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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy VI: Treasure Data
  
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Geiger
Posts: 128/460
The bug does not occur in the official version, so either I created the bug myself, or the updated code is not compatible with some of the changes I have made.

New thread time.

---Evil Peer
Imzogelmo
Posts: 17/41
Sorry, I just downloaded Mark 8 two days ago, and I wasn't sure if it was just me... I haven't worked on it much since then. I haven't tried it with other mode 7 games though.
Geiger
Posts: 127/460
Bah. I cannot fix these things if you people do not tell me about them.

---Evil Peer
Imzogelmo
Posts: 16/41
Evil Peer,
It's not just you-- I've had this problem too. Thus, I'm still using Mark 6 for my tracing needs. I have no idea what's the cause of the problem, though.
Geiger
Posts: 126/460
I cannot get Final Fantasy VI to work properly with Mark 8 of PST. Can anyone confirm this problem?

(edit)

Upon closer inspection, it seems some of the game's Mode 7 scenes do not work (the lightning clouds, the walk through the snowstorm).

Again, anyone else having this problem?

---Evil Peer
Imzogelmo
Posts: 15/41
Right. Too bad they didn't make a more flexible format for treasure chests (one which would allow a dialogue message to accompany the chest opening)--They probably could've avoided these errors and made the game a little more interesting at the same time.
Jigglysaint
Posts: 103/215
I see now. They are events since the extra dialouge is added. I never knew about those items. Too bad they suck though.
Imzogelmo
Posts: 14/41
Sure thing.
Check out http://www.mnrogar.com and look at his "screenshots" section.
Also, check out my page http://www.angelfire.com/al2/imzogelmo/patches.html and look at and/or download my "Grand Stairway" patch. It lists the treasure chests that are "events" which are incorrect in the game (my patch includes a readme file which documents all the changes).

In a nutshell, there are 4 "events" in the Sealed Gate cave, some of which are wrong (text box and item given do not match); there are also some in Owser's house (the floating ones) which are wrong as well. BTW, my patch corrects all those problems.
Jigglysaint
Posts: 102/215
Okay, I guess I understand. I still noticed though that most of those chests are hidden.

Edit: I was looking at the chest list and it says that for the cave to the sealed gate:

"Cave to the Sealed Gate (Items found beneath the grand stairway are events)"

What does that mean exactly? I'm not aware of any chests or items that arn't in chests or arn't documented in the list. Where are these items in the game?
Imzogelmo
Posts: 13/41
Did you see this?

This helps explain what I mean. They all have 41 as their type because they are all items encoded on byte 32.
Jigglysaint
Posts: 101/215
The chest that Lonewolf takes is actually an empty chest which you can fill. It would make sense that rare items would not be part of the chest data, because rare items arn't actually items. It could be possible that it uses an empty chest, so that the event woldn't happen again, but somthing tells the game to give you the rare item or whatever, and have it done only once.

Edit: I noticed somthing rather interesting. The pair of shoes, an elixer, and the relic ring all have 2 things in common: First of all, they both have 41 as their chest type, and second....they are all hidden from view, or at least partly covered. that might be a clue.
Imzogelmo
Posts: 12/41
Some of the treasure chests are *only* events. These are not included in the "chest data." I'm not sure if any of the "chest data" chests are event triggers, although initial research seems to indicate that that is the case.
windwaker
Posts: 85/1797
This is true. This is how you get mog/ or a rare item (can't remember what it was ).
Chickenlump
Posts: 377/722
Originally posted by Evil Peer
Chrono Trigger uses a bit to indicate an opened chest triggers an event. Do any treasure chests in FFVI do this? I was thinking Sigfried, but that actually occurs before you can open the chest, IIRC.

