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Author Topic: Overworld Map Tile Replacement  (Read 1005 times)

TheNattak

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Overworld Map Tile Replacement
« on: January 08, 2013, 06:35:46 PM »
Does anybody happen to know how and/or where the overworld map tile replacement is handled?
Like how Figaro Castle shows up on the map at location: 64, 75 even though it's not there in the level editor, then moves over to the other location - and how the Esper cave by Thamasa shows up after the bit gets set, and how the sealed gate tiles there all get replaced. Is there any documentation on this?

I got a new WoB overworld map going on and now I need to move & edit that stuff.
So far, I've been looking around in the RAM map and EE bank document (a guess), but I've only found things related to the graphic of the castle submerging into and out of the desert, nothing with the actual location of the Figaro castle tiles on the overworld or where any tile replacement is taking place. =/
« Last Edit: January 08, 2013, 06:50:52 PM by TheNattak »

TheNattak

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Re: Overworld Map Tile Replacement
« Reply #1 on: January 09, 2013, 12:27:26 PM »
Ah sorry, I saw this today in the EE document, it's what I'm looking for:

Pointers to data for redrawing the world maps
EE/B260:   00F6CE     (Event bits and map region for WoB)
EE/B263:   3CF6CE     (Event bits and map region for WoR)
EE/B266:   48F6CE     (Delimits the above) (Bank byte is useless...)
« Last Edit: January 09, 2013, 01:25:00 PM by TheNattak »