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sm:technical_information:data_structures [2024/11/14 23:07] felixwrightsm:technical_information:data_structures [2024/11/16 08:12] (current) felixwright
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-Room header+====== Room header ======
  
    ____________________________________ Room index    ____________________________________ Room index
Line 21: Line 21:
  
 Area indices Area indices
- Crateria +|0|Crateria     | 
- Brinstar +|1|Brinstar     | 
- Norfair +|2|Norfair      | 
- Wrecked Ship +|3|Wrecked Ship | 
- Maridia +|4|Maridia      | 
- Tourian +|5|Tourian      | 
- Ceres +|6|Ceres        | 
- Debug+|7|Debug        |
  
    
Line 34: Line 34:
 Notes: Notes:
  
-    The room index is almost unused, aside from some specific checks to do with atmospheric graphics in some areas. +  *     The room index is almost unused, aside from some specific checks to do with atmospheric graphics in some areas. 
-    The room width may not exceed 15 due to the way block collision calculations are implemented +      The room width may not exceed 15 due to the way block collision calculations are implemented 
-    Room width * room height may not exceed 50 due to memory constraints +      Room width * room height may not exceed 50 due to memory constraints 
-    The up scroller defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling downwards when the camera is at the top of the room +      The up scroller defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling downwards when the camera is at the top of the room 
-    The down scroller defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling upwards when the camera is at the bottom of the room +      The down scroller defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling upwards when the camera is at the bottom of the room 
-    The CRE bitset defines some flags that affect how the CRE is loaded during door transitions:+      The CRE bitset defines some flags that affect how the CRE is loaded during door transitions:
  
- Disable layer 1 during door transitions into and out of the room +|1|Disable layer 1 during door transitions into and out of the room | 
- Reload the CRE +|2|Reload the CRE                                                   | 
- Load extra large tileset +|4|Load extra large tileset                                         | 
-State conditions list+ 
 +===== State conditions list =====
  
    ______________ State condition    ______________ State condition
Line 58: Line 59:
  
 List of state conditions used in Super Metroid List of state conditions used in Super Metroid
-Condition  Parameters  Description +^Condition^Parameters^Description                                        ^ 
-$E5E6  Default +|$E5E6|    |Default                                                      | 
-$E5EB  dddd  Check passes if the current door pointer = d +|$E5EB|dddd|Check passes if the current door pointer = d                 | 
-$E5FF  Check passes if main area boss is dead +|$E5FF|    |Check passes if main area boss is dead                       | 
-$E612  ee  Check passes if event e is set +|$E612ee |Check passes if event e is set                               | 
-$E629  bb  Check passes if area boss b is dead +|$E629bb |Check passes if area boss b is dead                          | 
-$E640  Check passes if morph ball has been collected +|$E640|    |Check passes if morph ball has been collected                | 
-$E652  Check passes if morph ball and missiles have been collected +|$E652|    |Check passes if morph ball and missiles have been collected  | 
-$E669  Check passes if power bombs have been collected +|$E669|    |Check passes if power bombs have been collected              | 
-$E678  Check passes if speed booster has been collected+|$E678|    |Check passes if speed booster has been collected             |
  
 Event numbers are given as follows: Event numbers are given as follows:
- Zebes is awake +|0|Zebes is awake                            | 
- Shitroid ate sidehopper +|1|Shitroid ate sidehopper                   | 
- Mother Brain's glass is broken +|2|Mother Brain's glass is broken            | 
- Zebetite 1 is destroyed +|3|Zebetite 1 is destroyed                   | 
- Zebetite 2 is destroyed +|4|Zebetite 2 is destroyed                   | 
- Zebetite 3 is destroyed +|5|Zebetite 3 is destroyed                   | 
- Phantoon statue is grey +|6|Phantoon statue is grey                   | 
- Ridley statue is grey +|7|Ridley statue is grey                     | 
- Draygon statue is grey +|8|Draygon statue is grey                    | 
- Kraid statue is grey +|9|Kraid statue is grey                      | 
-Ah  Entrance to Tourian is unlocked +|Ah|Entrance to Tourian is unlocked          | 
-Bh  Maridia noobtube is broken +|Bh|Maridia noobtube is broken               | 
-Ch  Lower Norfair chozo has lowered the acid +|Ch|Lower Norfair chozo has lowered the acid | 
-Dh  Shaktool cleared a path +|Dh|Shaktool cleared a path                  | 
-Eh  Zebes timebomb set +|Eh|Zebes timebomb set                       | 
-Fh  Critters escaped +|Fh|Critters escaped                         | 
-10h  1st Metroid hall cleared +|10h|1st Metroid hall cleared                | 
-11h  1st Metroid shaft cleared +|11h|1st Metroid shaft cleared               | 
-12h  2nd Metroid hall cleared +|12h|2nd Metroid hall cleared                | 
-13h  2nd Metroid shaft cleared +|13h|2nd Metroid shaft cleared               | 
-14h  Unused +|14h|Unused                                  | 
-15h  Outran speed booster lavaquake+|15h|Outran speed booster lavaquake          |
  