---Evil Peer


It's been so long since I've played it, but I remember the wolf thief taking a treasure in Narshe as soon as you take an item out of a chest.
Jigglysaint
Posts: 100/215
Let me do a quick check to see if MIAB indexes are used for boss enounters.
Geiger
Posts: 122/460
Chrono Trigger uses a bit to indicate an opened chest triggers an event. Do any treasure chests in FFVI do this? I was thinking Sigfried, but that actually occurs before you can open the chest, IIRC.

---Evil Peer
Imzogelmo
Posts: 11/41
There's a lot going on in that post, so forgive me if I don't quite answer your questions.

Here it is again:
Byte 0 - X Coordinate
Byte 1 - Y Coordinate
Bytes 2 &3 - Bit/Byte Encoding plus type flag
Byte 4 - Contents


For Bytes 2 and 3, they look like this (Byte 3, Byte 2):
00 07 - Bit to set indicating the chest is opened (or taken)
01 F8 - Binary number to add to 1E40 which is the byte encoding. This is the byte address which the bit is set in.
1E 00 - Four unknown bits, and as far as I can tell, they aren't read. 08 00 is set for empty chests, but it doesn't have to be. Perhaps they were going to use it, but as it stands, if it's not Gold, Item, or MiaB, then it's considered empty. Possibly the empty chests could be used as switches or flags, but that remains unclear.
20 00 - This bit indicates a monster-in-a-box. It will only be read if the next two bits are clear (they are read from highest to lowest).
40 00 - This bit indicates an item chest. It will only be read if the GP bit is not set.
80 00 - This bit indicates a GP chest.


Byte 4's meaning depends on the flags in byte 3, as described before. As for the question about boss encounters using MiaB index, I don't know off the top of my head, but I would suspect that they do (a little research in FF3USME would be required).
Jigglysaint
Posts: 99/215
Originally posted by Imzogelmo
I don't know what hasn't been found... but I *can* answer your question about the 41:

Consider bytes 2 and 3 as a word:

0007 - Bit that is set if the chest has been opened
01F8 - Treasure chest event byte offset (+7E1E40)
1E00 - ??? I don't know- this has been suggested to be the sides which a
chest may be opened from (FYI, there is a chest, the White Cape in the
Returners' HQ (IIRC), which cannot be opened from all accessible sides, so that
could point us in the direction we need to confirm/debunk this idea).
2000 - Monster chest - Lowest priority
4000 - Item chest - Second priority
8000 - Gold chest - Highest priority

If the chest has the same bit/byte encoding as another one, then it will be marked "opened" and thus, the later maps' data will already be marked as open.

Why do I say "later maps"? Because what appears to be the same map in the WOR is not--it's a close copy but not the same map.


Okay, please forgive my ineptness, I'm not a master hacker or anything so I got much to learn. So you said bytes 2 and 3 are a word, right? I know byte 1 is part of the co-ordinates, are you sure you don't mean bytes 3 and 4? Are the second location byte and third byte connected then? Or, is this in another location besides the actual chest data? Also, another idea. Do boss encounters and the like use the MIAB index as well?
Imzogelmo
Posts: 10/41
Originally posted by Evil Peer
Does any chest give more than 25,500 gold?

---Evil Peer


No, in actual use nothing even comes close. But 25,500 should be the theoretical limit.

As for the 41, I've explained that. The '1' is just the highest bit of the byte encoding. The highest byte offset that is used is byte 32 (not 31), so 6 bits are needed. In fact, the RunningShoes are coded on the 32nd byte, so there is no further significance to it. Again, you can get the list at http://homepage.mac.com/glennfield/magitek/treasures.txt. Also, you can look at the function at C0/4C06 if you don't believe me.
Jigglysaint
Posts: 98/215
I tried it as well and it didn't seem to do anything to the runningshoes. I think also the flame sabre in the empty base also has that bit set. All empty chests seem to have 08, which doesn't seem to make sense.

Hmm, I noticed the chest has the memory index of 00, and the chest before it has the index of FF. Perhaps 41 tells the game to start using a different set of memory bytes? They all seem to be out of order, except for multiple chests within a map.
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Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy VI: Treasure Data


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