[FE8] World Map Graphic Insertion

There are 4 world maps in the game:
(1) the 240x160 one used in the OP

(2) the 480x320 one

(3) the 64x64 mini world map
in JP version: Magival, dark

in US version: Magvel, bright

(4) the 240x160 one used in the beginning of the prologue

Part 1 the OP world map

in JP version:
image 0xB4BBA0 compressed

TSA 0xB4F758 compressed
palette 0xB4FCD4 uncompressed

in US version:
image 0xAB21D8 compressed
TSA 0xAB5D90 compressed
palette 0xAB630C uncompressed

Part 2 the 480x320 world map

in the JP version:
image 0xB085F8 uncompressed

(The image looks wired because I just use one of the 4 palettes to display it. That is what the palette map for.)
palette group 0xB1B278 uncompressed
Note: there are 4 palettes. 0x20 bytes x 4 from 0xB1B278 to 0xB1B2F7
palette map 0xB1B2F8 compressed
Every 4bits represent the palette index of a tile (0-3). The game has a neat system to convert it to the real data in the VRAM.
For example, the 1st byte is 0x33, which means the first two tiles use the 4th palette in the palette group.
0x33 ->0x3 -> the 1st tile uses the 4th palette
->0x3 -> the 2nd tile uses the 4th palette
(1 tile = a unit of 8px x 8px)

in the US version:
image 0xA83364 uncompressed
palette group 0xA95FE4 uncompressed
palette map 0xA96064 compressed

Part 3 the mini map

in the JP version:
image 0xB26A6C compressed

palette 0xB2715C uncompressed

in the US version:
image 0xAA1280 compressed

palette 0xAA188C uncompressed
The mini map image in the US version looks a bit different from what we can see in the game because there is a TSA trick for the yellow line at the bottom.

Part 4 the prologue world map

in the JP version:
image 0xB1E9B8 compressed

(it looks wired because I only use one palette of the four to display the whole image.)
palette group 0xB23D3C uncompressed
Note: There are 4 palettes of 16 colors (0x20 bytes x 4)
TSA 0xB237EC conpressed

in the US version:
image 0xA99140 compressed
palette group 0xA9E4C4 uncompressed
TSA 0xA9DF74 compressed

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可以,这很拉切尔。(滑稽)
It‘s okay.Good job!

Heya. It seems there’s an additional 2 bytes of 0-padding for every 60 tiles. Maybe this was done so that every row of tiles is 32 aligned.

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