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Rom Map

Mapping of rom for hacking / curiosity

Discussion about the original classic Genesis/Mega Drive game. Posts about the GBA remake belong in the forum below.

Rom Map

Postby rubixcuber » Sat Oct 16 2010 9:23am

This should be a fairly accurate representation of what I know about what is where.

I'll try to keep it updated, and if anyone has stumbled onto anything not on the list, let me know!

Legend:
Pointers
Code
Graphics
Data
Layouts
Palettes
Unused/Unclassified
Unknown

0-1FF Rom Header
200-39D Function Pointers
39E-137D
137E-13BD Determine how many digits a number is
13BE-13E5 Powers of 10 Table
13E6-2055
2056-2189 Load Text
218A-25CF
25D0-29F6 Graphics Decompressor
29F7-3071
3072-3099 Get event flag
3098-398B
398C-399B Base Palette (icons, etc)
399C-3F0D
3F0E-49ED Battle Exit Scripts
49EE-50E1
50E2-51D1 Battle Test Targets
51D2-530D
530E-550B Battle/Chapter/Message Test Window Layout
550C-75A1
75A0-77A3 Item Equip Window Layouts
77A4-7B57
7B58-7E21 Options Window Layout
7E22-7FFF Unused
8000-80DF Function Pointers
80E0-8853
8854-891B Cursor Data
891C-9A0D
9A0E-9A4D Map Sprite Palettes
9A4E-B041
B042-B090 Display Number
B091-B981
B982-BE39 Status Window Layout
BE3A-B36B
BE6C-BE6F Menu Graphics Bank Pointer
BE70-C861
C862-CCCB Menu option data
CCCC-D3BF
D3C0-D759 Misc message window layouts
D75A-DD1B
DD1C-DEBE Battle Equip Menu Layouts
DEBF-DF8B
DF8C-DFEA Land Effect Window Layout
DFEB-E321
E322-E49D ? Window Layout
E49E-F1C9
F1CA-F4DD ? Window Layout
F4DE-FD57
FD58-FFFF Unused
10000-1002B Function Pointers
1002C-1002F Battle Exit Pointer

10030-11B13
11B14-11B49 Map Dialog IDs
11B4A-12D89
12D8A-131A3 Map Teleports
131A4-16F61
16F62-16F91 Shop Offsets
16F92-17027 Shop Data
17028-17D61
17D62-17E33 Dialog Header
17E34-1D314 Dialog Scripts
1D315-1D3B1
1D3B2-1D3D1 Battle Exit Bank Pointers
1D3D2-1D68D Battle Exits
1D68E-1DA8D Battle Chests

1DA8C-1DFFF
1E000-1E7FF intro tiles
1E800-1E891
1E892-1EA39 Text Huffman Tree Pointers
1EA3A-1EFF5 Text Huffman Trees
1EFF6-1F067 Text Decompression
1F068-1FFFF Unused
20000-203A7 Function Pointers
203A8-203AB Character Data Pointer
203B0-203B3 Item Names Pointer
203B4-203B7 Item Data Pointer
203B8-203BB Item Weapon Sprites Pointer
203BC-203BF Item Types Pointer
203C0-203C3 Class Names Pointer
203C4-203C7 Class Data Pointer
203C8-203CB Spell Names Pointer
203CC-203CF Spell Data Pointer
203D0-203D3 Land Effect Types Pointer
203D4-203D7 Land Effect Percents Pointer
203D8-203DB Force Animation Bank Pointer
203DC-203DF Enemy Animation Bank Pointer
203E0-203E3 Terrain Data Pointer
203E4-203E7 Unused? Terrain Data Pointer
203E8-203EB Growth Curves Pointer
203EC-203EF Character Stat Growth Pointer
20340-203F3 Character Stat Growth (Promoted) Pointer
203F4-203F7 Spells Learned Pointer
203F8-2040C Function Pointers

2040C-20431 Compute distance to reachable squares given D1=Y,D2=X, calls 20432
20432-20505 Compute distance to reachable squares given A0 offset
20506-2053D Load Terrain Data to RAM
2053E-20583 Clear occupied squares from valid targets (bits 0 and 1 of D4 determine if enemy and force should be cleared respectively)
20584-2059D Prepare to compute move cost of character D0, loads class and terrain data
2059E-205AB Similar to 20584 but from land effect data instead of class
205AC-205B1 Wrapper for 205B2 and 205DE
205B2-205DD Mark all squares within move range as passable and stoppable
205DE-2061B Clear stoppable flag of all occupied squares
2061C-206DB Set only squares with distance A to B as passable (A and B on stack)
206DC-207BB Table of XY offsets, two bytes each X,Y
207BC-207C9 Reset Tile Flags and load from 207CA

207CA-20801 Tile Flags Set
20802-20821 Clear tile flags of tile under member D0
20822-20867 Clear tile flags and then mark all tiles within 2 of member D0 as passable?
20868-208DD Compute distance up to 3 of tiles around D1,D2
208DE-20919 Compute movement cost to all tiles for member D0
2091A-20979 Mark all occupied squares as unreachable
2097A-20993 Computes distance (DX+DY) of two points stored in D1,D2 and D5,D6 and returns as D7
20994-209AF Computes distance between D1,D2 and member D0 and returns as D7
209B0-209C8 Wrapper for 20994, swaps D3 (target) to D0
209CA-20A03 Find member at D1,D2 and store in D0

