User Tools

Site Tools


sm:technical_information:data_structures

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
sm:technical_information:data_structures [2024/11/15 01:35] felixwrightsm:technical_information:data_structures [2024/11/16 08:12] (current) felixwright
Line 291: 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  0  Solid only. Generic spike (60 damage) +
-1  Solid only. Kraid's lair spike (10h damage) +
-2  Air only. Air spike (10h damage) +
-3  Solid only. Draygon's broken turret (10h damage) +
-Eh  Solid only. X-rayable block (used in Blue Brinstar boulder room) +
-Fh  Solid only. Enemy breakable block (used in Shaktool's room) +
-3 / Bh  Special  0  1×1 respawning crumble block +
-1  2×1 respawning crumble block +
-2  1×2 respawning crumble block +
-3  2×2 respawning crumble block +
-4  1×1 crumble block +
-5  2×1 crumble block +
-6  1×2 crumble block +
-7  2×2 crumble block +
-8  Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +
-9  Air only. Leftwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +
-Ah  Air only. Rightwards treadmill, always on +
-Bh  Air only. Leftwards treadmill, always on +
-Eh  Respawning speed boost block +
-Fh  Speed boost block +
-44h  Generic PLM shot trigger +
-45h  Item collision detection +
-46h  Scroll PLM trigger +
-47h  Map station right access +
-48h  Map station left access +
-49h  Energy station right access +
-4Ah  Energy station left access +
-4Bh  Missile station right access +
-4Ch  Missile station left access +
-4Dh  Save station trigger +
-Crateria/debug  80h  Air only. Ice physics +
-Brinstar  80h  Floor plant +
-81h  Ceiling plant +
-82h  Respawning speed block, slower crumble animation +
-83h  Speed block, slower crumble animation +
-84h  Respawning speed block (used by dachora pit) +
-85h  Speed boost block +
-Norfair  83h  Lower Norfair chozo hand trigger +
-Wrecked Ship  80h  Wrecked Ship chozo hand trigger +
-Maridia  80h  Quicksand surface, can run on without sinking (used in snail room) +
-81h  Quicksand surface +
-82h  Quicksand surface +
-83h  Submerging quicksand (used in sand falls rooms) +
-84h  Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) +
-85h  Sand falls - fast +
-7 / Fh  Bombable  0  1×1 respawning bomb block +
-1  2×1 respawning bomb block +
-2  1×2 respawning bomb block +
-3  2×2 respawning bomb block +
-4  1×1 bomb block +
-5  2×1 bomb block +
-6  1×2 bomb block +
-7  2×2 bomb block +
-4 / Ch  Shootable  0  1×1 respawning shot block +
-1  2×1 respawning shot block +
-2  1×2 respawning shot block +
-3  2×2 respawning shot block +
-4  1×1 shot block +
-5  2×1 shot block +
-6  1×2 shot block +
-7  2×2 shot block +
-8  Respawning power bomb block +
-9  Power bomb block +
-Ah  Respawning super missile block +
-Bh  Super missile block +
-Ch  Fake super missile block (solid block but shows super missile block when x-rayed) +
-Dh  Fake super missile block +
-Eh  Fake super missile block +
-Fh  Fake super missile block +
-10h  Gate blocks +
-40h  Blue door facing left +
-41h  Blue door facing right +
-42h  Blue door facing up +
-43h  Blue door facing down +
-44h  Generic shot trigger +
-45h  Item trigger +
-46h  Left blue gate trigger +
-47h  Right blue gate trigger +
-48h  Left red gate trigger +
-49h  Right red gate trigger +
-4Ah  Left green gate trigger +
-4Bh  Right green gate trigger +
-4Ch  Left orange gate trigger +
-4Dh  Right orange gate trigger +
-4Fh  Critters escape block +
-Eh  Grapple block  0  Generic grapple block +
-1  Respawning crumbling grapple block +
-2  Non-respawning crumbling grapple block +
-80h+  Grapple-through block+
  
-  
-==== FX ==== 
- 
-   __________________________________________ Door pointer 
-  |     _____________________________________ Base Y position 
-  |    |     ________________________________ Target Y position 
-  |    |    |     ___________________________ Y velocity 
