I've attached a .rar archive of all the fixed Deep Dungeon .GNS files. Open your ISO in CDMage, go to the MAP section, and import these files over the existing .GNS files. After that, all your Deep Dungeon maps will start fully lit, and stay that way. Unless you ChangeMap to them with event commands, anyway.
Also, Pride set up an XML to do this (https://ffhacktics.com/smf/index.php?action=dlattach;topic=12525.0;attach=18650) via OrgASM down below, which ought to be quicker and easier than importing each individual GNS file in CDMage.
Turns out there was a problem with MAP112.GNS. As it was, it glitched out and added a second level to every tile in TIGER high above the camera, with multiple of those tiles crashing the emulator. Managed to pin down the issue and have uploaded a new set of .rar files with the fixed 112 in it.
I found a small bug, every time a unit turns into a crystal, the map goes dark again. Is there any way to resolve this?
That really shouldn't be happening, since the fixes Xifanie talked me through worked for Arena back in the day from what I understand, but, also, said fixes involve making every map state use the same set of data. Also, I'm fairly certain I tested these fixes.
However, these fixes were meant to be used in non-DD circumstances. If you're just plopping these maps into the game to use as regular DD maps, it wouldn't surprise me if, say, the coding to switch states depending on crystal presence is ignoring the fixes.
I took the opportunity to make a xml to do this without having to upload each gns file. Faster and easier. Apply with FFTorgASM like most xml files.
Quote from: Pride on May 07, 2021, 02:02:03 pmI took the opportunity to make a xml to do this without having to upload each gns file. Faster and easier. Apply with FFTorgASM like most xml files.
what a bro