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FF6Tools - Browser-Based ROM Editor
01-20-2019, 06:09 PM
(01-20-2019, 01:56 PM)Warrax Wrote: @Everything I also want to add that the issue with creating new treasures when using FF6tool also happens with events. I created a couple of new save points and it started deleted existing ones without warning.
Yeah, I need to fix this. If it's working correctly, each map's array of triggers can expand and the triggers for the remaining maps will be shifted to compensate. But if there's no room at the end of the last map to add new triggers it's going to corrupt whatever data comes after the triggers. This is very likely to crash the game, which is why it just trims the last few triggers (with no warning). I think FF6LE solves this by expanding the ROM and relocating the triggers to the expanded area. In the OS X version of FF6Tools, I came up with a method for automatically relocating any data that outgrows its original range in the ROM. So it's just a matter of porting that over to javascript.
Keep in mind that the treasure bits in SRAM (I called them "switches" in FF6Tools) don't correspond 1 to 1 with the treasure triggers. This is how the game keeps track of whether you've collected a treasure that appears in several different maps (e.g. Cave to South Figaro). So there should be no problem using more event bits in SRAM. Currently, you can have up to 384 treasure bits ($1E40-$1E70), but I'll change it so that you can use up to 512 (using the unused space in $1E70-$1E80). I think vanilla only uses 259 bits, and FF6 Advance only uses about 300, so you would have to add a TON of new treasures to need more than 384.
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