Graal: The Adventure:ROM map

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Warp Data

Before the NPC data is the warp data, with coordinates that seem to make weird a combination.


0B1F0A01FF01 seems to be all coordinates data.

It might mimick PC Graal's warp data, so I compare both

 (NX & NY means New X and New Y when the new map is loaded, aka, where you end up.)

Which seems to be it. FF for NX may mean the old X.

03 is the Map # where you warp. Change it to change where the map warps.

00 might be part of sign data.

NPC Data

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.

Level 6's Exit and NPC Data Analysis (Hostile, Can Hurt)

 0B000A01FF1F04000B1F0A01FF010000 ; Warping, etc.
 100503010301FF020C150122A1030000 ; Half-way, Hostile NPC Data.
 101202040301FF010C15012281030000 ; Hostile NPC data

Comparing the first two together

So in thoery, full NPC data looks like this:

 (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:

 (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

Level Data

  • 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.)
 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:


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.