 Boss bits are given as follows: Boss bits are given as follows:
- Area boss (Kraid, Phantoon, Draygon, both Ridleys) +|1|Area boss (Kraid, Phantoon, Draygon, both Ridleys)             | 
- Area mini-boss (Spore Spawn, Botwoon, Crocomire, Mother Brain) +|2|Area mini-boss (Spore Spawn, Botwoon, Crocomire, Mother Brain) | 
- Area torizo (Bomb Torizo, Golden Torizo)+|4|Area torizo (Bomb Torizo, Golden Torizo)                       |
  
    
-Door list+===== Door list =====
  
    _________________ First door pointer (door BTS 0)    _________________ First door pointer (door BTS 0)
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 The door pointers themselves are two-byte pointers to door headers in bank $83. The door pointers themselves are two-byte pointers to door headers in bank $83.
-Door header+ 
 +==== Door header ====
  
    _____________________________ Destination room header pointer (bank $8F)    _____________________________ Destination room header pointer (bank $8F)
Line 127: Line 129:
  
 The elevator properties are as follows: The elevator properties are as follows:
-0x80  Door is an elevator +|0x80|Door is an elevator                             | 
-0x40  Switch map to new area +|0x40|Switch map to new area                          | 
-0x0i  Marks elevator index i as used (for debug mode)+|0x0i|Marks elevator index i as used (for debug mode) |
  
 The orientation values are as follows: The orientation values are as follows:
- Right +|0|Right                           | 
- Left +|1|Left                            | 
- Down +|2|Down                            | 
- Up +|3|Up                              | 
-4+  Door spawns a closing door cap +|4+|Door spawns a closing door cap | 
-State header+ 
 +===== State header =====
  
    _______________________________________________________________ Level data    _______________________________________________________________ Level data
Line 160: Line 163:
  
 Tilesets Tilesets
- Upper Crateria +|0|Upper Crateria                      | 
- Red Crateria +|1|Red Crateria                        | 
- Lower Crateria +|2|Lower Crateria                      | 
- Old Tourian +|3|Old Tourian                         | 
- Wrecked Ship - power on +|4|Wrecked Ship - power on             | 
- Wrecked Ship - power off +|5|Wrecked Ship - power off            | 
- Green/blue Brinstar +|6|Green/blue Brinstar                 | 
- Red Brinstar / Kraid's lair +|7|Red Brinstar / Kraid's lair         | 
- Pre Tourian entrance corridor +|8|Pre Tourian entrance corridor       | 
- Heated Norfair +|9|Heated Norfair                      | 
-Ah  Unheated Norfair +|Ah|Unheated Norfair                   | 
-Bh  Sandless Maridia +|Bh|Sandless Maridia                   | 
-Ch  Sandy Maridia +|Ch|Sandy Maridia                      | 
-Dh  Tourian +|Dh|Tourian                            | 
-Eh  Mother Brain's room +|Eh|Mother Brain's room                | 
-Fh  Blue Ceres +|Fh|Blue Ceres                         | 
-10h  White Ceres +|10h|White Ceres                       | 
-11h  Blue Ceres elevator +|11h|Blue Ceres elevator               | 
-12h  White Ceres elevator +|12h|White Ceres elevator              | 
-13h  Blue Ceres Ridley's room +|13h|Blue Ceres Ridley's room          | 
-14h  White Ceres Ridley's room +|14h|White Ceres Ridley's room         | 
-15h  Map room / Tourian entrance +|15h|Map room / Tourian entrance       | 
-16h  Wrecked Ship map room - power off +|16h|Wrecked Ship map room - power off | 
-17h  Blue refill room +|17h|Blue refill room                  | 
-18h  Yellow refill room +|18h|Yellow refill room                | 
-19h  Save room +|19h|Save room                         | 
-1Ah  Kraid's room +|1Ah|Kraid's room                      | 
-1Bh  Crocomire's room +|1Bh|Crocomire's room                  | 
-1Ch  Draygon's room+|1Ch|Draygon's room                    |
  
 Music data indices Music data indices
- No change +|0|No change                              | 
- Title sequence +|3|Title sequence                         | 
- Empty Crateria +|6|Empty Crateria                         | 
- Lower Crateria +|9|Lower Crateria                         | 
-Ch  Upper Crateria +|Ch|Upper Crateria                        | 
-Fh  Green Brinstar +|Fh|Green Brinstar                        | 
-12h  Red Brinstar +|12h|Red Brinstar                         | 
-15h  Upper Norfair +|15h|Upper Norfair                        | 
-18h  Lower Norfair +|18h|Lower Norfair                        | 
-1Bh  Maridia +|1Bh|Maridia                              | 
-1Eh  Tourian +|1Eh|Tourian                              | 
-21h  Mother Brain +|21h|Mother Brain                         | 
-24h  Boss fight 1 +|24h|Boss fight 1                         | 
-27h  Boss fight 2 +|27h|Boss fight 2                         | 
-2Ah  Miniboss fight +|2Ah|Miniboss fight                       | 
-2Dh  Ceres +|2Dh|Ceres                                | 
-30h  Wrecked Ship +|30h|Wrecked Ship                         | 
-33h  Zebes boom +|33h|Zebes boom                           | 
-36h  Intro +|36h|Intro                                | 
-39h  Death +|39h|Death                                | 
-3Ch  Credits +|3Ch|Credits                              | 
-3Fh  “The last Metroid is in captivity” +|3Fh|“The last Metroid is in captivity”   | 
-42h  “The galaxy is at peace” +|42h|“The galaxy is at peace”             | 
-45h  Shitroid (same as boss fight 2) +|45h|Shitroid (same as boss fight 2)      | 
-48h  Samus theme (same as upper Crateria)+|48h|Samus theme (same as upper Crateria) |
  