-  |    |    |    |     ______________________ Timer 
-  |    |    |    |    |   ___________________ Layer 3 type 
-  |    |    |    |    |  |   ________________ Default layer blending configuration (FX A) 
-  |    |    |    |    |  |  |   _____________ FX layer 3 layer blending configuration (FX B) 
-  |    |    |    |    |  |  |  |   __________ Liquid options (FX C) 
-  |    |    |    |    |  |  |  |  |   _______ Palette FX bitset 
-  |    |    |    |    |  |  |  |  |  |   ____ Animated tiles bitset 
-  |    |    |    |    |  |  |  |  |  |  |   _ Palette blend 
-  |    |    |    |    |  |  |  |  |  |  |  | 
-  dddd,bbbb,tttt,vvvv,tt,ff,AA,BB,CC,pp,aa,bb ; First FX entry 
-  dddd,bbbb,tttt,vvvv,tt,ff,AA,BB,CC,pp,aa,bb ; Second FX entry 
-  [...]                                       ; Other FX entries 
-  0000,bbbb,tttt,vvvv,tt,ff,AA,BB,CC,pp,aa,bb ; Default FX entry 
- 
-OR 
- 
-  FFFF ; No FX 
- 
-FX defines roomwide graphical effects, they're stored in bank $83. A room either has a two byte FFFF entry specifying there is no FX, or it has optional door-dependent FX entries followed by the default entry. A door-dependent FX entries is used if the door taken into the room matches the entry's door pointer, if no doors match (or if there are no entries) the default entry is used. 
- 
-Layer 3 types 
-0  None 
-2  Lava 
-4  Acid 
-6  Water 
-8  Spores 
-Ah  Rain 
-Ch  Fog 
-20h  Scrolling sky 
-22h  Unused 
-24h  Fireflea 
-26h  Tourian entrance statue 
-28h  Ceres Ridley 
-2Ah  Ceres elevator 
-2Ch  Haze 
- 
-Layer blending configurations 
-2/Eh/20h  Normal. BG1/BG2/sprites are drawn with BG3 added on top   
-4  Normal, but BG2 is disabled  Used by Phantoon 
-6  Normal, but sprites aren't affected by BG3 and sprites are added to BG1/BG2 (instead of hidden)  Unused 
-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 
-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 
-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 
-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 
-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 
-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 
-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 
-2Eh  Normal, but 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 
- 
-Liquid options 
-1  Liquid flows (leftwards) 
-2  Layer 2 is wavy 
-4  Liquid physics are disabled (used in n00b tube room) 
-40h  Big tide (liquid fluctuates up and down, a la the gauntlet) 
-80h  Small tide (liquid fluctuates up and down) 
- 
-  
-==== Enemy population ==== 
- 
-   ____________________________________ Enemy ID 
-  |     _______________________________ X position 
-  |    |     __________________________ Y position 
-  |    |    |     _____________________ Initialisation parameter (orientation in old SMILE, tilemaps in SMILE RF) 
-  |    |    |    |     ________________ Properties (special in SMILE) 
-  |    |    |    |    |     ___________ Extra properties (special GFX bitset in SMILE, graphics in SMILE RF) 
-  |    |    |    |    |    |     ______ General purpose parameter (speed in SMILE) 
-  |    |    |    |    |    |    |     _ General purpose parameter (speed 2 in SMILE) 
-  |    |    |    |    |    |    |    | 
-  iiii xxxx yyyy oooo pppp gggg aaaa bbbb ; First enemy 
-  iiii xxxx yyyy oooo pppp gggg aaaa bbbb ; Second enemy 
-  [...]                                   ; Other enemies 
-  FFFF                                    ; Terminator 
-  nn                                      ; Number of enemy deaths needed to clear current room 
- 
-Enemy population defines the placement of enemies, as well as some generic and enemy specific properties. They're stored in bank $A1 with each enemy being 16 bytes, plus a 3 byte overhead. The initialisation parameter is overwritten by generic enemy routines and so is often only used during enemy initialisation, the other two general purpose parameters do not have this restriction. 
