øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2248.msg25854e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9fef.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=attach;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9fef.html.zx|üg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­ÆOKtext/htmlISO-8859-1gzip(¾ÖÆÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:02:11 GMT0ó°° ®0®P®€§²ð®{üg^ÿÿÿÿÿÿÿÿ#)Æ FF5e Map Editor

Author Topic: FF5e Map Editor  (Read 5655 times)

Squall

  • Dark Dragon
  • *
  • Posts: 486
    • View Profile
Re: FF5e Map Editor
« Reply #15 on: July 25, 2016, 08:41:42 AM »
While continuing to use that map tool and trying to cross reference encounters, here you are few thoughts:

- If you open Map 71, there 3 places with lianas that could be used to climb up to upper floor. Do you know how that is implemented?

- When NPC holds a shop, is it possible for you to recognize that and show the type of the shop? Ofc the best will be if you can show all item that shop sells, but thats not essential atm :)

- Certain NPC hold a battle, which is probably one of the event encounters. Is it possible for you to show a label or something that battle will occur? If you want I can help you to even show the encounter group (from D08000).

noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #16 on: July 25, 2016, 01:35:37 PM »
If you open Map 71, there 3 places with lianas that could be used to climb up to upper floor. Do you know how that is implemented?
I think this is related with Events. You can see them in the Map Editor from v0.82 and onwards if you click over a Event (blue square).
I am not certain if the current hex displayed in the Events is right, but it is a starting point.

When NPC holds a shop, is it possible for you to recognize that and show the type of the shop? Ofc the best will be if you can show all item that shop sells, but thats not essential atm :)
I think this is related with NPC Actions. You can see them in the Map Editor if you click over a NPC (red square).
The hex displayed in the NPC Actions is accurate.

Certain NPC hold a battle, which is probably one of the event encounters. Is it possible for you to show a label or something that battle will occur? If you want I can help you to even show the encounter group (from D08000).
Again, this is related with Events or NPC Actions. Can you provide me a map id with a battle NPC?

Squall

  • Dark Dragon
  • *
  • Posts: 486
    • View Profile
Re: FF5e Map Editor
« Reply #17 on: July 26, 2016, 04:55:31 AM »
Hehe I was using an older version, so no blue there :)
Good job on improvements, mate. I was going to ask you if you could make markers (green, blue, red, yellow) transparent, but you already did it ^_^
There are still missing markers, like NPC-shop in Map 25 & 26, but I know its WIP.

About NPC-Shop, in my observations the action data looks like:
Code: [Select]
FF XX 02
F0
I dont know about the rest, but I think XX is ShopID - see Shop data From there you may parse only the type, or if it suits your purpose - the whole shop list.

Code: [Select]
Again, this is related with Events or NPC Actions. Can you provide me a map id with a battle NPC? Sure on Map 1D, that is the first boss battle. By looking in Events Encounters, the ID should be 01. TBH I dont know much about these encounters, but they look similar to Monster-in-a-box - 4 bytes: Battle ID (common) & Battle ID (uncommon/rare). For EventEncounterID 01 we have battle 439, which is WingRaptor battle.

BTW does somebody know what is the rate for Common/Uncommon for Monster-in-a-box?

x0_000

  • Siren
  • *
  • Posts: 72
    • View Profile
Re: FF5e Map Editor
« Reply #18 on: July 26, 2016, 01:43:20 PM »
Monster-in-a-boxes have two possible encounters with a 190/256 chance  of the more common encounter.

