[PORTABLE] Pokemon Fire Red Tileset Patch

0 views
Skip to first unread message
Message has been deleted

Christian Erdmann

unread,
Jul 9, 2024, 2:05:05 PM7/9/24
to unsalticons

So I just inserted a house into AdvanceMap and everything is fine, but I want to insert another house and I can't because there's not enough space in the tileset that you save to paint to export back into advance map.

Included in the download package is the raw graphics, TSA configuration, and palette, as well as the assembled tileset as its own image (see: the image at the top of this post) for use in your map editor of choice.

[PORTABLE] Pokemon Fire Red Tileset Patch


DOWNLOAD https://geags.com/2yW83n



In the Tileset Palette Editor, navigate to the desert tileset. Click the import tile config button in the bottom left and import BetterDesert.mapchip_config. Click the import image button and import BetterDesert.png. In the Palette section, go to Palette 4 and click Clipboard. Paste this in and press Change:
00389C5BFF637C47D926D129AE1D5A3B74328B2F322A901D2C29D211BD6FFF7F

The specific issue with a direct sand to water transition is that only one palette has the blue used for the water, and that palette has no sand colors; as a result, the closest you can get is a sand tile adjacent to two grass-water edge tiles and diagonal to a water tile, which is already in the vanilla tileset.

This is just something I want to try and stimulate in the community. Tile insertion has always been a weak point of mine, and it's a shame because there are so many excellent tilesets out there from talented authors. I'm using Advancemap and Porymap of course, not Essentials. Managing palettes, ensuring the correct colors matching the right pixels, inserting auto tiles; I've found the entire process to be so complicated.

I'd like to mess around with new color palettes, something simple to start maybe like recoloring the base Firered palettes to something darker to depict a more temperate climate. But whenever I change the color in a palette through Graphics Gale and insert it in Porymap, it then screws up the color order of every other palette in the tileset. This makes it impossible to do further edits as every time I save a palette with different colors, for some reason it changes the colors in other palettes and there's no way to fix it. Maybe I'm missing something here, but why must tile editing be so frustrating? Essentials is so simple because you don't have to manage palettes and worry about colors shifting around. I just prefer rom hacking to it because I don't want to use RPGMaker for my project.

It's not just palettes that I have problems with. Adding completely new tiles is a process in its own because of the limited space in tilesets. Adding a new building for example is very frustrating because you have to fit the tiles into such a small space. If you run out of space, you either have to completely replace an existing tile, which is difficult in its own right because of how the tiles are broken up in the file. Isn't there a way to expand the available space in the rom for extra tiles?

Thanks to Gamma, Venno, etc this tileset is completely irrelevant as two significantly better versions exist. However, if you want to keep to the standard GBA stuff, the download link will still remain, but only in the previous header version at the bottom of this page.

What is everyone's opinion on tileset use? It seems everyone wants to use the easy and available FRLG gen 3 vanilla set, but I personally find custom tilesets to be a huge appeal. Would a vanilla tileset turn you off a game? Would a custom tileset hook you in for a game?

There is a giant fire on the island that the cats live on, so the players must move all the cats to the raft before the island fire consumes them! See above. All cats must be saved (collectively) to win the game!

Once any transaction has started (drawing cards, playing a tile, playing fire, moving a cat), all communication ceases until the transaction has ended. Players are allowed to communicate as much as they want outside those transactions.

Race To The Raft is a great game! I think it might take the #1 spot on my Top 10 Cooperative Tile Placement Games! There are so many delicious choices ! Each player has so much agency in laying their tiles, fire polyominos, and cat movements that they feel engaged and relevant the entire game!

Head into the legendary Phoenix Palace with this tileset for RPG Maker, Unity, Godot, Tiled and more! Bring fiery oranges and moody purple tones, lava and of course a variety of statues for the guardians of the Phoenix!

The Legendary Palaces Phoenix tileset includes 4848 and 3232 versions of all tiles. You will receive tilesets formatted for RPG Maker, plus other sheets suitable for use in any engine that can use variable width tilesets.