20A04-20BDB Effect Data
20BDC-20C1B Effect Handler (calls 20C1C)
20C1C-20C3F Effect Code Routine
20C40-20C4F Reset Effect Values
20C50-20CE1 Heal Effect Routine
20CE2-20D07 Check if healer class
20D08-20D17 Cap EXP at 48
20D18-20D1D Antidote Effect Routine
20D1E-20D27 Detox Effect Routine
20D28-20D7B Cure poison
20D7C-20DF3 Physical attack effect
20DF4-20E49 Death Routine
20E4A-20E69 Get death message depending on if force or enemy
20E6A-20E8B Get experience for killing enemy based on level difference
20E8C-20E95 Experience table
20E96-20EB9 Get coins for killing enemy
20EBA-20EF5 Give Jogurt ring if Jogurt kills enemy and hasn't been given
20EF6-20F11 Doom Blade Effect Routine
20F12-20F19 Physical Elemental Attack Header (Calls 20F26)
20F1A-20F15 Magical Elemental Attack Header (Calls 20F26)
20F26-20F7B Elemental Attack Routine
20F7C-20F81 Elemental Attack Critical Rates
20F82-20F87 Physical Status Effect Header (Calls 20F94)
20F88-20F93 Magical Status Effect Header (Calls 20F26)
20F94-20FB9 Status Effect Routine
20FBA-20FD3 Spell Failure Message
20FD4-2100B Status Effect Message
2100C-21033 Status Effect Message Numbers
21034-21077 Desoul Routine
21078-210D9 Demon Rod Routine
210DA-210EF Stat Increase Effect
210F0-21127 Physical Attack Routine
21128-21151 Check for critical
21152-2117E Prepare critical message
21180-211A7 Apply damage spread to D3 (80-100%)
211A8-211B3 Gets land effect to 211B4
211B4-211C5 Applies Land Effect to Damage
211C6-211E1 Apply resistance D2 to D3
211E2-211E5 Resistance percentages
211E6-211FB Wrapper for 23956, backs up registers
211FC-21223 Check if spell nullified by barrier
21224-21265 Evasion check
21266-21269 Evasion percentages
2126A-212A5 Check if asleep and laser eye or dark dragon
212A6-212B5 Get random number 0 to 100, returned in D7
212B6-212DD Check for status effect failure
212DE-212F9 Get difference between target level
212FA-2130D Get Evasion Rate
2130E-2133F Special Attack Routine
21340-2038B Doom Blade Special Attack Routine (6% death, or go back to normal attack)
2138C-213B1 Enemy Physical Attack
213B2-213B9 Enemy Physical Attack w/double damage crit
213BA-21423 MP Steal Special Attack, 25% crit
21424-2145F HP Steal Special Attack
21460-21483 Poison Causing Special Attack
21484-214A7 Sleep Causing Special Attack
214A8-2151F Special animation if Max kills last Dark Dragon head with Chaos Breaker
21520-2154B Setup attack animation members
2154C-21579 Add battle animation member
2157A-2159F Add battle animation target
215A0-215C7 Setup battle animation data
215C8-215F1 Setup battle animation data
215F2-215FB Wrapper for 215C8
215FC-2160D Copy battle animation data
2160E-2161F Copy battle animation data
21620-2163F Setup Battle Messages
21640-21743 End of battle action (award money, break items, give exp, drop item)
21744-21753 Add empty battle action

