NTG Posted August 1, 2012 Share Posted August 1, 2012 (edited) Prompts from some people made me realize I should share my notes/documentation on the FE7 World Map. If you knew everything below already, then you're a star. Of course, to some people, it's simply just another image. But I've got time on my hands, sooo... Just to show it's possible, I inserted FE4's world map. However, I reduced all the colours to 1 palette just to save myself some work (but you could very well use all 4 palettes). The world map is divided into 12 segments, one after another. The first 8 are 32 x 32 tiles but the last 4 are 32 x 22 (width x height) tiles. Each segment has their own TSA. Annoyingly/funnily the TSA are all the same size though. There are 4 palettes, located at 574990. Image starts at 574A10 and TSA starts formally at 5CAA10. Below are the addresses for the image segments and their respective TSA's. Image segment - TSA 574A10 - 5CAA12 57CA10 - 5CB216 584A10 - 5CBA1A 58CA10 - 5CC21E 594A10 - 5CCA22 59CA10 - 5CD226 5A4A10 - 5CDA2A 5ACA10 - 5CE22E 5B4A10 - 5CEA32 5BA210 - 5CF236 5BFA10 - 5CFA3A 5C5210 - 5D023E (The TSA actually starts at 2 bytes less- I ignored the first 2 bytes (1F 1F). Those tell you the size of the TSA.) And as with a lot of GBA data, the TSA is backwards. So the TSA starts with the 32nd row of tiles, then 31st.... then all the way to the 1st. [ Of course, I heard that uncompressed TSA is backwards, but compressed TSA is not! ] ------------------------------------------------------------------------------------------------------------------------------------------------------ And a bonus: here's some TSA tips. (These tips apply for all TSA, not just this world map.) Here I loaded the 9th segment's TSA (5CEA32) in Windhex. The underlined (green) lines represent the last (32nd) row. That 1F 1F represents the size of the TSA (I believe it's the max size). A tile is represented by 2 bytes. I highlighted one of them in orange: E0 13 Read it reversed- 13E0 This calls up the tile 3E0 and uses palette number 1. When working with TSA, I like to make a grid so I can identify every tile. Here's the 1st image segment. I wrote down the "ID"s (or index) on top of some of the tiles just to illustrate how the grid works. The tiles run from 00 to 3FF. (Sorry if it's hard to read!) v don't have to read this v Now, I've been out of the hacking-loop for quite a long time really. My latest activity involves the FE12 translation project. It's a DS game, but a lot of things are still very much the same, including TSA. I don't know to what extent people know about things, and what programs are available now. Do you think tile editors are old-fashioned? I've messed with TSA before, but only recently did I fully understand it, including how tiles are flipped. I even read about looking at the TSA binary-wise, which makes a lot of sense for the tile flipping. However, the notes I read were old and didn't seem to match with what I knew. Also, I don't know if people understand it already, but I'm just going to summarize what I know now: ^ don't have to read this ^ Summary Each tile is represented by 2 bytes, stored in reverse order. Now, I'm going to refer to the bytes in the "correct order": The first digit tells you the palette (can range from 0 to F) and the last 3 digits tells you the tile id, with any flipping effects included (can range from 0 to FFF). Regarding flipping effects, a certain value is added to the tile id (or you could say the 2nd digit is altered). Note this is in hexadecimal. I'm not going to bother talking about it binary-wise here (unless clarification is wanted). + 400 horizontal flip + 800 vertical flip + C00 both flips, aka 180 rotation So you can tell if flips are involved if the tile id exceeds 3FF. Otherwise, if it's within 0-3FF then it's not flipped. An example: 3A10 Palette 3 is used. The tile id is A10, which exceeds 3FF, so it's been flipped. Now, if you try to subtract 400 you get 610 which is still over 3FF, so you know it's not a horizontal flip. But if you subtract 800 you get 210, which is within 0-3FF. So you know it's the 210th tile being called up, with a vertical flip. And that's all for now. Edited August 1, 2012 by MagikruiserGirl okay I'll stop editing this post Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 1, 2012 Share Posted August 1, 2012 (edited) holy crap it's mage girl ...holy crap it isn't even though I don't plan on using/editing the WM, this still is a good batch of info, nice stuff :o Edited August 1, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 1, 2012 Share Posted August 1, 2012 Thanks! I'm sure this will come in handy for a lot of people even if I'm not one of them since hacking FE12 taught me way more about TSA, graphic editing, and compressions than I could ever want to know. I'm glad I have something that's simple and thorough to link to now for TSA tips as well. I've been meaning to make a tutorial on it for like a year but I'm so pre-occupied with other priorities so you did me another sweet favor~ or "took my job" again :P just kidding And I'll be honest in saying I didn't actually know where the image was either, it's 4bpp graphics though right? but yeah tl;dr thanks for sharing this! And I'm glad your sig shared it with us so we could peer pressure you into posting about it ;) Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 1, 2012 Share Posted August 1, 2012 (edited) さすがビンセントの妹・・・ Also just a note, GBA Graphics Editor has support for looking at image with flipped TSA, just like it is for CGs. And NTG don't say A WORD about that CG. I know what you're thinking. XD Also, yes, compressed TSA is NOT backwards: Edited August 1, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
