I'll preface this that I have no formal programming expertise, I just follow tutorials and reverse engineer whatever piece of technology I can.
I'm using the pokered assembly for my hack, fiddled around with RBMap yesterday and quickly realised that I'd like more blocksets to make more use of the tiles already available. I could find no tutorial on it, the below thread was the closest thing I could find that directly corresponds to it, but the people involved were already programming wizards so they never talked about how they'd go about it.
https://hax.iimarckus.org/topic/1584/After looking at the .bst files in Hex Editor and comparing the bytes to the blocksets visualised in RBMaps (pic very much related), I'd like to post my theory and then go ahead with it if other anons who are actually competent can verify it.
>each row is one blockset, each four bytes being one tile, and each byte being one tile fragment>the last line seen in the Hex Editor corresponds to the last coherent blockset in RBMaps (house wall with 8 windows), everything below it isn't written and thus interpreted by RBMaps as a garbled mess>if I make note of which byte name corresponds to which tile fragment, I can just add more lines to the .bst file and give RBMaps/the game more blocksets to work with>I can't exceed 256 blocksets, but since that would be literally twice the amount of blocksets already in that .bst file, I should be fine in that regardy/n?