VGMaps

General Boards => Maps In Progress => Topic started by: FlyingArmor on August 20, 2010, 02:20:11 pm

Title: Final Fantasy VI (SNES)
Post by: FlyingArmor on August 20, 2010, 02:20:11 pm
So here I go taking on this behemoth of an RPG! I've attached two examples of the sort of approach I'm going to take with these maps. In the Kohlingen map I put the FF3 logo in there, but it isn't absolutely necessary, and there will undoubtedly be maps where there won't be space for it.

Let me know what you guys think. :)
Title: Re: Final Fantasy VI (SNES)
Post by: Trop on August 20, 2010, 04:04:01 pm
Well alright, going after a real giant.  This won't be some easy little project though.  Good luck, and of course if you need codes or things don't hesitate to ask.  Oh yeah, and the maps look great so far.
Title: Re: Final Fantasy VI (SNES)
Post by: TerraEsperZ on August 20, 2010, 04:49:46 pm
I love your approach! Considering how big the game is, let's hope you manage to see this through, because it's certainly worth it.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on August 20, 2010, 09:04:04 pm
Thanks you guys! Oh, by no means will it be easy, but anything worth doing doesn't come easy. No matter how long it takes, I will see this project through to the end, don't you worry. :D
Title: Re: Final Fantasy VI (SNES)
Post by: Paco on August 21, 2010, 02:03:43 am
*droooool*

but dont add FF3-Logo. That would only add confusion.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on October 02, 2010, 09:02:11 pm
Okay, it's been a little over a month, so I went and submitted the few maps I had completed. Decided against the FF3 logo in the maps. They're much better suited to overworld maps where there's a lot more room for that sort of thing anyway. :)

With the Narshe South Mines map, you'll definitely notice the repetitive tiles in the corners. I may try and "fix" those areas to make them look a little more natural, but I'd rather get more of the game mapped before going back to something like that.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on November 23, 2010, 05:06:52 pm
Time for a progress report.

But first off, I finally got South Figaro all mapped and labelled! It was quite the challenge piecing it together in a coherent manner, but I think I pulled it off. It'll be available this weekend.

I'm roughly 60% of the way through the World of Balance maps, and that's including both completely finished and works in progress. I'm kinda surprised that I was able to map so much of the game so far with just a walk-through-walls code that is pretty finicky. It works beautifully when you're inside buildings, but is so particular of where you can use it when outside. The code is AA90-74DD. There's another code floating around that claims to work even better (AA20-77AD), but it has never worked for me. (I'm using a FF3 US v1.0 ROM).

There's a few areas that I can't complete the maps for: Mt. Kolts, Lete River, and Vector. There are a few others, but the holes to fill in with those are rather minor and I can probably fill them in with surrounding tiles. I don't know if there are better codes for walking through obstacles, but they'd be a godsend for finishing these areas.

With the Lete River, the main problem is the water. There's at least three different animations going on, all with varying amounts of frames. So a code to freeze the animations would be great. Any help with this and the walk-through-walls code would be much appreciated. :D

So those are my concerns for now. I've begun playing through the game, so I'll be able to map all the areas that are unreachable later on.

As a little extra, here's what I've been using to keep track of all these maps: World of Balance progress sheet (https://i222.photobucket.com/albums/dd184/zanazac/WorldOfBalance-ProgressSheet.png). I used something similar when I was mapping Lufia. A great way to keep everything nice and organized. :)
Title: Re: Final Fantasy VI (SNES)
Post by: Peardian on November 23, 2010, 07:08:53 pm
If walk-through-walls cheats are failing you, you can try something like Cheat Engine to manually control your position on the map. It might be easier and quicker to do that than to search for a univerally working code. For a game like FF, it could be as simple as an X and Y coordinate.
Title: Re: Final Fantasy VI (SNES)
Post by: Trop on November 23, 2010, 11:32:02 pm
7E004551
7E106A4A
7E1077B4
7E108473
7E109173
7E109E73

Heh, at least 3, funny.  Those 6 will freeze the river and the splashing.  The waterfalls themselves are not animations but color changing backgrounds and with more then 45 codes to hold them all in one color you're better off taking a separate pic of each.  As for the WTW I have found many around the net but none work.  If I don't post one in the next day assume I have failed.