 Music track values Music track values
- No change +|0|No change       | 
- Samus fanfare +|1|Samus fanfare   | 
- Item fanfare +|2|Item fanfare    | 
- Elevator +|3|Elevator        | 
- Pre-statue hall +|4|Pre-statue hall | 
- Song 0 +|5|Song 0          | 
- Song 1 +|6|Song 1          | 
- Song 2+|7|Song 2          |
  
    
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   *     The setup ASM is an (optional) pointer to code run upon loading the room   *     The setup ASM is an (optional) pointer to code run upon loading the room
  
-Level data+==== Level data ====
  
   ssssssssssssssss ; Size of decompressed layer 1 data (2 x the number of blocks)   ssssssssssssssss ; Size of decompressed layer 1 data (2 x the number of blocks)
Line 288: Line 291:
  
 Block types and BTS values Block types and BTS values
-Air types  Solid types +^Air types^^Solid types                        ^^ 
- Air  Solid block +|0|Air                   |8|Solid block         | 
- Slope  Door block +|1|Slope                 |9|Door block          | 
- Spike air  Ah  Spike block +|2|Spike air             |Ah|Spike block        | 
- Special air  Bh  Special block +|3|Special air           |Bh|Special block      | 
- Shootable air  Ch  Shootable block +|4|Shootable air         |Ch|Shootable block    | 
- Horizontal extension  Dh  Vertical extension +|5|Horizontal extension  |Dh|Vertical extension | 
- Unused air  Eh  Grapple block +|6|Unused air            |Eh|Grapple block      | 
- Bombable air  Fh  Bombable block +|7|Bombable air          |Fh|Bombable block     | 
-Block type BTS  Description + 
-2 / Ah  Spike  Solid only. Generic spike (60 damage) + 
- Solid only. Kraid's lair spike (10h damage) +^Block Type^^ BTS ^^Description                                                                                     ^ 
- Air only. Air spike (10h damage) +|2 / Ah|Spike|0||Solid only. Generic spike (60 damage)                                                              | 
- Solid only. Draygon's broken turret (10h damage) +| ::: | ::: |1||Solid only. Kraid's lair spike (10h damage)                                                         | 
-Eh  Solid only. X-rayable block (used in Blue Brinstar boulder room) +| ::: | ::: |2||Air only. Air spike (10h damage)                                                                    | 
-Fh  Solid only. Enemy breakable block (used in Shaktool's room) +| ::: | ::: |3||Solid only. Draygon's broken turret (10h damage)                                                    | 
-3 / Bh  Special  1×1 respawning crumble block +| ::: | ::: |Eh||Solid only. X-rayable block (used in Blue Brinstar boulder room)                                   | 
- 2×1 respawning crumble block +| ::: | ::: |Fh||Solid only. Enemy breakable block (used in Shaktool's room)                                        | 
- 1×2 respawning crumble block +|3 / Bh|Special|0||1×1 respawning crumble block                                                                     | 
- 2×2 respawning crumble block +| ::: | ::: |1||2×1 respawning crumble block                                                                        | 
- 1×1 crumble block +| ::: | ::: |2||1×2 respawning crumble block                                                                        | 
- 2×1 crumble block +| ::: | ::: |3||2×2 respawning crumble block                                                                        | 
- 1×2 crumble block +| ::: | ::: |4||1×1 crumble block                                                                                   | 
- 2×2 crumble block +| ::: | ::: |5||2×1 crumble block                                                                                   | 
- Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +| ::: | ::: |6||1×2 crumble block                                                                                   | 
- Air only. Leftwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +| ::: | ::: |7||2×2 crumble block                                                                                   | 
-Ah  Air only. Rightwards treadmill, always on +| ::: | ::: |8||Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead                    | 
-Bh  Air only. Leftwards treadmill, always on +| ::: | ::: |9||Air only. Leftwards treadmill, disabled in Wrecked Ship unless Phantoon is dead                     | 
-Eh  Respawning speed boost block +| ::: | ::: |Ah||Air only. Rightwards treadmill, always on                                                          | 
-Fh  Speed boost block +| ::: | ::: |Bh||Air only. Leftwards treadmill, always on                                                           | 
-44h  Generic PLM shot trigger +| ::: | ::: |Eh||Respawning speed boost block                                                                       | 
-45h  Item collision detection +| ::: | ::: |Fh||Speed boost block                                                                                  | 
-46h  Scroll PLM trigger +| ::: | ::: |44h||Generic PLM shot trigger                                                                          | 
