Difference between revisions of "Metroid Zero Mission:ROM map"

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m (woops)
Line 14: Line 14:
 
* <tt>3459C4</tt> - tank quantities for missile, supers, power bombs and energy tanks.  Each has 3 entries for the 3 difficulty levels.
 
* <tt>3459C4</tt> - tank quantities for missile, supers, power bombs and energy tanks.  Each has 3 entries for the 3 difficulty levels.
 
* <tt>7D8000-7F7733</tt> - NES Metroid data
 
* <tt>7D8000-7F7733</tt> - NES Metroid data
 +
 +
struct RHeader{
 +
u8 bTileset;
 +
u8 bBg0;
 +
u8 bBg1;
 +
u8 bBg2;
 +
u32 lBg3;
 +
u32 lForeground;
 +
u32 lLevelData;
 +
u32 lBackLayer;
 +
u32 lClipData;
 +
u32 lBackgroundTSA;
 +
u8 bUnknown1;
 +
u8 TransForeground;//Foreground Transparency
 +
u16 iSep1;
 +
u32 lSpritePointer;
 +
u8 bSpriteIndex1;
 +
u8 bEventSwitch;
 +
u16 iSep2;
 +
u32 lSpritePointer2;
 +
u8 bSpriteIndex2;
 +
u8 bEventSwitch2;
 +
u16 iSeperator;
 +
u32 lSpritePointer3;
 +
u8 bSpriteIndex3;
 +
u8 bMiniMapRoomX;
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u8 bMiniMapRoomY;
 +
u8 bSeperator5;
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u8 bSceneryYPos;
 +
u8 bEffect;
 +
u8 bMusic;
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u8 blank;
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};

Revision as of 00:17, 16 April 2008

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.
  • 7D8000-7F7733 - NES Metroid data

struct RHeader{ u8 bTileset; u8 bBg0; u8 bBg1; u8 bBg2; u32 lBg3; u32 lForeground; u32 lLevelData; u32 lBackLayer; u32 lClipData; u32 lBackgroundTSA; u8 bUnknown1; u8 TransForeground;//Foreground Transparency u16 iSep1; u32 lSpritePointer; u8 bSpriteIndex1; u8 bEventSwitch; u16 iSep2; u32 lSpritePointer2; u8 bSpriteIndex2; u8 bEventSwitch2; u16 iSeperator; u32 lSpritePointer3; u8 bSpriteIndex3; u8 bMiniMapRoomX; u8 bMiniMapRoomY; u8 bSeperator5; u8 bSceneryYPos; u8 bEffect; u8 bMusic; u8 blank; };