Final Fantasy/World map data: Difference between revisions

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[[Final Fantasy I]] (and [[Final Fantasy II]] as well) uses a 256×256-tile world map in this data format. The map data is not stored raw, but uses simple compression in a kind of run-length encoding. The ROM (in [[iNES]] format) stores its world map data starting at $4010.
{{subpage}}
 
[[Final Fantasy]] (and [[Final Fantasy II]] as well) uses a 256x256-tile world map in this data format. The map data is not stored raw, but uses simple compression in a kind of run-length encoding. The ROM (in [[iNES]] format) stores its world map data starting at {{$|4010}}.


== Row pointers ==
== Row pointers ==
From $4010 to $4210 there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the $4010 ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map. (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address $8000, all memory pointers in the ROM must point to the row's ROM file address + 0x3FF0. To translate a memory pointer back into a ROM file address, you subtract 0x3FF0 instead.
From {{$|4010}} to {{$|4210}} there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the {{$|4010}} ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map. (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address {{$|8000}}, all memory pointers in the ROM must point to the row's ROM file address + {{0x|3FF0}}. To translate a memory pointer back into a ROM file address, you subtract {{0x|3FF0}} instead.


== Row data ==
== Row data ==
Because the row pointers point to active NES memory in which the $4010 must be active, ''all'' of the map data is confined to this bank. Unrelated data begins at file address $7F50, so all row data referenced by pointers must be located starting at $4210 and ending before $7F50, giving you 0x3D40 bytes to store your map row data.
Because the row pointers point to active NES memory in which the {{$|4010}} must be active, ''all'' of the map data is confined to this bank. Unrelated data begins at file address {{$|7F50}}, so all row data referenced by pointers must be located starting at {{$|4210}} and ending before {{$|7F50}}, giving you {{0x|3D40}} bytes to store your map row data.


Row data is stored sequentially as such:
Row data is stored sequentially as such:
* Byte values indicate a row's tiles from the left-edge, from left-to-right through the tiles, ending at the row's right edge.
* Byte values indicate a row's tiles from the left-edge, from left-to-right through the tiles, ending at the row's right edge.
* A single byte ranging 0x00 to 0x7F describes a single tile of a specific value. The next byte describes the tile to its right.
* A single byte ranging {{0x|00}} to {{0x|7F}} describes a single tile of a specific value. The next byte describes the tile to its right.
* A byte ranging 0x80 to 0xFE is the same as its value subtracted by 0x80 (or exclusive-or'ed by 0x80), but the immediately following byte indicates repetition of the tile value. A repetition byte value of 0x01 means no repetition, 0x02 means repeat once, 0x03 means repeat twice, 0x04 means repeat three times, and so on. 0x00 means to repeat 256 times, so that it can fill an entire row. A repetition value of 0xFF is prohibited.
* A byte ranging {{0x|80}} to {{0x|FE}} is the same as its value subtracted by {{0x|80}} (or exclusive-or'ed by {{0x|80}}), but the immediately following byte indicates repetition of the tile value. A repetition byte value of {{0x|01}} means no repetition, {{0x|0x02}} means repeat once, {{0x|0x03}} means repeat twice, {{0x|04}} means repeat three times, and so on. {{0x|00}} means to repeat 256 times, so that it can fill an entire row. A repetition value of {{0x|FF}} is prohibited.
* A byte value of 0xFF after the row's final tile terminates the row data.
* A byte value of {{0x|FF}} after the row's final tile terminates the row data.


So, for example:
So, for example:
:0x04
:{{0x|04}}
::1 tile valued 0x04
::1 tile valued {{0x|04}}
:0x73
:{{0x|73}}
::1 tile valued 0x73
::1 tile valued {{0x|73}}
:0x96 0x01
:{{0x|96}} {{0x|01}}
::1 tile valued 0x16
::1 tile valued {{0x|16}}
:0x96 0x05
:{{0x|96}} {{0x|05}}
::5 consecutive tiles valued 0x16
::5 consecutive tiles valued {{0x|16}}
:0x96 0x00 0xFF
:{{0x|96}} {{0x|00}} {{0x|FF}}
::256 consecutive tiles (an entire row) valued 0x16, and a row terminator
::256 consecutive tiles (an entire row) valued {{0x|16}}, and a row terminator


== FF1 Overworld Tile Values ==
== FF1 Overworld Tile Values ==
Line 154: Line 156:
7C = Village Wall 1
7C = Village Wall 1
7D = Village Wall 2
7D = Village Wall 2
7E = Ocean
7E = Village Wall 3
7F = Village Fence - Bottom Right
</pre>
</pre>


==FF2 tile values==
==FF2 tile values==
''to do''
{{todo|This}}
 
[[Category:Final Fantasy I|World map data]]
[[Category:Final Fantasy II|World map data]]

Latest revision as of 18:10, 28 January 2024

This is a sub-page of Final Fantasy.

Final Fantasy (and Final Fantasy II as well) uses a 256x256-tile world map in this data format. The map data is not stored raw, but uses simple compression in a kind of run-length encoding. The ROM (in iNES format) stores its world map data starting at $4010 .

Row pointers

From $4010

to $4210
there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the $4010
ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map. (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address $8000

, all memory pointers in the ROM must point to the row's ROM file address + 0x3FF0. To translate a memory pointer back into a ROM file address, you subtract 0x3FF0 instead.