-47h  Map station right access +| ::: | ::: |45h||Item collision detection                                                                          | 
-48h  Map station left access +| ::: | ::: |46h||Scroll PLM trigger                                                                                | 
-49h  Energy station right access +| ::: | ::: |47h||Map station right access                                                                          | 
-4Ah  Energy station left access +| ::: | ::: |48h||Map station left access                                                                           | 
-4Bh  Missile station right access +| ::: | ::: |49h||Energy station right access                                                                       | 
-4Ch  Missile station left access +| ::: | ::: |4Ah||Energy station left access                                                                        | 
-4Dh  Save station trigger +| ::: | ::: |4Bh||Missile station right access                                                                      | 
-Crateria/debug  80h  Air only. Ice physics +| ::: | ::: |4Ch||Missile station left access                                                                       | 
-Brinstar  80h  Floor plant +| ::: | ::: |4Dh||Save station trigger                                                                              | 
-81h  Ceiling plant +| ::: | ::: |Crateria/debug|80h|Air only. Ice physics                                                               | 
-82h  Respawning speed block, slower crumble animation +| ::: | ::: |Brinstar|80h|Floor plant                                                                               | 
-83h  Speed block, slower crumble animation +| ::: | ::: | ::: |81h|Ceiling plant                                                                                | 
-84h  Respawning speed block (used by dachora pit) +| ::: | ::: | ::: |82h|Respawning speed block, slower crumble animation                                             | 
-85h  Speed boost block +| ::: | ::: | ::: |83h|Speed block, slower crumble animation                                                        | 
-Norfair  83h  Lower Norfair chozo hand trigger +| ::: | ::: | ::: |84h|Respawning speed block (used by dachora pit)                                                 | 
-Wrecked Ship  80h  Wrecked Ship chozo hand trigger +| ::: | ::: | ::: |85h|Speed boost block                                                                            | 
-Maridia  80h  Quicksand surface, can run on without sinking (used in snail room) +| ::: | ::: |Norfair|83h|Lower Norfair chozo hand trigger                                                           | 
-81h  Quicksand surface +| ::: | ::: |Wrecked Ship|80h|Wrecked Ship chozo hand trigger                                                       | 
-82h  Quicksand surface +| ::: | ::: |Maridia|80h|Quicksand surface, can run on without sinking (used in snail room)                         | 
-83h  Submerging quicksand (used in sand falls rooms) +| ::: | ::: | ::: |81h|Quicksand surface                                                                            | 
-84h  Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) +| ::: | ::: | ::: |82h|Quicksand surface                                                                            | 
-85h  Sand falls - fast +| ::: | ::: | ::: |83h|Submerging quicksand (used in sand falls rooms)                                              | 
-7 / Fh  Bombable  1×1 respawning bomb block +| ::: | ::: | ::: |84h|Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) | 
- 2×1 respawning bomb block +| ::: | ::: | ::: |85h|Sand falls - fast                                                                            | 
- 1×2 respawning bomb block +|7 / Fh|Bombable|0||1×1 respawning bomb block                                                                       | 
- 2×2 respawning bomb block +| ::: | ::: |1||2×1 respawning bomb block                                                                           | 
- 1×1 bomb block +| ::: | ::: |2||1×2 respawning bomb block                                                                           | 
- 2×1 bomb block +| ::: | ::: |3||2×2 respawning bomb block                                                                           | 
- 1×2 bomb block +| ::: | ::: |4||1×1 bomb block                                                                                      | 
- 2×2 bomb block +| ::: | ::: |5||2×1 bomb block                                                                                      | 
-4 / Ch  Shootable  1×1 respawning shot block +| ::: | ::: |6||1×2 bomb block                                                                                      | 
- 2×1 respawning shot block +| ::: | ::: |7||2×2 bomb block                                                                                      | 
- 1×2 respawning shot block +|4 / Ch|Shootable|0||1×1 respawning shot block                                                                      | 
