Metroid Zero Mission:ROM map

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Misc

  • 340AD4 - Beginning of room header data
  • 75FAE4 - Pointer to the scrolling for the first room in the game.
  • 33E608 - Beginning of the door data for the first room in the game.
  • 345AB6 - Block attributes(like what weapon destroys which special block).
  • 75FAA8 - Pointer to door data for the first room in the game.
  • 2CCA88 - Properties related to Skree
  • 2B0EAB - Start of enemy data.
  • 3654D8 - Block properties clipping.
  • 3655A0 - Special Blocks TSA.
  • 3601D0 - Start of door state data(a door state is when a door destination is replaced upon a certain event, and is used when big changes to a room is to be made).
  • 3459C4 - tank quantities for missile, supers, power bombs and energy tanks. Each has 3 entries for the 3 difficulty levels.
  • 7D80A0 -7F7733 - NES Metroid data
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2C4BC0
2C4BC0 - Enemy AIs, 0-205
//
// MZM structs
//
 
// 8 bytes
struct SE {
	u8	bAnimated;
	u8	timer;
	u16	length;
	void *data;
};
 
// ? bytes
struct sDoorAttr {
	u8	b00;
	u8	color;
	...
	u8	type;		// b07;
 
};
 
// Not *quite* a door, but a general exit?
struct sDoor {
  u8 type;
  u8 OwnerRoom;
  u8 left;
  u8 right;
  u8 top;
  u8 bottom;
  u8 DestDoor;
  u8 ExitDoorLength;
  u8 b08;
  u8 b09;
  u8 b0A;
  u8 b0B;
};
 
struct s300009C {
	u16 *ForegroundPtr			// 000
	u16 ForegroundWidth
	u16 ForegroundHeight
 
	u16 *LevelDataPtr			// 008
	u16 LevelDataWidth
	u16 LevelDataHeight
 
	u16 *BackLayerPtr			// 010
	u16 BackLayerWidth
	u16 BackLayerHeight
 
	u16 *ClipdataPtr			// 018
	u16 ClipdataWidth
	u16 ClipdataHeight
 
	u8  Tileset					// 20
	u8  ForegroundCompression
	u8  LeveldataCompression
	u8  BacklayerCompression
	u8  BackgroundCompression
	u8  b25
	u8  TransForeground
	u8  b27
	void *CurrentSpritePtr;
	u8	EventCounter;
	u8 	unknown
	u8 	MiniMapX;
	u8 	MiniMayY;
	u16 unknown
	u16 FFFF
}
 
struct t30013D4
{
	u8	b00;
	u16	h10;
	u16	h12;	// x
	u16	h14;	// y
};
 
struct t3001588
{
	s16	sh70;	// velocities ?
	s16	sh74;
}
 
struct t3005450		// 12 bytes
{
	u16	*ph08;
};