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III
Inserting tiles
The tiles are the entire graphical environment of the game as far as its world is concerned. Let me explain, the
Useful are the trees, the ground, the tall grass, the water, the houses, the mountains ... Basically the
Useful are everything that makes up the maps, all those that we use when mapping with
A-MAP.
It is important to know how to insert tiles either because we want to completely or partially renew
the graphics of the hack or because history forces us to introduce non-existent elements in the
original rom. The reasons can really be many. Regarding the insertion of tiles, which
It is very easy, I distinguish three ways to carry it out:
- Re-coloring the tile
- Changing the paddles
- Inserting the paddles
Those are the three ways. If we are going to insert tiles of many colors that occupy a
whole palette or almost all of it it is advisable to use the third way, since we save
a lot of time and work. For the rest you can use either of the other two, although for
Tiles with many colors, the first one could take a lot of work.
Well, let's begin to explain the three ways to insert tiles:

·Important data:
In each map there is a main and a secondary tileset. In the main are things
that are used constantly and that are also used in the secondary tileset. By
For example, the floor mat is in the main tileset but can also be used as
background for secondary tileset houses.
The primary tileset is the most important and is always maintained. In exterior mapping the tileset
main is “0”, where are the trees, floor mats, tall grass, center
pokémon, tent, mountains, water, etc. Basically there are the tiles that we would use
on a large number of maps.
Regarding the secondary tileset, this is variable. In each town / city there is always a
Different secondary tileset. Also on some routes and indoors such as caves or
houses (although houses have a different main tileset).

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To understand all this well, I recommend that you look at the game maps with A-MAP
and see how the secondary tileset changes from one map to another and how the main one
kept in all commons.
Remember that the tileset of a map can be changed at any time for another
existing in the head of the map with A-MAP.
Regarding the palettes, there are 12. Each palette has 15 colors plus one that acts as
transparency and always appears first in the palette. The palettes from 0 to 6
they constitute the palettes of the child tileset. They are invariable, that is, they do not change from a map
to another. And the others, from 7 to 12, constitute the secondary tileset palettes and they are
variables for each tileset. That is, each child tileset has its different palettes. But
be clear about this: the palettes of the secondary Tilesets vary from one tileset to another, not from one
map to another. From one map to another the palettes assigned to each tileset remain.

Block editor:
The block editor is an A-MAP option that allows us to order our tiles to be
used in the game, change the tiles properly or edit the palettes.
To access the block editor we can do it in three ways. Or, once we are
on the map, clicking on Tools> Block Editor, clicking on the icon of the piece of
puzzle above or by pressing Ctrl + B.
Once we are in the block editor (remember that v1.92 is used in this manual,
so I recommend having that one and then, once you have learned, use one more version
recent if you wish) I will explain your options:
In the program area:
First of all we can see, on the left, all the blocks that we can use at the
time to map (red). These blocks can be edited with elements from the tileset. For it,
we can go to the tileset, which would be the one on the right (purple) and shows us all
the tiles of the main and secondary Tilesets assigned to the map we are on.

