- How (and where) are the overworld maps stored?
World Map row pointers are located at B0200-B067F
World Map row data is located at B0680-B6D53. The Data for each row is terminated with FF.
I assume each World map has its own tileset, though I suppose it's possible the Underworld and Moon use the same tileset with different palettes (doubt it, though). I've done some, but not a lot, playing around with the data of the Overworld map (that is, with a hex editor, independently of Yousei's map editor). It seems when a tile's bit 7 is 0 (so, bytes 00-7F), it is an individual tile; but if bit 7 is 1, then the following byte represents a count of how many of that tile will appear.
Thus, the first row of the Overworld reads:
99 FF FFWhich means:
99 FF - tile 99 (ocean with no shore) 255 times
FF - end rowThe 20th row of the overworld (the first that is
not all ocean) reads:
99 2F 1C 1B 99 CD FFWhich means:
99 2F - tile 99 (ocean with no shore) 47 times
1C - tile 1C (ocean with a tiny speck of shore in the lower-right corner, single because bit 7 is 0)
1B - tile 1B (ocean with a tiny speck of shore in the lower-left corner, single because bit 7 is 0)
99 CD - tile 99 (as above) 205 times
FF - end rowI haven't seen documentation of the order of tiles within the tilesets (like an Overworld version of the map editor in Phoenix's FF Tools), but a person with enough time and the proper motivation could do this pretty easily.
- How are the overworld events handled?
- How are the overworld teleporters/entrances handled?
my thread on world map triggers is here:
http://slickproductions.org/forum/index.php?topic=1769.msg17690#msg17690That covers most of the ground for those questions.
Functionally, World map triggers behave like (non-chest) triggers in location maps. That is, they can be set to teleport or activate events however you want, except events in world maps are limited - evoking text will crash the game, and there are no NPCs.
As with location maps, there are specific world map tiles that can/will trigger events and teleportations. Phoenix explained how to edit
location map tile properties here:
http://slickproductions.org/forum/index.php?topic=1286.0 I imagine that if we knew the location of World Map tile properties, they could be altered in much the same way.
As it stands, triggers can exist on the following types of tiles:
- (Overworld) Town
- (Overworld) Castle (six or eight different tiles, depending on if broken castles use the same bottom tiles)
- (Overworld) Forest
- (Overworld) Cave
- (Overworld) Mountain Path
- (Overworld) Dark Green Grass (trigger for the bombing of Damcyan)
- (Overworld) Bridge (Fabul Port)
- (Underworld) Castle (four tiles)
- (Underworld) Town
- (Underworld) Cave
- (Underworld) Tower of Bab-il Entrance (two tiles)
- (Underworld) Dark-Colored Ground (tanks shooting tower triggers)
- (Moon) Cave

I should probably mention that the Dark Green Grass, Bridge, and Dark-Colored Ground tiles that are triggers are different tiles than the identical ones that are
not triggers.
- Are the underworld and moon surface indeed handled the same way as the "upper world" overworld?
I'm not sure I fully understand the question... I think the answer is yes, with the exceptions of all of the ways the Underworld and Moon typically differ from the Overworld.