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Serpent's Trench Map

#1
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Is there Anyway to have the Serpent's Trench Map as a fully playable map like the WoB or the WoR? In the Hack I'm currently working on, the game I'm basing it off of (I won't tell you what game until I actually have some Visuals done for it), has a third overworld-like map. I mean I can probably just use a regular map to do it, but I want to see if I can do it with Serpent's Trench map first.


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There's some graphic limitation with the tileset that is very restrain (can't place towns, only cave entrances). Also, it seems you can walk everywhere (water included).

You should do a test event that loads a character on the map and see if you could walk.
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So i'm not the only one who ever thought of using Serpent Trench in a different way...


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Back in the day, before I ever imagined you could molest FF6 in so many ways, I always thought the trench and the mine cart ride functioned in similar ways. From what I do know now, I'd say thats incorrect, but it does leave me wonder how the mine cart as well as the airship crash after espers attack work.

Course, to be honest I really should read up on how the trench functions one of these days.


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I was thinking to use the Serpent Trench map for a third-overworld map as well, but isn't it possible just to change the Serpent tileset to the WoB or WoR tileset, who have all the effects applied(like, you can't walk on water, only a half of your body is visible inside the forest tiles etc.) and then build a brand-new map with the WoB/WoR tileset in the place the Serpent Trench map used to be?


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The minecart is actually just a preprogrammed cutscene, like when the world gets destroyed or some of the ending sequences. There's no map associated with it.

I think if you replace the "Magitek in snow" opening cutscene with the minecart cutscene, it eventually goes to a really buggy battle that you lose instantly.




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Quote:I think if you replace the "Magitek in snow" opening cutscene with the minecart cutscene, it eventually goes to a really buggy battle that you lose instantly.

Wait: what do you mean? aren't you telling me that is minecart event command to handle battles inside it's code, right?
I mean, i thought that while the sequence goes, a chain of event commands was used... was i wrong? Surprised


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I'm referring to in the event code... "Magitek in Snow" uses the code $AA, and "Minecart" uses the code $AE... but yes, it seems like the battles were programmed as part of the cutscene itself. It's all in that 1-byte command.

There's actually an interview out there where one of the developers says that the Minecart scene is the most disappointing thing they made... they were probably in a rush at a time, and did a sloppy job.




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Definitively... just in the case, if anyone might want to modify minecart graphics, what should he do?


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(02-28-2015, 07:52 PM)Tenkarider Wrote: Definitively... just in the case, if anyone might want to modify minecart graphics, what should he do?

Considering it's Mode 7... pray for divine assistance? Laugh Unless you're talking about the mine cart sprite that shows up once before/after that section, then there's a better answer.

There may be a better way to swing that cutscene that ignores Mode 7 entirely, like having the mine cart travel travel sideways along a stretch of generic mine cart track using the game's normal sprites and have it loop position after battles via event hacking. It would look more polished than the lousy cutscene used in vanilla.


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