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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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Final Fantasy IV - Overworld Map by Brutapode89
Forum Index - Valley of Bowser - Moderation Questions - Graphics - Final Fantasy IV - Overworld Map by Brutapode89
Pages: « 1 » Link
File Name: Final Fantasy IV - Overworld Map
Submitted: by Brutapode89
Authors: Brutapode89
Type: Ripped
Purpose: Overworld
Description: Ripped from the first map of Final Fantasy IV on SNES.

- Use palettes 2, 3, 4 & 5.
- Disable original game's global tile animations.
While this look like a nice rip, I have to reject this graphic due the lack of optimization.

Upon checking the 8x8 tile selector, I've noticed that there's a lot of unused graphics there. The sample map is also lackluster and without a lot of these graphics. You should be mindful that these tiles take a good chunk of space, so the idea of the bps patch is to act as a map 16 of maps somehow. And since the map does not use them, these tiles take a lot of space for no good reason.

Also, meanwhile the castles and towns are not layer 2 in Final Fantasy IV, I suggest you move it to layer 2, since it would help the players to have more freedom in how they decorate their overworld.

I see two possible solutions for this rip to be even better. Either you optimize it to include only the tiles included in the sample map or you make a more robust custom map with everything that was ripped. And perhaps you can even save some palette space by separating certain stuff to layer 1 (terrain) and layer 2 (castle, cities, buildings). Also, you added a lot of tags of things that are not in the map.
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Forum Index - Valley of Bowser - Moderation Questions - Graphics - Final Fantasy IV - Overworld Map by Brutapode89

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