Maps (Boktai 2): Difference between revisions

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(Created page with "The following maps exist in Boktai 2. The names have been extracted from the string data. The init script is responsible for loading the map, spawning objects in it, etc. {| class="wikitable" |- ! ID || Name || Init script || Description |- | 0 || no_area || || |- | 1 || demo || || |- | 2 || ending || || |- | 3 || title || || |- | 4 || vm00_00 || || |- | 5 || f00 || 051d || 6th Avenue |- | 6 || f01 || 052b || 10th Avenue |- | 7 || f02 || 0...")
 
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The following maps exist in Boktai 2. The names have been extracted from the string data. The init [[Script directory|script]] is responsible for loading the map, spawning objects in it, etc.
The following maps exist in Boktai 2. The names have been extracted from the string data. The init [[Script directory|script]] is responsible for loading the map, spawning objects in it, etc.


{| class="wikitable"
{| class="wikitable exportable"
|-
|-
! ID || Name || Init script || Description
! ID || Name || Init script || Description
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Maps are grouped into areas. Each dungeon is one area, in the overworld each map is its own area. Certain states will be reset when changing areas (e.g. normal item chests will be reset).
Maps are grouped into areas. Each dungeon is one area, in the overworld each map is its own area. Certain states will be reset when changing areas (e.g. normal item chests will be reset).


{| class="wikitable"
{| class="wikitable exportable"
|-
|-
! ID || Maps || Description
! ID || Maps || Description

Revision as of 16:48, 11 August 2024

The following maps exist in Boktai 2. The names have been extracted from the string data. The init script is responsible for loading the map, spawning objects in it, etc.

