31
Maps In Progress / Re: Tactics Ogre (SNES)
« on: February 26, 2014, 02:55:08 am »
And... after much work... I'm finished:
http://snesmusic.jukor.net/maps/TO-ItemMaps.zip
Every map that *has* items hidden on it has been included. Turns out that Hell Gate B1 and B2 have nothing of note hidden on them, so they've been omitted. B3 has no items, but does have a notable secret exit (which is necessary to reach floors below it), so I included that.
Also included in the zip are the following:
-A chart to go along with the maps. Since hidden items are grouped by "sets", as opposed to being fixed items, I figured one big "master" chart would be easier and more efficient than trying to squeeze that info into each and every map.
-The Valeria Island overworld map (both marked and unmarked). It wasn't hard, and I just kinda overlooked it last time, so... why not?
-A very, very minor update (we're talking a single pixel) to the non-item Rime cutscene map. Virtually unnoticeable, but it bugged me all the same.
Anyhow, I guess I'm finished with this project, unless I eventually find a way to rip the various small cutscene maps... but they're stored differently, and I'm not entirely sure *how* just yet.
http://snesmusic.jukor.net/maps/TO-ItemMaps.zip
Every map that *has* items hidden on it has been included. Turns out that Hell Gate B1 and B2 have nothing of note hidden on them, so they've been omitted. B3 has no items, but does have a notable secret exit (which is necessary to reach floors below it), so I included that.
Also included in the zip are the following:
-A chart to go along with the maps. Since hidden items are grouped by "sets", as opposed to being fixed items, I figured one big "master" chart would be easier and more efficient than trying to squeeze that info into each and every map.
-The Valeria Island overworld map (both marked and unmarked). It wasn't hard, and I just kinda overlooked it last time, so... why not?
-A very, very minor update (we're talking a single pixel) to the non-item Rime cutscene map. Virtually unnoticeable, but it bugged me all the same.
Anyhow, I guess I'm finished with this project, unless I eventually find a way to rip the various small cutscene maps... but they're stored differently, and I'm not entirely sure *how* just yet.