ff3:ff3us:doc:asm:fmt:warp

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ff3:ff3us:doc:asm:fmt:warp [2016/03/03 11:24]
hatzen08 created
ff3:ff3us:doc:asm:fmt:warp [2019/02/12 10:29]
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-====== Warp Triggers ====== 
- 
-===== Overview ===== 
- 
-When the player steps in a specific coordinate in the map, he is transported in a new map with new coordinates. 
- 
-===== Offsets ===== 
- 
-^  Description          ^  Value    ^ 
-| Base offset (SNES)    |  $DFBB00  | 
-| Block size            |  $02      | 
-| Number of blocks      |  $01A0    | 
-| Total size            |  $0340    | 
- 
-The structure is a sequence of two-byte pointers. The index of the pointer is relative to the map number. 
- 
-The actual offset of the appointed data is the pointer value plus the base offset. 
- 
-The game system checks the actual pointer and the next pointer to determinate the amount of data to read. It can include multiple data blocks. 
- 
-===== Data ===== 
- 
-^  Offset    Mask     ^ Description               ^ 
-|  $00      |  $FF      | x position, actual map    | 
-|  $01      |  $FF      | y position, actual map    | 
-|  $02      |  $FF      | new map, low byte         | 
-|  $03      |  $01      | new map, high bit         | 
-|  :::      |  $02      | ?                         | 
-|  :::      |  $04      | ?                         | 
-|  :::      |  $08      | display location name     | 
-|  :::      |  $30      | direction facing          | 
-|  :::      |  $40      | ?                         | 
-|  :::      |  $80      | ?                         | 
-|  $04      |  $FF      | x position, new map       | 
-|  $05      |  $FF      | y position, new map       | 
- 
-===== Notes ===== 
- 
-The coordinates of the new map must be valid. Otherwise, the player can be stuck in a no-walkable tile and unable to move. Also, the warp system won't work correctly if the new coordinates bypass the new map maximum coordinates. 
  
  • ff3/ff3us/doc/asm/fmt/warp.txt
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