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We can edit the block by clicking on it. Once this is done, the composition of the block will be loaded
on the right, in two squares, to call them something (green). The first square
contains the background and the second contains what is on top of that background. It is possible, for
Of course, that at the top or at the bottom, nothing is found, that is, only
there are tiles in one of the two. But hey, that's very simple. To understand all this
I recommend selecting blocks and seeing their composition.
The X-Flip and Y-Flip (orange) options are used to flip the tiles, so that in tiles
symmetrical we do not have to insert them integers saving space.
We have a drop-down list (pink) that allows us to select one of the palettes. This is
necessary to get each tile in its correct color.
And finally, we have the options Behavior-Byte and Background-Byte (blue). These are very
important as they define how a tile will behave in the game. The behaviors-
Most important bytes are the following:
- Use warp or Use door / warp: So that warps work on that block.
- Grass animation (Pokémon): When stepping on the block, the grass animation is executed
high.
- arrow (direction) => warp x of block: Allows warps to work on that
block in a specific direction.
- 00: No behavior.
There are many more, so I recommend looking at the byte-behaviors of the blocks
originals of the game to understand them well.
Regarding the Fund-Byte, there are also many, but the most important are "00", the block
covers the player; and "Block is covered by hero", the block is covered by the player. These no
they affect the background, but what is on it. But like I said before, I recommend looking at the
game blocks to see what configuration they have in that aspect and test them in the game
to see how they behave.
It is important that after editing any of these things you click on "Save".
On the toolbar:
We have three menus on the block editor toolbar. I will explain the
options of each. In the "Image" menu we can find the following options:
- Save Tileset 1: Exports the image of the main tileset of the map in which we
we find the selected palette.
- Load Tileset 1: Import the image of the main tileset.
- Save Tileset 2: Exports the image of the secondary tileset of the map in which we
we find the selected palette.
- Load Tileset 2: Imports the image of the secondary tileset.
- Reload blocks: Reloads the selected block without saving the changes.

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Regarding the "Blocks" menu we can find the following options:
- Save Tileset 1: Exports the order of the main tileset blocks.
- Load Tileset 1: Import the order of the blocks from the main tileset.
- Save Tileset 2: Exports the order of the blocks from the secondary tileset.
- Load Tileset 2: Import the order of the blocks from the secondary tileset.
- Change Amount: Change the number of blocks in the secondary tileset.
Finally we have the "Palettes" menu that has important options:
- Show palette editor: Shows the palette editor .
- Write palette changes to ROM: Saves the changes to the palettes. It is necessary to do
click this option each time palettes are edited.
- Write current palette to file: Exports the palette as a file.
- Load current palette from file: Loads a saved palette.
- Change palette definition of block data: Change all tiles one by one
certain palette to another defined by the user.
It is important to know the operation and the options that the block editor brings with it to
be able to learn to insert tiles and get the most out of it.

· Insert tiles:
Re-coloring the tiles:
This method consists of exporting the tileset and re-coloring the tile with the original palettes of the
same. Once re-colored it is pasted over an empty space in the tileset or overwriting something
that it does not serve us and we keep it. We import it into the block editor and put the
palettes that we want with the palette editor. That would be the method, quite simple.
For example, let's say I want to insert this poster:
(Credits to Alistair)
What we will do is open it with paint. Now we go to the block editor and we have to have
clear in which tileset to insert it. Especially due to the limitation of pallets, it is the main
inconvenient. I will insert it in the secondary tileset number 1, the one that belongs to Pueblo
Palette (Fire red), on palette 12, for example. So I'll select that palette and go to
Image> Save Tileset 2 (to export it). It should give an error: Export of this palette not
possible; There are multiple entries for the same color in this palette . This error does not occur
always, but sometimes yes. What this error means is that the palette has some
same colors. This error is solved by opening the palette editor and looking for the colors
make them the same by changing one of them so that none of the colors in the
palette is the same as another (remember that you have to click on "Write palette changes to ROM"

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so that the changes are saved when editing the palettes). Done this we should be able to save
the tileset.
Now we open it with paint and paste the poster (or whatever we want to insert) in a space
empty or on another tile that does not serve us. The tiles cannot be pasted anywhere, they must
be ordered so that later they remain centered when editing them in the block editor. By
what I recommend to be guided by the other tiles that there are so that it is correctly aligned.
However, if it looks bad, move it around until it looks good.
We already have the tile pasted in the tileset, so now we are going to re-color it. This can be
do with the option "Fill with color" or with the rubber, selecting as the first color that
that we want to edit and as a second the color for which we want to change it by clicking
with the right mouse button.
Well, we will change each color of the tile that we want to insert for an existing one in the palette
original so that it is fully colored. Also remember to color the background
tile with the color of the tileset that acts as transparency. The re-colored tile has
stayed like this:
Now we insert the tileset (with the tile pasted on it, of course) in the block editor and
We give "Save". In case the blocks shrink when saving, we close the editor and
we reopen.
We already have the tileset inserted, now we are going to put it in a block so we can use it to
map out. You know how to do that. As we have inserted it in the secondary tileset it
we will put in an empty space of the blocks of the secondary tileset. If we had
inserted in the main one we could have put it in either of the two. Well, what
we put in an empty block or in one that does not serve us what there is. Remember that if you want
have more space you can expand it (it is explained above). We put our tile, but
not the background, as it is an object and the background will be the floor mat. So we put it up
and we put the floor mat underneath so that it looks like this:
In the blocks we should see the sign on the grass (remember that you have to give
"Save" to show it). And now that we have it we can map using it. I'm going to
put somewhere in Palette Town.

