Graal: The Adventure:ROM map
Usually comes directly after Palette and Exit Data. I am still trying to find a pattern so we can edit and find NPCs easily.
Level 2 - Crystal Tree Thing:
- 1188D = NPC #1 Direction
- 1188E = NPC #1 Appearance
- 11892 = NPC #1 Walk or not (0/1)
Level 3 - Waterfall doesn't Belong here:
- 1483F = Sign # (Which Sign do they say when they are touched. It's somewhat based on PC version's way of NPC talking.)
Level 6 - Two Baddies:
- 120BB = Top NPC's Appearance
Level 3's Exit and NPC Data Analysis (Non Moving, Can't Hurt, triggers sign when touched)
0C1F0901FF01020006001901FF1F0600 ; This all seems to affect warp zones. The last 00 might be the sign's index number. 20202020202020202020202020202020 ; Sign Spaces, used to make it centered 20202020202020283F4646495F202020 ; "Hello!" 2020202000000010481A050206030100 ; Spaces, ends with 00s... 000021012280030000190B0003030100 ; This slab must be the NPCs 000021012280030000040B0306030100 ; as they all are nearly identical "030100" seems to start a new NPC. 00002101228003000000400000020048 ; other than a few digits. 013548033948 ; Unknown
Level 4's Exit and NPC Data Analysis (Moving, Can Hurt)
061F1901FF0105000B1002010C1C0100 ; Again, this is Warping, The 00 is still at the end. 20202020202020202020202020202020 ; Spaces for the sign, again 202034423B4E674D2053494F4C204249 ; Sign stuff, again 4F4D3F5F0006168650171A01050301FF ; Unknown... "0301FF" at the end must be part of the NPC data. 010021012280030000091303040301FF ; Noticeably similar to above's NPC data 01002101228003000076480000027650 ; With differences. 01AB5002AF50
Level 6's Exit and NPC Data Analysis (Hostile, Can Hurt)
0B000A01FF1F04000B1F0A01FF010000 ; Warping, etc. 100503010301FF020C150122A1030000 ; Half-way, Hostile NPC Data. 101202040301FF010C15012281030000 ; Hostile NPC data A858000002A86000000002B860
Comparing the first two together
So in thoery, full NPC data looks like this:
030100000021012280030000190B0003 (In bold is changed values)
- 030100 or 0301FF are always before an npc. Probably to define that it is an NPC.
- 00 and FF are unknown switches At the Moment.
- 01 means walk, while 00 means to stand in place.
- 00 is nothing? it doesn't affect anything when it's 01. Probably needs another value to be 01.
- 190B, listed above, is Coordinates when the level is loaded.
* The last 4 digits, listed above are 0003, they are different for all NPC, not sure what it does.
The last four digits:
- The first two digits are the direction they are facing.
- The last two digits seem to be a appearance modifier.
Comparing Hostile VS. Nice NPC
We learned in Comparing the first two nice NPCs, nothing was a whole lot of different. 0301XX starts the NPC. So, let's compare an NPC that attacks you to one that just walks:
0301FF01002101228003000009130304 0301FF020C150122A103000010120204 (Walking on top, Hostile on bottom)
I now note the values that are bolded. From left to right.
- Right off the bat, I noticed the "walk" value is now 02, which probably means, walk and kill.
- The Previously unknown value 00 is now 0C, probably contributes to the Hostility.
- Unknown 21 is now 15
- Unknown 80 is now A1
After testing, I came up with the following answers:
- Changing 02 to 01 did nothing, he walks anyway.
- Changing 0C back to 00 and 15 back to 21 seemed to make him unhostile. ; SUCCESS!
- Changing A1 back to 80 seemed to make him take off his shield. ; Extra Bonus
So, now the NPC Data should be as follows.
- 0301** = Some type of Header, ** can be 00 or FF.
- ** = 00 stands, 01 walks, 02 walks?
- **** = 0021 is normal, 0C15 is Hostile
- 0122 = Unknown, all NPC have it.
