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EarthBound/Door Destinations Table

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< EarthBound
Revision as of 00:37, 11 May 2015 by Rydel (talk | contribs) (Corrected number of entries. Noted gaps)
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Door Destinations Table
Game EarthBound
Start Address 0x0F0200
End Address 0x0F284E
# of Entries 53
Entry Length 841 (0xB)
Total Length 9807 bytes (0x264F)
Back to the ROM map

The Door Destinations Table stores the details on where each door in the game leads, including any code that it calls the the direction you face after going through.

Gaps

There are some gaps in the door data containing Sign pointers or unknown data at the following locations: 0xF0780-0xF07AC 0xF07D8-0xF07F8 0xF0824-0xF0848 0xF0B97-0xF0BB7 0xF0CCA-0xF0CD2 0xF0FDF-0xF0FE7 0xF1034-0xF1058 0xF10F2-0xF10F6 0xF147C-0xF1480 0xF15A9-0xF15AD 0xF1D74-0xF1D80 0xF1D8B-0xF1DA3 0xF1FB3-0xF1FD3 0xF1FE9-0xF1FF5 0xF214A-0xF216C 0xF22E2-0xF22F7 0xF23E9-0xF2499 0xF25B7-0xF25C3 0xF27A7-0xF27BF

Format

Address

  • Length: 4 bytes (0x4)
  • Offset within entry: 0x0-0x3
  • Range of values: 0x0-0x00FFFFFF, but it must point to valid text; may or may not require a pointer to the ROM as opposed to RAM

The code to call when entering this door

Unknown 1

Function Unknown

Unknown 2

Function Unknown

Y Coordinate and Direction

These bytes control both the Y-Coordinate of the destination and the direction you face after entering. The highest 2 bits of the second byte control the direction, with the remaining 6 bits controlling being the upper byte for the Y-Coordinate

X Coordinate

Controls the X-Coordinate of the destination.

Style=

Determines the style of the transition, using the same list as the [1F 21 XX} warps