EarthBound Zero:Teleport targets

From Data Crystal
Jump to: navigation, search

Offset: 1C10

  • Byte 0 and 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

  • 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, 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