21754-21933
21934-2195D Check if battle member (D0) and battle member (A3) are on different team, if so load to D1
2195E-22297
22298-222AF Get ID of target
222B0-222C9 Get X of target
222CA-222E3 Get Y of target
222E4-222FD Get ATT of target
222FE-22317 Get DEF of target
22318-22331 Get AGI of target
22332-2234B Get MOVE of target
2234C-22365 Get CRIT of target
22366-2237F Get EXP of target
22380-2238F Get position of target
22390-2239F Get section D1 of force member status (calls 2250E)
223A0-223B3 Get class of force member
223B4-223C7 Get level of force member
223C8-223DB Get ATT of force member
223DC-223EF Get DEF of force member
223F0-22403 Get AGI of force member
22404-22417 Get MOVE of force member
22418-2242B Get CRIT of force member
2242C-2243F Get EXP of force member
22440-22451 Get max HP of force member
22452-22463 Get HP of force member
22464-22477 Get max MP of force member
22478-2248B Get MP of force member
2248C-2249D Get status of force member
2249E-224AB Get class by force index
224AC-224B9 Get level by force index
224BA-224C7 Get ATT by force index
224C8-224D5 Get DEF by force index
224D6-224E3 Get AGI by force index
224E4-224F1 Get MOVE by force index
224F2-224FF Get CRIT by force index
22500-2250D Get EXP by force index
2250E-2251B Get status by force index
2251C-22529 Get max HP by force index
2252A-22537 Get HP by force index
22538-22545 Get max MP by force index
22546-22553 Get MP by force index
22554-22561 Get Address from 225F2 + 0 (Stats) of force member
22562-22573 Get Address from 225F2 + x1A (Items) of force member
22574-22585 Get Address from 225F2 + x1E (Spells) of force member
22586-22593 Get Address from 225F2 + 0 (Stats) by force index
22594-225A1 Get Address from 225F2 + x1A (Items) by force index
225A2-225AF Get Address from 225F2 + x1E (Spells) by force index
225B0-225C3 Get ID of force member
225C4-225DF Get ram address ot stats matching ID D1
225E0-225F1 Get ram address of target's stats
225F2-2260F Get ram address of force member's stats
22610-2261F Test battle member ID to see if force or enemy
22620-22653 Load class name of battle member to A1
22654-22663 Set battle member (D0) ID to D1
22664-22675 Set battle member (D0) X to D1
22676-22687 Set battle member (D0) Y to D1
22688-22699 Set battle member (D0) attack to D1
2269A-226AB Set battle member (D0) defense to D1
226AC-226BD Set battle member (D0) agility to D1
226BE-226CF Set battle member (D0) move to D1
226D0-226E1 Set battle member (D0) crit to D1
226E2-226F3 Set battle member (D0) EXP to D1
226F4-22707 Set battle member (D0) X to D2, Y to D1
22708-2272B Set battle member (D0) Status section D1 to D2
2272C-2273D Set force member (D0) display name to D1
2273E-2274F Set force member (D0) level to D1
22750-22761 Set force member (D0) attack to D1
22762-22773 Set force member (D0) defense to D1
22774-22785 Set force member (D0) agility to D1
22786-22797 Set force member (D0) move to D1
22798-227A9 Set force member (D0) crit to D1
227AA-227BB Set force member (D0) ? (byte 11) to D1
227BC-227CD Set force member (D0) Max HP to D1
227CE-227DF Set force member (D0) HP to D1
227E0-227F1 Set force member (D0) Max MP to D1
227F2-22803 Set force member (D0) MP to D1
22804-22815 Set force member (D0) Status to D1
22816-22823 Wrapper for 2272C, gets member ID and then calls
22824-22831 Wrapper for 2273E, gets member ID and then calls
22832-2283F Wrapper for 22750, gets member ID and then calls
22840-2284D Wrapper for 22762, gets member ID and then calls
2284E-2285B Wrapper for 22774, gets member ID and then calls
2285C-22869 Wrapper for 22786, gets member ID and then calls
2286A-22877 Wrapper for 22798, gets member ID and then calls
22878-22885 Wrapper for 227AA, gets member ID and then calls
22886-22893 Wrapper for 227BC, gets member ID and then calls
22894-228A1 Wrapper for 227CE, gets member ID and then calls
228A2-228AF Wrapper for 227E0, gets member ID and then calls
228B0-228BD Wrapper for 227F2, gets member ID and then calls
228BE-228CB Wrapper for 22804, gets member ID and then calls
228CC-228E5 Load member name from A0 into stats table
228E6-2290F Add D1 to battle member (D0) attack, capping at 99
22910-22939 Add D1 to battle member (D0) defense, capping at 99
2293A-22963 Add D1 to battle member (D0) agility, capping at 99
22964-2298D Add D1 to battle member (D0) move, capping at 9
2298E-229B7 Add D1 to battle member (D0) crit, capping at 99
229B8-229E3 Add D1 to force member (D0) level, capping at 99
229E2-22A0B Add D1 to force member (D0) attack, capping at 99
22A0C-22A35 Add D1 to force member (D0) defense, capping at 99
22A36-22A5F Add D1 to force member (D0) agility, capping at 99
22A60-22A89 Add D1 to force member (D0) move, capping at 9
22A8A-22AB3 Add D1 to force member (D0) crit, capping at 99
22AB4-22ADB Add D1 to force member (D0) Max HP, capping at 99
22ADC-22B05 Add D1 to force member (D0) HP, capping at Max HP
22B06-22B2F Add D1 to force member (D0) Max MP, capping at 99
22B30-22B3D Wrapper for 229B8, gets member ID and then calls
22B3E-22B4B Wrapper for 229E2, gets member ID and then calls
22B4C-22B59 Wrapper for 22A0C, gets member ID and then calls
22B5A-22B67 Wrapper for 22A36, gets member ID and then calls
22B68-22B75 Wrapper for 22A60, gets member ID and then calls
22B76-22B83 Wrapper for 22A8A, gets member ID and then calls
22B84-22B91 Wrapper for 22C00, gets member ID and then calls
22B92-22B9F Wrapper for 22AB4, gets member ID and then calls
22BA0-22BAD Wrapper for 22ADC, gets member ID and then calls
22BAE-22BBB Wrapper for 22B06, gets member ID and then calls
22BBC-22BC9 Wrapper for 22BCA, gets member ID and then calls
22BCA-22BFF Add D1 to force member (D0) MP, capping at Max MP
22C00-22C2D Add D1 to force member (D0) EXP, capping at 99 if at max level
22C2E-22C5D Check if force member at max level
22C5E-22C65 Sub D1 from battle member (D0) attack
22C66-22C6D Sub D1 from battle member (D0) defense
22C6E-22C75 Sub D1 from battle member (D0) agility
22C76-22C7D Sub D1 from battle member (D0) move
22C7E-22C85 Sub D1 from force member (D0) Max HP
22C86-22C8D Sub D1 from force member (D0) Max MP
22C8E-22C95 Sub D1 from force member (D0) attack
22C96-22C9D Sub D1 from force member (D0) defense
22C9E-22CA5 Sub D1 from force member (D0) agility
22CA6-22CAD Sub D1 from force member (D0) move
22CAE-22CB5 Sub D1 from force member (D0) HP
22CB6-22CBD Sub D1 from force member (D0) MP
22CBE-22CCB Wrapper for 22C7E, gets member ID and then calls
22CCC-22CD9 Wrapper for 22C86, gets member ID and then calls
22CDA-22CE7 Wrapper for 22C8E, gets member ID and then calls
22CE8-22CF5 Wrapper for 22C96, gets member ID and then calls
22CF6-22D03 Wrapper for 22C9E, gets member ID and then calls
22D04-22D11 Wrapper for 22CA6, gets member ID and then calls
22D12-22D1F Wrapper for 22CAE, gets member ID and then calls
22D20-22D2D Wrapper for 22CB6, gets member ID and then calls
22D2E-22D57 Find first empty item slot of member (D0)
22D58-22D6F Wrapper for 22D2E, gets member ID and then calls
22D70-22D9D Remove Item D1 from member D0 and rotate remaining down
22D9E-22DB5 Wrapper for 22D2E, gets member ID and then calls
22DB6-22DDD Count empty item slots of member (D0) to D1
22DDE-22DF1 Wrapper for 22DB6, gets member ID and then calls
22DF2-22E0B Break Item D1 of member D0
22E0C-22E23 Wrapper for 22DF2, gets member ID and then calls
22E24-22E35 Wrapper for 22EC0, gets member ID and then calls
22E36-22E47 Wrapper for 22EFE, gets member ID and then calls
22E48-22E59 Wrapper for 22F36, gets member ID and then calls
22E5A-22E6B Wrapper for 22F7A, gets member ID and then calls
22E6C-22E7D Wrapper for 22FA6, gets member ID and then calls
22E7E-22E91 Get address of item's (D1) stats
22E92-22EA7 Get flag byte of item (D1) data to D2
22EA8-22EB5 Get byte E (attack effect?) of item (D1) data
22EB6-22EBF Prepare RAM Offsets for attack effect
22EC0-22EFD Get equipped item of force member D0 with flags matching D1
22EFE-23F35 Equip item D2 on character D0, unequip old item
22F36-22F79 Get list of equippable items on character D0
22F7A-22FA5 Check if item D2 can be equipped by character D0
22FA6-22FD7 Check if character D0 can't unequip
22FD8-22FF1 Item D2 can't be unequipped
22FF2-23039 Check if battle member is an enemy and has items to drop

2303A-2303F Item Drop Table
23040-23055 Get address of spell D1 data
23056-23067 Get Spell MP Cost
23068-23079 Get address of range D4 data
2307A-230EB Find targetable squares from range D4
230EC-230F1 Area Cursors
230F2-23177 Like 2307A?