ID Name Init script Description
0 no_area
1 demo
2 ending
3 title
4 vm00_00
5 f00 051d 6th Avenue
6 f01 052b 10th Avenue
7 f02 0535 4th Avenue
8 f03 0540 2nd Avenue
9 f04 0548 8th Avenue
10 f05
11 f06
12 st00_00 056b Valley: 1st map
13 st00_01 057c Valley: Spiders, Salon, Ringo
14 st00_02 058d Valley: Gate
15 st00_03 059a City Gate: Skeletons
16 st00_04 05ad City Gate: Bok trap
17 st01_00 05fb Cathedral A: Entrance
18 st01_01 0607 Cathedral A: Many blocks
19 st01_02 0611 Cathedral A: Maze
20 st01_03 061a Cathedral A: Lake
21 st01_04 062e Cathedral A: Graveyard
22 st01_05 063c Cathedral A B1: Boks
23 st01_06 064f Cathedral A B1: Candles
24 st01_07 0663 Cathedral B 1F: Skeleton trap
25 st01_08 0676 Cathedral B 1F: SE/SW rooms
26 st01_09 0683 Cathedral B 1F: NE room
27 st01_10 0694 Cathedral B 1F: NW room
28 st01_11 06a0 Cathedral B 2F: SE/SW rooms
29 st01_12 06aa Cathedral B 2F: Bok trap
30 st01_13 06b2 Cathedral B 2F: Library
31 st01_14 06c2 Cathedral B 3F: Green/blue slot
32 st01_15 06de Cathedral B 3F: Candle pit
33 st01_16 06ef Cathedral B B1: Before Duneyrr
34 st01_17 06f8 Cathedral B B1: Duneyrr
35 st01_18 070a Cathedral B B1: Spiders
36 st01_19 0711 Cathedral B B1: Wedge
37 st02_00 0719 Remains A 1F: Entrance
38 st02_01 0729 Remains A 1F: Laggy Golems, intersection
39 st02_02 0731 Remains A 2F: Bats trap
40 st02_03 0739 Remains A 2F: Solar wind
41 st02_04 0743 Remains A 2F: Kid
42 st02_05 074d Remains A 1F: Solar station south
43 st02_06 0757 Remains A 1F: 3 Traps
44 st02_07 0761 Remains A 1F: Sabata
45 st02_08 076c Remains A 2F: One bat and many chests
46 st02_09 0773 Remains A 2F: 2 blocks puzzle
47 st02_10 0780 Remains A 2F: West wing, outside
48 st02_11 0787 Remains A 1F: Solar station north
49 st02_12 0792 Remains A 1F: 4 blocks puzzle
50 st02_13 079a Remains A 1F: Mummies, tarot card entrance
51 st02_14 07a5 Remains A 1F: Axe
52 st02_15 07b0 Remains Desert
53 st02_16 07c2 Remains Desert (center)
54 st02_17 07d5 Remains B 1F: Entrance
55 st02_18 07e6 Remains B B1: Intersection
56 st02_19 07f2 Remains B B1: Puzzles
57 st02_20 0807 Remains B B2: Ringo
58 st02_21 0817 Remains B B2: Wedge
59 st03_00 081f Dark City entrance: Entrance
60 st03_01 0828 Dark City entrance: Warp square
61 st03_02 0831 Dark City entrance: Dog
62 st03_03 0839 Dark City entrance: Shortcut (Nero cutscene)
63 st03_04 0845 Dark City entrance: Boks
64 st03_05 084c Dark City entrance: Ramp
65 st03_06 0853 Dark City entrance: SE corner
66 st03_07 0861 Dark City entrance: Eastern corridor
67 st03_08 0861 Dark City entrance: Hidden blood chest
68 st03_09 0868 Dark City A 1F: C-Mouse and rusty lever / Incorrectly assigned map ID?
69 st03_10 0875 Dark City A 2F: 1st locked O door
70 st03_11 087e Dark City A 3F: C-Bat tutorial
71 st03_12 088a Dark City A 3F: Map A chest, big tarot puzzle
72 st03_13 0893 Dark City A 1F: 1st O key
73 st03_14 089b Dark City A 1F: Before Flail trap
74 st03_15 08a2 Dark City A 1F: Flail trap
75 st03_16 08ac Dark City A 1F: 2nd O Door
76 st03_17 08b3 Dark City A 3F: 3rd O Key (mummies)
77 st03_18 08ba Dark City A 2F: Tarot card rooms
78 st03_19 08c1 Dark City A ext: Vertical road west (2nd O key)
79 st03_20 08cb Dark City A ext: Horizontal road
80 st03_21 08d2 Dark City A ext: Vertical road east
81 st03_22 08da Dark City A 3F: Bat corridors
82 st03_23 08e1 Dark City B 1F: After Cheyenne
83 st03_24 0936 Dark City A 3F: Cheyenne
83 st03_24 08e8 Dark City B 4F: Rooftops / reused map ID
84 st03_25 08f1 Dark City B 4F: Rooms before Durathror
85 st03_26 08f8 Dark City B B1: Ringo/Dainn cutscene
85 st03_26 094b Dark City B B1: Durathror
86 st03_27 0904 Dark City B B1: Coffin puzzles
87 st03_28 0913 Dark City B 1F: After coffin puzzles / Tarot puzzle
88 st03_29 091f Dark City B 1F: Dogs before tarot puzzle
89 st03_30 0927 Dark City B B1: Coffin lever
90 st03_31 092f Dark City B B1: Wedge
91 st04_00 095d Aqueduct A: Entrance
92 st04_01
93 st04_02
94 st04_03
95 st04_04