- 
-The properties are as follows: 
-8000h  Hitbox solid to Samus 
-4000h  Respawns if killed 
-2000h  Process instructions 
-1000h  Block plasma beam 
-800h  Process whilst off-screen 
-400h  Intangible 
-200h  Delete 
-100h  Invisible 
- 
-The extra properties are as follows: 
-4  Enable extended spritemap format 
-1  Disable enemy AI. Isn't disabled if intangible 
- 
-==== Enemy set ==== 
- 
- 
-   ______ Enemy ID 
-  |     _ Palette index 
-  |    | 
-  iiii pppp ; First enemy 
-  iiii pppp ; Second enemy 
-  [...]     ; Other enemies 
-  FFFF      ; Terminator 
- 
-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 ==== 
- 
-   _______ First scroll 
-  |   ____ Second scroll 
-  |  |   _ Other scrolls 
-  |  |  | 
-  aa bb [...] 
- 
-Scrolls define how the camera works for each 16×16 block (256px x 256px) area in left-to-right, top-down order (reading order). They're stored in bank $8F and are one byte per scroll. 
- 
-Scroll values are as follows: 
-0  Red. Cannot scroll into this area 
-1  Blue. Hides the bottom 2 rows of the area 
-2  Green. Unrestricted 
- 
-==== Special X-Ray Blocks ==== 
- 
-   _______ X position 
-  |   ____ Y position 
-  |  |   _ Block 
-  |  |  | 
-  xx yy nnnn ; First x-ray block 
-  xx yy nnnn ; Second x-ray block 
-  [...]      ; Other x-ray blocks 
-  0000       ; Terminator 
- 
-Special x-ray blocks display custom x-ray graphics for blocks at given positions in the room. They're stored in bank $8F with each block being 4 bytes, plus the 2 byte terminator. 
- 
-Special x-ray blocks are used in exactly one place in vanilla Super Metroid: the Bomb Torizo room during the escape sequence. It's a hacky way of allowing Samus to x-ray the shootable block in the bottom-right corner of the screen. Note that even after you've shot the shootable block, x-ray will still show the shootable block graphics. 
- 
-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. 
- 
-==== PLM population ==== 
- 
-   ____________ PLM ID 
-  |     _______ X position 
-  |    |   ____ Y position 
-  |    |  |   _ Parameter 
-  |    |  |  | 
-  iiii xx yy pppp ; First PLM 
-  iiii xx yy pppp ; Second PLM 
-  [...]           ; Other PLMs 
-  0000            ; Terminator 
- 
-PLM population defines the placement of PLMs, as well as some PLM specific properties. They're stored in bank $8F with each PLM being 6 bytes, plus the 2 byte terminator. 
- 
-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 ==== 
- 
-   ______ Type 
-  |     _ Parameters 
-  |    | 
-  tttt [...] ; First background command 
-  tttt [...] ; Second background command 
-  [...]      ; Other background commands 
-  0000       ; Terminator 
- 
-The list of commands used in Super Metroid is as follows: 
-Type  Parameters  Description 
-2  ssssss dddd nnnn  Transfer n bytes from s to d in VRAM 
-4  ssssss dddd  Decompress s to d in bank $7E 
-6   Clear layer 3 
-8  ssssss dddd nnnn  Transfer n bytes from s to d in VRAM and set BG3 tiles base address = $2000 
-Ah   Clear 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 
- 
-===== 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. 
- 
-The instruction list is a list of ASM instructions and special instructions. ASM instructions have a negative value (meaning $8000..FFFF), which is a pointer to a function to be executed, followed by any parameter values that the function requires. Special instructions (usually graphical in nature) have a positive value (meaning $0000..7FFF), usually a timer value, followed by any parameter values. 
- 
-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 (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). 
- 
-PLM header: 
- 
-   ______ Initialisation ASM pointer 
-  |     _ Instruction list pointer 
-  |    | 
-  aaaa iiii 
- 
-Door PLM header: 
- 
-   ___________ Initialisation ASM pointer 
-  |     ______ Instruction list pointer 
-  |    |     _ Instruction list pointer - door closing 
-  |    |    | 
-  aaaa iiii dddd 
- 
-The third pointer for door PLMs is used instead of the second pointer when the PLM is placed where a blue door would normally be closing when Samus enters a room. 
- 
-The special instructions for PLMs have the format: 
- 
-   ______ Draw timer 
-  |     _ Pointer to draw instruction 
-  |    | 
-  tttt dddd 
- 
-The draw timer is how many frames to wait until the next instruction in the instruction list is proceeded to. 