23178-23377 Range Data
2337A-233E5 Stat increasing item routine
233E6-23417 Cure poison of character D0
23418-23425 Wrapper for 20198, uses D5 instead of D1 (Increase ATK)
23426-23433 Wrapper for 2019C, uses D5 instead of D1 (Increase DEF)
23434-23441 Wrapper for 201A0, uses D5 instead of D1 (Increase AGI)
23442-2344F Wrapper for 201A4, uses D5 instead of D1 (Increase MOVE)
23450-2345D Wrapper for 201C8, uses D5 instead of D1 (Increase HP)
2345E-2346B Wrapper for 20194, uses D5 instead of D1 (Increase MP)
2346C-23479 Wrapper for 201C4, uses D5 instead of D1 (Increase MAX HP)
2347A-23487 Wrapper for 201B0, uses D5 instead of D1 (Increase ATK)
23488-23495 Wrapper for 201B4, uses D5 instead of D1 (Increase DEF)
23496-234A3 Wrapper for 201B8, uses D5 instead of D1 (Increase AGI)
234A4-234B1 Wrapper for 201BC, uses D5 instead of D1 (Increase MOVE)
234B2-234C9 Same as 23418 but also sets Crit to 13?
234CA-234EF Adds 4 to ATK and 8 to DEF?
234F0-23509 Same as 23418 but also sets EXP to 2?
2350A-23523 Set Jogurt status?
23524-23529 Pointer to 124018

2352A-2392F
23930-23955 Get offset into Land Effect Table based on class of member D0
23956-2397B Get resistance D2
2397C-23997 Get class special bit 5
23998-239B1 Get class special bits 3+4
239B2-239D1 Check if flying
239D2-239DD Wrapper for 239DE, gets member ID and calls
239DE-23A1D Get portrait (checks for jogurt and promoted)

23A1E-23A3D Promoted character portraits
23A3E-23A49 Wrapper for 23A4A, calls 225B0 first
23A4A-23A93 Get map sprite of battle member (D0), Checks Jogurt change, adds 19 if promoted
23A94-23ACD Apply outfits to map sprite

23ACE-23AD5 Outfit Items
23AD6-246ED
246EC-246F7 Level Up Routine
246F8-24707 Wrapper for 24708, gets member ID and calls
24708-247EF Increase stats for force member D0 on level up
247F0-24851 Calculate maximum increase of stat given target D1, current D2 and level D3
24852-24911 Show level up messages
24912-249D7 Promote Character
249D8=249FB Compute total stat growth D1 for character D0
249FC-24A2D Compute prepromotion level contribution of stat growth D1 for character D0
24A2E-24A37 Maps stat growth D1 to stat offset D3
24A38-24A43 Maps the 6 stat growths to the offset of the corresponding stat in the character data
24A44-24A55 Get stat growth based on level (D1) and growth value (D2)
24A56-24AA1 Get growth curve percent based on level (D1) and growth value (D2)
24AA2-24AC3 Get address of force member's stat growth based on if promoted
24AC4-24AD9 Get address of character's data (table 25154)
24ADA-24AE5 Wrapper for 24AE6
24AE6-24AFD Gets level character was promoted at
24AFE-24B2F Learn new spell on level up
24B30-24B61 Add spell D1 to character D0
24B62-24B8B Load address of character D0's spells learned
24B8C-24BAB Get total level of character D0 (Level + Promoted at Level)
24BAC-24BD1 Get level of character D0 (+10 if promoted)
24BD2-24BF1 Check if character D0 asleep
24BF2-24C97 Buff/Boost Type Statuses Routine

24C98-24CA3 Buff/Boost Type Statuses Status Table 2 Bytes Per (Number, Status Bit Index)
24CA4-24CB9 Status Helper, sets RAM Bits for messages?
24CBA-24CED Poison Routine
24CEE-24D0D Sleep Routine
24D0E-24D43 Clear statuses of all members and restore HP/MP to max
24D44-24D6F Decrement Status D1 counter, check for end

24D70-24D73 Chance to end status, indexed by turn counter
24D74-24D9D Clear Status bit D1, 50% of the time
24D9E-24DBB Status Message Handler
24DBC-24DC3 Load money to D1
24DC4-24DCB Set money to D1
24DCC-24DE7 Add D1 to money, cap at 999999
24DE8-24DFD Sub D1 from money, cap at 0
24DFE-24E1B Add 1 to deals stock of item (D1)
24E1C-24E29 Sub 1 from deals stock of item (D1)
24E2A-24E43 Gets deals stock of item (D1) to D2
24E44-24E63 Sets deals stock of item (D1) to D2
24E64-24E73 Gets address into deals table from item id (D1)
24E74-24EC3 Gets list of all items in deal stock
24EC4-24ED8 Check if item D1 not in deal stock and held by any character
24EDA-24EFD Check if character has item D1
24EFE-24F19 Check if any character has item D1
24F1A-24F2B Load force member attack to battle stats table
24F2C-24F3D Load force member defense to battle stats table
24F3E-24F4B Load force member agility to battle stats table
24F50-24F61 Load force member move to battle stats table
24F62-24F73 Load force member attack to battle stats table
24F74-24F85 Set force member HP to max
24F86-24F97 Set force member MP to max
24F98-24FAD Wrapper for 22F74, gets member ID and then calls
24FAE-24FC3 Wrapper for 22F86, gets member ID and then calls
24FC4-24FCD Clear RAM Table A4C0
24FCE-24FD5 Clear RAM Table A8C0
24FD6-24FE5 Clear RAM Table (A0)
24FE6-24FEB Wrapper for 25026 and 24FEC
24FEC-25025 Clear terrain values (ACC0) at map borders
25026-250D9 Load map size and terrain data
250DA-25109 Clear terrain values at occupied squares
2510A-25153 Reset walkable areas (A4C0) and initialize with tile flags

