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Wiz edited this page Feb 22, 2016 · 1 revision

Map definitions

Byte 1 palette number to use Byte 2 tileset number for ??? Byte 3 tileset number for above sprites layer ??? Byte 4 tileset number for background layer ??? Byte 5 tileset number for obstructed empty space ??? Byte 6 tileset numbre for decoration on background layer ??? Byte 7... 10 addresses

Address 1 block data Address 2 map data Address 3 map properties (size, music, etc) -- different "rooms" go in order

Byte 00-01  X1 bound
Byte 02-03  Y1 bound
Byte 04-05  X2 bound
Byte 06-07  Y2 bound
Byte 08-09  X1 bound of layer 2
Byte 0a-0b  Y1 bound of layer 2
...
Byte 10-11  X parallax of layer 2
Byte 12-13  Y parallax of layer 2
Byte 14-15  X parallax
Byte 16-17  Y parallax
Byte 18     X autoscroll of layer 2
Byte 19     Y autoscroll of layer 2
Byte 1a     X autoscroll
Byte 1b     Y autoscroll
Byte 1c
Byte 1d     music to play

Address 4 flags and block changes if those flags are true

Byte 00-01  flag
Byte 02     top-left X coord of source
Byte 03     top-left Y coord of source
Byte 04     width to copy
Byte 05     height to copy
Byte 06     top-left X coord of dest
Byte 07     top-left Y coord of dest

Address 5 block changes triggered by stepping (same as address 6) Address 6 hiding roof somehow (x trig coord, y trig coord, x copy coord, y copy coord, width, height, x dest, y dest) - copy tiles to hide roof? Address 7 warp Address 8 treasure list -- chests (4 bytes each (x, y, flag, item idx), terminated with FFFF) Address 9 treasure list -- non-chests (4 bytes each (x, y, flag, item idx), terminated with FFFF) Address 10 animated tiles data

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