Acmlm's Board - I2 Archive - Rom Hacking - Secret of Mana map compression stuff
User | Post |
Geiger
Posts: 449/460 |
I "cracked" FFVI awhile back.
http://acmlm.overclocked.org/board/thread.php?id=32454 (None of the image links will work now)
Never really finished it off because I began work on Temporal Flux shortly after that. Course, if I had had GSD to work with back then, it probably would have went a lot quicker.
---T.Geiger |
DukeNukem007
Posts: 90/90 |
Not bad work.
Do you know if this map scheme also carries over to other Square games--FF5, FF6, or Seiken Densetsu 3 seem likely? I don't think anyone has cracked those... |
Alchemic
Posts: 3/3 |
Somehow I thought I posted this already... apparently not. I worked out part of the Secret of Mana map compression scheme, and documented it here: http://starmen.net/pkhack/som/sommapcomp.txt Also, some uncompiled decompressor source (written in Java, created mostly for theory-testing purposes): http://starmen.net/pkhack/som/ManaMapDecomp.java
Thanks go out to Chickenlump for providing the data that got me started, in this thread: http://board.acmlm.org/thread.php?id=15049
Knowledge of the compression scheme is not complete; I still don't know how door destinations or event-based map changes (such as the Mantis Ant lair hole in Potos) are done, or how the set of graphical tiles to use is selected. |
|