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OK, I've had a chance to investigate, and I think what should be happening is this: When adding a treasure to any given location, the way to make that treasure active is to increase byte 0C of the properties of each subsequent location by 01 (or by an amount equal to the amount of chests you're adding). Keep byte 0C of the map you're editing the same.
heh - I just re-read what I wrote... I mean they can be independent of the first set of maps, not entirely left alone.
Here you go:Code: [Select]688D0-689CF Character Portrait Palette Data
ED5C0-EEF3F Character Portrait Graphic Data (3 bitplanes, composite, 384 bytes per class id)
looks like I'm wrong about how this byte works (I guess it's a running total of how many chests have been counted so far... ?), but the fact remains that it needs to be changed in order to add treasure chests where there previously were none.