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The Map File

The Map File

   Map Post-loading:
      
Syntax:
Now first of all the syntax should be fairly obvious
  • (seemingly random numbers):w=x h=y.
  • w = Width
  • h = Height
However both the width and the height are deceiving as they start at 0, so therefore the width and height are both one more then they are stated to be. So therefore:
  • w + 1 = Width
  • h + 1 = Height
From here on out I will be referring to the width and height as their real values, not the deceiving ones.

Now onto the "Seemingly Random Numbers" they are code for a certain tile in the tileset(s). To understand how these tiles are derived into a numerical system we must first understand the tileset(s) themselves.

The tileset(s) are large images composed of 16x16 tile pieces which when combined together give you tilesheets. The Original map editor's tilesheet size was 128x7778 which in tiles is around 8x486.

Now that we have that covered when can get to the numbering system. In the Map editor the number system is derived by the single interval x axis and the y axis which is multiplied by 25. I know that is a little confusing so here is an example. Say we look at the tileset(s) then the first tile in the upperleft corner would be (0,0) or 0+(0*25)=0, one line down and one to the right would be (1,1) or 1+(1*25)=26.

Division and Loading of Tiles:
The way in which the map editor (and presumably the game itself) loads is top to bottom and then left to right. So for example it goes from (0,0) to (0,h) then it goes one to the right to become (1,0) to (1,h). Since the map is w wide and  h tall the area (or ammount of tiles in the map) is w*h which for our map is 8*4=34. Now obviously there are more then 34 tiles in our map file. This is due to the fact that there are 3 possible layers to work with, however, as a good mapper knows, only the base and mid layer work correctly.

Tips and Tricks:
Adding rows or columns to our map:
Column(Left Side):To do this to any side of the map with our current map editor, first you must determine the height of our map. Then add that many "0:"s to the begining of your map. Then after w*h tiles add it again and repeat. on a 1x1 map it would go from:

to


In some map editors it is possible to show individual layers:
The base layer of our map:

The mid layer of our map:

The Map File: A file which, by an interpreter is converted from tile information to a graphical map.
   An example map file:
   Flat File:
      
   Map Post-loading:
      
Syntax:
Now first of all the syntax should be fairly obvious
  • (seemingly random numbers):w=x h=y.
  • w = Width
  • h = Height
However both the width and the height are deceiving as they start at 0, so therefore the width and height are both one more then they are stated to be. So therefore:
  • w + 1 = Width
  • h + 1 = Height
From here on out I will be referring to the width and height as their real values, not the deceiving ones.

Now onto the "Seemingly Random Numbers" they are code for a certain tile in the tileset(s). To understand how these tiles are derived into a numerical system we must first understand the tileset(s) themselves.

The tileset(s) are large images composed of 16x16 tile pieces which when combined together give you tilesheets. The Original map editor's tilesheet size was 128x7778 which in tiles is around 8x486.

Now that we have that covered when can get to the numbering system. In the Map editor the number system is derived by the single interval x axis and the y axis which is multiplied by 25. I know that is a little confusing so here is an example. Say we look at the tileset(s) then the first tile in the upperleft corner would be (0,0) or 0+(0*25)=0, one line down and one to the right would be (1,1) or 1+(1*25)=26.

Division and Loading of Tiles:
The way in which the map editor (and presumably the game itself) loads is top to bottom and then left to right. So for example it goes from (0,0) to (0,h) then it goes one to the right to become (1,0) to (1,h). Since the map is w wide and  h tall the area (or ammount of tiles in the map) is w*h which for our map is 8*4=34. Now obviously there are more then 34 tiles in our map file. This is due to the fact that there are 3 possible layers to work with, however, as a good mapper knows, only the base and mid layer work correctly.

Tips and Tricks:
Adding rows or columns to our map:
Column(Left Side):To do this to any side of the map with our current map editor, first you must determine the height of our map. Then add that many "0:"s to the begining of your map. Then after w*h tiles add it again and repeat. on a 1x1 map it would go from:

to


In some map editors it is possible to show individual layers:
The base layer of our map:

The mid layer of our map:

Wiki Index

(TEMP)Wiki Pages Needed
Incoming Game Updates!
PWO Wiki Home Page
Wiki Page Tags
Basic FAQs
Account Registration
Common Terms
Contacting Staff
General Questions
Logging into game
PWO Rules & License
Resetting your Password
Taking screenshots
Beginner's Walkthrough
2a. Pallet Town + Route 1
2b. New Bark Town, Route 29
3. Viridian City
4. Viridian Forest
7. Secret Area 1
8. Pewter City + Brock
Kanto Illustrated Map
MISC: Evolution Levels & Moves
Mt.Moon and Cerulean City
Development/Jobs
[OUT] Official Mappers Group
Editor team
Official Spriters Group
General Pokémon FAQs
[EXP] Bugged Attacks
[EXP] Catchable Pokémon
[INC] Evolution Data
Evolving Pokemon
Filling Up the Pokédex
Levels for Evolution Stones
Overused Pokemon
Weakness Chart
In-game FAQs/Info
[EXP] Fishing
[OUT] Private Messaging
[OUT] Quests
[OUT]Auction House
[OUT]Common Bugs
[OUT]Controls
[OUT]Visiting Johto
Bicycles
Chat Channels
Commands
Common Problems
Empty Bag Glitch
Gameplay Questions
Getting Around PWO
In-game interface
Ingame Chat Channels
Items
NPC Trainer Battles
PvP Battles
PWO Arcade
Trade Evolutions
Trading
Wind Surfboard
Language Support
Deutsche FAQ
Español FAQ
Français FAQ
Gabay sa Manlalarong Pinoy [Filipino FAQ]
Perguntas Frequentes [Portuguese FAQ]
Spanish guides
Supporto Ufficiale Italiano[Italian FAQ]
Locations
Easter Eggs
Evolution Stones
Rare Pokemon
Safari Zone (Johto)
Safari Zone (Kanto)
Mapping Tutorials
[OUT] Basics - Layering
[OUT]Mapping for PWO
The Map File
Miscellaneous
[OUT]Guild Leader HQ
Client skins
Crenels PWO Multi-Tool
Forum Reputation
Guild Leader HQ
How to change the ingame player sprites
Outdated Features
[OUT] MoneyPool
Playerdex
Cancel Membership
Editing Moves
Guilds
Ladder/Leader Board
Membership & Donations Guide
Playerdex Features
Token Guide
Troubleshooting
[OUT] Fixing Runtime Errors
Client troubleshooting
Default server problem
Error Launching New File
Failed to init direct3d
How To Disable UAC
Logging In With The Client
PWO Port blocked
Server Downtimes
Text In Unusual Areas
Updater troubleshooting
Updater Will Not Launch
Windows Vista Fixes

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