Map attribute merge+remove walls instead of walking through them (Red/Blue map FE+certain tilesets)  @ChickasaurusGL
Map attribute merge+remove walls instead of walking through them (Red/Blue map FE+certain tilesets)  @ChickasaurusGL
Evie (ChickasaurusGL) 🌺 | Map attribute merge+remove walls instead of walking through them (Red/Blue map FE+certain tilesets) @ChickasaurusGL | Uploaded January 2022 | Updated October 2024, 11 hours ago.
Notes: I'm still researching this ^^ so I might come back with a continuation later. When you alter D35E (current map number, and controlled by item 33 in the expanded inventory; you'll change the map bank, which a long time ago researchers like gia were quick to find; hence possible freezes and glitchy text because the text script pointer table D36C-D (item 40 and item 40 quantity) and map script pointer D36E-F (item 41 and item 41 quantity) is now from another bank).

When you change the map to a glitch map, it might have a bank due to extrapolation rather than being coded in. In the case of Red/Blue map FE, this is 2F. Luckily for us, viewing bank 2F of the ROM all I can see is 00 bytes. As it's not in my SYM file maybe bank 2F of the ROM wasn't used at all?

When you save and reset, it's going to reload the blocks on the screen but I gather using the new bank from the map you changed it to instead; so we'd get block 00 (except for border tiles).

However, whether block 00 contains passable tiles depends on the tileset. So far, I've found success with Pewter Museum tileset (hence if the old map is Pewter Museum (0x34 is floor 1F) with the intended tileset it should work), and the map will reload with passable tiles. ^-^

Before saving and resetting, you'll need to make sure the new map script at D36E-F doesn't freeze. The old bank for Pewter Museum is 0x17. For success all the time, use glitch item 0x7A x 0 in the map script item; because the pointer at 007A is a ret (C9); in unbanked ROM, so the script won't do anything, and you don't have the worry of the new bank from map FE interfering.

After saving and resetting the NPCs should still be in place and things like the map size provided you didn't change those in addition, which would require more steps (and if the quantity of D35E remained the same; so make sure when swapping into it; (the item to swap in should be TM54) that the TM54 quantity matches the Full Heal that was there at D35E by default).

You're now free to walk through where the walls would have been. ^-^

Next to return normality, you'll need to swap the old map in place :] (as even though it looks like we're in Pewter Museum; the Town Map thinks otherwise; that we're in the FE glitch map instead, and texts of NPCs will be glitched), however this time the quantity of the old map must match the quantity of what is currently in D35E; as the quantities change while walking around (and D35F is part of the blocks on the screen from top-left pointer). When it matches and the old map is swapped back into place (with the quantity matching the quantity after opening the bag after finishing the movements you need), save and reset. ^-^

If done correctly, you can neatly remove the 'no walls' effect you did earlier and keep the spot you got to free of the walls.
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Map attribute merge+remove walls instead of walking through them (Red/Blue map FE+certain tilesets) @ChickasaurusGL

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