T's working on an alien landscape with some bio-luminescent plants right now. Not sure if that fits but maybe. The Legendary Palace series is kind of made up as I go so I can incorporate more glow tiles in the darker tone tilesets. :)

Bring the power of the elements to your RPG with Elemental Dungeon Tiles, featuring fire, water, earth and wind! Need a place to hide your magical world-saving crystals? Need a lair for your villains or mystical creatures? Or just looking for something a little different? This set of four elements has a wide variety of tiles, including extra-large statues and unique pieces. For RPG Maker, Unity, Godot, Tiled and more!


Some rom patches do still work, but seasons seem to mess with the tiles which change colors or are semi transparent or something, and it looks kinda wacky. I have no idea how to fix this, but I occasionally swap in the version of fire red which I patched with this mod:


Some rom patches do still work, but seasons seem to mess with the tiles which change colors or are semi transparent or something, and it looks kinda wacky. I have no idea how to fix this, but I occasionally swap in the version of fire red which I patched with this mod:

Craftpix offers high-quality premium and free 2D-game assets for your project. In our store there is 2D game art of the main categories: icons, sprites, tilesets, gui, characters, backgrounds, game kits and more. All presented graphics are sold at an affordable price and has no restrictions on use in commercial projects, as well as you can freely use each product in unlimited number of projects. Assets can be integrated into such popular game engines like Unity, Unreal Engine, Buildbox, Construct 2, GameSalad etc. There is also a section with free video game assets. We regularly update our collection with new materials. Welcome!

Tilesets are used to create maps in RPG Maker XP. A tileset is a tall, thin picture made up of squares, or tiles. Each tile is 32x32 pixels. A tileset is exactly 8 tiles wide, and any number of tiles high (there is a limit of about 5000, but this is usually way more than enough). Tilesets are kept in the folder "Graphics/Tilesets".

RPG Maker XP allows you to include up to 7 autotiles in each tileset. These are added above the top of the main tileset as the top row of tiles. Each autotile is a separate picture file in the folder "Graphics/Autotiles". Autotiles can be animated.

Since this limit of 7 autotiles can be quite restrictive, Essentials allows you to use part of the main tileset as extra autotiles. It does this by designating a number of tiles at the top of the main tileset graphic as a space for extra autotiles, and then displays them in-game by using the autotile graphics instead of the tiles from the main tileset. This allows these extra autotiles to be animated, which is the only reason to use them.

The keys (number to the left of the "=>") are tileset numbers, as seen in the Database. For a given tileset number, there is an array containing two arrays: the first contains the filenames of large autotiles, while the second contains the filenames of single tile autotiles. The order that these filenames are written determine the order in which they will use up tiles from the main tileset.

The image on the right shows the layout of the large autotiles (sets of 48 tiles) and single tile autotiles at the top of the main tileset. All large autotiles are placed in the main tileset first (there can be any number of them), followed by the single tile autotiles (there can be any number of them).

Each large autotile can produce 48 separate tiles. The image on the right shows how these should be laid out in the main tileset. It is the same order seen when you double-click an autotile in RPG Maker XP to choose a particular tile to draw with.

The only use for extra autotiles is to allow the use of more animated autotiles. There is no point using this feature for non-animated autotiles, since you would just be adding all of their tiles to the tileset anyway.

RPG Maker XP's tileset editor in the Database only supports terrain tags up to 7, so tiles that need terrain tags of 8 or higher need to be set elsewhere. The Debug mode menu has a function called "Edit Terrain Tags", which allows you to assign a tile any terrain tag you want.

A character set, or simply tileset, is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the IBM Code Page 437 (sometimes called Extended ASCII). They are used to display the text elements in graphics mode and everything in ASCII mode. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.

The default tilesets (640300 and 800600) render 812 and 1012 characters respectively, with majuscule latin letters occupying a 79 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). The exact origin of the DF font is unknown.

A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.

I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.

aa06259810
Reply all
Reply to author
Forward
0 new messages