Tildehat

Fire Emblem Fates Terrain Notes

May 8th, 2016
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  1. 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.
  2.  
  3. Header is like all of the other files in the game.
  4.  
  5. At 0x20 is a header for the TID(Terrain ID) blocks. 0x10 bytes.
  6. 0x00 - 0x03: Points to the beginning of the first block.
  7. 0x04 - 0x07: Number of TIDs
  8. 0x08 - 0x0B: Pointer to the map file name
  9. 0x0C - 0x0F: Points to the "Map block"
  10.  
  11. TID Block Size 0x28
  12. 0x00 - 0x03: TID
  13. 0x04 - 0x07: MTID
  14. 0x08 - 0x0B: ???
  15. 0x0c: Placement Number
  16. 0x0D - 0x0F: Tile Change IDs. Can be changed in events by using ev::TrickSet. Don't know specifics.
  17. 0x10: ???
  18. 0x11: Defense Bonus
  19. 0x12: Avoid Bonus
  20. 0x13: Healing bonus(Percent based)
  21. 0x14 - 0x17: ???
  22. 0x18 - 0x1b: ???
  23. 0x1c - 0x1f: ???
  24. 0x20 - 0x23: ???
  25. 0x24 - 0x27: Pointer to effects? Sound? FLAT1, WATER1 etc.
  26.  
  27. "Map Block"
  28. Header:
  29. 0x00 - 0x03: Num of Tiles on X axis + Border
  30. 0x04 - 0x07: Num of Tiles on Y axis + Border
  31. 0x08 - 0x0B: Size of boarder on x axis(Strips this)
  32. 0x0c - 0x0F: Size of boarder on y axis(Strips this)
  33. 0x10 - 0x13: Size of map without boarder(x coor)
  34. 0x14 - 0x17: Size of map without boarder(y coor)
  35.  
  36. Map Block is size 0x400
  37. They are split up into 32 sections of size 0x20.
  38. They are ordered by row and list the tiles that are in that row.
  39. Number is based on the previous TID listings.
  40. Remember to count the 0th row and column, they count as well.
  41.  
  42.  
  43. Then pointer tables and labels.
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