- 2×2 respawning shot block +| ::: | ::: |1||2×1 respawning shot block                                                                           | 
- 1×1 shot block +| ::: | ::: |2||1×2 respawning shot block                                                                           | 
- 2×1 shot block +| ::: | ::: |3||2×2 respawning shot block                                                                           | 
- 1×2 shot block +| ::: | ::: |4||1×1 shot block                                                                                      | 
- 2×2 shot block +| ::: | ::: |5||2×1 shot block                                                                                      | 
- Respawning power bomb block +| ::: | ::: |6||1×2 shot block                                                                                      | 
- Power bomb block +| ::: | ::: |7||2×2 shot block                                                                                      | 
-Ah  Respawning super missile block +| ::: | ::: |8||Respawning power bomb block                                                                         | 
-Bh  Super missile block +| ::: | ::: |9||Power bomb block                                                                                    | 
-Ch  Fake super missile block (solid block but shows super missile block when x-rayed) +| ::: | ::: |Ah||Respawning super missile block                                                                     | 
-Dh  Fake super missile block +| ::: | ::: |Bh||Super missile block                                                                                | 
-Eh  Fake super missile block +| ::: | ::: |Ch||Fake super missile block (solid block but shows super missile block when x-rayed)                  | 
-Fh  Fake super missile block +| ::: | ::: |Dh||Fake super missile block                                                                           | 
-10h  Gate blocks +| ::: | ::: |Eh||Fake super missile block                                                                           | 
-40h  Blue door facing left +| ::: | ::: |Fh||Fake super missile block                                                                           | 
-41h  Blue door facing right +| ::: | ::: |10h||Gate blocks                                                                                       | 
-42h  Blue door facing up +| ::: | ::: |40h||Blue door facing left                                                                             | 
-43h  Blue door facing down +| ::: | ::: |41h||Blue door facing right                                                                            | 
-44h  Generic shot trigger +| ::: | ::: |42h||Blue door facing up                                                                               | 
-45h  Item trigger +| ::: | ::: |43h||Blue door facing down                                                                             | 
-46h  Left blue gate trigger +| ::: | ::: |44h||Generic shot trigger                                                                              | 
-47h  Right blue gate trigger +| ::: | ::: |45h||Item trigger                                                                                      | 
-48h  Left red gate trigger +| ::: | ::: |46h||Left blue gate trigger                                                                            | 
-49h  Right red gate trigger +| ::: | ::: |47h||Right blue gate trigger                                                                           | 
-4Ah  Left green gate trigger +| ::: | ::: |48h||Left red gate trigger                                                                             | 
-4Bh  Right green gate trigger +| ::: | ::: |49h||Right red gate trigger                                                                            | 
-4Ch  Left orange gate trigger +| ::: | ::: |4Ah||Left green gate trigger                                                                           | 
-4Dh  Right orange gate trigger +| ::: | ::: |4Bh||Right green gate trigger                                                                          | 
-4Fh  Critters escape block +| ::: | ::: |4Ch||Left orange gate trigger                                                                          | 
-Eh  Grapple block  Generic grapple block +| ::: | ::: |4Dh||Right orange gate trigger                                                                         | 
- Respawning crumbling grapple block +| ::: | ::: |4Fh||Critters escape block                                                                             | 
- Non-respawning crumbling grapple block +|Eh|Grapple block|0||Generic grapple block                                                                          | 
-80h+  Grapple-through block+| ::: | ::: |1||Respawning crumbling grapple block                                                                  | 
 +| ::: | ::: |2||Non-respawning crumbling grapple block                                                              | 
 +| ::: | ::: |80h+||Grapple-through block                                                                            |
  
