Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Geiger

Buster Beetle
Level: 34

Posts: 115/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 09-21-04 08:24 PM Link | Quote
I think this needs its own thread before it completely hijacks the one it started in. Here is a summary of the data thus far known about treasure in FFVI.

Byte Offset . Bits . Description
0 . FF . X Coord
1 . FF . Y Coord
2 . 07 . Bit in memory to set when opened
2 . 01F8 . Byte in memory to set bit in when opened (+7E1E40)
3 . 1E . ???
3 . 20 . Monster Chest
3 . 40 . Item Chest
3 . 80 . Gold Chest (100x)
4 . FF . Contents (monster index, item index, gold amount)

FirstByte . LastByte . Description
2D82F4 . 2D8633 . Pointers to treasure data (+2D8634)
2D8634 . 2D8BC9 . Treasure data (286 entries, 5 bytes each)

Information culled from these threads:

Finding level-data in SNESroms
Imzo's hacking thread

(edit: Cannot even shorten the guy's name without mispelling it. )

---Evil Peer


(edited by Evil Peer on 09-21-04 11:28 AM)
(edited by Evil Peer on 09-21-04 03:27 PM)
(edited by Evil Peer on 09-21-04 03:47 PM)
(edited by Evil Peer on 09-21-04 09:29 PM)
(edited by Evil Peer on 09-23-04 02:42 PM)
(edited by Evil Peer on 09-24-04 11:04 AM)
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 89/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-21-04 09:07 PM Link | Quote
What is this thing about bits being set? From what I see, the first 2 bytes are the co-ordiantes, the third seems to be some sort of index number. For example, the Break Blade in the Magictek factory has the number 5e on it. I noticed that some chests appear out of order. I also noticed that a couple chests, instead of having 40 as the chest type, it has 41(runningshoes for example).

As for the other data, I bet it's some sort of reletive pointer to each map. I know that in Chrono Trigger, the chest data works so that all the pointers have to be in order for them to work. That means you can't just insert chests anywhere, but you have to re-arrange them. That might be the case here.
MathOnNapkins

Math n' Hacks
Level: 67

Posts: 502/2189
EXP: 2495887
For next: 96985

Since: 03-18-04
From: Base Tourian

Since last post: 1 hour
Last activity: 32 min.
Posted on 09-21-04 10:25 PM Link | Quote
Glad to see that someone pays attention to that gamefaqs forum. There are at least 3-4 good hackers for the FFVI forum that I wish would come here. (Who knows, maybe they do :p)
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 90/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-21-04 10:51 PM Link | Quote
It appears as if I am correct. I managed to add that extra chest(a pair of sprint shoes) to Narshe. The pointers seem to work where the first byte is how many bytes to read, and the second byte is how many pages to read. So 05 01 would mean read page 1, byte 5. Basically how pointers work.
Geiger

Buster Beetle
Level: 34

Posts: 116/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 09-22-04 12:17 AM Link | Quote
What is this thing about bits being set? the third seems to be some sort of index number. For example, the Break Blade in the Magictek factory has the number 5e on it.

Byte 02 determines where the treasure's status is kept in memory (whether it has been collected yet or not).

As for the other data, I bet it's some sort of reletive pointer to each map.

Yeah. If I had bothered to look at them again (I noted the position a long time ago) I would have noticed they are indeed local (relative) pointers.

---Evil Peer


(edited by Evil Peer on 09-21-04 03:18 PM)
(edited by Evil Peer on 09-21-04 03:20 PM)
(edited by Evil Peer on 09-21-04 03:23 PM)
(edited by Evil Peer on 09-21-04 03:23 PM)
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 91/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-22-04 12:20 AM Link | Quote
My guess is that if there are olnly 236 entries, then I bet it's possible to add chests. Of course it could be possilbe the extra memory is used for other things as well.

Edit: Excuse me, 286 entries. I guess that means there could be room for a lot more chests.


(edited by Jigglysaint on 09-21-04 03:22 PM)
Geiger

Buster Beetle
Level: 34

Posts: 117/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 09-22-04 12:23 AM Link | Quote
So, do item chests have bit 40 set or reset? Imzo's thread and your information seem to be in conflict.

