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Author Topic: Test 0-7 Maps  (Read 714 times)
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Salanewt
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« on: August 04, 2017, 06:09:58 AM »

Okay, so this is basically just a quick post about those rooms. I've been going through the map editor in gsmagic and looking at the heightmap data of various rooms and figured out what most of these test rooms are based on:

Test Rooms; Heightmap:
0 - Taopo Swamp Cave (steam vents above Venus djinni)
1 - Madra/Garoh/Prox Cave Interior
2 - Contigo
3 - Kandorean Temple (pillar cave, with fallen monk)
4 - Kibombo Mountains (area with dog)
5 - ??? (one tall platform and two event tiles)
6 - Anemos Inner Sanctum (rooms with Charon)
7 - Daila Exterior (Flooded)

These heightmaps/layouts aren't identical to the ones that are encountered during normal gameplay though, especially that first one.

Spoiler for Test 0 = Taopo Swamp:
Visual Map of Taopo Swamp:


Heightmap:
Taopo Swamp:

Test 0:


Event Placement:
Taopo Swamp:

Test 0:



Spoiler for Test 5 = ???:


This image is a mockup of Test 5's heightmap placement with its two event tiles layered over it. The event tile on the right also has a layer tile that puts the player on layer 1, but I'm not sure why this is here.

The event tiles have IDs 1 and 5; while there is nothing for them in the room's code as far as I can tell, there is code for event IDs 8, 9, A, and B which are undefined in the map tile placement.

The functions for them are in this window:


Each one seems to clear a flag and do something with djinn but I'm not entirely sure what.


Aside from being smaller, the rest of the maps appear to have the same heightmap and event placement as the ones they are based off of. That being said, we are not 100% certain if they really are smaller or if there is more to them that current editors are unable to read.
« Last Edit: September 03, 2017, 04:49:40 PM by Salanewt » Logged

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« Reply #1 on: August 04, 2017, 04:44:12 PM »

Good work!

I thought about this earlier, but it's possible the Heightmap may continue off the edge rather than just abruptly ending, but I was too lazy to absolutely make sure.... so....
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« Reply #2 on: September 03, 2017, 05:28:50 PM »

Not sure how I missed your reply before; thanks!

It's definitely possible; neither gsmagic or the original editor seem to recognize anything beyond these boundaries, though maybe one day we'll know for sure!


Also, I updated the first post with more images and info. As far as I can tell only Test 0 is based on an earlier (probably) version of an existing map while Test 5 is likely its own thing; the rest of these maps seem to have 1:1 event and heightmap placement for layer 1 but on every layer.
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Atrius: @Fox, I tried, but for some reason Mario Golf won't boot, and Mario Tennis crashes when you patch out the text compression, and I'm not sure why...  The normal text loading functions in them are basically the same as the ones in the Golden Sun games.
April 16, 2018, 07:44:36 AM
Drake baku: So it took about halve a hour of letting my lap stay off for it to suddenly work again
April 16, 2018, 07:31:28 AM
Drake baku: All of a sudden fox his editor gets errors. When trying to start it, thing worked fine yesterday...
April 14, 2018, 01:04:37 PM
Fox: @Mario Golf/text editing = Nope... And it may be awhile yet. I think I looked into it before... (at least for GS1)... but usually is the case when I come across a particular problem, that it can delay a solution for an extremely long time.
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KyleRunner: Gee... never used discord...
April 12, 2018, 06:03:23 AM
Drake baku: I take it back, found it
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Drake baku: But there is no discord link to be found
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Drake baku: Everyone is on discord
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KyleRunner: Fox, what about that tool for editing text in Mario Golf? Didi you finish it? If not, can you make a version of gstoolkit compatible with it?
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Drake baku: Mauw
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