- ** = 80 No Shield, A1 Shield
- 030000 = Unknown, all NPC have it.
- **** = XXYY initial Coordinates on map load.
- ** = Initial Direction on map load.
- ** = NPC Appearance
- 10000 = Level data officially starts, with 0E unknown bytes.
- It's confirmed that it's not a header, Level 3 doesn't have any 0xE before.
Every Level is a total of 0x400 bytes starting at the starting point for tiles and palettes/properties.
Level 1 - Starting Point:
- 1000E = Start of Tiles GFX
- 1040E = Start of Palette
Level 2 - Crystal Tree Thing:
Level 3 - Waterfall shouldn't be there:
- 14000 = Start of Tiles GFX
- 14400 = Start of Palette
Level 4 - Two NPCs and a house
- 14876 = Start of Tiles GFX
- 14C76 = Start of Palette
Level 6 - Two Baddies
- 118A8 = Start of Tiles GFX
- 11CA8 = Start of Palette
How it's numbered
LEVELS ARE NUMBERED AS FOLLOWS (Location to number, etc.) 5 7 4 6 3 1 2 Level 2 is the Crystal, etc.
How levels are made
Each level is 0x400 bytes for both tiles and palette/properties.
Each level should look like this:
0A0000000000000000000000000000494848490000000000000000000000000A 0800000102000000000000000000004948484900000000000000000000000008 0A0000000000000000000000000000494848490000000000000000000000000A 0800000000000000000000000000004948484900000001020000000000000008 0A0000000000000000000000000000494848490000000000005B5B000000000A 080000000000000000000000010200494848490000000000005C5C0001020008 0A0000000000000000000000000000494848490000005558585858550000000A 08000000000000000000010200000049484849005B5B56595959595600000008 0A000000005558585858550000000049484849005C5C5659595959560000000A 08000000005659595959560000000049484849000000575A5A5A5A5700000008 0A00005B5B565959595956000000004948484900000000005B5B00000000000A 0800005C5C565959595956000000004948484900000000005C5C000000000008 0A0000000056595959595600000000494848490000000000000000000000000A 0800000000575A5A5A5A57000000004948484900000000000000000000000008 0A00000000005B5B00000000000000494848490000000000000000000000000A 0800000000005C5C000000000000004948484900000000000000000000000008 0A0000000000000000000000000000494848490000000000010200191A00000A 0800191A00000000000000000000004948484900000000000000001B1C000008 0A001B1C000000000000000000000049484849000000000000191A000000000A 080000000000000000010200000000494848490000000000001B1C0000000008 0A0000191A000000000000000000004948484900000000000000191A0000000A 0800001B1C00010200000000003F4245454545423F00000000001B1C00000008 0A00000000000000000000003F40434646464643403F0000000000000000000A 083F3F3F3F3F3F3F3F3F3F3F404044494848494440403F3F3F3F3F3F3F3F3F08 0A4040404040404040404040404000494848490040404040404040404040400A 0840404040404040404040404040004948484900404040404040404040404008 0A4040404040404040404040404000494848490040404040404040404040400A 08404040404040404040404040414C4C4C4C4C4C414040404040404040404008 0941414141414141414141414100004948484900004141414141414141414109 88898A8A898888898A8A898800000049484849000088898A8A898888898A8A89 8586878786858586878786858400004948484900848586878786858586878786 8182838382818182838382818000004948484900808182838382818182838382
1F Hex Values wide, 1.00 KB in size. Each Hex Value is a new 8x8 tile. To make a bush, in the map, put in the following:
That will produce a File:Graalbush.png
How Palettes and Properties work
Much like the Tileset of a map, Palettes are also 0x400 bytes. However, they define Horozonal Flip and color in a byte and basically correspond to the tile map. So 1,1 in the tile map would be 1,1 in the palette map, etc..
To make a simple green tile: In the tile of choice, put in 00 To make a simple flipped green tile: In the tile of choice, put in 20
Meaning, the first digit is the property, the second digit is the palette.