|This article is incomplete. Please feel free to add any missing information about the subject. It is missing: More detailed explanation wanted and mention of potentially related Super Glitch Cities caused by Pikachu off-screen glitch and certain glitch maps. A more efficient way of applying the tileset immediately wanted (instead of flashing the Trainer card and/or walking around).
Custom tilesets can be created in Pokémon Red, Blue, and Yellow using arbitrary code execution.
In Generation I
Changing the following addresses (may be applied after flashing the Trainer Card and/or walking around) will change the current tileset data values to what the player desires. These can point to RAM, allowing the player to create custom tilesets.
wTilesetBank:: ; d52b
wTilesetBlocksPtr:: ; d52c
; maps blocks (4x4 tiles) to tiles
wTilesetGfxPtr:: ; d52e
wTilesetCollisionPtr:: ; d530
; list of all walkable tiles
wTilesetTalkingOverTiles:: ; d532
The tileset blocks pointer points in little endian to a table of the sub-tiles used in a (4x4 sub-tile) tileset block. For each indexed block, there are 16 values that map the tiles in the block from top-to-bottom, left-to-right.
The tileset graphics pointer points in little endian to a table mapping the graphics for each sub-tile in order (00, 01 (...) etc.) Each entry is 16 bytes, pixels. The desired graphic and is 8x8 pixels and is encoded as if it appeared in ordinary format in VRAM. The player can either make their own graphics or copy them from another Game Boy game.
|This article or section is a stub. You can help Glitch City Laboratories wiki by expanding it.