Oh and if you need a reference for research:

http://www.fantasyanime.com/finalfantasy/ff6/ff6maps.htm

But as you can see he had problems too.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on November 24, 2010, 12:24:27 am
I managed to figure something out after much trial and error. I can horizontally offset what you see when first entering an area, but I haven't been as successful when trying vertically. Even so, I was able to finish the Vector map with this, so it was definitely worth the three or so hours of anguish! The code I used is 7E0541**.

It's been a while since I tried tackling that, so I may have exaggerated... ;)  But Trop, you're amazing. Definitely big thanks for working that out. I wouldn't have known where to start to work out something like that. Even for my little breakthrough, it took a lot of blind and aimless tinkering. The waterfalls shouldn't be a problem if they use palette animation, they'll all stay in sync.

I've come across those maps before. Although there are some spots where he fudged things, he did manage to capture out of reach portions in some maps that I couldn't (the NW corner of Vector, for instance).
Title: Re: Final Fantasy VI (SNES)
Post by: Trop on November 24, 2010, 09:38:03 am
left right
7E0074  01 or FF
7E0078  01 or FF
7E007C  01 or FF

up down
7E0076   01 or FF
7E007A   01 or FF
7E007E   01 or FF

Couldn't do coordinate WTW so scout codes instead.  ;D
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on March 27, 2011, 11:45:52 pm
Topic revival after who knows how many months...!

Got around to completing the map layout and patchwork for Mt. Kolts, so that's finally done with. And also got the items for Returners' Hideout labeled as well. It's not much, but at least it's something. :)

I don't think I'll get much else done in the coming weeks. I'll be busy drawing pages for a few comic books that I'm preparing for an upcoming convention. So the ever-dreaded mapping of the Lete River can happily wait for now, heheh.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on September 04, 2011, 01:11:38 pm
Hey~ I'm nearly finished with mapping everything in the World of Balance, save for 3 areas: Lete River, Phantom Forest, and the Phantom Train.

The Lete River is coming along, though it does take a lot of time and several passes through the area to capture everything. But at least now it's not impossible to do. :)

Finishing off the Phantom Forest depends upon finishing the Phantom Train area, and the main problem with that area is not being able to separate the train from the background/black space. But just now, I think I found a solution to this problem (using vSNES), so I'll give that program a shot.

Aside from that, I've started working on the World of Ruin. I have no idea how many maps there'll be (it's been years since I last played this game to completion), but I'll just do them as they come.
Title: Re: Final Fantasy VI (SNES)
Post by: Trop on September 12, 2011, 07:29:57 pm
Everything looks great so far.  Can't wait to see the World of Ruin maps.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on September 24, 2011, 04:58:27 pm
There's one thing I'd like to get an opinion or two on. With regards to the towns in the World of Ruin, I'm undecided about whether or not to include all the building interiors that were already shown in the World of Balance maps. On one hand, I find that they're a little redundant, especially if there's no new treasures to point out, but on the other, the maps might not seem as complete if they're not included. Any thoughts?

I've included two examples of towns without the already seen interiors.
Title: Re: Final Fantasy VI (SNES)
Post by: Paco on September 25, 2011, 03:44:10 am
hmm i would included all that has been seen before to make it complete.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on February 08, 2012, 04:56:13 pm
I got back into mapping FF6 last week, and I'm getting real close to completing the entire game. Since the update this past weekend, I've completed Umaro's Cave, the Phoenix Cave, and the Fanatics' Tower. All that's left to do is the Lete River, Cyan's Soul, Ebot's Rock, and Kefka's Tower.