25154-25603 Character Data
25604-25634 Character Battle Sprites [/color]
25640-25915 Item Names
25916-25D6B Item Data
25D6C-260BB Class Names
260BC-26403 Class Data
26404-26465 Spell Names
26466-26565 Spell Data
26566-265E5 Land Effect Type
265E6-26665 Land Effect %
26666-266AB Force Animation Set Bank
266AC-2688D Force Animation Set Data
2688E-268E1 Enemy Animation Set Bank
268E2-269FD Enemy Animation Set Data
269FE-26BF1 Terrain Data
26BF2-26BF5 Unused? Terrain Data
26BF6-26C19 Growth Curves
26C1A-26CCD Character Stat Growth
26CCE-26D6F Character Stat Growth (Promoted)
26D70-26E15 Spells Learned

26E16-26E7D Prepare Ending Sequence
26E7E-26EE3 Load Animation D1 of Ending Sequence

26EE4-26F09 Ending force member data
26F0A-26F45 Ending animation sequence

26F46-27035 Initialize Battle
27036-2704D Flag AI Regions as triggered

2704E-27519 Map Headers
2751A-5751B
2751C-279AB Enemy Data
279AC-29EB2
29EB3-2BFFF? Battle Data
2C000-2C13E
2C13F-2CB3E Font Graphics
2CB3F-2D13D
2D13E-2D20D Portrait Pointers
2D20E-37B35 Portraits
37B36-37FFF Unused
38000-3803F Misc Graphics Pointers
38040-396BF Misc Uncompressed Graphics
396C0-39927
39928-3A0A7 Sprite Pointers
3A0A8-57F5C Sprite Graphics
57F5D-57FFF Unused
58000-580B7 Tileset Pointers
580B8-7F6FE Tileset Graphics
7F6FF-7FFFF Unused
80000-80003 Tile Animation Bank Pointer
80004-80007 Map Tileset Bank Pointer
80008-8000B Map Sprite Bank Pointer
8000C-8000F Sprite Script Function Pointer
80010-800E7 Map Sprite Pointers

800E8-80EDF Map Sprites
80EE0-80EFD Loads address into table at 80EFE based on byte D of sprite data
80EFE-811AD Sprite Script Pointers
811AE-820CB Sprite Scripts
820CC-8264B Map Tilesets/Pointers
8264C-A8AED Tiles
A8AEE-B94C9 Map Data
B94CA-B97F3 Tile Palettes
B97F4-BA3EA Tile Animations
BA3EB-BBFFF Unused
BC000-BE46F
BE470-BE50F Sound Test Window Layout
BE510-C0027
C0028-C002F Intro Tablet Pointers
C0030-C18AD
C18AE-C18CD Intro Glow / Tablet Palette
C18CE-C192D Intro Palettes
C192E-C19AD
C19AE-C2E4F Intro Tablet Graphics
C2E40-C4FFF
C5000-C57FF related to PRESS START BUTTON?
C5800-C58FF palettes?
C5900-C59FF textbox border?
C6000-C7FFF title screen tiles
C8000-CB8C4
CB8C5-CBFFF Unused
CC000-CC003 Background Bank Pointer
CC004-CC007
CC008-CC02B Menu Graphics Pointers
CC02C-CCB19
CCB1A-CF0E9 Menu Graphics
CF0EA-D2DA9 Spell/Item Icons
D2DAA-D2EA5? Cursor Graphics
D2EA6-D3019
D301A-D32D9 Letter Selection Window Layout
D32DA-D398D
D398E-D3AC5 Background Pointers
D3AC6-FFD3A Backgrounds
FFD3B-FFFFF Unused
100000-100003 Enemy Sprite Bank Pointer
100004-100007 Enemy Animation Bank Pointer
100008-1000CF Enemy Sprite Pointers
1000D0-122251? Enemy Sprites
122252-12402F
124030-12407B Effect Graphics Pointers
12407C-1269C5
1269C6-1269CF Bolt Effect Palette
1269D0-126A6B
126A6C-126A75 Blaze Effect Palette
126A76-126B9D
126B9E-126BA7 Freeze Effect Palette
126BA8-126C25
126C26-126C2F Demon Blaze Effect Palette
126C30-126C8D
126C8E-126C97 Desoul Effect Palette
126C98-126DE9
126DEA-126DF3 Heal/Aura Effect Palette
126DF4-126DFD Detox Effect Palette
126DFE-126E77
126E78-126E81 Armed Skeleton/Lyle Effect Palette
126E82-126EEF
126EF0-126EF9 Wolf Attack Effect Palette
126EFA-126FCF
126FD0-126FD9 Bleu Effect Palette
126FDA-126FFD
126FFE-127007 Laser Effect Palette
127008-127091
127092-12709B Shell Explosion Effect Palette
12709C-1270F3
1270F4-1270FD Gong/Musashi Effect Palette
1270FE-12A4ED
12A4EE-12A529 Battle End Header
12a52A-12BFCF Battle End Scripts
12BFD0-12C7AF
12C7B0-12FE13 Effect Graphics
12FE14-12FFFF Unused
130000-130003 Text Bank Pointers
130004-131A1B
131A1C-13E905? Compressed Text
13E906-13E929 Text Pointers
13E92A-1439FF Unused
144000-144003 Force Sprite Bank Pointer
144004-144007 Force Animation Bank Pointer
144008-14400B Weapon Sprite Bank Pointer
14400C-14400F Item Sprite Palettes Pointer
144010-144013 Platform Bank Pointer
144014-14409F Force Sprite Pointers