    
-FX+==== FX ====
  
    __________________________________________ Door pointer    __________________________________________ Door pointer
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 Layer 3 types Layer 3 types
- None +|0|None                      | 
- Lava +|2|Lava                      | 
- Acid +|4|Acid                      | 
- Water +|6|Water                     | 
- Spores +|8|Spores                    | 
-Ah  Rain +|Ah|Rain                     | 
-Ch  Fog +|Ch|Fog                      | 
-20h  Scrolling sky +|20h|Scrolling sky           | 
-22h  Unused +|22h|Unused                  | 
-24h  Fireflea +|24h|Fireflea                | 
-26h  Tourian entrance statue +|26h|Tourian entrance statue | 
-28h  Ceres Ridley +|28h|Ceres Ridley            | 
-2Ah  Ceres elevator +|2Ah|Ceres elevator          | 
-2Ch  Haze+|2Ch|Haze                    |
  
 Layer blending configurations Layer blending configurations
-2/Eh/20h  Normal. BG1/BG2/sprites are drawn with BG3 added on top   +|2/Eh/20h|Normal. BG1/BG2/sprites are drawn with BG3 added on top                                                                                                                                                                                    || 
- Normal, but BG2 is disabled  Used by Phantoon +|4|Normal, but BG2 is disabled|Used by Phantoon                                                                                                                                                                                                       | 
- Normal, but sprites aren't affected by BG3 and sprites are added to BG1/BG2 (instead of hidden)  Unused +|6|Normal, but sprites aren't affected by BG3 and sprites are added to BG1/BG2 (instead of hidden)|Unused                                                                                                                                             | 
- Normal, but BG1/sprites aren't affected by BG3 and sprites are added to BG2 (instead of hidden)  Used in some power off Wrecked Ship rooms +|8|Normal, but BG1/sprites aren't affected by BG3 and sprites are added to BG2 (instead of hidden)|Used in some power off Wrecked Ship rooms                                                                                                          | 
-Ah  Normal, but BG1 isn't affected by BG3  Used with FX layer 3 type = spores +|Ah|Normal, but BG1 isn't affected by BG3|Used with FX layer 3 type = spores                                                                                                                                                                          | 
-Ch  Normal, but BG3 is disabled and colour math is subtractive  Used with FX layer 3 type = fireflea +|Ch|Normal, but BG3 is disabled and colour math is subtractive|Used with FX layer 3 type = fireflea                                                                                                                                                   | 
-10h/12h  Normal, but BG3 is disabled inside window 1  Used by morph ball eye and varia/gravity suit pickup +|10h/12h|Normal, but BG3 is disabled inside window 1|Used by morph ball eye and varia/gravity suit pickup                                                                                                                                             | 
-14h/22h  Normal, but BG1 isn't affected by BG3 and colour math is subtractive  Sometimes use with FX layer 3 type = water +|14h/22h|Normal, but BG1 isn't affected by BG3 and colour math is subtractive|Sometimes use with FX layer 3 type = water                                                                                                                              | 
-16h  BG1/sprites are drawn after the result of drawing BG2/BG3 is subtracted  Sometimes use with FX layer 3 type = water +|16h|BG1/sprites are drawn after the result of drawing BG2/BG3 is subtracted|Sometimes use with FX layer 3 type = water                                                                                                                               | 
-18h/1Eh/30h  BG3 is drawn with the result of drawing BG1/BG2/sprites added on top  Used with FX layer 3 type = lava / acid / fog / Tourian entrance statue, sometimes use with FX layer 3 type = water +|18h/1Eh/30h|BG3 is drawn with the result of drawing BG1/BG2/sprites added on top|Used with FX layer 3 type = lava / acid / fog / Tourian entrance statue, sometimes use with FX layer 3 type = water                                                 | 
-1Ah  Normal, but BG2 and BG3 have reversed roles  Used by Phantoon +|1Ah|Normal, but BG2 and BG3 have reversed roles|Used by Phantoon                                                                                                                                                                                     | 
-1Ch  Normal, but BG2 and BG3 have reversed roles, colour addition is halved and backdrop is disabled  Unused +|1Ch|Normal, but BG2 and BG3 have reversed roles, colour addition is halved and backdrop is disabled|Unused                                                                                                                                           | 
-24h  BG1/BG2/sprites are drawn the backdrop is added on top inside window 1  Used by Mother Brain +|24h|BG1/BG2/sprites are drawn the backdrop is added on top inside window 1|Used by Mother Brain                                                                                                                                                      | 
-26h  Normal, but colour addition is halved  Unused +|26h|Normal, but colour addition is halved|Unused                                                                                                                                                                                                     | 
-28h  Normal, but BG3 is disabled, colour math is subtractive, and the backdrop subtracts red if there is no power bomb explosion  Used in some default state Crateria rooms, some power off Wrecked Ship rooms, pre plasma beam rooms +|28h|Normal, but BG3 is disabled, colour math is subtractive, and the backdrop subtracts red if there is no power bomb explosion|Used in some default state Crateria rooms, some power off Wrecked Ship rooms, pre plasma beam rooms                  | 
-2Ah  Normal, but BG3 is disabled, colour math is subtractive, and the backdrop subtracts orange if there is no power bomb explosion  Used in blue Brinstar rooms, Kraid's lair entrance, n00b tube side rooms, plasma beam room, some sand falls rooms +|2Ah|Normal, but BG3 is disabled, colour math is subtractive, and the backdrop subtracts orange if there is no power bomb explosion|Used in blue Brinstar rooms, Kraid's lair entrance, n00b tube side rooms, plasma beam room, some sand falls rooms | 
-2Ch  Normal, but BG3 is disabled  Used by FX layer 3 type = haze and torizos +|2Ch|Normal, but BG3 is disabled|Used by FX layer 3 type = haze and torizos                                                                                                                                                                           | 
-2Eh  Normal, but colour math is subtractive  Unused +|2Eh|Normal, but colour math is subtractive|Unused                                                                                                                                                                                                    | 
-32h  Normal, but BG1 isn't affected by BG3 and colour math is subtractive  Unused +|32h|Normal, but BG1 isn't affected by BG3 and colour math is subtractive|Unused                                                                                                                                                                      | 
-34h  Normal, but power bombs don't affect BG2  Unused+|34h|Normal, but power bombs don't affect BG2|Unused                                                                                                                                                                                                  |
  
 Liquid options Liquid options
- Liquid flows (leftwards) +|1|Liquid flows (leftwards)                                      | 
- Layer 2 is wavy +|2|Layer 2 is wavy                                               | 
- Liquid physics are disabled (used in n00b tube room) +|4|Liquid physics are disabled (used in n00b tube room)          | 
-40h  Big tide (liquid fluctuates up and down, a la the gauntlet) +|40h|Big tide (liquid fluctuates up and down, a la the gauntlet) | 
-80h  Small tide (liquid fluctuates up and down)+|80h|Small tide (liquid fluctuates up and down)                  |
  
