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World Map Triggers

Lazy Bastard edited this page May 9, 2019 · 2 revisions

This info was put together by Lazy Bastard of GameHacking.org, with info and help from others as noted below.

b0ardface said: "World map triggers are the same format as indoor triggers, they’re just located elsewhere I believe" Pinkpuff said: "That’s my understanding as well"

b0ardface said: "Yep — CFE60, first six bytes are offsets to overworld/underworld/moon, CFE66-CFFFF are the triggers" "There appears to be no additional free room after the triggers to add more, so you’d have to change existing triggers or do a hack to expand that area backwards"

chillyfeez said: "World map triggers are preceded by six bytes indicating the offsets that begin overworld, underworld and moon, in that order." "So you can move some triggers between worlds if you need to." "Also, you can use yousei’s editor to view exact trigger locations." "There are at least three in the Overworld that exist but are completely unused" "Two on the tower of babil" "And the back half of mist (town)" "Also in the underworld, there are several trigger points for the tanks to attack the tower, easily repurposed"

Per b0ardface’s info above, this means that the trigger data for the overworld map is: 65 9C 24 10 1E 66 9C 24 10 1E 65 9D 24 10 1E 66 9D 24 10 1E 64 9D 00 10 1E 64 9E 00 10 1E 67 9D 00 10 1E 67 9E 00 10 1E 4C 84 6C 02 1C 54 77 6C 9B 03 60 77 01 43 10 61 77 01 DC 10 7D 68 02 0F 1E 8A 53 6F 1A 1D 8A 4D 73 98 09 86 48 74 90 09 7D 42 76 90 0B 77 3E FF 10 00 76 3A 25 10 1E 77 3A 25 10 1E 76 39 25 10 1E 77 39 25 10 1E 88 38 77 8F 04 98 31 7E 0F 1C A0 31 80 15 1E D6 3A 26 0F 1D D7 3A 26 0F 1D D6 39 26 0F 1D D7 39 26 0F 1D DD 38 FF 2B 00 9A C7 03 10 1F 9B C7 03 10 1F DA C7 84 14 1F 22 52 27 10 1D 23 52 27 10 1D 22 51 27 10 1D 23 51 27 10 1D 23 53 05 10 1C 23 54 05 10 1C 24 54 05 10 1C 4A 35 8C 85 07 2D EB 28 10 1F 2E EB 28 10 1F 2D EC 28 10 1F 2E EC 28 10 1F 18 E7 C7 8A 04 68 D7 06 10 1F 69 D8 06 10 1F D2 82 04 11 1E DB 88 A0 07 14 21 DB B5 0C 05 22 DB C0 8C 11 E4 2F CF 08 0B D5 D1 D1 08 0B 59 A3 D2 08 0B 22 65 D3 08 0B 56 4F D4 08 0B 29 35 21 08 1E

…​and the trigger data for the underworld map is: 63 52 07 0F 1E 64 52 07 0F 1E 63 51 07 0F 1E 64 51 07 0F 1E 5B 53 0F 03 0E 30 0F FF 58 00 31 0F FF 58 00 68 7B 00 06 0B 3E 79 01 11 1B 3F 79 01 11 1B 3F 7A 01 11 1B 0D 0E 45 90 02 2E 6D 44 04 0A 1B 56 36 91 0A 37 14 FF 36 00 36 11 FF 36 00 33 10 FF 36 00

…​and the trigger data for the lunar map is: 3D 17 5A 88 07 1C 19 60 10 1C 12 14 63 0C 1E 12 0E 63 93 05 29 18 64 95 06 28 1C 64 09 19 21 27 65 0A 10

Also, Yousei’s notes (for headered v1.0) state: D0060-D0065 World Trigger Pointers D0066-D01FF World Trigger Data (*2)

So subtracting 0x200 for the header, these would be: CFE60-CFE65 World Trigger Pointers CFE66-CFFFF World Trigger Data (*2)

The data (above) is in five-byte pieces.

Distilling the data I got from b0ardface and Aexoden above, and adding what I figured out with a hex editor, Yousei’s editor, and Pinkpuff’s ff4kster: The data for world map triggers is at CFE60-CFFFF. The first six bytes at CFE60 contain the relative offsets (from CFE66) for Overworld, Underworld, and Lunar world maps: 00 00 22 01 77 01 The Overworld map trigger data starts at CFE66, so its relative offset is 0. The Underworld map trigger data starts at CFF88, so its relative offset is 0x0122. The Lunar map trigger data starts at CFFDD, so its relative offset is 0x0177. (these offsets are relative to the beginning of this trigger data, at 0xCFE66) Each trigger is five bytes in size. For example, here’s the one for Cave Magnes: 4A 35 8C 85 07 According to Yousei’s editor, it’s at x74, y53. In hex, that’s 4A, 35. ff4kster says Cave Magnes 1F is grid index 140. In hex, that’s 8C. We’ll assume the grid index matches the map index, which isn’t always true apparently. b0ardface said: "Second last byte contains both X coordinate (lower 6 bits) and facing direction upon arrival (top 2 bits)" …​and the tile you arrive at in Cave Magnes 1F (looking at it with ff4kster) is 5,7. Assuming the last byte is the Y position, this means that 0x80 is the facing direction value. Aexoden said: "Yes, so shift the bits right 6 times" "128 / 2 ^ 6 = 2" "Or just think of the top two bits being "10" "So the direction possibilities are going to be 0x00, 0x40, 0x80, 0xC0" "up, right, down, left" In summary, Cave Magnes overworld map trigger is at 74, 35; it teleports you to map 140 (Cave Magnes 1F); and in that map, it places you at 5,7, facing down.

