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Final Fantasy VI T-Edition
The way I had envisioned it in my head (without actually learning much about the maps), was to have basically a second set of compressed data that can be called instead of the original compressed section... so basically you would make all the edits in another copy of the ROM, then grab the entirety of the map data and plunk it into free space in the final ROM, then have a branching bit that tells the game which set of data to load... that way you could still use LE and so long as you have a way to set/unset the branching bit via event or custom code... you would be set... but again, that was without doing any real research, so that could make no sense whatsoever.
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