-  +==== Enemy population ====
-Enemy population+
  
    ____________________________________ Enemy ID    ____________________________________ Enemy ID
Line 481: Line 485:
  
 The properties are as follows: The properties are as follows:
-8000h  Hitbox solid to Samus +|8000h|Hitbox solid to Samus    | 
-4000h  Respawns if killed +|4000h|Respawns if killed       | 
-2000h  Process instructions +|2000h|Process instructions     | 
-1000h  Block plasma beam +|1000h|Block plasma beam        | 
-800h  Process whilst off-screen +|800h|Process whilst off-screen | 
-400h  Intangible +|400h|Intangible                | 
-200h  Delete +|200h|Delete                    | 
-100h  Invisible+|100h|Invisible                 |
  
 The extra properties are as follows: The extra properties are as follows:
- Enable extended spritemap format +|4|Enable extended spritemap format               | 
- Disable enemy AI. Isn't disabled if intangible +|1|Disable enemy AI. Isn't disabled if intangible | 
-Enemy set+==== Enemy set ==== 
  
    ______ Enemy ID    ______ Enemy ID
Line 504: Line 509:
  
 Enemy set defines which enemies are allowed inside the room and which palette slot to use. They're stored in bank $B4 with each enemy being 4 bytes, plus the 2 byte terminator. Enemies that use the same palette may share the same palette index. Valid palette indices are 1, 2, 3 and 7; note that only palette 7 is affected by colour math. Enemy set defines which enemies are allowed inside the room and which palette slot to use. They're stored in bank $B4 with each enemy being 4 bytes, plus the 2 byte terminator. Enemies that use the same palette may share the same palette index. Valid palette indices are 1, 2, 3 and 7; note that only palette 7 is affected by colour math.
-Scroll+ 
 +==== Scroll ====
  
    _______ First scroll    _______ First scroll
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 Scroll values are as follows: Scroll values are as follows:
- Red. Cannot scroll into this area +|0|Red. Cannot scroll into this area         | 
- Blue. Hides the bottom 2 rows of the area +|1|Blue. Hides the bottom 2 rows of the area | 
- Green. Unrestricted +|2|Green. Unrestricted                       | 
-Special x-ray blocks+ 
 +==== Special X-Ray Blocks ====
  
    _______ X position    _______ X position
Line 535: Line 542:
 The X/Y position is specified in (16px x 16px) block units. The block uses the level data block format, except that the block type is ignored. The X/Y position is specified in (16px x 16px) block units. The block uses the level data block format, except that the block type is ignored.
  
-Note that flexglow uses this pointer for the flexglow table instead. +Note that [[https://metroidconstruction.com/resource.php?id=54|flexglow]] uses this pointer for the flexglow table instead. 
-PLM population+ 
 +==== PLM population ====
  
    ____________ PLM ID    ____________ PLM ID
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 PLMs with PLM ID >= $DF89 are considered to be “item PLMs”, meaning the PLM argument specified in the PLM populations will be used as a unique ID and cannot be negative. PLMs with PLM ID >= $DF89 are considered to be “item PLMs”, meaning the PLM argument specified in the PLM populations will be used as a unique ID and cannot be negative.
-Library background+ 
 +==== Library Background ====
  
    ______ Type    ______ Type
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 The list of commands used in Super Metroid is as follows: The list of commands used in Super Metroid is as follows:
-Type  Parameters  Description +^Type^Parameters^Description                                                                    ^ 
- ssssss dddd nnnn  Transfer n bytes from s to d in VRAM +|2|ssssss dddd nnnn|Transfer n bytes from s to d in VRAM                                        | 
- ssssss dddd  Decompress s to d in bank $7E +|4|ssssss dddd|Decompress s to d in bank $7E                                                    | 
- Clear layer 3 +|6| |Clear layer 3                                                                              | 
- ssssss dddd nnnn  Transfer n bytes from s to d in VRAM and set BG3 tiles base address = $2000 +|8|ssssss dddd nnnn|Transfer n bytes from s to d in VRAM and set BG3 tiles base address = $2000 | 
-Ah  Clear layer 2 +|Ah| |Clear layer 2                                                                             | 
-Ch  Clear Kraid's layer 2 +|Ch| |Clear Kraid's layer 2                                                                     | 
-Eh  DDDD ssssss dddd nnnn  Transfer n bytes from s to d in VRAM if the current door pointer = D +|Eh|DDDD ssssss dddd nnnn|Transfer n bytes from s to d in VRAM if the current door pointer = D  | 
-Object formats+ 
 +===== Object formats =====
  
 Super Metroid has lots of specialised object formats, which are defined with an instruction list possibly combined with an “initialisation ASM”. In general, object formats have a handler that, for each object, executes a pre-instruction and then interprets the instruction list. Super Metroid has lots of specialised object formats, which are defined with an instruction list possibly combined with an “initialisation ASM”. In general, object formats have a handler that, for each object, executes a pre-instruction and then interprets the instruction list.
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 Common ASM instructions include looping, conditional execution, setting the pre-instruction, deleting the object and sleeping. The pre-instruction is a function that's executed before the object's instruction list is processed for the current frame. Objects that are sleeping are suspended from handling until they are awakened (usually by a pre-instruction set earlier in the object instruction list). Common ASM instructions include looping, conditional execution, setting the pre-instruction, deleting the object and sleeping. The pre-instruction is a function that's executed before the object's instruction list is processed for the current frame. Objects that are sleeping are suspended from handling until they are awakened (usually by a pre-instruction set earlier in the object instruction list).
-PLMs+ 
 +==== PLMs ====
  