1440A0-1602E1? Force Sprites
1602E2-16035D Weapon Sprite Pointers
16035E-161868? Weapon Sprites
161869-161A65 Item Sprite Palettes
161A66-161B51 Force Animation Pointers
161B52-162269 Force Animation Data
16226A-162295 Platform Sprite Pointers
162296-163FFF Platform Sprites
164000-16401F Function Pointers
164020-1649FF
164A00?-164BFF? position and text for speech bubbles
164C00-164DFF
164E00?-164FFF? speech bubbles from main screen
165400?-165FFF? girl w/book graphics
166400?-1667FF? girl w/book tiles?
166C00?-166FFF? girl w/book graphics
167000?-1673FF? girl w/book tiles?
16763C?-167B19? SEGA graphics
168000?-16FFFF PCM Bank
170000-175FFF Music Bank 0
176000-177FFF Sound Driver
178000-178ADF YM2612 Instruments
178AE0-17FFFF Music Bank 1

Data that gets added/moved when using the editor:

180000 New Poison Routine
180080 Range Code
180300 Relocated Range Data
180B40 Relocated Spell Names
180C60 Relocated Spell Data
180E80 Relocated Spell Icons
1826A0 Relocated Item Drops
182700 Area Code
183560 Relocated Map Data
1A5600 Relocated Spells Learned
1A5880 Relocated Map Teleport Table
1A67E4 Modified Readable Code
1A6890 Relocated Map Readables Table
1A7400 Relocated Map Graphics Table
1AA000 Multi Attack Code
1AA100 Effect Code
1AA120 Relocated Effect Data
1AB000 Relocated NPC Scripts
1AC800 Relocated Item Names
1AD000 Relocated Item Data
1AD800 Relocated Item Types
1AD880 Relocated Item Weapon Sprites
1AFFE8 Relocated Battle Data
1B7000 Relocated Item Icons
1BF000 Item Map Use Routine
1BF300 Relocated Enemy Data
1C0000 Crit Display Routine
1C00E2 Spell AI Types
1C0200 Shop Routine
1C0266 Relocated Shop Data
1C0500 Relocated Sprite Data
1C3000 Land Effect Routine
1C3100 Item Passing Routine
1C3200 XP Overflow Routine
1C3300 Armor Mod Data/Code
1C3560 Relocated Animation Sets
1C3C00 Relocated Dialog Headers
1C3E00 Relocated Dialog Scripts
1D8000 Outfit Data/Code
1D8100 Battle Outfit Data/Code
1D8400 Heal AI Code
1D8800 Relocated Growth Curves
1D8900 Relocated Battle End Headers
1D8960 Relocated Battle End Scripts
1DC000 Relocated Class/Monster Names
1DC800 Relocated Class Data
1DCE00 Relocated Battle Exits
1DD500 Relocated Item Sprite Palettes
1FFF60 Graphics Code
1FFF9C Text Code
200000 Decompressed Text
23F000 Relocated Map Sprite Pointers
23FD00 Relocated Enemy Sprite Pointers
23FE60 Relocated Force Sprite Pointers
240000 Relocated Graphics
Last edited by rubixcuber on Fri Dec 02 2016 8:24am, edited 91 times in total.
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Re: Rom Map

Postby Flygon » Sat Oct 16 2010 1:22pm

I believe my comments in #sf2hack make this quite clear.
rubixcuber posted a great thread with his SF1 rom mapping information !
...
If there was any time for me to fap to hex code
Now is the time


I don't think I've got anything that's missing, unfortunately.
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Destructiox: ;_;
Flygon: Wiz actually got in the chopper
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Destructiox: :D
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Destructiox: ;_;
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Re: Rom Map

Postby Wiz » Sat Oct 16 2010 4:09pm

Ok here's a first contribution with sound details :

168000-16FFFF pcm bank
170000-175FFF music bank 0
176000-177FFF sound driver (includes psg instruments and sfx)
178000-178ADF ym2612 instruments
178AE0-17FFFF music bank 1

I can provide more details about the content of the sound driver (pcm index, sfx location, etc.) if necessary.
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Re: Rom Map

Postby rubixcuber » Tue Oct 19 2010 3:54am

Added some more stuff and updated some old entries.

Getting there!

Edit: Added some more and color coded. Need to get the rest of the palettes in here...
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Re: Rom Map

Postby tggrng123 » Mon May 14 2012 5:15am

Thank you for posting this information!
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Re: Rom Map

Postby rubixcuber » Mon May 14 2012 8:13pm

Well, you are welcome but this thread is very very very outdated. Hasn't really been touched since my post there in Oct 2010.

At this point, I know about 96% or so of the ROM which would make this thread pretty huge if I went to the trouble of updating.
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Re: Rom Map

Postby tggrng123 » Mon May 21 2012 7:02pm

Ah I see! It sounds exciting!
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Re: Rom Map

Postby AustinXhensl » Tue May 29 2012 1:11am

Im new to these boards but i really want to make a good hack of shining force 1 ive been spending about 3 months reading around, but havent registered until recently. Is there any way to create a pre-promotion class for musashi/hanzou/domingo without doing a lot of ASM hacking which i have no background in at all?
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Re: Rom Map

Postby rubixcuber » Wed May 30 2012 3:29pm

Well, first of all, welcome to the forums!

Secondly, I'd like to direct you to the thread for my editor program, SF1 Editor which is probably a better place for that kind of question.

Technically with the editor you can do that, but the way it is implemented in game is that there are 32 classes and it considers the first 16 unpromoted and the last 16 promoted, with a couple of special exceptions. And you add 16 to get to the promoted class from the unpromoted class.

So for now the only way to add a promoted class would be to sacrifice another class or promotion. I may look into the ability to add more classes at some point, and maybe expand the class system so it can specify a promoted class instead of just adding 16.

