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EarthBound Beginnings/Teleport targets: Difference between revisions

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{{subpage|game=EarthBound Zero:ROM map}}
{{subpage|game=EarthBound Zero:ROM map}}
Offset: 1C10
*Bytes 0-1: Name pointer
 
*'''Byte 0 and 1''': Name pointer
Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor
Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor


*'''Byte 2''': Music to play upon arrival
*Byte 2: Music to play upon arrival


This sometimes affects which minitile the party stops on??? not sure what's up with that
This sometimes affects which minitile the party stops on??? not sure what's up with that
Line 11: Line 9:
See [[EarthBound Zero:Music table|music table]] for the IDs
See [[EarthBound Zero:Music table|music table]] for the IDs


*'''Byte 3''': X coordinate
*Byte 3: X coordinate


Distance from the left side of the map
Distance from the left side of the map


*'''Byte 4''':
*Byte 4:


'''First number''': Which minitile you stop on, but only on the right-hand side of the chunk:  
'''First number''': Which minitile you stop on, but only on the right-hand side of the chunk:  
Line 49: Line 47:
9 and higher = crash the game
9 and higher = crash the game


*'''Byte 5''': Y coordinate
*Byte 5: Y coordinate
 
*:Distance from the top of the map
Distance from the top of the map
*Byte 6: Unused
 
*Byte 7: Unused
*'''Byte 6''': Unused, always 00
 
*'''Byte 7''': Unused, always 00
 
(Please note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.)
 
 
Original contents:
 
D3 83 86 33 46 51 00 00
 
DA 83 C6 2A C2 69 00 00
 
E1 83 C6 52 C2 73 00 00
 
ED 83 86 72 C6 EF 00 00
 
F6 83 46 B7 02 D9 00 00
 
FF 83 0A E6 84 EF 00 00
 
07 84 B0 B8 C6 74 00 00


11 84 86 CA 86 4B 00 00
Note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.

Revision as of 19:41, 29 May 2023

This is a sub-page of EarthBound Beginnings.

  • Bytes 0-1: Name pointer

Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor

  • Byte 2: Music to play upon arrival

This sometimes affects which minitile the party stops on??? not sure what's up with that

See music table for the IDs

  • Byte 3: X coordinate

Distance from the left side of the map

  • Byte 4:

First number: Which minitile you stop on, but only on the right-hand side of the chunk:

0 to 3 = upper right

4 to 7 = upper middle

8 to B = lower middle

C to F = bottom right

Second number: Direction to run in from

0 = ⬆

1 = ⬈

2 = ⮕

3 = ⬊

4 = ⬇

5 = ⬋

6 = ⬅

7 = ⬉

8 = shuffle in place

9 and higher = crash the game

  • Byte 5: Y coordinate
    Distance from the top of the map
  • Byte 6: Unused
  • Byte 7: Unused

Note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.