- 
-The draw instruction format is a list of: 
- 
-nnnn       ; Number of blocks 
-bbbb [...] ; Blocks 
-xx yy      ; X and Y offsets from origin to start drawing from 
- 
-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. 
- 
-==== Enemy Projectiles ==== 
- 
-Enemy projectiles exist in bank $86 and are typically spawned by enemies and can use their graphics and palette. 
-====== Room header ====== 
- 
-   ____________________________________ Room index 
-  |   _________________________________ Area index 
-  |  |   ______________________________ X position (of top left corner) on the map 
-  |  |  |   ___________________________ Y position (of top left corner) on the map 
-  |  |  |  |   ________________________ Room width (in units of screens = 16 blocks = 256 pixels) 
-  |  |  |  |  |   _____________________ Room height (in units of screens = 16 blocks = 256 pixels) 
-  |  |  |  |  |  |   __________________ Up scroller 
-  |  |  |  |  |  |  |   _______________ Down scroller 
-  |  |  |  |  |  |  |  |   ____________ CRE bitset 
-  |  |  |  |  |  |  |  |  |   _________ Door list pointer 
-  |  |  |  |  |  |  |  |  |  |     ____ State conditions list 
-  |  |  |  |  |  |  |  |  |  |    | 
-  |  |  |  |  |  |  |  |  |  |    | 
-  ii aa xx yy ww hh uu dd cc dddd [...] 
- 
-Room headers define rooms, they exist in bank $8F and room header pointers are what SMILE displays as a dropdown box for room selection. They are variable length (due to the event header list) with E5E6 as a terminator. 
- 
-The state conditions list defines conditions to load alternative state headers, they are checked in order and the first state condition whose check passes determines the state header to load. Due to this, state conditions must be specified in backwards chronological order. 
- 
-Area indices 
-|0|Crateria     | 
-|1|Brinstar     | 
-|2|Norfair      | 
-|3|Wrecked Ship | 
-|4|Maridia      | 
-|5|Tourian      | 
-|6|Ceres        | 
-|7|Debug        | 
- 
-  
- 
-Notes: 
- 
-  *     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 
-  *     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 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: 
- 
-1  Disable layer 1 during door transitions into and out of the room 
-2  Reload the CRE 
-4  Load extra large tileset 
- 
-===== State conditions list ===== 
- 
-   ______________ State condition 
-  |     _________ State condition parameters 
-  |    |      ___ State header pointer 
-  |    |     | 
-  eeee [...] ssss ; First state condition 
-  eeee [...] ssss ; Second state condition 
-  [...]           ; Other state conditions 
-  E5E6            ; Default state condition (terminator) 
- 
-State conditions are two-byte pointers to code in bank $8F that may have parameters. If the check defined in the state conditions is passed, the state header pointer in that state condition header is used to load the room. The only exception is state condition $E5E6, the default, which doesn't have a state header pointer (the default state header simply follows this state condition header instead). 
- 
-List of state conditions used in Super Metroid 
-Condition  Parameters  Description 
-$E5E6   Default 
-$E5EB  dddd  Check passes if the current door pointer = d 
-$E5FF   Check passes if main area boss is dead 
-$E612  ee  Check passes if event e is set 
-$E629  bb  Check passes if area boss b is dead 
-$E640   Check passes if morph ball has been collected 
-$E652   Check passes if morph ball and missiles have been collected 
-$E669   Check passes if power bombs have been collected 
-$E678   Check passes if speed booster has been collected 
- 
-Event numbers are given as follows: 
-0  Zebes is awake 
-1  Shitroid ate sidehopper 
-2  Mother Brain's glass is broken 
-3  Zebetite 1 is destroyed 
-4  Zebetite 2 is destroyed 
-5  Zebetite 3 is destroyed 
-6  Phantoon statue is grey 
-7  Ridley statue is grey 
-8  Draygon statue is grey 
-9  Kraid statue is grey 
-Ah  Entrance to Tourian is unlocked 
-Bh  Maridia noobtube is broken 
-Ch  Lower Norfair chozo has lowered the acid 
-Dh  Shaktool cleared a path 
-Eh  Zebes timebomb set 
-Fh  Critters escaped 
-10h  1st Metroid hall cleared 
-11h  1st Metroid shaft cleared 
-12h  2nd Metroid hall cleared 
-13h  2nd Metroid shaft cleared 
-14h  Unused 
-15h  Outran speed booster lavaquake 
- 
-Boss bits are given as follows: 
-1  Area boss (Kraid, Phantoon, Draygon, both Ridleys) 
-2  Area mini-boss (Spore Spawn, Botwoon, Crocomire, Mother Brain) 
-4  Area torizo (Bomb Torizo, Golden Torizo) 
- 
-  
-===== Door list ===== 
- 
-   _________________ First door pointer (door BTS 0) 
-  |     ____________ Second door pointer (door BTS 1) 
-  |    |     _______ Other door pointers (door BTS 2+) 
-  |    |    | 
-  aaaa bbbb [...] 
