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FF8/WorldMap wmsetxx

591 bytes added, 00:24, 14 January 2021
Section 35: World Map draw points
Every single byte is regionID used for example in section1 for encounters.
=== Section 3: UNKNOWN World Map Encounters Flags ===
UNKNOWNOne byte per encounter group in section 4. Always 0 on railways/roads, always 12 on forests, 128 on Island closest to Hell/Heaven, 3 in Galbadia Desert (day and night) and 2 for everything else.
=== Section 4: World Map Encounters ===
! style="background:rgb(204,204,204)" | Description
|-
| section1.ESI * 816| 8 16 bytes| 2 * 4 8 bytes of encounters from scene.out
|}
It's as simple as that:
Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 8 16 bytes, where first four words are the most common, other 2 medium and last 2 rarest)
=== Section 5: UNUSED Encounter Flags (after Lunar Cry) ===
Unused in-game
 
One byte (always 8 here) per encounter group in section 6. Analog to section 3, but for Lunar Cry encounters.
=== Section 6: World Map Encounters (after Lunar Cry) ===
Same format as Section 4, but only with Lunar Cry encounters.
You can use the section 1 to obtain ground, this way: search in section 1 for region == 10 (Esthar), and substract 80 from the esi value, you will obtain the correct esi for the section 6.
=== Section 7-8: roads, train track, bridge ===
PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
=== Section 33-34: UNKNOWN Light related ===UNKNOWN
=== Section 35: World Map draw points ===
|-
| 0x00
| WORDBYTE
| World block X
|-
| 0x01
| BYTE
| World block Y
|-
| 0x02
| WORD
| World block YMagic ID
|}
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