And lastly, I don't know if it's just me or my monitor, but I can't really read that text color very well at all, had to highlight it. Might consider using a bit darker color.
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Re: Rom Map

Postby Wetwille » Thu Jul 12 2012 3:57am

I know I posted this in the editor thread, but looking back, this thread is better. What is the location of the Guardiana castle map data? It seems to be the only one messed up in my mod.
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Re: Rom Map

Postby rubixcuber » Tue Jul 24 2012 7:03pm

There isn't really one. Map data doesn't work like that, it's compressed and shifts around as things are edited and the length changes. There isn't really any good way to edit it manually. You would have to update pointers and shift other data around.
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Re: Rom Map

Postby ivellisse » Sat Sep 17 2016 9:04pm

I LOATHE those 2 half horse members! Mae & Ken. I wanna replace em with Hanzou & Mushashi! Would this glitch the game? And can it be done by pure hex editing. I don't have access to a PC, you see! I wanna use my android to hex the rom...
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Re: Rom Map

Postby ResidentLeever » Thu Oct 27 2016 12:48am

Nice, has anyone documented where each palette in the editor is used? By that I mean which enemy "enemy sprite 0" refers to and so on.
 
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Re: Rom Map

Postby rubixcuber » Thu Oct 27 2016 12:54am

They match up with the enemy battle sprites. In the second section of the graphics tab of the editor.
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Re: Rom Map

Postby ResidentLeever » Thu Oct 27 2016 1:26am

Thanks, found it. I was just about to edit my post.

Awesome editor!

I've been editing a lot of palettes in screenshots recently for a potential palette/graphics hack (I was going to use HivePal but this seems better), using the Gimp genesis palette in paint.net, so I have most of the sprite palettes done and would just need to import the colors.

Edit: Which emulator are the RGB values based on? The Gimp palette uses steps of 34, I've seen another one alternate between steps of 32 and 34, and this test: http://www.sega-16.com/forum/showthread ... put-levels

Shows that the curve is non linear on real hardware, though it still differs depending on cables and TV settings I suppose.

Anyway, noticed that you can pick RGB values in the editor's color picker and that they are close enough to the Gimp/paint net palette, so it should be fine.

Other questions:
1. I can't find the palette for background sprite/tileset 34 in the palette editor, are these not editable yet?

2. Edit: OK so they're for palette swaps, nevermind unless you have something to add. What are palettes 1-3 for, for each sprite? Different spell effects?

3. Are sprite slot 0 and 1 for that floor piece below a character in battle empty? And what about slot 40-49 for enemy sprites?

4. Any colors I should leave alone? I noticed some sprite palettes have unused, off colors like the strong pink for palette 2, force sprite 1.

Thanks.
 
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Re: Rom Map

Postby rubixcuber » Thu Oct 27 2016 2:50am

I'd recommend putting questions in the actual editor thread.

RGB values are not based on any emulator. Just loading the colors out of the ROM and converting from 9BPP to 24BPP.

1: As far as tilesets, tilesets share palettes. I should probably make that clearer. I believe the palettes used per tileset are:
0,12,17,0,23,26,0,0,4,0,0,2,1,6,10,0,12,12,15,15,0,0,2,0,0,0,21,2,8,22,23,25,26
For backgrounds... yeah, having been gone and back so many times I forgot those weren't editable. I'll make a note to maybe get that in the next version quickly. They are already loaded into the editor, so no big deal.

2: If you mean for the force/enemy palettes it is because some use the same graphics but with different palettes yeah.

3: 1 is empty, yeah. If I remember correctly it's used with flying characters sometimes and maybe when people are standing on the same type? I honestly don't know why they didn't just not draw anything, maybe they planned originally to do a little bit of cloud for the flying ones or something...

4: Hmm, I don't think there are still any of those but there used to be. Just make a backup and see, but hopefully that's all resolved.
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Re: Rom Map

Postby ResidentLeever » Fri Oct 28 2016 1:44am

Here's a WIP documentation of shared palettes, I'll do the rest tomorrow I think:
Shared palettes:

Enemy Battle Sprites:
Sprite 0/Goblin (4 palette slots) - No shared palettes (with other enemy battle sprites, force battle sprites, tilesets or battle background sprites), palettes 2-3 unused?
Sprite 1/Centaur Knight (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 2/Headless Centaur (4 slots) - No shared palettes, palettes 1-3 unused?
Sprite 3/Dark Dwarf (4 slots) - No shared palettes, palettes 1-3 unused?
Sprite 4/Dark elf archer (4 slots) - No shared palettes, palettes 1-3 unused?
Sprite 5/Lizardman (4 slots) - No shared palettes, palettes 1-3 unused?
Sprite 6/Dark priest (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 7/Cerberus dog (2 slots) - No shared palettes
Sprite 8/Gargoyle (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 9/Golem (2 slots) - No shared palettes, palette 1 unused?
Sprite 10/Zombie (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 11/Dark mage (4 slots) - No shared palettes, palette 3 unused?
Sprite 12/Giant bat (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 13/Worm (4 slots) - No shared palettes, palettes 2-3 unused?
Sprite 14/Minotaur (2 slots) - No shared palettes
Sprite 15/Doll (4 slots) - No shared palettes, 2-3 unused?
Sprite 16/Jester (4 slots) - No shared palettes, 1-3 unused?
Sprite 17/Skeleton (4 slots) - No shared palettes, 1-3 unused?
Sprite 18/Marionette A (4 slots) - None, 1-3 unused?
Sprite 19/Marionette B (4 slots) - None, 1-3 unused?
Sprite 20/Skeleton minigunner (4 slots) - None, 1-3 unused?
Sprite 21/Pegasus (4 slots) - None, 1-3 unused?
Sprite 22/Chimera (4 slots) - None, 1-3 unused?
Sprite 23/Red dragon (4 slots) - None, 1-3 unused?
Sprite 24/Blue dragon (4 slots) - None, 1-3 unused?
Sprite 25/Seafood A (4 slots) - None, 2-3 unused?
Sprite 26/Seafood B (4 slots) - None, 2-3 unused?



