Considering there's many different ways to compile Pokeruby or Pokeemerald, I doubt such a feature would be feasible. That's just my assumption though, hit up ShantyTown in the Pret Discord server if you want an official answer.any chance we can have a build function added to the file dropdown menu that compiles the rom and pops out a tester rom. It would save loads of time.
Sadly, this is really not a good place to ask questions related to PretMap's development. You should try taking it to Pret's Discord server, where the actual developer of PretMap can be usually found.I actually had a thought, would it be possible to implement support for user-made plugins at all? Because there may be things that devs might want to implement into their project, such as a better and improved Day/Night system (which uses multiple separate palettes like how G/S/C uses), a seasons system, or even some actual 3D, so it can add in an extra UI for such plugin used?
You can't change wild pokémon locations within PoryMap.How do I change the wild pokemon in a map? (Am I missing something really obvious here?)
You can't change wild pokémon locations within PoryMap.
You can find them in src\wild_encounters.c if you're using Pokeruby, or src\data\wild_encounters.h if you're using Pokeemerald.
You can't just port a Fire Red tileset into Emerald and expect it to work, if that's what you tried to do here.Is there a way to import tiles more than the maximum amount in pokeemerald? I'm trying to port a tileset from FireRed but it has 640 tiles, and this error pops up (but Advance Map lets me import the tiles into a ROM)
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You can't just port a Fire Red tileset into Emerald and expect it to work, if that's what you tried to do here.
You'll have to change how primary and secondary tilesets work in RSE (FRLG's work differently than RSE's), or you'll have to make a new tileset with FRLG tiles, following the pattern of the other tilesets in RSE.
If I'm remembering correctly, the primary and secondary tilesets in RSE have the same dimensions, where as in FRLG they both have different dimensions, with the primary being bigger than the secondary.I'm not sure how they work differently, can you give me some insight on the difference? (I just want the graphics of those tiles for now)
Then it might be an issue with PoryMap itself, or something it just doesn't account for.All I did was export tileset picture in A-map as dib and tried to import it into pokeemerald - not sure why it doesn't work in Porymap because A-map seems to import the picture into an emerald rom without errors
If I'm remembering correctly, the primary and secondary tilesets in RSE have the same dimensions, where as in FRLG they both have different dimensions, with the primary being bigger than the secondary.
Then it might be an issue with PoryMap itself, or something it just doesn't account for.
I'd suggest you to bring it up in the #porymap channel of Pret's Discord server.
You have an invitation in any of Pret's GitHub Repositories, like Pokeruby or Pokeemerald.
Sure, you can always modify Pokeemerald as you see fit, as long as it's within the limits of the GBA Hardware.Another quick question, is it possible to have more than 12 palettes for tilesets in Porymap (or pokeemerald itself)?
Sure, you can always modify Pokeemerald as you see fit, as long as it's within the limits of the GBA Hardware.
Looking on Pret's Discord, it looks like you can have a maximum of 512 palettes for tilesets.
By the way, relying on a thread that only exists as a way for people to know about and obtain PoryMap's download is not exactly a good idea. I seriously encourage you to participate in Pret's Discord server for anything decompilation related.