Squall

  • Dark Dragon
  • *
  • Posts: 486
    • View Profile
Re: FF5e Map Editor
« Reply #19 on: July 28, 2016, 02:03:49 AM »
Thank you x0_000!

noisecross, today I finished SNES FF5 ROM Map (extended) Wiki doc. There will be a separate thread about it. While I was formatting things I stumble upon:
Code: [Select]
Start End Offset Size Type Comments
C70000 C8221F 70000 12220 ???? World Map Compressed data?
CB0000 CB028F B0000 290 Data Byte maps offsets (Location maps)[2bytes * 0x0148]
CB0290 CDFDFF B0290 2FB70 Data Byte maps (Location maps)[Compressed unheaded type02] [64 * 64 bytes (after decompressing)]
CE2400 CE27FF E2400 400 ???? ???? Event places offset [2 Bytes * 512]
CE2800 CE365F E2800 E60 ???? ???? Event places [4 Bytes *] 2B: coordinates,
CE36C0 CE3ABF E36C0 400 ???? ???? Offsets (map movement?) [2 Bytes * 512]
CE3AC0 CE58CF E3AC0 1E10 ???? ???? Movement Map [6 Bytes *] (2B: Origin Coordinates, 2B: Destination Map ID, 2B: Destination Coordinates)
CE59C0 CE5DC1 E59C0 402 Data People location offsets [2Bytes * 512 + 2bytes eof]
CE5DC2 CE9BFF E5DC2 3E3E Data People location [7Bytes each] (Bytes 0-1 -> (bit0-bit13) = Speech id)
1 ~ 2Byte Eye: Conversation Event ID
 ? Bit0 ~ bit13: Conversation Event ID
 ? Bit14 ~ Bit15: probably unused

3Byte Eye: graphic ID
4Byte Eye: initial x-coordinate (→)
5Byte Eye: initial y-coordinate (↓)
6Byte Eye: behavior pattern
 ? Bit 0 ~ 3 (operational relationship)
  ? 0X00: Normal random
  ? 0x01: blunt foot random
  ? 0x02: blunt foot random
  ? 0x04: fixed early
  ? 0x05: fixed slow
  ? 0x06: fixed Hiroshi
  ? 0x07: fixed super fast
  ? 0x08: children
 ? bit 4 ~ 6 (a fixed relationship)
  ? ? 0X 0:? vary in conditions |
 ? Bit 7 (??)

7Byte Eye: Other
 ? Bit0 ~ bit2: use palette
 ? Bit3:?
 ? Bit4: ??
 ? Bit5 ~ Bit7: initial direction ??
CE9C00 CECFFF E9C00 3400 Data Locations (maps) entries [26 Bytes * 512]
CF0000 CF0037 F0000 38 Data Tile blocks offset (Map Parts offset) [2Bytes * 28]
CF0038 CFC53F F0038 C508 Data Tile blocks [Compressed Type02 Unheaded] (Map Parts data) [2Bytes * 256 * 4]
CFC540 CFC56D FC540 2E Data Tile properties offsets [2bytes * 23]
CFC56E CFD7FF FC56E 1292 Data Tile properties [Compressed unheaded type02] [2 bytes * 256 after decompressed]


You probably know most of these, but I hope you find missing pieces :D

noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #20 on: July 28, 2016, 06:03:17 AM »
Thanks a lot guys. The v0.83 is released.
Now the NPCs are visible and the Events dump is fixed.

I am going to be offline for a while so this release will last much more than the previous ones. I don't know if I'll be working again on this tool in the medium term, but in the meanwhile please feel free to play (a lot) with it and to research how the NPC Actions, Events and Extended Events work...

 :blush: :lame:

If you are curious about Events, the normal Events are processed at $C0/046A and the Extended Events are processed at $C0/A217.

Almost all the information I have found is updated in the Rom Map page in the Wiki. I invite you all to populate and maintain that page as it contains a lot of knowledge about this ROM.

Jorgur

  • Moderator
  • *
  • Posts: 437
  • Gender: Male
    • View Profile
Re: FF5e Map Editor
« Reply #21 on: July 29, 2016, 08:25:43 PM »
I messed around with it today. I was trying to add some stuff to map 7A (meteor at Tycoon), but the file kept going to big.  :blits:

So I changed this lovely forest little by little. I wanted to send Butz off on a grand adventure with Lenna before meeting Galuf. It takes a while when you change one tile at a time, having to use the keyboard and mouse every time. The editor gave me some unhandled exception errors once or twice but I was unable to reproduce them.

