#Inserting the Zoomed In Map
Inserting the Zoomed In map is a similar process to the Full View one, but there’s a lot more extra formatting that needs to happen before hand.
First up, the numbers:
- The palette is 4 sets of 16 colors at 0x574990. I’ll be using the same 16 color palette for each set.
- Start by making your Zoomed In world map 1024x688 (Save a copy of this since it comes in handy when doing World Map Events).
- The Zoomed In map then needs to get split up into 12 different sections.
- The first 8 sections are 256x256.
- The last 4 are 256x176.
These are their ROM locations:
Section 1: 574A10
Section 2: 57CA10
Section 3: 584A10
Section 4: 58CA10
Section 5: 594A10
Section 6: 59CA10
Section 7: 5A4A10
Section 8: 5ACA10
Section 9: 5B4A10
Section 10: 5BA210
Section 11: 5BFA10
Section 12: 5C5210
I’ll walk you through breaking them up. We’ll divide the map left to right, top to bottom.
Let’s start with our whole Zoomed In map:
I’ll be referring to different sections of the map by number:
Sections 1 through 8 are 256x256, while sections 9 through 12 are 256x176.
Open the map up in Usenti and go to Image->Size. Change the size to 256x256. You should end up with something like this:
Now select File->Save As and name it something useful. I’ll name this first section “1.bmp”. Whatever folder you’re keeping your images in should now contain the full Zoomed In map and this first 256x256 section.
The reason I did a Save As was so that the first section would contain the palette that the entire map uses. We’ll be copy/pasting every section of the map into “1.bmp” and then saving as another image.
Let me show you what I mean. Go back to the full map, and turn on Usenti’s grid. Make sure the size is set to 256x256.
Using the grid to help you, select the second 256x256 section in the first row. You can also use Usenti’s coordinate system as a guide.
The coordinates are what the red arrow is pointing to. It should be near the bottom right of Usenti. The current size of the selection box will appear in the area I outlined in green as you drag out the box.
Copy your selection into “1.bmp” or whatever you called it.
Now do a “Save As” again and call it something else. I’ll use “2.bmp”.
You’ll repeat this process for sections 3 through 8. I’ll walk through it with you one more time.
Select the 256x256 section:
And copy it into the smaller file.
Go to File->Save As, and name it something useful. I’ll name it “3.bmp”
Repeat the process for sections 4 through 8.
Okay, so now we’re on the smaller sections. Remember that they’re 256x176. Select section 9 in your map, and paste it into “1.bmp” or whatever you’re pasting into.
Since this section is smaller, we’ll need to resize it to get rid of the extra stuff along the bottom. Go to Image->Size and change it to 256x176.
Then do a Save As, and call it whatever. I’ll call it “9.bmp”
Repeat for sections 10, 11, and 12.
Now that we have our 12 sections, we’re ready to insert them.
Inserting the Zoomed In Map
We’ll be inserting the sections to these locations:
Section 1: 0x574A10
Section 2: 0x57CA10
Section 3: 0x584A10
Section 4: 0x58CA10
Section 5: 0x594A10
Section 6: 0x59CA10
Section 7: 0x5A4A10
Section 8: 0x5ACA10
Section 9: 0x5B4A10
Section 10: 0x5BA210
Section 11: 0x5BFA10
Section 12: 0x5C5210
Remember that the palette is at 0x574990
Head to GBAGE and navigate to the first section.
We’ll select “Import a Bitmap” and select the first section.
This one’s got a pretty smaller palette, just like the Full View map. But, that’s okay. Click ‘Finish’.
My background color is red so that it’s really obvious. I’m going to go ahead and guess that the game reserves that background stripe, so you’ll have to avoid it when spriting. If you have palette troubles later on, it may help to have the top left most pixel of section 1 be your background color.
Hit File->Save to make things official.
Okay, let’s go ahead and try to insert section 2. This time, though, we will NOT import the palette, only the graphics.
Click Ok and Finished.
The reason I didn’t import the palette this time was to make sure that each section looks correct. We’re only supposed to insert the palette once and ensure that each section sticks to the palette. Remember to save.
I’ll walk you through inserting the next section, too. Type in the offset of section 3 into GBAGE.
Select “Import a bitmap” and browse to and select section 3. Make sure to uncheck “Import Palette”
Now click ‘OK’ and then ‘Finished.’
Click File->Save As to make it official.
Now you just repeat these steps for sections 4 through 12.
Once you’re done you’ll want to make sure that you’re using the same palette for all 4 sets of colors. You’ll do the same thing in the hex editor that we did for the Full View map, just at a different offset (Or whatever method you used before).
Now to view it in-game:
We’re definitely not in Pherae anymore! Success!