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chillyfeez

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Re: Decoding World Map Triggers
« Reply #15 on: October 19, 2012, 11:04:03 PM »
So I just did some trials.  Seems like anytime you try to call an event in the Overworld that involves any dialogue, as soon as the dialogue is cued to appear, the game simply freezes.  Whether my reasoning about RAM is correct or not, it seems the Overworld was not programmed to be able to support the use of dialogue.

Dragonsbrethren

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Re: Decoding World Map Triggers
« Reply #16 on: October 20, 2012, 05:06:40 PM »
My concern was that there are no chest-type tiles used in the world maps. If you try to assign a treasure to, say, a staircase in a location map, it doesn't work...
Yes it does, you just can't use the "return" type stairs (the ones marked with an arrow in Phoenix's editor). As long as you use an event tile and you set the treasure up properly, it'll work. Of course, using a non-solid tile has the drawback of functioning as an exit too, usually resulting in you teleporting to Baron.

chillyfeez

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Re: Decoding World Map Triggers
« Reply #17 on: October 21, 2012, 12:09:48 PM »
Well, at any rate, setting up a trigger in the world map in the way that would be proper in a location map teleports you to a glitch world (that has interactive NPCs and is exitable, believe it or not).  I'm guessing that the lack of text ability and the exclusion of world maps in the treasure index are at least partly responsible for this.

I suppose you could still hide treasure in the world maps, but you'd have to do it by way of an event:
Put a hidden trigger somewhere on the map, linked to an event that adds an item or GP.  Maybe you could signify that something has happened with a screen flash or a sound effect (both of those work fine in the world map).  Of course, unless you used (READ: wasted) an event flag on this, the treasure would be infinitely re-collectible...

Grimoire LD

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Re: Decoding World Map Triggers
« Reply #18 on: October 21, 2012, 02:17:01 PM »
Honestly it seems the game didn't use nearly 255 Event Flags. I could be wrong of course, but finding unused ones shouldn't be difficult. The real issue in this is how do you create a trigger on the world map which doesn't take up space of existing events? The Underworld has a couple of areas, but the Overworld only has... two I believe you said?

chillyfeez

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Re: Decoding World Map Triggers
« Reply #19 on: October 21, 2012, 08:27:04 PM »
I was thinking, decrease the size of the world map representations of some towns.
Baron: 4 tiles
Toroia: 3
Mist: 2 (and I think only one is ever used, because it is cut in half after the earthquake)
Agart: 2
Mysidia: 2
And, saving the best for last, there are two tiles at the base of The tower of Bab-il in the Overworld map that are triggers, but are completely unreachable.  I looked at their data, they're not even event triggers - they're entrance tiles.  One for the Giant's mouth (B5), and one for onboard an airship (C0)... really have no idea why they are there, but they are seemingly expendable.

Grimoire LD

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Re: Decoding World Map Triggers
« Reply #20 on: October 24, 2012, 07:17:40 PM »
Now that last part is interesting! I heard rumors back in the day that they planned for the player to be able to re-enter the Giant of Babil and it seems that you may have stumbled onto proof of that. (Or perhaps at one point in production the Giant maps were just another part of the Tower of Babil) Not sure about the Airship part though.

Pinkpuff

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Re: Decoding World Map Triggers
« Reply #21 on: October 25, 2012, 08:30:00 AM »
Or maybe at one point in development the tower was enterable from the overworld directly rather than from inside the cave, and then they just forgot/neglected to clean up the inaccessible tiles.
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Dragonsbrethren

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Re: Decoding World Map Triggers
« Reply #22 on: October 25, 2012, 01:47:45 PM »
That's my guess. The first floor of the overworld tower even has an inaccessible exit tile. It could just be for detail, but that tile isn't used for detail anywhere else in the tower and I'm fairly certain you can't even see it in-game.