All in all it is fun to mess around with it, but as of right now it isn't very practical for editing. I hope in time we will be able to change more stuff.  :childish:


noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #22 on: July 30, 2016, 08:22:29 AM »
All in all it is fun to mess around with it, but as of right now it isn't very practical for editing. I hope in time we will be able to change more stuff.  :childish:

I agree with that. It is possible to use the tool for editing but in its current state it is not practical.
Do you have any suggestion? I mean, another editor which you like for map editing. I was thinking in something similar to the Character Maker Pro.

The problem with the files which are too big is that the tilemaps are very, very fit in the ROM so there is no space for allocating bigger arrays. The compressor works well, but is difficult to keep the size of the array equal or lesser...

Jorgur

  • Moderator
  • *
  • Posts: 437
  • Gender: Male
    • View Profile
Re: FF5e Map Editor
« Reply #23 on: July 30, 2016, 08:48:13 AM »
I have never really used a map editor before except for Lunar Magic (SMW). In that editor you can select a tile with left click and place it with right click. Maybe the tileset could be detached to become a separate window?

noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #24 on: July 30, 2016, 08:54:32 AM »
In that editor you can select a tile with left click and place it with right click.
Well... actually this editor does the same, isn't it?  :tongue:

Maybe the tileset could be detached to become a separate window?
Maybe, if a found a way to make it really usefull.

Jorgur

  • Moderator
  • *
  • Posts: 437
  • Gender: Male
    • View Profile
Re: FF5e Map Editor
« Reply #25 on: July 30, 2016, 09:00:46 AM »
Well... actually this editor does the same, isn't it?  :tongue:
Oh, wow, you're right. It does. I guess I didn't try it out properly. Can it be done on Bg01?

Anyways it would be nice if you could select a tile by clicking on it in the tileset menu.

Squall

  • Dark Dragon
  • *
  • Posts: 486
    • View Profile
Re: FF5e Map Editor
« Reply #26 on: August 01, 2016, 02:14:40 AM »
Hey guys, I know its a little bit off topic, but a question is rumbling in my mind since I saw this application for the first time:

How they have achieved the attached pics? More precisely:
- on the first pic: Bartz is under Background1
- on the second: Bartz is above Background1
*Background1 is the one that holds walls, beds, tables, ...

noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #27 on: August 01, 2016, 07:10:36 AM »
Maybe this can help you. Focus un MODE 1.

Squall

  • Dark Dragon
  • *
  • Posts: 486
    • View Profile
Re: FF5e Map Editor
« Reply #28 on: August 01, 2016, 07:59:13 AM »
You mean this:
Code: [Select]
BG3 tiles with priority 1 if bit 3 of $2105 is set
Sprites with priority 3
BG1 tiles with priority 1
BG2 tiles with priority 1
Sprites with priority 2
BG1 tiles with priority 0
BG2 tiles with priority 0
Sprites with priority 1
BG3 tiles with priority 1 if bit 3 of $2105 is clear
Sprites with priority 0
BG3 tiles with priority 0

In order to satisfy both screenshots I see only one combination:
Code: [Select]
BG1 Priority 0 - for all tiles 'under' sprites
Sprite - only priority 2
BG1 Priority 1 - for all tiles 'above' sprites
Is that it?

noisecross

  • FF5 Hacker
  • *
  • Posts: 146
    • View Profile
Re: FF5e Map Editor
« Reply #29 on: August 01, 2016, 04:51:51 PM »
Perhaps. Or maybe the sprite priority changes when the PC step on certain tiles. That may be related with some tile properties and may explain how work the stairs and bridges in scenarios with some heights.