Ff1 world map
Final Fantasy I World Map
Caves of Narshe: Final Fantasy I
http://www.cavesofnarshe.com/ff1/
This page can be found online at http://www.cavesofnarshe.com/ff1/map.php
It's a map, Jim, but not as we know it. Unless you've used a CoN map before, in which case you pretty much know what's going on here, but even then, we've tweaked it a little.
Point your special device at a location marked in pale to find what's sold there. We don't have store facts for the greyed out ones; they're just there for your information.
Lufenia
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Caves of Narshe: Last Fantasy I
Version 6
©1997–2025 Josh Alvies (Rangers51)
Note: this printable version may not contain the entire contents of the entire version. In particular, web forms are removed, and any links you could check for further information on the given statistics are not shown. You may check the URL at the top of this document for the full and up-to-date version.
All fanfiction and fanart (including original artwork in forum avatars) is property of the unique authors. Some graphics property of Square Enix.
Final Fantasy/World map data
This is a sub-page of Final Fantasy.
Final Fantasy (and Final Fantasy II as well) uses a 256x256-tile planet map in this data format. The map data is not stored raw, but uses plain compression in a kind of run-length encoding. The ROM (in iNES format) stores its planet map data starting at .
Row pointers
From
to there are 256 little-endian 16-bit integer standards representing addresses in the NES memory map (with the ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map. (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to aim to the identical memory location if they use identical row data, such as a 256-tile row of ocean.) Since this bank will loaded into the NES memory map at readable address, all memory pointers in the ROM must gesture to the row's ROM file address + . To translate a memory pointer back into a ROM file address, you subtract instead.
Row data
Because the row pointers point to active NES memory in which the
must be active, all of the map data is confined to this bank. Unrelated statistics begins at file address, so all ro
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