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map event trigger

#11
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(08-16-2012, 02:23 AM)kefkapapala Wrote: what are commands 73 and 74? where do i find them?

Those two commands are for tile switching. From Imzogelmo's event document (that you should download since you're tackeling events):

Code:
73 : 5    : Replace current map's tiles at A,B with the following D x C chunk, refresh immediately. Upper 2 bits of B determine the layer.
          : Note that the next bytes of size D x C are tile indexes in the tileset of the layer selected.
Code:
74 : 5    : Replace current map's tiles at A,B with the following D x C chunk, wait for command $75 to refresh. Upper 2 bits of B determine the layer.
          : Note that the next bytes of size D x C are tile indexes in the tileset of the layer selected.

Like I stated before you probably will find everything related to the shaking and tiles blocking the path in the entrance event of the map. The offset of this event is clearly stated in LE for each map. If you see 5EB3 as an entrance event, it means there is none, since that event is simple a return.
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#12
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Is this not the same as FF3info? If there is a more complete list, I need that too. I think I may have broken monster-in-a-box by adding custom events. I went to his page but didn't see anything like this.
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#13
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I can't really offer any of my help to this; however, this thread should be moved to Hacking Discussion.
*Moves*
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(08-16-2012, 08:35 AM)Edrin Wrote: Is this not the same as FF3info? If there is a more complete list, I need that too. I think I may have broken monster-in-a-box by adding custom events. I went to his page but didn't see anything like this.

It's not the same document. It's on his site along with the event dump and another doc. It was there last time I checked.
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Its ok, after mentioning it last night, I decided to do some actually looking and found the C0 bank disassembly has pretty much all of that information anyway. I fixed my monster-in-a-box and found a bunch of unused offsets to use for my code. Easy-peasy.
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#16
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(08-17-2012, 09:19 AM)Edrin Wrote: Its ok, after mentioning it last night, I decided to do some actually looking and found the C0 bank disassembly has pretty much all of that information anyway. I fixed my monster-in-a-box and found a bunch of unused offsets to use for my code. Easy-peasy.

The document I mentioned explain pretty well all the parameters of every commands, something that the event dump doesn't always do.
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It looks like it starts at $CC72DC. From the event dump:

Code:
CC/72DC: C0    If ($1E80($069) [$1E8D, bit 1] is clear), branch to $CC7316
CC/72E2: 58    Shake screen ($F6):
               (Intensity: 2))
               (Permanance and ???: 1))
               (Layer 1 affected)
               (Layer 2 affected)
               (Layer 3 affected)
               (Sprite layer affected)
CC/72E4: 73    Replace current map's Layer 1 at (18, 22) with the following (4 x 5) chunk, refresh immediately
CC/72E9:       $51, $D0, $51, $D0
CC/72ED:       $51, $60, $51, $60
CC/72F1:       $02, $60, $94, $D0
CC/72F5:       $94, $F0, $94, $D1
CC/72F9:       $69, $03, $02, $A5
CC/72FD: 73    Replace current map's Layer 1 at (18, 86) with the following (4 x 5) chunk, refresh immediately
CC/7302:       $C4, $01, $C4, $C5
CC/7306:       $C6, $D4, $01, $D4
CC/730A:       $D5, $D6, $B0, $71
CC/730E:       $B0, $01, $B1, $80
CC/7312:       $81, $82, $F2, $7D

Bit $069 is set after finishing the mine cart ride.

In FF6LE, there's an event on the tile where you enter the research facility (on map $106) that calls that event (event #21). You probably don't want to remove the event as it also seems to change the map you exit to when you leave the facility, so it's probably best just to edit the event.


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