- 
-Door lists are a list of door pointers that can be used in a room, they exist in bank $8F. They are variable length with no terminator, and are indexed by door BTS (thus, there is an effective maximum of 128 door pointers). 
- 
-The door pointers themselves are two-byte pointers to door headers in bank $83. 
- 
-==== Door header ==== 
- 
-   _____________________________ Destination room header pointer (bank $8F) 
-  |     ________________________ Elevator properties 
-  |    |   _____________________ Orientation 
-  |    |  |   __________________ X position low byte 
-  |    |  |  |   _______________ Y position low byte 
-  |    |  |  |  |   ____________ X position high byte 
-  |    |  |  |  |  |   _________ Y position high byte 
-  |    |  |  |  |  |  |   ______ Distance from door to spawn Samus 
-  |    |  |  |  |  |  |  |     _ Custom door ASM to execute (bank $8F) 
-  |    |  |  |  |  |  |  |    | 
-  rrrr ee oo xx yy XX YY dddd aaaa 
- 
-Door headers define doors, they exist in bank $83 and have a fixed length of 12 bytes. The door ASM can execute any arbitrary ASM and is often used to set scroll values for the new room where the door would normally be hidden inside a red scroll. If the distance from door to spawn Samus is negative (8000h..FFFFh), the standard value of 0x00C8 is used for horizontal doors or 0x0180 for vertical doors. 
- 
-The elevator properties are as follows: 
-0x80  Door is an elevator 
-0x40  Switch map to new area 
-0x0i  Marks elevator index i as used (for debug mode) 
- 
-The orientation values are as follows: 
-0  Right 
-1  Left 
-2  Down 
-3  Up 
-4+  Door spawns a closing door cap 
- 
-===== State header ===== 
- 
-   _______________________________________________________________ Level data 
-  |       ________________________________________________________ Tileset 
-  |      |   _____________________________________________________ Music data index 
-  |      |  |   __________________________________________________ Music track 
-  |      |  |  |   _______________________________________________ FX ($83) 
-  |      |  |  |  |     __________________________________________ Enemy population ($A1) 
-  |      |  |  |  |    |     _____________________________________ Enemy set ($B4) 
-  |      |  |  |  |    |    |     ________________________________ Layer 2 scroll X 
-  |      |  |  |  |    |    |    |   _____________________________ Layer 2 scroll Y 
-  |      |  |  |  |    |    |    |  |   __________________________ Scroll 
-  |      |  |  |  |    |    |    |  |  |     _____________________ Special x-ray blocks 
-  |      |  |  |  |    |    |    |  |  |    |     ________________ Main ASM (FX2 in old SMILE) 
-  |      |  |  |  |    |    |    |  |  |    |    |     ___________ PLM population 
-  |      |  |  |  |    |    |    |  |  |    |    |    |     ______ Library background 
-  |      |  |  |  |    |    |    |  |  |    |    |    |    |     _ Setup ASM (Layer1_2 in old SMILE) 
-  |      |  |  |  |    |    |    |  |  |    |    |    |    |    | 
-  llllll tt MM mm ffff eeee EEEE xx yy ssss xxxx AAAA pppp bbbb aaaa 
- 
-State headers define the parts of rooms that can change due to different events. 
