Difference between revisions of "Underworld:Important Hex Addresses/Object Data"
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====Subtype 2 Objects, 1st, 2nd, & 3rd bytes==== | ====Subtype 2 Objects, 1st, 2nd, & 3rd bytes==== | ||
− | + | * Byte {{hex|3}}: {{white|ff}}{{purple|dd dddd}} | |
− | + | * Byte {{hex|2}}: {{pink|eeee}} {{green|cccc}} | |
− | + | * Byte {{hex|1}}: {{red|aaaa aa}}{{blue|bb}} | |
− | + | **The {{red|a}} bits are unused, but after all they are the marker for this type of object subtype. | |
− | + | **The {{blue|b}}, {{green|c}}, {{pink|e}}, and {{white|f}} bits are transformed into a VRAM tilemap address: {{hex|000}}{{green|c ccc}}{{white|f}} {{white|f}}{{blue|bb}}{{pink|e eee}}{{hex|0}} | |
Might I add this is one messed up format? The {{purple|d}} bits are used as an index into the table at {{$|8470}}. Since such indices are going to be even, the {{purple|d}} bits are transformed into: {{hex|0000 0000 0}}{{purple|ddd ddd}}{{hex|0}}. | Might I add this is one messed up format? The {{purple|d}} bits are used as an index into the table at {{$|8470}}. Since such indices are going to be even, the {{purple|d}} bits are transformed into: {{hex|0000 0000 0}}{{purple|ddd ddd}}{{hex|0}}. |
Revision as of 01:20, 24 December 2017
This is a subpage of Underworld:Important Hex Addresses#Object_Data
Contents
Data location
- $0F8000 to $0F83BF = Pointer Table, 3 byte long addresses, indexed by room ID.
- $01EBA0 to $01FFF4 = Data
- $050000 to $053729 = Data
- $0F8780 to $0FFF4D = Data
Byte layout
- Byte 0: aaaa bbbb.
- The a bits are transformed to aaaa0000 and select the type of empty space to fill in. Hyrule Magic calls this 'Floor 1' - Gets stored to $7E0490
- The b bits are transformed to bbbb0000 and are the what Hyrule Magic calls 'Floor 2' - Gets stored to $7E046A
- Byte 1: aaab bbcd
- The a bits are unused and should not be used
- The b bits determine the room's layout type, ranging from 0 to 7.
- The c and d bits are unknown, but I have a feeling it's related to $AA and $A9
After that the bytes come in 3 or 2 byte object structures, used by routine $01:88E4. Objects are loaded until an object with value 0xFFFF occurs. If a value 0xFFF0 is loaded, the game will start loading Type 2 objects and will not go back to loading Type 1 objects until it is time to load the next layer. (Layer as in HM, not to be confused with the SNES' Backgrounds.) A value of 0xFFFF will also terminate the loading of Type 2 objects. The routine immediately terminates if that happens during the loading of either object type.
Type 1 Object structure: (3 bytes)
- Byte 3: Routine to use. If this byte is ≥ 0xF8 and < 0xFC, then it is a subtype 3 object. If the index is ≥ FC, it is a subtype 2 object. If not, it is a subtype 1 object.
- Subtype 1 Objects, first and second byte
- High Byte: yyyy yycc
- Low Byte: xxxx xxaa
- The a bits are stored to $B2
- The c bits are stored to $B4
- The x and y bits are transformed into: 000y yyyy yxxx xxx0 - This is a tilemap address that indexes into $7E2000 and / or $7E4000
Use Byte 3 * 2 as an index into the table at $8200. This is the routine that is used to draw and otherwise handle the object. Subtype 1 objects have a maximum width and height of 4. Width and height are measured in terms of 32 × 32 pixels. (⟸ last part is questionable)
Subtype 2 Objects, 1st, 2nd, & 3rd bytes
- Byte 3: ffdd dddd
- Byte 2: eeee cccc
- Byte 1: aaaa aabb
- The a bits are unused, but after all they are the marker for this type of object subtype.
- The b, c, e, and f bits are transformed into a VRAM tilemap address: 000c cccf fbbe eee0
Might I add this is one messed up format? The d bits are used as an index into the table at $8470. Since such indices are going to be even, the d bits are transformed into: 0000 0000 0ddd ddd0.
Subtype 3 Objects
- Similar to Subtype 1, with a few small exceptions.
- The vram address is calculated the same way. However, $B2 and $B4 are not used as length or width dimensions here. The routine that is used is determined as follows:
- Take the original index (times two) that a Subtype 1 would have used. AND that with 0x000E. Then shift left 3 times to produce 0000 0000 0eee 0000. Then, OR in $B2 and $B4 and shift left once, so the final result is: 0000 0000 eeea abb0.
- Also, this value indexes into $85F0 instead of $8200.
Type 2 Object Structure: (2 bytes)
- High Byte: cccc cccc
- Low Byte: bbbb ddaa
- The a bits form a 2-bit value (0000 0aa0) that determines the routine to use for the object. In Hyrule Magic, corresponds to the "direction" of the door.
- The b bits are transformed into 000b bbb0 and stored to $02 ⟹ X. Corresponds to "Pos" of door objects in the Hyrule Magic. Note that these range from 0x00 to 0x16 (always even) which if you halve those values is 0 - 11 in decimal. This is easily verifiable in Hyrule Magic.
- The c bits are shifted into the lower byte and stored to $04 ⟹ A and $0A. This is later used to grab the tiles used to draw the door and the area below it. In Hyrule Magic, corresponds to "type". Note the type is 1/2 of the number listed here. This is because to avoid using an ASL A command, the c bits are always even.
- The d bits are unused.
Next I'll go into the nitty gritty of the various types (the value of $04). Again note that we'll only be dealing with even values b/c that's what you'll see in the code. To convert between here [as well as the code] and Hyrule Magic, take the hex value here and divide by two. Convert to decimal and that's your Hyrule Magic "type."
- Types:
ID | Description |
---|---|
0x00 | Basic door. Index = $0460 |
0x02 | Normal door? |
0x04 | ??? |
0x06 | ??? |
0x08 | Waterfall door (only used in Swamp palace; in one room at that!) |
0x0A | ??? |
0x0C | Trap door (probably other types but this seems to be most common) |
0x12 | Adds a property to some doors allowing you to exit to the overworld (this is accomplished by writing to the tile attribute map) |
0x14 | Transition to dark room? |
0x16 | Toggles the target BG Link will emerge on. Ex. if Link starts on BG0 in the next room he'll be on BG1. |
0x20 | Locked door specifically for BG0. |
0x22 | |
0x24 | Locked door for either BG0 or BG1 |
0x26 | |
0x30 | Large exploded pathway resulting from a switch being pulled (unusual to have as a door as it's huge) |
0x32 | Sword activated door. Ex. Agahnim's room with the curtain door you have to slash. |
0x46 | warp door? |
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