Row data

Because the row pointers point to active NES memory in which the $4010

must be active, all of the map data is confined to this bank. Unrelated data begins at file address $7F50

, so all row data referenced by pointers must be located starting at $4210

and ending before $7F50

, giving you 0x3D40 bytes to store your map row data.

Row data is stored sequentially as such:

  • Byte values indicate a row's tiles from the left-edge, from left-to-right through the tiles, ending at the row's right edge.
  • A single byte ranging 0x00 to 0x7F describes a single tile of a specific value. The next byte describes the tile to its right.
  • A byte ranging 0x80 to 0xFE is the same as its value subtracted by 0x80 (or exclusive-or'ed by 0x80), but the immediately following byte indicates repetition of the tile value. A repetition byte value of 0x01 means no repetition, 0x0x02 means repeat once, 0x0x03 means repeat twice, 0x04 means repeat three times, and so on. 0x00 means to repeat 256 times, so that it can fill an entire row. A repetition value of 0xFF is prohibited.
  • A byte value of 0xFF after the row's final tile terminates the row data.

So, for example:

0x04
1 tile valued 0x04
0x73
1 tile valued 0x73
0x96 0x01
1 tile valued 0x16
0x96 0x05
5 consecutive tiles valued 0x16
0x96 0x00 0xFF
256 consecutive tiles (an entire row) valued 0x16, and a row terminator

FF1 Overworld Tile Values

00 = Grass
01 = Castle 1 - Lower Left
02 = Castle 1 - Lower Right
03 = Forest - Top Left
04 = Forest - Top
05 = Forest - Top Right
06 = Grass - Bottom Right
07 = Grass - Bottom
08 = Grass - Bottom Left
09 = Castle 1 - Top Left
0A = Castle 1 - Top Right
0B = Castle 2 - Top Left
0C = Castle 2 - Top Right
0D = Tower of Illusion - Top
0E = Grotto 1
0F = Dock - Vertical Left
10 = Mountain - Top Left
11 = Mountain - Top
12 = Mountain - Top Right
13 = Forest - Left
14 = Forest - Bottom
15 = Forest - Right
16 = Grass - Right
17 = Ocean
18 = Grass - Left
19 = Castle 1 - Middle Left
1A = Castle 1 - Middle Right
1B = Castle 2 - Bottom Left
1C = Castle 2 - Bottom Right
1D = Tower of Illusion - Bottom
1E = Tower of Illusion - Shadow
1F = Dock - Vertical Right
20 = Mountain - Left
21 = Mountain
22 = Mountain - Right
23 = Forest - Bottom Left
24 = Forest - Bottom
25 = Forest - Bottom Right
26 = Grass - Top Right
27 = Grass - Top
28 = Grass - Top Left
29 = Castle 2 - Bottom Left
2A = Castle 2 - Bottom Right
2B = Grotto 2
2C = Village Fence - Top Left
2D = Village Fence - Top
2E = Village Fence - Top Right
2F = Grotto 3
30 = Mountain - Bottom Left
31 = Mountain - Bottom
32 = Grotto 4
33 = Mountain - Bottom Right
34 = Grotto 5
35 = Grotto 6
36 = Desert
37 = Desert
38 = Castle 2 - Bottom Left
39 = Castle 2 - Bottom Right
3A = Grotto 7
3B = Village Fence - Top Left Exterior
3C = Village Fence - Top Left Interior
3D = Village Area (gray)
3E = Village Fence - Top Right Interior
3F = Village Fence - Top Right Exterior
40 = River - Top Left
41 = River - Top Right
42 = Desert - Top Left
43 = Desert - Top Right
44 = River
45 = Desert
46 = Waterfall
47 = Castle Ruins - Top Left
48 = Castle Ruins - Top Right
49 = Village 1
4A = Village 2
4B = Village Fence - Middle Left
4C = Village 3
4D = Village 4
4E = Village 5
4F = Village Fence - Middle Right
50 = River - Bottom Left
51 = River - Bottom Right
52 = Desert - Bottom Left
53 = Desert - Bottom Right
54 = Tall Grass
55 = Swamp
56 = Castle Ruins - Bottom Left
57 = Castle Ruins - Bottom Middle Left
58 = Castle Ruins - Bottom Middle Right
59 = Castle Ruins - Bottom Right
5A = Village 6
5B = Village Fence - Middle Left 2
5C = Village Fence - Bottom Left
5D = Village 7
5E = Village Fence - Bottom Right
5F = Village Fence - Middle Right 2
60 = Tall Grass - Top Left
61 = Tall Grass - Top Right
62 = Swamp - Top Left
63 = Swamp - Top Right
64 = Volcano - Top Left
65 = Volcano - Top Right
66 = Hole 1
67 = Hole 2
68 = Hole 3
69 = Hole 4
6A = Hole 5
6B = Village Fence - Middle Left 3
6C = Hole 6
6D = Village 8
6E = Hole 7
6F = Village Fence - Middle Right 3
70 = Tall Grass - Bottom Left
71 = Tall Grass - Bottom Right
72 = Swamp - Bottom Left
73 = Swamp - Bottom Right
74 = Volcano - Bottom Left
75 = Volcano - Bottom Right
76 = Grass
77 = Dock - Bottom Right
78 = Dock - Bottom
79 = Dock - Bottom Left
7A = Dock - Top Left
7B = Village Fence - Bottom Left
7C = Village Wall 1
7D = Village Wall 2
7E = Village Wall 3
7F = Village Fence - Bottom Right

FF2 tile values

Hmmm...
To do:
This