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Mother 3/Gift box table: Difference between revisions

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==Table overview==
==Table overview==
This table contains 4 bytes entries for every gift in the game.<br>
This table contains 4 bytes entries for every gift in the game.<br>
It has 9 unused bits, some of them have data.<br>
It has 18 unused bits, some of them have data.<br>
Gifts are always placed on the bottom right corner of tiles.<br>
Gifts are always placed on the bottom right corner of tiles.<br>
Do note that changing 02 and 03 will change where the gift's sprite is, but not its hitbox location.<br>
Do note that changing 02 and 03 will change where the gift's sprite is, but not its hitbox location.<br>
===Table Structure===
===Table Structure===
*[00]-[01]= Map index, since map index hexs go over FF, 02 contains the value that is over FF. Swapping them will give the correct index, so if 01= 5E and 02=03, the map will be 035E.<br>
*[00]-[01]= Map index, since map index hexs go over FF, 02 contains the value that is over FF. Swapping them will give the correct index, so if 01= 5E and 02=03, the map will be 035E.<br>
*[02]=The gift box's sprite's X tileset coordinate.<br>
*[02]=The gift box's sprite's X tileset coordinate. It goes from left (00) to right.<br>
*[03]=The gift box's sprite's Y tileset coordinate.<br>
*[03]=The gift box's sprite's Y tileset coordinate. It goes from top (00) to bottom.<br>
*[04]=Hex value of the item in the gift box.<br>
*[04]=Hex value of the item in the gift box.<br>
*[05]=Changing this from 00 will make the game not show the "X got an item." message.<br>
*[05]=Changing this from 00 will make the game not show the "X got an item." message.<br>

Revision as of 05:29, 7 April 2016

Gift Box Table
Game MOTHER 3
Start Address 0x1165C10
End Address 0x1169C10
# of Entries 1024 (0x400)
Entry Length 4 bytes
Total Length 16384 bytes (0x4000)
Back to the ROM map

Table overview

This table contains 4 bytes entries for every gift in the game.
It has 18 unused bits, some of them have data.
Gifts are always placed on the bottom right corner of tiles.
Do note that changing 02 and 03 will change where the gift's sprite is, but not its hitbox location.

Table Structure

  • [00]-[01]= Map index, since map index hexs go over FF, 02 contains the value that is over FF. Swapping them will give the correct index, so if 01= 5E and 02=03, the map will be 035E.
  • [02]=The gift box's sprite's X tileset coordinate. It goes from left (00) to right.
  • [03]=The gift box's sprite's Y tileset coordinate. It goes from top (00) to bottom.
  • [04]=Hex value of the item in the gift box.
  • [05]=Changing this from 00 will make the game not show the "X got an item." message.
  • [06-07]=Dummy byte.
  • [08]=Unique identifier of the gift box, it's used to check if a box has already been opened, this way an opened box during Flint's Chapter will remain opened during Duster's one because they have the same identifier. 83 is the exception, it's the Wess's Thunder Bomb's gift box.
  • [09-0B]=Dummy bits.
  • [0C]=Doesn't do anything, but is set for every gift box.(?) (Always set to 01 or 03)
  • [0D]=Dummy bits.
  • [0E]=Doesn't do anything, but is set for every gift box.(?) (Always set to 10, 30 or 40)
  • [0F]=Dummy bits, when changed don't do anything, but it's set for some gift in unused maps.(If set=01)