NTG Posted August 1, 2012 Author Share Posted August 1, 2012 holy crap it's mage girl ...holy crap it isn't even though I don't plan on using/editing the WM, this still is a good batch of info, nice stuff :o Hehe. It's Magikruiser~ Thanks :) And I'll be honest in saying I didn't actually know where the image was either, it's 4bpp graphics though right? but yeah tl;dr thanks for sharing this! And I'm glad your sig shared it with us so we could peer pressure you into posting about it ;) Yup! 4bpp, standard GBA, uncompressed. Funnily enough, I think I've actually seen the world map ages ago, when I used to scroll through FE7 looking for images. But I'm not sure really! But that was exactly my plan, so people would see my sig and then pester me into posting this topic hehehehe--- ok not really さすがビンセントの妹・・・ Hey you I know what you're saying I see. *Goes to download latest version of GBAGE* So I have to vertically flip all tiles and do a whole vertical flip as well. Hey, I am not thinking anything about that CG. :P You just think I'm thinking something. And I realize now that I realized compressed TSA wasn't backwards. Those DS TSA files weren't backwards. :D I never handled compressed TSA before this though. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 1, 2012 Share Posted August 1, 2012 i swear that tsa wasn't working for me whatever *trashes notes* Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 2, 2012 Share Posted August 2, 2012 double post but whatever TSA is actually a bit easier than that if you have a scientific calculator. It's based on each of the bits The first 10 bits are the tile index *4 the next bit is vertical flip boolean bit after is horizontal last four bits are palette index *4 Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 2, 2012 Share Posted August 2, 2012 yeah someone really needs to make a legitimate tutorial on TSA not all these random notes and tidbits that only come up in specific situations lol and yeah what I do is just insert the image upside down and then flip all the tiles using GBAGE's (relatively new) feature :\ Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted August 6, 2012 Share Posted August 6, 2012 I guess I'll just leave this map here? Quote Link to comment Share on other sites More sharing options...
zahlman Posted August 21, 2012 Share Posted August 21, 2012 yeah someone really needs to make a legitimate tutorial on an editor for TSA IMO. Quote Link to comment Share on other sites More sharing options...
Jubby Posted August 21, 2012 Share Posted August 21, 2012 doesn't cam always say he's working on a TSA editor? :P FINISH IT CAM AND WE WILL WORSHIP YOU Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 21, 2012 Share Posted August 21, 2012 I hate writing GUIs. Besides, GBAGE does an adequate job of it... Quote Link to comment Share on other sites More sharing options...
Agro Posted August 22, 2012 Share Posted August 22, 2012 doesn't cam always say he's working on a TSA editor? :P FINISH IT CAM AND WE WILL WORSHIP YOU >implying we don't already (we don't) Quote Link to comment Share on other sites More sharing options...
NTG Posted September 1, 2012 Author Share Posted September 1, 2012 A TSA editor would be nice. Hehe... double post but whatever TSA is actually a bit easier than that if you have a scientific calculator. It's based on each of the bits The first 10 bits are the tile index *4 the next bit is vertical flip boolean bit after is horizontal last four bits are palette index *4 I feel like I'm a bit late but, isn't it the other way around? First 4 is palette, next 2 are flips, and last 10 are tile index. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 1, 2012 Share Posted September 1, 2012 (edited) Uhhhhhhh I know that the bytes are reversed (so 19 43 isn't 0001 1001 0100 0011b but actually 0x4319 = 0100 0011 0001 1001b) they might be fully bit-reversed too, I dunno. Edited September 1, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
sprays Posted November 26, 2012 Share Posted November 26, 2012 I guess I'll just leave this map here? Sorry that I don't understand coding and TSA. I could only get this poor image via playing and snaping.That's so inspiring to see the whole map hidding in the rom~~ Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.