 PLMs (post-load modifications) are objects that modify level data blocks in real-time. They exist in bank $84 and are typically loaded with a room from a room header (e.g. items, doors) or spawned as part of a block interaction (e.g. shot block crumbling). PLMs (post-load modifications) are objects that modify level data blocks in real-time. They exist in bank $84 and are typically loaded with a room from a room header (e.g. items, doors) or spawned as part of a block interaction (e.g. shot block crumbling).
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 The draw instruction format is a list of: The draw instruction format is a list of:
  
-nnnn       ; Number of blocks +  nnnn       ; Number of blocks 
-bbbb [...] ; Blocks +  bbbb [...] ; Blocks 
-xx yy      ; X and Y offsets from origin to start drawing from+  xx yy      ; X and Y offsets from origin to start drawing from
  
 where the list is terminated by xx yy = 00 00. where the list is terminated by xx yy = 00 00.
  
 Blocks are drawn from the PLM's position, the direction they're drawn in is given by the most significant bit of n. If n < 8000h, the blocks are drawn in a horizontal line to the right. If n >= 8000h, n & 7FFFh blocks are drawn in a vertical line downwards. Blocks are drawn from the PLM's position, the direction they're drawn in is given by the most significant bit of n. If n < 8000h, the blocks are drawn in a horizontal line to the right. If n >= 8000h, n & 7FFFh blocks are drawn in a vertical line downwards.
-Enemy projectiles+ 
 +==== Enemy Projectiles ====
  
 Enemy projectiles exist in bank $86 and are typically spawned by enemies and can use their graphics and palette. Enemy projectiles exist in bank $86 and are typically spawned by enemies and can use their graphics and palette.
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 The properties are as follows: The properties are as follows:
-8000h  Detect collisions with projectiles +8000h  Detect collisions with projectiles 
-4000h  Don't die on contact +4000h  Don't die on contact 
-2000h  Disable collisions with Samus +2000h  Disable collisions with Samus 
-1000h  Low priority (drawn under enemies/Samus/projectiles)+1000h  Low priority (drawn under enemies/Samus/projectiles)
  
 The special instructions for enemy projectiles have the format: The special instructions for enemy projectiles have the format:
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 The spritemap timer is how many frames to wait until the next instruction in the instruction list is proceeded to. Within the spritemap, the tile numbers added to the base tile number set when the enemy projectile was spawned (so the projectile can access enemy graphics). The spritemap timer is how many frames to wait until the next instruction in the instruction list is proceeded to. Within the spritemap, the tile numbers added to the base tile number set when the enemy projectile was spawned (so the projectile can access enemy graphics).
-Animated tiles objects+ 
 +==== Animated Tiles Objects ====
  
 Animated tiles objects are objects that modify tile graphics in real-time. They exist in bank $87 and are loaded with a room from an FX header. Animated tiles objects are objects that modify tile graphics in real-time. They exist in bank $87 and are loaded with a room from an FX header.
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 The animation timer is how many frames to wait until the next instruction in the instruction list is proceeded to. The animation timer is how many frames to wait until the next instruction in the instruction list is proceeded to.
-HDMA objects+ 
 +==== HDMA Objects ====
  
 HDMA objects exist in bank $88 and are typically loaded with a room as part of FX or spawned by power bombs / x-ray. HDMA objects exist in bank $88 and are typically loaded with a room as part of FX or spawned by power bombs / x-ray.
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 The table timer is how many frames to wait until the next instruction in the instruction list is proceeded to. The table timer is how many frames to wait until the next instruction in the instruction list is proceeded to.
-Palette FX objects+ 
 +==== Palette FX Objects ====
  
 Palette FX objects are objects that modify palette data in real-time. They exist in bank $8D and are loaded with a room from an FX header. Palette FX objects are objects that modify palette data in real-time. They exist in bank $8D and are loaded with a room from an FX header.
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 Palette instructions are a mix of colours (which are positive values) and ASM instructions (negative values). Colours are written to successive positions in CGRAM starting from initial colour index. ASM instructions can modify the colour index between listed colour values, and the instruction $C595 is used to terminate the palette instruction list. Palette instructions are a mix of colours (which are positive values) and ASM instructions (negative values). Colours are written to successive positions in CGRAM starting from initial colour index. ASM instructions can modify the colour index between listed colour values, and the instruction $C595 is used to terminate the palette instruction list.
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sm/technical_information/data_structures.1731625667.txt.gz · Last modified: 2024/11/14 23:07 by felixwright