Difference between revisions of "Map ID Table"

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(Contents)
 
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The following is the floor maps to hex code.
 
The following is the floor maps to hex code.
 
<pre>
 
<pre>
Pioneer2_Ep1   = 00000000
+
Pioneer2_Ep1   = 00000000
Forest1   = 00000001
+
Forest1   = 00000001
Forest2   = 00000002
+
Forest2   = 00000002
Cave1   = 00000003
+
Cave1   = 00000003
Cave2   = 00000004
+
Cave2   = 00000004
Cave3   = 00000005
+
Cave3   = 00000005
Mines1   = 00000006
+
Mines1   = 00000006
Mines2   = 00000007
+
Mines2   = 00000007
Ruins1   = 00000008
+
Ruins1   = 00000008
Ruins2   = 00000009
+
Ruins2   = 00000009
Ruins3   = 0000000A
+
Ruins3   = 0000000A
Boss_Dragon   = 0000000B
+
Boss_Dragon   = 0000000B
Boss_Derolle   = 0000000C
+
Boss_Derolle   = 0000000C
Boss_Volopt   = 0000000D
+
Boss_Volopt   = 0000000D
Boss_Darkfalz   = 0000000E
+
Boss_Darkfalz           = 0000000E
Lobby(Battle_ruins on BB) = 0000000F
+
Lobby(Battle_Spaceship on GC)         = 0000000F
Battle_Spaceship   = 00000010
+
Battle_Spaceship(battle_palace on GC) = 00000010
Battle_Ruins(Lobby on BB) = 00000011
+
Battle_Ruins(Lobby on GC) = 00000011
Pioneer2_Ep2   = 00000012
+
Pioneer2_Ep2 = 00000012
Temple_A   = 00000013
+
Temple_A   = 00000013
Temple_B   = 00000014
+
Temple_B   = 00000014
Spaceship_A   = 00000015
+
Spaceship_A = 00000015
Spaceship_B   = 00000016
+
Spaceship_B = 00000016
CCA   = 00000017
+
CCA   = 00000017
Jungle_East   = 00000018
+
Jungle_East = 00000018
Jungle_North   = 00000019
+
Jungle_North = 00000019
Mountain   = 0000001A
+
Mountain   = 0000001A
Seaside   = 0000001B
+
Seaside   = 0000001B
Seabed_Upper   = 0000001C
+
Seabed_Upper = 0000001C
Seabed_Lower   = 0000001D
+
Seabed_Lower = 0000001D
Boss_Galgryphon   = 0000001E
+
Boss_Galgryphon = 0000001E
Boss_Olgaflow   = 0000001F
+
Boss_Olgaflow = 0000001F
Boss_Barbaray   = 00000020
+
Boss_Barbaray = 00000020
Boss_Goldragon   = 00000021
+
Boss_Goldragon = 00000021
Seaside_Night   = 00000022
+
Seaside_Night = 00000022
Tower   = 00000023
+
Tower   = 00000023
Wilds1   = 00000024
+
Wilds1   = 00000024
Wilds2   = 00000025
+
Wilds2   = 00000025
Wilds3   = 00000026
+
Wilds3   = 00000026
Wilds4   = 00000027
+
Wilds4   = 00000027
Crater   = 00000028
+
Crater   = 00000028
Desert1   = 00000029
+
Desert1   = 00000029
Desert2   = 0000002A
+
Desert2   = 0000002A
Desert3   = 0000002B
+
Desert3   = 0000002B
Boss_Saintmilion   = 0000002C
+
Boss_Saintmilion = 0000002C
Pioneer2_Ep4   = 0000002D
+
Pioneer2_Ep4 = 0000002D
Test_Area   = 0000002E
+
Test_Area   = 0000002E
 
</pre>
 
</pre>

Latest revision as of 16:31, 3 December 2021

Contents

The following is the floor maps to hex code.

Pioneer2_Ep1 		  		= 00000000
Forest1 		  		= 00000001
Forest2 		  		= 00000002
Cave1 			  		= 00000003
Cave2 			  		= 00000004
Cave3 			  		= 00000005
Mines1 			  		= 00000006
Mines2 			  		= 00000007
Ruins1 			  		= 00000008
Ruins2 			  		= 00000009
Ruins3 			  		= 0000000A
Boss_Dragon 		  		= 0000000B
Boss_Derolle 		  		= 0000000C
Boss_Volopt 		  		= 0000000D
Boss_Darkfalz 		  	        = 0000000E
Lobby(Battle_Spaceship on GC) 	        = 0000000F
Battle_Spaceship(battle_palace on GC)	= 00000010
Battle_Ruins(Lobby on GC) 		= 00000011
Pioneer2_Ep2 				= 00000012
Temple_A 		  		= 00000013
Temple_B 		  		= 00000014
Spaceship_A 				= 00000015
Spaceship_B 				= 00000016
CCA 			  		= 00000017
Jungle_East 				= 00000018
Jungle_North 				= 00000019
Mountain 		  		= 0000001A
Seaside 		  		= 0000001B
Seabed_Upper 				= 0000001C
Seabed_Lower 				= 0000001D
Boss_Galgryphon 			= 0000001E
Boss_Olgaflow 				= 0000001F
Boss_Barbaray 				= 00000020
Boss_Goldragon				= 00000021
Seaside_Night 				= 00000022
Tower 			  		= 00000023
Wilds1 			  		= 00000024
Wilds2 			  		= 00000025
Wilds3 			  		= 00000026
Wilds4 			  		= 00000027
Crater 			  		= 00000028
Desert1 		  		= 00000029
Desert2 		  		= 0000002A
Desert3 		  		= 0000002B
Boss_Saintmilion 			= 0000002C
Pioneer2_Ep4 				= 0000002D
Test_Area 		  		= 0000002E