Thanks to some information from Mega-Mew I was able to figure out map collisions!
Using the collision data in grd_jmp.bin I have found a pondlike collision. I will do some more tests and confirm a few things but so far so good! Everything is falling into place, and with this information this should help us make custom acres.
Here is a little screenshot of the pond collisions, I basically just converted some string into "." and "," depending whether it was grass or water. I will write up a detailed explanation soon
Nah, I know that, the collision shape just tells the game where the water is. The game has 261 different acre models it chooses from when generating the map, these collisions just correlate to a specific acre map.This is a good find! However, I doubt the ponds are dynamic in that if you change one of your ' or ; to a . , it will display the model with a different collision, but the model doesn't change. So I'm thinking it's a static model file. Am I wrong, I'm honestly not sure.
The game has 261 different acre models it chooses from when generating the map
It seems that way, there are at least 5 collisions so far that are for a map that consists of only grass that I've seen. My guess is they would have been test map collisions or something.Actually we can only use 254 acres (01 to FF, 00 doesn't exist because it always crashes), so some acres are unused by the game ?
And some of 0F->FF range acres are teleportation acres, I can't explain but when you walk in them, it will teleport you to a villager house or the shopping area (I don't recall the english word for that)
Perhaps you could try messing with island_type.bin (found in romfs\TemplateData\island)? may be related.Considering we know where the map generation stuff is, it'd be great if we could find out how to change the boundaries.
I'm mostly looking for Island boundaries now. One of the Island Tour maps has an Island that's around 12x bigger than the default one, if not even bigger, yet still has a ton of ocean space to get all the fishes and stuff. You can make this type of Island shape by editing acres, but the boundaries are pushed out a bit more in the Island Tour ones so you have ocean space.
So wait, which version of Ohana3DS are people using to import and save changes to models and textures? I have tried the newest version of OhanaXY, the newest Ohana Rebirth, and the older version of Rebirth floating around the 2nd or 3rd page of this thread. It seems like efe can't do it either.
I'd really like to try working with custom modeling for villagers and players, but I can't figure out how to import and save my custom models and textures.
Folder called "Layout" iirc. Haven't checked myselfAnybody have any luck finding where GUI images are located?
Any idea what are "1440", "1441", "1442" bytes in grd_jmp.bin ?
Because the first acre of grd_jmp.bin looks like this :
Green = CE39 = grass (according to @Coleman_C18 )
Red = 1440 = ????
Orange = 1441 = ????
It makes no sense, but it's symmetrical for some reason
by the way each acre is 0x200 length apparently...
No worries, from what I can tell they are in order. 3 and 4 are both pond colisions.I don't have access to HBL at the moment so I can't test in-game and see what happens, but i'll still try to make some "graphical representations" of the bytes, you know
There is a little problem though ;
acre 09 is this :
but in the file, the 9th acre is grass only (with 1440 1441...), so it's not "in order"