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In game level object header
The info on the level/object header in existing documents is not proving to be correct. Here is what I have found so far
This table based on one found in devtronic's doc
AA AA BB BB CD EE FG HH IJ KL MM
Block | Description | Notes |
---|---|---|
AA AA |
Level ID of the next area. (Big Endian) | untested |
BB BB |
Opponent ID of the next area. (Big Endian) | untested |
C |
Start position Y | see below |
D |
Map length, a nibble corresponds to a block of 256px, i.e. 0 = 256px, 1 = 512px etc ... | confirmed |
EE |
Start position X | see below |
F |
Scroll type | untested |
G |
Object set of this area | confirmed |
HH |
GFX | confirmed, butonly the bottom 5 bits |
I |
Object set of the next area | untested |
J |
Music | untested |
K |
"Extra" color | untested |
L |
"Extra" type | untested |
MM |
Background | confirmed |
this is not pixels or tiles, and totally different from start y position in e-reader levels
according to SMA4Notes.txt (author unknown), the values map to this
0 = vertical position 18 adds another 0F to the level. 1 = vertical position 18 2 = vertical position 5 3 = vertical position 5 4 = vertical position 0 5 = vertical position 0 6 = vertical position 16 7 = vertical position 16 8 = vertical position 4 9 = vertical position 4 A = vertical position 8 B = vertical position 8 C = vertical position 12 D = vertical position 12 E = vertical position 19 F = vertical position 19
but I have not tested this yet
this is not pixels or tiles, and is totally different from e-reader start x position
SMA4Notes.txt says
00 - 1F, 80 - 9F starting x = 01 20 - 3F, A0 - BF starting x = 07 40 - 5F, C0 - DF starting x = 0D 60 - 7F, E0 - FF starting x = 0
but I have not tested this yet