengths in tiles to go horizontally (XL) and vertically (YL). “TilePointer” is the name of a label with the data for the tiles that it will change to. For example, if you have a 2 by 2 room that changes and the top left tile is (18,10) you’d do TileMap(0x00,0x12,0x0A,0x02,0x02,Room).

TilePointer:

CODE (Tile hex)

CODE $00

CODE (Tile hex) is the hex of the tiles. You write out the hex of the tiles from left to right (and then going down the rows). So if my tiles were 0xD0 0x04, 0xD4 0x0C, 0xD8 0x04, and 0x5C 0x07, for example (I just chose random tiles), I’d do:

Room:

CODE 0xD0 0x04 0xD4 0x0C

CODE 0xD8 0x04 0x5C 0x07

CODE $00

To know which tiles to use, you need to have the “co-ordinates” of the tiles. You need something to reference—that’s where there are reference tilesets. Unfortunately they are only for FE7, which is the bad part. You can find FE7 Reference tilesets in the documentation part of my website (yes, in the doc part, I know). Here’s what one looks like:

You can’t see it very clearly in my image because mine is resized, but at the top and to the left there are numbers. If I wanted say, the open chest tile, I’d use 0x04 0x00. That is, I use the column it is in (the numbers at the top), and then use the row it is in (numbers to the left).

The #define stuff is just the definition for the Tilemap macro. I wouldn’t edit it if I were you.

Now if that wasn’t good enough for you, you can check out Icy Toast’s old tutorial on tile map changes in hex. You can find it here- http://www.feshrine.net/hacking/downloads/icy_map_guide.txt (you have to go down the page to find the part on tile changes though).

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