Battle Backgrounds (not shared with anything else):
Sprites 0-1, Half cloudy sky + mountains (used with Grass, Bushes, Woods, Sea FG, Desert; Battle 02, 03 etc) - BG Palette #0-1 (shared)
Sprites 2-3, Half cloudy sky + mountains - #2-3 (shared)
Sprites 4-5, Half cloudy sky + mountains - #4-5 (shared)
Sprites 6-7, Half cloudy sky + mountains - #6-7 (shared)
Sprites 8-9, Half cloudy sky + mountains - #8-9 (shared)
Sprites 10-11, Half cloudy sky + mountains - #10-11 (shared)
Sprites 12-13, Half cloudy sky + mountains - #12-13 (shared)
Sprites 14-15, Half cloudy sky + mountains - #14-15 (shared)

Sprites 16-17, Tech Temple (dark sol) - BG Palette #16-17 (shared)
Sprites 18-19, Tech Temple (dark sol) - BG Palette #17-18 (shared)

Sprites 20-21, Castle Town + Sky (Battle 04) - BG Palette #20-21 (shared)

Sprites 22-23, Cave (Battle 06) - BG Palette #22-23 (shared)

Sprites 24-25, Yellowish mountain w/ cave in the far bg - BG Palette #24-25 (shared)

Sprites 26-27, Bridge/Lagoon + Sky w/ striped clouds - BG Palette #26-27 (shared)

Sprites 28-29, Halfwrecked ship at sea + Sky w/ horizon clouds - BG Palette #28-29 (shared)

Sprites 30-31, Sea+small clouded sky w/ green mountains - BG Palette #30-31 (shared)

Sprites 32-33, Gate Ruins (Battle 01) - BG Palette #32-33 (shared)

Sprites 34-35, Grass FG (used with half cloudy sky + mountains - check which?) - BG Palette #34-35 (shared)
Sprites 36-37, Grass FG - BG Palette #36-37 (shared)

Sprites 38-39, Bushes & Dirt FG - BG Palette #38-39 (shared)

Sprites 40-41, Oak Woods FG - BG Palette #40-41 (shared)

Sprites 42-43, Pine Woods FG - BG Palette #42-43 (shared)

Sprites 44-45, Sea FG (Rivers) - BG Palette #44-45 (shared)

Sprites 46-47, Orange-ish mountains - BG Palette #46-47 (shared)

Sprites 48-49, Desert FG (Battle 05) - BG Palette #48-49 (shared)

Sprites 50-51, Sky w/ few big clouds - BG Palette #50-51 (shared)

Sprites 52-53, Mountain town + sky - BG Palette #52-53 (shared)

Sprites 54-55, Blue/ice temple - BG Palette #54-55 (shared)

Sprites 56-57, Cellar/temple underground w/ rocky ground - BG Palette #56-57 (shared)

Sprites 58-59, Cubic buildings w/ ladders A - BG Palette #58-59 (shared)
Sprites 60-61, Cubic buildings w/ ladders B - BG Palette #60-61 (shared)

Sprites 62-63, Docks+sky - BG Palette #62-63 (shared)

Sprites 64-65, Church interior (Battle 08) - BG Palette #64-65 (shared)
Sprites 66-67, Church interior - BG Palette #66-67 (shared)

Sprites 68-69, Temple inside w/ torches & balconies + dark red bg - BG Palette #68-69 (shared)

Sprites 70-71, Temple ruins+sky - BG Palette #70-71 (shared)

Sprites 72-73, Dark cellar w/ torches and valves (Ramladu) - BG Palette #72-73 (shared)

Sprites 74-75, Tent (Battle 07) - BG Palette #74-75 (shared)

Sprites 76-77, Green temple w/ tech detail - BG Palette #76-77 (shared)
 
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Re: Rom Map

Postby ivellisse » Fri Oct 28 2016 1:51am

my pm seems to be stuck in limbo, aka the outbox.

this was my response.

"9th byte is use range"

is there a magical value for all enemies? I know all allies is 12.

https://usercontent.irccloud-cdn.com/fi ... 002d2f.png

Are you sure the 9th byte is range? I changed the 9th and it gives a spell. The 10th is range. I gave Sword of Darkness: bolt 4. and "Sword of Light": Shower of Cure. I have no idea what the 8th byte does. i made it 00.

now, i'd also like to add here...

is there a value for "Dispel"? For item use? I'd love to give that all enemy range also...

i love how item use range aint tied to the actual spell! Awesome!

https://youtu.be/NEj-va07M0w
i made a quick vid of my failure at giving "katana" an item use!
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Re: Rom Map

Postby ResidentLeever » Thu Nov 10 2016 1:14pm

I've run into problems with the palette after testing my gfx hack on a couple of emulators more thoroughly, so I decided to map out some palettes for reference and to help avoid problems:

Real hardware palette values (according to this test http://www.sega-16.com/forum/showthread.php?30522-The-correct-MD-VDP-output-levels):
0, 52, 87, 116, 144, 172, 206, 255

Gimp values:
0, 34, 68, 102, 136, 170, 204, 238

HivePal:
0, 32, 64, 96, 128, 160, 192, 224

Sega Retro:
0, 32, 72, 104, 144, 176, 216, 248

Wiki 9-bit RGB:
0, 36, 72, 109, 145, 182, 218, 255

Kega Fusion:
0, 33, 66, 99, 132, 165, 198, 231

Regen (inconsistent):
0, 32/36, 72, 104/108, 144, 176/180, 216, 248/252

Editor values (24-bit rgb?):
0
18
36 (snaps from 34), -> 33 in Fusion
55 (snaps from >=46 or <=63)
73 (snaps from 68), -> 66 in Fusion
91
109 (snaps from <=118 and >=101), -> 99 in Fusion
128 (snaps from 136=problem), -> 99 in Fusion!
146 (snaps from <=150 or >=137), -> 132 in Fusion
164 (snaps from 170=problem), -> 132 in Fusion!
182 (snaps from >=174),
200 (snaps from 204=problem), -> 165 in Fusion!
219 (snaps from >=210), -> 198 in Fusion
237 (snaps from <=245=problem), -> 198 in Fusion!
255 (>=246) -> 231 in Fusion

These are good to keep in mind if you're just picking colors "from the hip" in the in editor color picker while editing - if it picks those in-between values after saving and closing it's probably not going to show up correctly in emulators.
 
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Re: Rom Map

Postby rubixcuber » Thu Nov 10 2016 10:16pm

Guys, please. Again, questions and things in the editor thread, your own thread, or directly to me. I'm not sure what any of this has to do with the ROM map. I'll respond there.
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