This post is in reference to my project referenced here:
http://slickproductions.org/forum/index.php?topic=173.0I've studied the way maps are stored in FF1, and I'm trying to design the format my own maps will use. Let me just give a basic rundown.
Each standard map (I haven't looked at the overworld yet) has a tileset. The tiles are simple 16x16 sprites, and each tile also has two bytes of data that go along with it. The first byte is a set of flags that determines things like whether or not you can walk on the tile, if you can encounter enemies on the tile, whether it takes you to a shop or another map, treasure, etc. The other byte is data associated with the previous (which shop to enter, which map to warp to, which treasure, etc.).
So basically, this whole set of information is tied to each tile, and as a result, the "town" tileset, for example, has about 60-70 "door" tiles that all look the same but all link to different shops and inns and what have you. The advantage of this system is that it's very easy to program; the disadvantage is that it's rather confusing for mapmakers to have to keep track of which tiles are which.
I want to ditch the above system and go with something easier for mapmakers to use. What would make the most sense? Do I keep a list in each map of "special" tiles and their functions? Is there an even better way?
Another thing to note are forced battle tiles. If I keep these in a list instead of tying the data to the tile, I could make these forced battles occur only once (I might even change most of these to monster-in-a-box-style battles, always thought it was lame that you could skip the battles by clever chest-opening).