View Full Version : FF3 Map Editor
sleepydude
12-20-2006, 11:33 PM
A while ago, I wrote a program that edited the maps (both overworld and otherwise) of ff3/ff6, layer's 1 and 2 worked fine, with the exception of some of the animated tiles which were a little garbled looking, but anyway, what really halted production was the layer 3 tiles, I could never find the tile assembly data for them. Anyway, if anyone out there would either knows, or would be willing to help me find it, I'd like to pick that editor back up and finish it at least to the point of having all three layers editable.
Also, side note. Does anyone know what happened to Mnrogar's Den?
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Lenophis
12-21-2006, 12:01 AM
<blockquote><font class="small">In reply to:</font><hr>
Also, side note. Does anyone know what happened to Mnrogar's Den?
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Well, instead of timing out all the time like it has been, it's now a "no web site configured at this address." That may or may not be a good sign. I'll take it as a good sign though, and hope it returns shortly.
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sleepydude
12-22-2006, 03:51 AM
I hope it does. Here's an easier question though (I think) how is the NPC data matched up with the map data? In other words, how does the game know which set of NPC's goes with which map? It's not part of the location properties at 2D9100
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Imzogelmo
12-22-2006, 08:22 AM
> I hope it does. Here's an easier question though (I think)
> how is the NPC data matched up with the map data? In other
> words, how does the game know which set of NPC's goes with
> which map? It's not part of the location properties at
> 2D9100
>
The NPC data, printed out by my NPC data file, is sorted by a set of pointers.
The pointers for NPCs are at 041C10. They are a bit special, however. For each map, the pointer in this table is the beginning of the NPC data for that map (pointers are relative to 041C10, so add that to each for the actual address). If 2 consectutive pointers are identical, then the map at the first of the 2 has no NPCs. Also note that each NPC data entry is 9 bytes long, so for any 2 consecutive pointers A and B, (B - A)/9 = # of NPCs for the map.
Treasure chest data and Event triggers work the same way, except that the relative offset for the pointers is usually the start of the data, not the pointer table.
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sleepydude
12-22-2006, 01:43 PM
Nice, I like
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zombiefan2112
02-01-2012, 10:30 PM
ok i downloaded a map editor from http://www.romhacking.net/utilities/544/ but every time i try to open it, a prompt comes up saying: "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid"
any ideas?
InVerse
02-02-2012, 12:18 AM
Try the first link here (http://bit.ly/Avc3ho).
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