Difference between revisions of "Underworld"
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<blockquote> | <blockquote> | ||
− | Headers are formatted thusly: | + | Headers are $0E (Decimal: 14) bytes formatted thusly: |
*byte 0: aaab bbcd | *byte 0: aaab bbcd | ||
**the a bits are transformed into 0000 0aaa and stored to $0414 ("BG2" in Hyrule Magic) | **the a bits are transformed into 0000 0aaa and stored to $0414 ("BG2" in Hyrule Magic) | ||
Line 57: | Line 57: | ||
===Sprite Data=== | ===Sprite Data=== | ||
*$04D62E-$04D92E - Pointer Table, 2 byte local addresses, indexed by room. | *$04D62E-$04D92E - Pointer Table, 2 byte local addresses, indexed by room. | ||
+ | *$04D92E-$04EC9D - Data | ||
+ | <blockquote> | ||
+ | Sprite data is formatted thusly: | ||
+ | *First Byte: Stored to $0FB3. Not sure what the purpose of that is yet. | ||
+ | After the first byte, you will see 3 byte clusters that break down thus: | ||
+ | *First Byte: | ||
+ | **Bits 4,3,2,1,0 - Y coordinate (in pixels from the top, starting at 0) of the sprite divided by 16. | ||
+ | **Bits 6,5 - If these are set, they will be used to generate a subtype, stored to $0E30, X. | ||
+ | **Bit 7 - If set, the sprite is on BG2, if not it's on BG1 | ||
+ | |||
+ | *Second Byte: | ||
+ | **Bits 4,3,2,1,0 - X coordinate (in pixels from the far left, starting at 0) of the sprite divided by 16. | ||
+ | **Bits 7,6,5 - If all these bits are set then this is an Overlord, otherwise it's a normal sprite. If only some of them are set they can be used to generate a subtype, stored at $0E30, X | ||
+ | |||
+ | *Third Byte: Sprite or Overlord type. If a sprite, this will get loaded into a slot at $0E20, X. If an Overlord, will get loaded to $0B00, X. | ||
+ | |||
+ | The array is terminated with a byte of $FF. | ||
+ | </blockquote> | ||
===Object Data=== | ===Object Data=== |
Revision as of 21:32, 17 April 2016
The underworld refers to all indoor locations; including dungeons, caves, and houses.
Contents
Important Hex Addresses
Room Headers
- $027502-$027781 - Pointer Table, 2 byte local addresses, indexed by room.
- $027781-$027FEF - Data
Headers are $0E (Decimal: 14) bytes formatted thusly:
- byte 0: aaab bbcd
- the a bits are transformed into 0000 0aaa and stored to $0414 ("BG2" in Hyrule Magic)
- the b bits are transformed into 0000 0bbb and stored to $046C ("Collision" in Hyrule Magic)
- the c bit is unused
- the d bit is stored to $7EC005 (If set, use a lights out routine in the room transition)
- byte 1: aabb bbbb
- the a bits are unused
- the b bits are transformed into bbbb bb00, thus making them a multiple of 4.
This value is used to load 4 different palettes for the dungeon, and corresponds to, you guessed it, Palette # in Hyrule Magic!
The resulting index is used to load values for $0AB6, $0AAC, $0AAD, and $0AAE
- byte 2: gets stored to $0AA2 (GFX # in Hyrule Magic)
- byte 3: value + #$40 gets stored to $0AA3 (Sprite GFX # in Hyrule Magic)
- byte 4: gets stored to $00AD ("Effect" in Hyrule Magic)
- byte 5: gets stored to $00AE ("Tag1" in Hyrule Magic)
- byte 6: gets stored to $00AF ("Tag2" in Hyrule Magic)
These are the planes to use for bytes 9 through D. This determines which BG you appear on, and possibly more.
- byte 7: aabb ccdd
- the a bits are transformed into 0000 00aa and stored to $063F
- the b bits are transformed into 0000 00bb and stored to $063E
- the c bits are transformed into 0000 00cc and stored to $063D
- the d bits are transformed into 0000 00dd and stored to $063C
Note, the only safe values for a plane seem to be 0,1, or 2. Hyrule Magic appears to violate this rule by letting you put 3 down, but nothing higher.
- byte 8: aaaa aabb
- the a bits are unused
- the b bits are transformed into 0000 00bb and stored to $0640
- byte 9: stored to $7EC000 These are all room numbers that you could possibly exit to.
- byte A: stored to $7EC001
- byte B: stored to $7EC002
- byte C: stored to $7EC003
- byte D: stored to $7EC004
Sprite Data
- $04D62E-$04D92E - Pointer Table, 2 byte local addresses, indexed by room.
- $04D92E-$04EC9D - Data
Sprite data is formatted thusly:
- First Byte: Stored to $0FB3. Not sure what the purpose of that is yet.
After the first byte, you will see 3 byte clusters that break down thus:
- First Byte:
- Bits 4,3,2,1,0 - Y coordinate (in pixels from the top, starting at 0) of the sprite divided by 16.
- Bits 6,5 - If these are set, they will be used to generate a subtype, stored to $0E30, X.
- Bit 7 - If set, the sprite is on BG2, if not it's on BG1
- Second Byte:
- Bits 4,3,2,1,0 - X coordinate (in pixels from the far left, starting at 0) of the sprite divided by 16.
- Bits 7,6,5 - If all these bits are set then this is an Overlord, otherwise it's a normal sprite. If only some of them are set they can be used to generate a subtype, stored at $0E30, X
- Third Byte: Sprite or Overlord type. If a sprite, this will get loaded into a slot at $0E20, X. If an Overlord, will get loaded to $0B00, X.
The array is terminated with a byte of $FF.
Object Data
- $0F8000-$0F83BF - Pointer Table, 3 byte long addresses, indexed by room.
Dungeon Secrets Data
- $00DB69 - $00DDE8 - Pointer Table
Push Block Data
- $0271DE-$027369 - Pointer Table
(Inter Room) Torch Data
- $02736A-$027489 - Pointer Table
Chest Contents
- $00E96E - $00EB65 - Data
Rooms
Main Map
The main underworld map consists of $FF (decimal: 256) rooms.