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******************************************** *** Advance Map Ver 1.

90 - English *** ******************************************** This program is for the editing of Map, movement permissions, block data, events and wild pokemon data. A block editor is also available. It is compatible with all version of Pokémon Advance in all languages. !!!Attention!!! ------------With this version all changes are saved directly into the rom! Through "Save As" you can save the current map into another file. Once loaded a copy of the current file is made. All further changes are stored into the new file.

.:|IMPORTANT|:. -^-^-^-^-^-^This program was programmed by LU-HO Poké and is consequently copyrightED by LU-HO Poké! If you downloaded it from another place then from the FWB(Filb's World board [ht tp://www.filbboard.de]), please tell me right away! My mail is: lu.ho@tiscali.ch ********************************************* *** Hot Keys *** ********************************************* The hotkeys are visible once you click on the menus, right behind the descriptio n. Here we'll quickly explain most frequently needed hot keys. Map view: -----------Left mouse button Middle mouse button ks of the same type with another. Right mouse button

=> Draw current block / Stamp. => Fill tool, replace all connected bloc => Select hovered block as current.

Ctrl/Strg + Left mouse button => Draw current block. Ctrl/Strg + Middle mouse button => Fill tool, replace all connected bloc ks of the same type with another. Ctrl/Strg + Right mouse button => Select big block, on click and select the selected area will be shown in a new window. Map view - Block palette: ------------------------Left mouse button Middle mouse button Right mouse button

=> Select hovered block as current. => Select hovered block as current. => Select hovered block as current.

Ctrl/Strg + Left mouse button => Select hovered block as current. Ctrl/Strg + Middle mouse button => Select hovered block as current. Ctrl/Strg + Right mouse button => Select big block, on click and select the selected area will be shown in a new window.

=> Draw current block. Last but not least. Right mouse button Ctrl/Strg Ctrl/Strg ks of the Ctrl/Strg + Left mouse button + Middle mouse button same type with another. replace all connected bloc => Select hovered block as current.ini: --------------The INI has been completely revamped. Further all games have some Game specifiy settings. => Fill tool. every offset is stored by a pattern. => Select hovered block as current. Now every language has it's specific settings. => Select hovered block as current. => Select top event on position/move => Select top event on position (no movi => Select lowest event on position/move => Select top event on position/move => Select top event on position (no movi => Select lowest event on position/move => Select top event on position and open => Select top event on position and open => Select lowest event on position and o ******************************** *** Contents of Inis *** ******************************** AdvanceMap. Example: [MapBankHeader] art=pointer . => Select hovered block as current. => Select hovered block as current. => Fill tool. => Select hovered block as current. Movement permission palette: --------------------------------Left mouse button Middle mouse button Right mouse button Ctrl/Strg + Left mouse button Ctrl/Strg + Middle mouse button Ctrl/Strg + Right mouse button Event view: -------------Left mouse button Middle mouse button ng) Right mouse button Ctrl/Strg + Left mouse button Ctrl/Strg + Middle mouse button ng) Ctrl/Strg + Right mouse button Left mouse button double click in script editor Middle mouse button double click in script editor Right mouse button double click pen in script editor => Select hovered block as current.Movement permissions: ----------------Left mouse button Middle mouse button ks of the same type with another. + Right mouse button => Draw current block. replace all connected bloc => Select hovered block as current.

AXPE.ini -------Here the orders with the corresponding maps are listed.AXVJ. This setting goes for all games which are listed under "spiele".. [1] 1=1.BPE.<map> 2=<Bank>. In the 1st.<map> 4=<Bank>..AXV This means that after the Bytes after "nach" the Pointer to the Map Header is fo llowing.nach=80180068890B091808687047 spiele=BPR.BPG.<map> .AXP...1 3=0. Because not all games are used under the 1st entry.. the Pointer will be found at the position set in the "posit ion" variable.AXP.AXV Here are 2 entrys.BPG. After the 2nd entry. all language parameters are set in the "spiele"listing. there's a 2nd entry which wi ll be used for all games.2 .0 2=0.<map> 3=<Bank>. The format is as follows: [<Foldername>] 1=<Bank>.AXVE [PokemonNamen2] art=pointer position=$000144 spiele=BPR. Example 2: [PokemonNamen] inkSprache=1 art=pointer vor=30B50025084CC8F7 spiele=AXPJ. Example: [0] 1=0..<map> 5=<Bank>. because "inkSprache" is set to 1.BPE. There are exceptions: . Hex values always have to carry a "$"! Main. Also we have the pointer to the at point "vor" described Bytes. The foldernames can be changed as you please. Many new orders can be produced at will.0 .

if th is is altered then the maps will no longer work! The offsets are no longer used in this version. [24] Blocks=$87 . but only the ones that are listed in Main.<map>] Name=<Label> [0. [<Bank>. see Maps. Those without an offset won't be loaded.0] Name=Route 101 Important: Here you should only alter the 'name' attribute. For more.ini -----------The tileset-builder is new from version 1.ini Maps. [<Label from Main.30.0]" refers to the position in the map header... Optionally.ini>] Name=<Label> <Exact Gamelabel>=<Offset> Example: [UNKNOWN45] POKEMON SAPPAXPD=$2CA960 name=Insel? Tilesets. however they can remain in there .[<FolderName>] 1=<Label> 2=<Label> . The exception: Here for all game versions the exact offset to the Map Footer has to be declared . [1] Blocks=$90 . here you can change the number of blocks each tileset has (first til eset is 0) If the tileset is in the upperpart it has 200 blocks automatically. The heading of the entry "[0.0] Name=PETALBURG CITY [1...ini appear.ini -------Here the maps are listed.

. Usohachi. Sebbe17/Jungleman. and send to me so that I can encry pt it. Mikaron for his work. ******************************** *** Greets *** ******************************** A huge greeting goes to: Jigglypuff for the Source of Goldmap2 Beta and Jay. Also dark01 received a big thank you for his help with the Sprites. Scizz. And of course. Further greets go to: Tauwasser and F-Zero for their tutorials. Timhay..ini and others have been included in the ne w language files. HackMew. A big thanks to Tutti for his great beta testing and extension of the behaviour data. GruntZ.ini-file. Scizz. dark01. Martin². Tauwasser. The files GehDaten. Netto-kun for the translations of the inis. Ashly138. Example: [Sprachen] 1=Deutsch 2=English In the subfolder "Ini/Sprachen" you can find a <Languagename>. You can change the language under "Settings"->"Language". Satry. Ashly138. you can select the language of your choice... BlueSonic and F-Zero for the Beta tests. The "EndNutzer Vertrag" has to be translated. Another thanks goes to Scizz. Another tahnk you goes out to F-Zero who helped me with the Sprite-Pallets. Liquid_Thunder. Aruka and perappu music list extension. Thanks to evilboy for his help at the FAQs. 44tim44 for the new translations of the INIs. A big thanks goes to Mastermind_X for the structure of the Word Map data and for helping me make use of it. Serwe for giving me a few ideas. who gave it to me. the language is not available. Mulle who pointed me to a mistake. wakachamo. At the first start of AdvanceMap.ini/AufgabenDaten. Anthony. Christos. As long as I haven't done that. Filb for his board. BlueSonic. III MQIII.Sprachen. You can add as many languages as you want. but you have to take care of the "End Nutzer Vertrag". Sylph. in which the texts are stored.ini -----------Here all languages that are available are listed.