96 st04_05
97 st04_06
98 st04_07
99 st04_08
100 st04_09
101 st04_dvalinn
102 st05_00
103 st05_01
104 st05_02
105 st05_03
106 st05_04
107 st05_05
108 st05_06
109 st05_07
110 st05_08
111 st05_09
112 st05_10
113 st05_11
114 st05_12
115 st05_13
116 st05_14
117 st05_15
118 st05_16
119 st05_17
120 st05_18
121 st05_19
122 st05_20
123 st05_21
124 st05_22
125 st05_23
126 st05_24
127 st05_25
128 st05_26
129 st06_enter
130 st06_earth_00
131 st06_earth_01
132 st06_earth_02
133 st06_earth_03
134 st06_earth_04
135 st06_earth_05
136 st06_cloud_00
137 st06_cloud_01
138 st06_cloud_02
139 st06_cloud_03
140 st06_cloud_04
141 st06_cloud_05
142 st06_frost_00
143 st06_frost_01
144 st06_frost_02
145 st06_frost_03
146 st06_frost_04
147 st06_frost_05
148 st06_flame_00
149 st06_flame_01
150 st06_flame_02
151 st06_flame_03
152 st06_flame_04
153 st06_flame_05
154 st06_last_00
155 st06_last_01
156 st06_last_02
157 st06_last_03
158 st06_last_04
159 st06_last_05
160 st06_last_06
161 st06_last_07
162 b00_00 0c1b Mall: Exterior
163 b00_01 0c5e Mall: Storage, Coffins, Kid
164 b00_02 0cc8 Mall: Solar Bank, Clocktower, Smith
165 b00_03 0d5a Solar Tree
166 b00_04 0d73 Piledriver (exterior)
167 b00_05 0d8f Mall: Inn
168 a00_00 0db8 Ruins 1F: Entrance
169 a00_01 0dcb Ruins 1F: Pressure plate
170 a00_02 0dd6 Ruins 1F: Courtyard
171 a00_03 0de2 Ruins 2F: Staircase (one door has been incorrectly assigned map ID 169)
172 a00_04 0def Ruins 2F: Left=proceed, Right=go back
173 a00_05 0df9 Ruins 1F: Sunny Clog
174 a00_06 0e02 Ruins 2F: Switches
175 a00_07 0e0f Ruins B1: Spinny Boks & Trap
176 a00_08
177 a01_00
178 a01_middle_00
179 a01_middle_01
180 a01_middle_02
181 a01_middle_03
182 a01_middle_04
183 a01_middle_05
184 a01_middle_06
185 a01_middle_07
186 a01_boss_00
187 a01_boss_01
188 a01_boss_02
189 a01_boss_03
190 a01_boss_04
191 a01_boss_05
192 a10_00 0e2f Forest 1F: Entrance
193 a10_01 0e3e Forest 1F: Skeleton and tree and stuff
194 a10_02 0e46 Forest 1F: Map
195 a10_03 0e4e Forest 1F: Long clearing west
196 a10_04 0e58 Forest 1F: Long clearing east
197 a10_05 0e61 Forest 1F: Moving platform
198 a10_06 0e6c Forest 1F: House front door
199 a10_07 0e77 Forest 1F: Back door exterior
200 a10_08 0e7f Forest B1: Back door interior / klorofolun puzzle
201 a10_09 0e88 Forest B1: Bok and skylight puzzle
202 a10_10 0e8f Forest 1F: House Entrance
203 a10_11 0e9e Forest 1F: Bok / lever puzzle
204 a10_12 0eb4 Forest 2F: Spider puzzle
205 a10_13 0ec4 Forest 2F: Moving platform puzzle
206 a10_14 0ed0 Forest 2F: Trap
207 a20_00
208 a20_01
209 a20_02
210 a20_03
211 a20_04
212 a20_05
213 a20_06
214 a20_07
215 a30_00 0f24 HT Present: Entrance
216 a30_01
217 a30_02
218 a30_03
219 a30_04
220 a30_05
221 a30_06
222 a30_07
223 a30_08
224 a30_09
225 a30_10
226 a30_11
227 a40_00 1003 Treasury: Entrance
228 a40_01
229 a40_02
230 a40_03
231 a40_04
232 a40_05
233 a40_06
234 a40_07
235 a40_08
236 a40_09
237 a40_10
238 a40_11
239 a40_12
240 a40_13
241 a40_14
242 a40_15
243 a40_16
244 a40_17
245 a40_18
246 a40_19
247 a40_20
248 a40_21
249 tu00_00
250 tu00_01
251 tu00_02
252 random_enter
253 random
254 random_room
255 random_boss
256 random_top 0db0 Piledriver (Battle drive) / Incorrectly assigned map ID?
257 wedge
258 move_floor
259 pile_driver
260 bank
261 torture
262 rockman
263 lk00_00
264 lk00_01
265 lk00_02

Areas

Maps are grouped into areas. Each dungeon is one area, in the overworld each map is its own area. Certain states will be reset when changing areas (e.g. normal item chests will be reset).

ID Maps Description
0 st00_ Valley/City Gate (prologue)
1 st01_ Cathedral
2 st02_ Remains
3 st03_ Dark City
4 st04_ Aqueduct
5
6 Main menu
7 a00_ Ruins
8
9 a10_ Forest
10
11 a30_ House of Time
12 a40_ Treasury
13
14 Piledriver (Battle drive)
15 f00 6th Avenue
16 f01 10th Avenue
17 f02 4th Avenue
18 f03 2nd Avenue
19 f04 8th Avenue
20
21
22 Mall
23 Solar Tree
24 Piledriver (exterior)
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44