Author Topic: Modes of Transportation  (Read 2727 times)

Phoenix

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Modes of Transportation
« on: June 17, 2008, 05:35:35 PM »
I don't know why it took me so long to figure this out, considering I figured out the rest of the event data months ago. I was playing around with the map loading event's zz value, and realized that it covers all the modes of transportation. This means that you can load the ship! See the attached picture for proof. Unfortunately, it doesn't work as an actual sailing ship -- it passes through all terrain, and you can't exit it. But I was just wondering yesterday how I was going to do the ship event in my hack, and here's the solution. I can do as many as I want, even create shipping lines if I want to. It turned out to be easier to change than I thought it would, at the least. Here's the key for that event hex:

Code: [Select]
FE aa xx yy zz Load map aa at position (xx, yy) with transportation/world zz
    zz: 01 = Yellow Chocobo
02 = Black Chocobo
03 = Hovercraft
04 = Enterprise
05 = Falcon
06 = Lunar Whale
07-1F = Ship
20 = load map without pixelation transition
40 = for airships, don't use the dust entrance or take-off animations
80 = Underground/Moon
Notes: bit 7 of xx and yy in location maps is unknown
       If event flag 36 is set, the Enterprise can use the hook
       If event flag 39 is set, the Falcon can go over lava
       If event flag 3D is set, the Falcon will have the drill

The modes not normally available on a map (e.g. Chocobos in the Underground or airships on the Moon) don't really work. Either you can move but the graphics aren't there, or the graphics are there but you can't move. The Lunar Whale works on all maps; funnily enough, using the Crystal in the Underground moves you to the Overworld. Also, be careful about loading a Black Chocobo not in a forest. It will return to the spot it came from, but won't be able to land. It's kind of funny to watch it bob up and down forever, actually, but not something you'd want in your game.

Edit: Figured out bits 5 and 6 of zz, and which event flags determine the airship properties
« Last Edit: June 18, 2008, 03:30:57 AM by Phoenix »

Dragonsbrethren

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Re: Modes of Transportation
« Reply #1 on: June 17, 2008, 06:07:30 PM »
I recall having a game genie code that would turn the party into the ship on the world map, it's a shame they didn't make it fully functional but if I was coding the game I probably wouldn't have either. The idea of having shipping routes between towns is a really cool one, you could have ferries like FF6, makes me wish I was doing a more extensive hack, nothing like that would fit in mine.

I'm curious, does the overworld support having NPC's? It would be really cool to have a few ships sailing around, maybe even an airship flying overhead like FF2.

Phoenix

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Re: Modes of Transportation
« Reply #2 on: June 17, 2008, 06:34:23 PM »
Not to my knowledge, but I haven't ever tried. When I get to programming events, I'll give it a shot and let you know.

Deathlike2

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Re: Modes of Transportation
« Reply #3 on: June 17, 2008, 06:38:43 PM »
I recall having a game genie code that would turn the party into the ship on the world map, it's a shame they didn't make it fully functional but if I was coding the game I probably wouldn't have either. The idea of having shipping routes between towns is a really cool one, you could have ferries like FF6, makes me wish I was doing a more extensive hack, nothing like that would fit in mine.

I'm curious, does the overworld support having NPC's? It would be really cool to have a few ships sailing around, maybe even an airship flying overhead like FF2.

I kinda doubt it, but you probably could do something like the Damcyan bombing scene in specified areas...
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Phoenix

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Re: Modes of Transportation
« Reply #4 on: June 17, 2008, 06:54:10 PM »
Quote
I kinda doubt it

It might work, if I add an entry in the person/object placement data for the overworld map number. Theoretically the map could then load that person/object for use, and you'd just have to add a dynamic event for them. Worth a try anyway.

Quote
but you probably could do something like the Damcyan bombing scene in specified areas...

The bombing scene (and the opening airship scenes, the Leviathan scene, the Giant of Bab-il scene, etc.) are pretty easy to repeat. It's just a trigger square at a certain spot that loads a visual. The only bad thing is that you can't change the visual (at least I don't know where or how it's stored) so you have to have it be the same every time.

Deathlike2

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Re: Modes of Transportation
« Reply #5 on: June 17, 2008, 07:01:18 PM »
Quote
I kinda doubt it

It might work, if I add an entry in the person/object placement data for the overworld map number. Theoretically the map could then load that person/object for use, and you'd just have to add a dynamic event for them. Worth a try anyway.

I don't recall any dynamic events on the overworld in any of the SNES FF series of games.. the closest thing is a scripted sequence like the ship ride or the aforementioned bombing.

Quote
Quote
but you probably could do something like the Damcyan bombing scene in specified areas...

The bombing scene (and the opening airship scenes, the Leviathan scene, the Giant of Bab-il scene, etc.) are pretty easy to repeat. It's just a trigger square at a certain spot that loads a visual. The only bad thing is that you can't change the visual (at least I don't know where or how it's stored) so you have to have it be the same every time.

I guess the closest thing you could do is just flip an event variable back and forth (or some variation) to get some sort of effect... or if you're really good, use the RNG...
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Phoenix

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Re: Modes of Transportation
« Reply #6 on: June 17, 2008, 09:12:24 PM »
Yeah, I went back and checked how person/objects are placed, and it wouldn't work. The x,y values of them only go up to 32, not to mention that the overworld map also indexes person/object set 00, which is the same as the town of Baron. Ah well, it was a nice dream while it lasted.