Update (14 FEB 2012): 291 scenes captured.
Update (15 FEB 2012): 430 scenes captured. Starting cleanup.
Gonna start on this game. If it's already been started, let me know.
Found out the following information:
This game uses the most disorganized memory allocation I have ever seen. Character and screen positions are held in multiple locations. Some are 16-bit while others are 8-bit. the Map IDs are held in a similar fashion.
FFVI uses separate screen and character locations. It also does what Sword of Mana does. When I put the character location to (0, 0), the screen location stops at (16, 16). Though, in this game's case, I am able to nudge the screen to the very edge to grab the missing pixels. An interesting feature about the missing pixels is that they are absolutely useless. Basically, anything past where your screen can normally go seems to be repeated tiles. This applies to outdoor maps only.
Indoor maps are a bit different. They consist of multiple rooms. They have (so far) a maximum size of (2048, 1024). After these dimesions are passed, the map starts to repeat even though the character position doesn't reset. For example, if I were to go past 2048 on the x-axis, it wouldn't reset to 0 but the map would start repeating. Both the x- and y-axis go up to 65,535.
I'll attach an example of an Outdoor and Indoor map. You'll notice the Outdoor map (Narshe) is stuffed with garbage on it's edges. The indoor map (Jidoor) contains some random pots.
Also, if anyone knows the offsets for animations, I'd love it.
![Cheesy :D](https://www.vgmaps.com/forums/Smileys/default/cheesy.gif)