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- The main file for setting up the map for chapters. It holds what map to load, what terrain is on the map and what tiles are what terrain.
- Header is like all of the other files in the game.
- At 0x20 is a header for the TID(Terrain ID) blocks. 0x10 bytes.
- 0x00 - 0x03: Points to the beginning of the first block.
- 0x04 - 0x07: Number of TIDs
- 0x08 - 0x0B: Pointer to the map file name
- 0x0C - 0x0F: Points to the "Map block"
- TID Block Size 0x28
- 0x00 - 0x03: TID
- 0x04 - 0x07: MTID
- 0x08 - 0x0B: ???
- 0x0c: Placement Number
- 0x0D - 0x0F: Tile Change IDs. Can be changed in events by using ev::TrickSet. Don't know specifics.
- 0x10: ???
- 0x11: Defense Bonus
- 0x12: Avoid Bonus
- 0x13: Healing bonus(Percent based)
- 0x14 - 0x17: ???
- 0x18 - 0x1b: ???
- 0x1c - 0x1f: ???
- 0x20 - 0x23: ???
- 0x24 - 0x27: Pointer to effects? Sound? FLAT1, WATER1 etc.
- "Map Block"
- Header:
- 0x00 - 0x03: Num of Tiles on X axis + Border
- 0x04 - 0x07: Num of Tiles on Y axis + Border
- 0x08 - 0x0B: Size of boarder on x axis(Strips this)
- 0x0c - 0x0F: Size of boarder on y axis(Strips this)
- 0x10 - 0x13: Size of map without boarder(x coor)
- 0x14 - 0x17: Size of map without boarder(y coor)
- Map Block is size 0x400
- They are split up into 32 sections of size 0x20.
- They are ordered by row and list the tiles that are in that row.
- Number is based on the previous TID listings.
- Remember to count the 0th row and column, they count as well.
- Then pointer tables and labels.
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