0x00021366 - contains some code that gets spell definition, decreases current MP, makes the screen flash, and then calls what BNC refers to as "LoadPlayerSaveLocation"Earl wrote:How does the game determine character placement after a casting of Egress? Just curious if messing with a map and/or priest location could result in Bowie ending up inside a wall or something. Seems like something that would have a table for the different map possibilities... but then again, I know that the game updates your egress point regardless of last save at certain milestones (so you can't get back to Grans Island immediately after landing in Parmecia, for example).
I'd check this myself, but either it's not in the documentation I'm looking at, or I'm looking for the wrong things.
0x000075EC - LoadPlayerSaveLocation: does a bunch of stuff and loads two tables of data: "SaveLocations" (from 0x00007B71 and is 84 bytes long, examined in 4 byte chunks so 15 entries... though to be honest I don't see anything to keep this from rolling into the next table) and some "unknown" table (from 0x00007BCA and is 12bytes long, examined in 4 byte chucks so 3 entries)
Of note is that the "unkown" table only gets looked at if TRAP #1 (0x0040)... i.e. if the 0x0040 flag is set... which I believe is the "last" character joined flag?
The "unkown" table section also puts the retrieved data in a different location for usage...
Not sure what's going on there but yeah, those would be the places I'd look at if you have any egress into walls scenarios