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We already have it in our game, but it looks very bad with those palettes. Editing them is very
simple, you have to go to the block editor, select the palette that has our tile and go to the option
"Show palette editor". We look for each color that affects the tile and we change it for the one that
we want. I'm going to put it with the original colors, so I'm going to use the
"Select color" option. To do this we open the tile in paint, select the option above
cited and we take the courses (without clicking anywhere else. A-MAP should not be
fully maximized since we couldn't do this). When we have the cursor
on the color that we want, we press "Intro" on our keyboard and we click "Apply" to
save. We do this with all the colors until we have the colored tile to our
please and then we click on "Write palette changes to ROM" to save the changes. Now
we should see our tile correctly:
As you can see, it is a very simple process and recommended for tiles with few colors. Actually
this method can be used for any tile regardless of the amount of
colors it has, so you use the way you like the most.
Changing the paddles:
This method is very similar to the previous one but we skip the part of re-coloring the tile. What
we do in this part is to index the image (explained in the next method) and open the editor
of palettes saving the palettes of the tile. That is, as we did in the previous method
when we changed the pallets to the cartel when we already had it inserted so that it could be seen
fine, but this time before inserting it. When we have the tile colors in the palette,
we can export the tileset and paste it with the original colors, since those colors already form
part of the palette. In this way we can import the tileset with the tile and the colors of this are
recognize.
It really is a pretty straightforward method. If you know how to insert tiles with the previous method, this
It shouldn't cost you anything to understand it.
* Note: In this method the only thing that would have to be recolored would be the background of the tile with the color of
background of the original palette.
Inserting the paddles:
If the second was a simplification of the first, this is a simplification of the second. Now
we need CMP (Character Maker Pro) and we will learn to index. I only recommend

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use this method when inserting tiles of many colors, since we will change all the
palette or in cases that we consider that it will not affect other tiles.
Well, we open CMP and load our tile. It should only be one, tile and one background. The bottom
make sure that it is a different color from the other colors that the tile has and also that it is
a color that differs well. When we load it into CMP we have to see the area in the
I loaded the palettes and see that they are not more than 16 colors, since it could not be inserted. In
Actually, it can be done in some cases, but removing things from the tile to reduce colors and then
insert that which we have removed in another palette.
If it does not have more than 16 colors, we click on "Edit palette" and a window will open.
We make sure the background color is the first, if it is not, we set it. Then we press
in "15-bit colors" so that the rom can recognize the colors of the palette and we accept.
Then we save the changes to the image and go to Palettes> Save palettes. Once
saved the palettes, we have finished working with CMP.
Now we go to Advance map, we select the palette in which we want to put our tile and
We give "Load current palette from file" selecting the palette (extension .act) that
we keep. We give "Write Palette changes to ROM" to save the changes.
Now we just need to export the tileset, paste our tile and import it again. And we will have
our tile ready.
It is a very simple way that does not require much effort, but can only be used
when the total change of the palette will not affect other tiles. That is why I recommend it for
houses and tiles like that, which will most likely take up a whole pallet.
"Inserting tiles"
Manual written by Javi4315 .

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