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  <title>House of Nettles: #for frog the bell tolls</title>
  <id>https://nex-3.com/tag/for+frog+the+bell+tolls/</id>
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  <updated>2026-08-22T08:28:35Z</updated>
    <entry>
      <title></title>
      <link href="https://nex-3.com/blog/how-frog-gme-allows-you-to-modify-map-data/" rel="alternate"/>
      <id>https://nex-3.com/blog/how-frog-gme-allows-you-to-modify-map-data/</id>
      <published>2026-08-22T08:28:35Z</published>
      <updated>2026-08-22T08:28:35Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="for frog the bell tolls" label="for frog the bell tolls"/><content type="html"> &lt;blockquote class=&#34;h-entry u-repost-of&#34; style=&#34; padding: 0.75rem; margin: 1rem 0.2rem 1.15rem; border-radius: 0.5rem; box-shadow: 0px 4px 5px rgba(0, 0, 0, 0.14), 0px 1px 10px rgba(0, 0, 0, 0.12), 0px 2px 4px rgba(0, 0, 0, 0.2); &#34;&gt; &lt;p&gt; &lt;strong class=&#34;p-author h-card&#34;&gt;&lt;data class=&#34;u-photo&#34; value=&#34;https://storage.googleapis.com/beppo.online/accounts/avatars/109/331/277/627/590/965/original/1fae2605f15007c0.png&#34;&gt;&lt;/data&gt;&lt;a class=&#34;u-url&#34; href=&#34;https://www.fourisland.com/&#34;&gt;&lt;span class=&#34;p-name&#34;&gt;Hatkirby&lt;/span&gt;&lt;/a&gt;&lt;/strong&gt; wrote: &lt;/p&gt; &lt;div class=&#34;e-content&#34;&gt;&lt;h1 class=&#34;p-name&#34;&gt;&lt;a class=&#34;u-url&#34; href=&#34;https://www.fourisland.com/blog/kaeru-disassembly-terrain&#34;&gt;How Frog Game Allows You To Modify Map Data&lt;/a&gt;&lt;/h1&gt; &lt;p&gt; &lt;img src=&#34;https://www.fourisland.com/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsiZGF0YSI6MTY1LCJwdXIiOiJibG9iX2lkIn19--bfd9b21fa8646873c29efecfe867b1cf30640391/tree_boundary.png&#34; width=&#34;640&#34; height=&#34;256&#34; alt=&#34;Two adjacent overworld screens. There are two trees in the center.&#34;&gt; &lt;/p&gt; &lt;p&gt; It might look like two trees, but it&#39;s actually one. The borders of a top-down map are the same logical space as the borders in the adjacent maps, so those two trees actually represent the same object. It would be a finnicky edge case for the game to have to write two terrain edits to memory specifically when &lt;em&gt;this&lt;/em&gt; tree gets destroyed. Instead, both trees are assigned the same global coordinates: &lt;/p&gt; &lt;ul&gt; &lt;li&gt; Left tree is on map (14, 2) at tile (9, 3). Global coordinates are (14 * 9 + 9, 2 * 7 + 3) = (135, 17). &lt;/li&gt; &lt;li&gt; Right tree is on map (15, 2) at tile (0, 3). Global coordinates are (15 * 9 + 0, 2 * 7 + 3) = (135, 17). &lt;/li&gt; &lt;/ul&gt;&lt;p&gt;&lt;a href=&#34;https://www.fourisland.com/blog/kaeru-disassembly-terrain&#34; class=&#34;read-more&#34; title=&#34;Read More&#34;&gt;…&lt;/a&gt;&lt;/p&gt;&lt;/div&gt; &lt;/blockquote&gt; 

&lt;p&gt;Hatkirby has been writing a very intriguing series of posts on
reverse-engineering &lt;em&gt;For Frog the Bell Tolls&lt;/em&gt;, a lovely and underappreciated gem
of the Game Boy&#39;s library. This is actually just the most recent post; you can
read the whole series &lt;a href=&#34;https://www.fourisland.com/tags/kaeru&#34;&gt;here&lt;/a&gt; (start at the bottom and work your way up). This
has a lot in common with my own currently-on-hold reverse engineering projects,
and it&#39;s interesting to see a lot of the same problems tackled for a very
different piece of software with very different tools for working with it.&lt;/p&gt;
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