Overworld Triggers:

65 9C 24 10 1E Baron Castle, top left 66 9C 24 10 1E Baron Castle, top right 65 9D 24 10 1E Baron Castle, bottom left 66 9D 24 10 1E Baron Castle, bottom right 64 9D 00 10 1E Baron Town, top left 64 9E 00 10 1E Baron Town, bottom left 67 9D 00 10 1E Baron Town, top right 67 9E 00 10 1E Baron Town, bottom right 4C 84 6C 02 1C Misty Cave, south entrance 54 77 6C 9B 03 Misty Cave, north entrance 60 77 01 43 10 Village Mist, left 61 77 01 DC 10 Village Mist, right 7D 68 02 0F 1E Kaipo 8A 53 6F 1A 1D Watery Pass, south entrance 8A 4D 73 98 09 Watery Pass, plateau, south entrance 86 48 74 90 09 Watery Pass, plateau, north entrance 7D 42 76 90 0B Watery Pass, north entrance 77 3E FF 10 00 Damcyan bombing event 76 3A 25 10 1E Damcyan, bottom left 77 3A 25 10 1E Damcyan, bottom right 76 39 25 10 1E Damcyan, top left 77 39 25 10 1E Damcyan, top right 88 38 77 8F 04 Antlion Cave 98 31 7E 0F 1C Mt. Hobs, west entrance A0 31 80 15 1E Mt. Hobs, east entrance D6 3A 26 0F 1D Fabul, bottom left D7 3A 26 0F 1D Fabul, bottom right D6 39 26 0F 1D Fabul, top left D7 39 26 0F 1D Fabul, top right DD 38 FF 2B 00 Fabul dock 9A C7 03 10 1F Mysidia, left 9B C7 03 10 1F Mysidia, right DA C7 84 14 1F Mount Ordeals 22 52 27 10 1D Toroia Castle, bottom left 23 52 27 10 1D Toroia Castle, bottom right 22 51 27 10 1D Toroia Castle, top left 23 51 27 10 1D Toroia Castle, top right 23 53 05 10 1C Toroia Town, top 23 54 05 10 1C Toroia Town, bottom left 24 54 05 10 1C Toroia Town, bottom right 4A 35 8C 85 07 Cave Magnes 2D EB 28 10 1F Eblan, top left 2E EB 28 10 1F Eblan, top right 2D EC 28 10 1F Eblan, bottom left 2E EC 28 10 1F Eblan, bottom right 18 E7 C7 8A 04 Cave Eblan 68 D7 06 10 1F Agart, top left 69 D8 06 10 1F Agart, bottom right D2 82 04 11 1E Silvera (Mythril Town) DB 88 A0 07 14 Adamant (Adamant Isle Grotto) 21 DB B5 0C 05 Tower of Babil (unused?) 22 DB C0 8C 11 Tower of Babil (unused?) E4 2F CF 08 0B Fabul Chocobo Forest D5 D1 D1 08 0B Mount Ordeals Chocobo Forest 59 A3 D2 08 0B Baron Chocobo Forest 22 65 D3 08 0B Toroia Chocobo Forest (south of Toroia) 56 4F D4 08 0B Island Chocobo Forest (east of Toroia) 29 35 21 08 1E Black Chocobo Forest

Underworld Triggers:

63 52 07 0F 1E Dwarven Castle, bottom left 64 52 07 0F 1E Dwarven Castle, bottom right 63 51 07 0F 1E Dwarven Castle, top left 64 51 07 0F 1E Dwarven Castle, top right 5B 53 0F 03 0E Dwarven Castle cave exit 30 0F FF 58 00 Tower of Bab-Il, left 31 0F FF 58 00 Tower of Bab-Il, right 68 7B 00 06 0B Kokkol’s Smithy (Kokkol’s Forge) 3E 79 01 11 1B Tomra, top left 3F 79 01 11 1B Tomra, top right 3F 7A 01 11 1B Tomra, bottom 0D 0E 45 90 02 Sylvan Cave 2E 6D 44 04 0A Sealed Cave 1B 56 36 91 0A Land of Monsters (Feymarch) 37 14 FF 36 00 Tanks firing, first trigger (south-most) 36 11 FF 36 00 Tanks firing, second trigger (middle) 33 10 FF 36 00 Tanks firing, third trigger (north-most)

Lunar Triggers:

3D 17 5A 88 07 Cave Bahamut 1C 19 60 10 1C Crystal Palace 12 14 63 0C 1E Lunar Tunnel, first entrance after arriving on the moon 12 0E 63 93 05 Lunar Tunnel, second entrance after arriving on the moon 29 18 64 95 06 Lunar Tunnel, third entrance after arriving on the moon 28 1C 64 09 19 Lunar Tunnel, fourth entrance after arriving on the moon 21 27 65 0A 10 Hummingway Home

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