---Evil Peer
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 92/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-22-04 12:43 AM Link | Quote
No, I mean that if it's 40, it's an item. Some items, however, have 41, which doesn't make sense because I tried the other 4 bits and it did nothing.
Geiger

Buster Beetle
Level: 34

Posts: 118/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 09-22-04 12:49 AM Link | Quote
Try modifying those bits when its gold or a monster.

What does the chest containing Allo Ver look like?

There is enough extra space at the end to fit 417 entries, though it likely culls it at 384.

---Evil Peer
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 93/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-22-04 02:19 AM Link | Quote
Hmm, I heard Allo Ver is monster formation 515. that might be tricky. My guess is that maybe only one bank is available. What formation number are the tentacles from Figaro Castle? I can fight the Tentacles in a chest.
Imzogelmo

Blue Octorok
Level: 11

Posts: 1/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 03:08 AM Link | Quote
Apparently you guys haven't found the full info.

0 . FF . X Coord
1 . FF . Y Coord
2 . 07 . Bit in memory to set when opened
2 . F8 . Byte in memory to set bit in when opened (+7E1E40)
3. 01 . (High bit of above)
3 . 10 . Empty Chest (possibly dummied--this is never used)
3 . 20 . Monster Chest
3 . 40 . Item Chest
3 . 80 . Gold Chest (100x)
4 . FF . Contents (monster index, item index, gold amount)

For monsters-in-a-box, Contents = Formation 2-pack index (or pack - 256);
for items, Contents = Item index;
for gold, Contents = Gold / 100 (IOW, this value will be multiplied by 100).

Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 94/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-22-04 03:50 AM Link | Quote
So perhaps you can answer the question why the pair of runningshoes in South Figaro has the chest type set to 41 instead of 40?

Also, how do the chests that when left unopened, give a different item. My guess is that since both chests have the same memory byte, taking one takes the other. Also, the pointers are loaded differently for WOB and WOR.

BTW, the data I did find I found in 10 miniutes via rom corruption.

I feel like a challenge. Name a game where the chest data(or item data like MZM) hasn't been found and I'll find it in about half an hour. I've already found chest data for Chrono Trigger and Lufia 2.
Imzogelmo

Blue Octorok
Level: 11

Posts: 3/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 04:55 AM Link | Quote
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.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 95/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-22-04 07:03 AM Link | Quote
Same map, different event pointers and stuff. Chrono Trigger does this too. There are lots of maps, but a lot of them have the same level data, just different parimaters to make it appear like seperate rooms.
windwaker

Ball and Chain Trooper
WHY ALL THE MAYONNAISE HATE
Level: 61

Posts: 83/1797
EXP: 1860597
For next: 15999

Since: 03-15-04

Since last post: 4 days
Last activity: 6 days
Posted on 09-22-04 08:23 AM Link | Quote
Originally posted by MathOnNapkins
Glad to see that someone pays attention to that gamefaqs forum. There are at least 3-4 good hackers for the FFVI forum that I wish would come here. (Who knows, maybe they do :p)


Some (like myself) come here.

This data helps. Thanks .
Imzogelmo

Blue Octorok
Level: 11

Posts: 9/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-23-04 01:10 PM Link | Quote
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).



Ok, consider this debunked. I just checked it and this does not show any anomolous bits, so that must be stored some other way.
Geiger

Buster Beetle
Level: 34

Posts: 121/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 09-23-04 08:00 PM Link | Quote
Does any chest give more than 25,500 gold?

---Evil Peer
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 98/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-23-04 10:58 PM Link | Quote
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.
Imzogelmo

Blue Octorok
Level: 11

Posts: 10/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-24-04 04:23 AM Link | Quote
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.


(edited by Imzogelmo on 09-23-04 07:31 PM)
(edited by Imzogelmo on 09-24-04 01:49 AM)
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 99/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 09-24-04 07:18 AM Link | Quote
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?
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy VI: Treasure Data | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.018 seconds.