Lete River: Still a pain in the neck, lol. I've tried using the remote viewing code that I found, but it's pretty much useless when riding the raft because it messes up a lot of the tiles on screen. But I've decided to use Troy Lundin's Lete River map as a template to fill in the extra areas that I can't reach.

Cyan's Soul: I've got it mostly mapped out. Just need to work on the mountain side areas where you're in the Magitek armor, and the interior areas of Doma Castle. I'm not going to bother mapping the castle exterior, because it doesn't relate at all to the scenario at hand.

Ebot's Rock: A very cumbersome area. Pretty much have to capture it all via save states since the visible area in game is very limited (and which cannot be remedied by toggling layers).

Kefka's Tower: Haven't touched it yet. I'm going to leave it until the above three maps are done. Looking forward to working on it!
Title: Re: Final Fantasy VI (SNES)
Post by: Troy Lundin on February 08, 2012, 06:06:05 pm
Lete River: Still a pain in the neck, lol. I've tried using the remote viewing code that I found, but it's pretty much useless when riding the raft because it messes up a lot of the tiles on screen. But I've decided to use Troy Lundin's Lete River map as a template to fill in the extra areas that I can't reach.

Does the GBA game use the exact same tiles as the SNES game? That's pretty cool, if so. Also, I am able to get anywhere in this game. If there is another area you would like help on, do not hesitate to ask.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on February 08, 2012, 08:44:34 pm
Yes, it looks like they do. The only obvious difference is the colours are brighter with the GBA version, which actually helps with distinguishing between the two maps as I'm filling in the holes.

Thanks for that! I'll keep you in mind if I run into a brick wall so to speak.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on February 14, 2012, 01:05:11 am
I was working on Ebot's Rock a little bit ago and discovered that, apart from the start and end of the cave, the coral gathering areas are based off of one layout which simply changes which pathways are blocked off and which are open. I've included an image of what I've mapped. Some iterations are complete while I rearranged the incomplete ones to fit the basic configuration.

As for what to do now, I was thinking of maybe mapping this bit with all the paths open, to at least acknowledge the existence of this part of the cave. Or perhaps not bother with it at all. Not really sure what to do.
Title: Re: Final Fantasy VI (SNES)
Post by: Troy Lundin on February 14, 2012, 08:01:59 pm
Ebot's Rock does indeed only consist of two scenes. I just completed it about five minutes ago. :D

Since I am only capturing the raw scenes, I won't get all the possibilities. You could place a marker or a key to show which walls can be moved. Nice job! :D


Edit: I was wrong in my earlier statement. There are only two scenes for Ebot's rock. I will show you what I got. They are 0194 and 0195, respectively.
The first one is what the shifting room looks like without any walls missing (I guess?), while the second show the entrance and boss. Just looking at the first image I have no idea how you would even get in the room to start with, unless you fall in from the room above or something.

(https://i.imgur.com/9Z12Ms.png) (http://imgur.com/9Z12M) (https://i.imgur.com/cjO4js.png) (http://imgur.com/cjO4j)

Also, are you using any type of Freemove code or cheat? Are you using a map freeze code or cheat to get to any map you want on demand? If not, I can help you find these, if you want.
Title: Re: Final Fantasy VI (SNES)
Post by: FlyingArmor on February 15, 2012, 12:25:29 am
Instead of what I thought of earlier (with all paths open), I actually kind of like how all the rooms are separated like that. So I think I may just go with that for when I arrange my map (and add a note about the nature of that room).

The way this dungeon works is you step on those grey pressure plates to get teleported around. There seems to be no rhyme or reason to them, it's just totally random where you end up. And it's the same with the walls as well.

I use a walk-thru-walls code to help me move around which is how I completed those first two iterations (though its usefulness is rather limited). I don't think I'll need help with this cave. I just need to encounter the rooms in isolation as I'm playing and I should be good. Thanks for showing me what you came up with! :)