- 
-Tilesets 
-0  Upper Crateria 
-1  Red Crateria 
-2  Lower Crateria 
-3  Old Tourian 
-4  Wrecked Ship - power on 
-5  Wrecked Ship - power off 
-6  Green/blue Brinstar 
-7  Red Brinstar / Kraid's lair 
-8  Pre Tourian entrance corridor 
-9  Heated Norfair 
-Ah  Unheated Norfair 
-Bh  Sandless Maridia 
-Ch  Sandy Maridia 
-Dh  Tourian 
-Eh  Mother Brain's room 
-Fh  Blue Ceres 
-10h  White Ceres 
-11h  Blue Ceres elevator 
-12h  White Ceres elevator 
-13h  Blue Ceres Ridley's room 
-14h  White Ceres Ridley's room 
-15h  Map room / Tourian entrance 
-16h  Wrecked Ship map room - power off 
-17h  Blue refill room 
-18h  Yellow refill room 
-19h  Save room 
-1Ah  Kraid's room 
-1Bh  Crocomire's room 
-1Ch  Draygon's room 
- 
-Music data indices 
-0  No change 
-3  Title sequence 
-6  Empty Crateria 
-9  Lower Crateria 
-Ch  Upper Crateria 
-Fh  Green Brinstar 
-12h  Red Brinstar 
-15h  Upper Norfair 
-18h  Lower Norfair 
-1Bh  Maridia 
-1Eh  Tourian 
-21h  Mother Brain 
-24h  Boss fight 1 
-27h  Boss fight 2 
-2Ah  Miniboss fight 
-2Dh  Ceres 
-30h  Wrecked Ship 
-33h  Zebes boom 
-36h  Intro 
-39h  Death 
-3Ch  Credits 
-3Fh  “The last Metroid is in captivity” 
-42h  “The galaxy is at peace” 
-45h  Shitroid (same as boss fight 2) 
-48h  Samus theme (same as upper Crateria) 
- 
-Music track values 
-0  No change 
-1  Samus fanfare 
-2  Item fanfare 
-3  Elevator 
-4  Pre-statue hall 
-5  Song 0 
-6  Song 1 
-7  Song 2 
- 
-  
- 
-Notes: 
- 
-  *     Level data is a three-byte pointer to compressed data defining the placement of layer 1 tiles, block properties (including BTS) and optionally custom layer 2 tile placement 
-  *     The tileset is an index into a table that defines the tile table, tile graphics and palette 
-  *     The music data index is an index into a music pointers that define songs 0, 1 and 2 
-  *     The FX is an (optional) pointer to data defining graphical effects such as animated tiles, palette glows and layer 3 (e.g. water, lava, spores) 
-  *     The enemy population is a pointer to data defining enemy placement and other parameters 
-  *     The enemy set is a pointer to data defining which enemies use which palettes 
-  *     The layer 2 scroll X/Y is a value that determines whether or not custom layer 2 is used, and how fast layer 2 scrolls compared to layer 1 (parallax effect) 
-  *         In binary, let layer 2 scroll X/Y = sssssssb 
-  *         If b = 1, then the library background is used, otherwise custom layer 2 (defined in level data) is used 
-  *         s = 0 is a special case that depends on b 
-  *             If b = 0 (custom layer 2), then layer 2 and layer 1 scroll together at the same speed (like an extension of layer 1) 
-  *             If b = 1 (library background), then layer 2 does not scroll at all (static image background) 
-  *         Otherwise (if s != 0), layer 2 scroll speed = (layer 1 scroll speed) * (s / 0x80) 
-  *     The scroll is an (optional) pointer to data defining which 16×16 regions are scrollable 
-  *         If scroll = 0, then every scroll region is set to green, except for the bottom row, which is set to blue 
-  *         If scroll = 1, then every scroll region is set to green 
-  *     The special x-ray blocks is an (optional) pointer to data defining custom x-ray block graphics 
-  *     The main ASM is an (optional) pointer to code run every frame 
-  *     The PLM population is an (optional) pointer to data defining PLM placement and parameters 
-  *     The library background is an (optional) pointer to data defining operations for loading layer 2 
-  *     The setup ASM is an (optional) pointer to code run upon loading the room 
- 
-==== Level data ==== 
- 
-  ssssssssssssssss ; Size of decompressed layer 1 data (2 x the number of blocks) 
-   
-   _______ Block type 
-  |    ___ Y flip 
-  |   | __ X flip 
-  |   || _ Block number 
-  |   ||| 
-  ttttyxnnnnnnnnnn ; First block 
-  ttttyxnnnnnnnnnn ; Second block 
-  [...]            ; Other blocks 
-   
-  bbbbbbbb         ; First block BTS 
-  bbbbbbbb         ; Second block BTS 
-  [...] 
