Difference between revisions of "MOTHER 3:Door/hotspot table"

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====Hotspot destination====
 
====Hotspot destination====
Hotspot destinations correspond to the [[MOTHER_3:Main_script|main script table entry]] for its respective map area. '''The game adds 5 to this value before looking up its script.'''
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Hotspot destinations correspond to the [[MOTHER_3:Main_scripts|main script table entry]] for its respective map area. '''The game adds 5 to this value before looking up its script.'''
  
 
===Location===
 
===Location===
 
Both doors and hotspots use the same format for location. X and Y are both in units of 16 pixels.
 
Both doors and hotspots use the same format for location. X and Y are both in units of 16 pixels.

Revision as of 00:17, 25 January 2014

Door/hotspot table
Game MOTHER 3
Start Address 0x111DEB4
End Address 0x112C38F
# of Entries 2000 (0x7D0)
Entry Length Variable
Total Length 58588 bytes (0xE4DC)
Back to the ROM map

Overview

The door/hotspot table contains both door and hotspot entries. Each map has one door collection and one hotspot collection. Since there are 1000 maps, and separate door and hotspot collections for each map, then this table has 2000 entries, as expected. There is an offset table at the beginning pointing to each collection of doors/hotspots.

The entries in this table are interleaved; if your map index is X, then

door index = X * 2
hotspot index = (X * 2) + 1

Format

There's no data indicating how many doors or hotspots are in each map. To figure it out, you instead have to keep parsing doors/hotspots sequentially until a null entry occurs.

Doors and hotspots have a similar format. Each one uses 12 (0xC) bytes.

Doors

  • 00-01 (02) = Bitfield
  • 02-07 (06) = Unclassified data
  • 08-09 (02) = Destination
  • 0A-0A (01) = X
  • 0B-0B (01) = Y

Door bitfield

  • 0x0001 = (Not)-null entry flag. This must be set to 1, or else the game will ignore this door and all subsequent doors in the collection.
  • 0x00C0 = (Width - 1), in units of 16 pixels
  • 0x0300 = (Height - 1), in units of 16 pixels
  • 0xFC3E = Unknown

Door destination

This value is an index into the door destination table.

Hotspots

  • 00-03 (04) = Bitfield
  • 04-07 (04) = Unclassified data
  • 08-09 (02) = Destination
  • 0A-0A (01) = X
  • 0B-0B (01) = Y

Hotspot bitfield

  • 0x00000001 = (Not)-null entry flag. This must be set to 1, or else the game will ignore this hotspot and all subsequent hotspots in the collection.
  • 0x0003E000 = (Width - 1), in units of 16 pixels
  • 0x007C0000 = (Height - 1), in units of 16 pixels
  • 0xFF801FFE = Unknown

Hotspot destination

Hotspot destinations correspond to the main script table entry for its respective map area. The game adds 5 to this value before looking up its script.

Location

Both doors and hotspots use the same format for location. X and Y are both in units of 16 pixels.