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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Jigglysaint
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Jigglysaint

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Posted on 09-17-04 08:33 PM, in Finding level-data in SNESroms Link
Rom corrupting long and tedious? Okay, maybe so for the 99% of the population, but I swear by it, but only because I am the God of Corruption.
Jigglysaint

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Posted on 09-18-04 07:35 PM, in Finding level-data in SNESroms Link
I took a look at Evil Peer's site. Pretty good. Just a few things though that I am wondering. First, is it possible to do the Chrono trigger main theme song with both the main part and the ending part of the intro into one spc? It should be possible. I want to record that song but since they are both seperate pieces, it's not possible unless there is an SNES emulator that enabled wav dumping.

Second, how do I get the .net thing so I can try out peer sprite viewer?

Third, has the chest data for FF6 been found yet? I made rather short work of the CT chest data, and since I didn't see it in any of the ff6 documentation, it might be worth a look over.
Jigglysaint

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Posted on 09-20-04 04:36 AM, in Zelda Dark Prophecy UPDATE: Screenshots inside! Link
Will there be items you can only get if you return with better items? I like backtracking.
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Posted on 09-20-04 05:40 AM, in Zelda Dark Prophecy UPDATE: Screenshots inside! Link
Actually what I meant was say the Ether Medallion is in the first dungeon. To get it, you need the hookshot or somthing similar, so you have areas in the dungeon that are unexplored untill you get new equipment.

You could have it so each dungeon has a heart piece that requires using an item from several dungeons ahead to get. So in the second area, you could have a piece of heart you need the staff of somaria to get to or somthing. There are 11 levels, which translates into almost 3 heart containers.
Jigglysaint

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Posted on 09-21-04 03:54 AM, in Finding level-data in SNESroms Link
Okay, I'll go looking for FF6 chest data right now. Won't take me more than a half hour.

Scratch that, won't take me more than half a miniute.

The offset of the chest data for the hidden Break Blade in the Magitek factory is at 2d8b4a. The first 2 bytes are the position. The third seems to be some sort of inner map index. The fourth works on a bit flag. Basically, values 10, 20, 40, and 80 work. 10 makes the chest empty. 20 puts a monster in the box. 40 is a standard chest, and 80 puts money in multiple of 100 in the box. The next byte is the item number, monster index, or money amount tims 100(value is multiple of 100).

Give me a sec to find pointer values.


(edited by Jigglysaint on 09-20-04 07:38 PM)
Jigglysaint

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Posted on 09-21-04 07:34 AM, in Finding level-data in SNESroms Link
Well it's there now, so take it or I will have to kill you. My guess is that the pointers are right before that.
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Posted on 09-21-04 08:51 AM, in Finding level-data in SNESroms Link
The thread doesn't seem to show for some reason.

Oh well, at least it only took me a couple of seconds.
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Posted on 09-21-04 09:07 PM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-21-04 10:51 PM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-22-04 12:20 AM, in Final Fantasy VI: Treasure Data Link
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)
Jigglysaint

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Posted on 09-22-04 12:43 AM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-22-04 02:19 AM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-22-04 03:50 AM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-22-04 07:03 AM, in Final Fantasy VI: Treasure Data Link
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.
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Posted on 09-22-04 07:31 AM, in Finding level-data in SNESroms Link
Where's the level editor?
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Posted on 09-23-04 07:08 AM, in Nephi Ultra demo 1 release Link
And yes, Matrixz is the maker of nephi, not me.

You would not believe how many people think I coded Nephi. I only found all the flugging data, not actually code the editor. All credit in that department goes to him.
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Posted on 09-23-04 10:58 PM, in Final Fantasy VI: Treasure Data Link
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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Posted on 09-24-04 07:18 AM, in Final Fantasy VI: Treasure Data Link
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?
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Posted on 09-24-04 10:15 PM, in Final Fantasy VI: Treasure Data Link
Let me do a quick check to see if MIAB indexes are used for boss enounters.
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Posted on 09-25-04 08:24 PM, in Final Fantasy VI: Treasure Data Link
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.


(edited by Jigglysaint on 09-25-04 03:13 PM)
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