Author Topic: Chrono Trigger Treasure Chest memory map released  (Read 2413 times)

JLukas

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Chrono Trigger Treasure Chest memory map released
« on: November 27, 2005, 06:16:48 pm »
A memory map of all treasure chest data.

http://www.chronocompendium.com/wiki/index.php?title=Text_List_of_Treasure_Chests

There are 249 in the game.
Subtract 5 that are only used as an index to load data from another room
Subtract 4 that can't be obtained without cheats (walk through walls)

Total: 240 that that can be opened.

This list and the number above is of only "real" treasure chests that use the data at $35F000

It is possible to create a fully functioning treasure chest using only event code (another example at the amount of freedom the event code offers).  Several locations are programmed this way, ex: 044 Northern Ruins, Object 08.  Sealed chests are also created using event code.  Both types use storyline bits in another memory range.

Finally, it appears memory range 7F0020-7F004F (48 bytes) is extra space reserved for additional treasure chests.  It would be possible to use this as memory expansion space similar to the empty item inventory slots, provided you don't plan on creating more treasure chests that could potentially conflict.  You could, for example, use 7F0030-7F004F for your own purposes, leaving 7F0020-7F002F for treasure chest expansion (127 slots, which is obviously a lot)

Have fun.

Agent 12

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Chrono Trigger Treasure Chest memory map released
« Reply #1 on: November 27, 2005, 09:11:39 pm »
Here's an earlier post explaining how to use Event code to make a chest

Here's the pseudocode for anyone interested in doing a chest

(Object of Chest)

startup/idle:

set Object Coord //at chest area
if(MemorySpotOfChest && Bit)
Copy Tiles from open chest on map (put in corner)
remove this object

Activate:

ExploreMode Off
Copy Tiles as before
7f0200==Index of Item
TextBox("you got {item}")
BitMath(MemorySpotOfChest, Bit, Set)
ExploreMode On

ZeaLitY

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Chrono Trigger Treasure Chest memory map released
« Reply #2 on: November 27, 2005, 09:34:00 pm »
I've got a question; does that dummy chest on Mystic Mountain do anything? If I remember correctly, at the base of Mystic Mountain there is a chest in Layer 2 that can be seen by disabling layer 1 in the emulator. I've suggested that the unused weapon "Darksaber" might have been intended for that, but it's just speculation.

JLukas

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Chrono Trigger Treasure Chest memory map released
« Reply #3 on: November 27, 2005, 10:17:46 pm »
There is no treasure chest data for that room, or in the event code.  A placeholder tile, or it was real at one point and then (mostly) removed.  No way of knowing what that chest might've contained.

I looked at the pre and the map is slightly different, no chest.