-   
-  Optional: 
-  0000yxnnnnnnnnnn ; First block layer 2 
-  0000yxnnnnnnnnnn ; Second block layer 2 
-  [...]            ; Other blocks layer 2 
- 
-Level data is defined by specifying data for each 16px x 16px block in the room. This data is split into layer 1 blocks, BTS and optionally layer 2 blocks. Layer 1/2 are two bytes per block, BTS is one byte per block, and a two byte “decompressed layer 1” size. The decompressed size is followed by layer 1 data, followed by BTS, followed by layer 2 (if used) in that order. Level data is compressed in ROM. 
- 
-Layer 1 blocks uses the binary format shown above where: 
- 
-    Block type specifies the primary type of the block 
-    X/Y flip flips the graphics of the block 
-    Block number specifies the index of the block into the tile table (provides the graphics of the block) 
- 
-Layer 2 blocks use the same format, except that they have no block type (they are padded with zeros instead). 
- 
-BTS data further specifies the type of a block, depending on the primary block type used, e.g. different slope types. 
  
-Block types and BTS values +^Block Type^^ BTS ^^Description                                                                                     ^ 
-Air types  Solid types +|2 / Ah|Spike|0||Solid only. Generic spike (60 damage)                                                              | 
-0  Air  8  Solid block +| ::: | ::: |1||Solid only. Kraid's lair spike (10h damage)                                                         | 
-1  Slope  9  Door block +| ::: | ::: |2||Air only. Air spike (10h damage)                                                                    | 
-2  Spike air  Ah  Spike block +| ::: | ::: |3||Solid only. Draygon's broken turret (10h damage)                                                    | 
-3  Special air  Bh  Special block +| ::: | ::: |Eh||Solid only. X-rayable block (used in Blue Brinstar boulder room)                                   | 
-4  Shootable air  Ch  Shootable block +| ::: | ::: |Fh||Solid only. Enemy breakable block (used in Shaktool's room)                                        | 
-5  Horizontal extension  Dh  Vertical extension +|3 / Bh|Special|0||1×1 respawning crumble block                                                                     | 
-6  Unused air  Eh  Grapple block +| ::: | ::: |1||2×1 respawning crumble block                                                                        | 
-7  Bombable air  Fh  Bombable block +| ::: | ::: |2||1×2 respawning crumble block                                                                        | 
-Block type  BTS  Description +| ::: | ::: |3||2×2 respawning crumble block                                                                        | 
-2 / Ah  Spike   Solid only. Generic spike (60 damage) +| ::: | ::: |4||1×1 crumble block                                                                                   | 
- Solid only. Kraid's lair spike (10h damage) +| ::: | ::: |5||2×1 crumble block                                                                                   | 
- Air only. Air spike (10h damage) +| ::: | ::: |6||1×2 crumble block                                                                                   | 
- Solid only. Draygon's broken turret (10h damage) +| ::: | ::: |7||2×2 crumble block                                                                                   | 
-Eh  Solid only. X-rayable block (used in Blue Brinstar boulder room) +| ::: | ::: |8||Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead                    | 
-Fh  Solid only. Enemy breakable block (used in Shaktool's room) +| ::: | ::: |9||Air only. Leftwards treadmill, disabled in Wrecked Ship unless Phantoon is dead                     | 
-3 / Bh  Special   1×1 respawning crumble block +| ::: | ::: |Ah||Air only. Rightwards treadmill, always on                                                          | 
- 2×1 respawning crumble block +| ::: | ::: |Bh||Air only. Leftwards treadmill, always on                                                           | 
- 1×2 respawning crumble block +| ::: | ::: |Eh||Respawning speed boost block                                                                       | 
- 2×2 respawning crumble block +| ::: | ::: |Fh||Speed boost block                                                                                  | 
- 1×1 crumble block +| ::: | ::: |44h||Generic PLM shot trigger                                                                          | 
- 2×1 crumble block +| ::: | ::: |45h||Item collision detection                                                                          | 
- 1×2 crumble block +| ::: | ::: |46h||Scroll PLM trigger                                                                                | 
- 2×2 crumble block +| ::: | ::: |47h||Map station right access                                                                          | 
- Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +| ::: | ::: |48h||Map station left access                                                                           | 
- Air only. Leftwards treadmill, disabled in Wrecked Ship unless Phantoon is dead +| ::: | ::: |49h||Energy station right access                                                                       | 
-Ah  Air only. Rightwards treadmill, always on +| ::: | ::: |4Ah||Energy station left access                                                                        | 
-Bh  Air only. Leftwards treadmill, always on +| ::: | ::: |4Bh||Missile station right access                                                                      | 
-Eh  Respawning speed boost block +| ::: | ::: |4Ch||Missile station left access                                                                       | 
-Fh  Speed boost block +| ::: | ::: |4Dh||Save station trigger                                                                              | 
-44h  Generic PLM shot trigger +| ::: | ::: |Crateria/debug|80h|Air only. Ice physics                                                               | 
-45h  Item collision detection +| ::: | ::: |Brinstar|80h|Floor plant                                                                               | 
-46h  Scroll PLM trigger +| ::: | ::: | ::: |81h|Ceiling plant                                                                                | 
-47h  Map station right access +| ::: | ::: | ::: |82h|Respawning speed block, slower crumble animation                                             | 
-48h  Map station left access +| ::: | ::: | ::: |83h|Speed block, slower crumble animation                                                        | 
-49h  Energy station right access +| ::: | ::: | ::: |84h|Respawning speed block (used by dachora pit)                                                 | 
-4Ah  Energy station left access +| ::: | ::: | ::: |85h|Speed boost block                                                                            | 
-4Bh  Missile station right access +| ::: | ::: |Norfair|83h|Lower Norfair chozo hand trigger                                                           | 
-4Ch  Missile station left access +| ::: | ::: |Wrecked Ship|80h|Wrecked Ship chozo hand trigger                                                       | 
-4Dh  Save station trigger +| ::: | ::: |Maridia|80h|Quicksand surface, can run on without sinking (used in snail room)                         | 
-Crateria/debug  80h  Air only. Ice physics +| ::: | ::: | ::: |81h|Quicksand surface                                                                            | 
-Brinstar  80h  Floor plant +| ::: | ::: | ::: |82h|Quicksand surface                                                                            | 
-81h  Ceiling plant +| ::: | ::: | ::: |83h|Submerging quicksand (used in sand falls rooms)                                              | 
-82h  Respawning speed block, slower crumble animation +| ::: | ::: | ::: |84h|Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) | 
-83h  Speed block, slower crumble animation +| ::: | ::: | ::: |85h|Sand falls - fast                                                                            | 
-84h  Respawning speed block (used by dachora pit) +|7 / Fh|Bombable|0||1×1 respawning bomb block                                                                       | 
-85h  Speed boost block +| ::: | ::: |1||2×1 respawning bomb block                                                                           | 
-Norfair  83h  Lower Norfair chozo hand trigger +| ::: | ::: |2||1×2 respawning bomb block                                                                           | 
-Wrecked Ship  80h  Wrecked Ship chozo hand trigger +| ::: | ::: |3||2×2 respawning bomb block                                                                           | 
-Maridia  80h  Quicksand surface, can run on without sinking (used in snail room) +| ::: | ::: |4||1×1 bomb block                                                                                      | 
-81h  Quicksand surface +| ::: | ::: |5||2×1 bomb block                                                                                      | 
-82h  Quicksand surface +| ::: | ::: |6||1×2 bomb block                                                                                      | 
-83h  Submerging quicksand (used in sand falls rooms) +| ::: | ::: |7||2×2 bomb block                                                                                      | 
-84h  Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) +|4 / Ch|Shootable|0||1×1 respawning shot block                                                                      | 
-85h  Sand falls - fast +| ::: | ::: |1||2×1 respawning shot block                                                                           | 
-7 / Fh  Bombable   1×1 respawning bomb block +| ::: | ::: |2||1×2 respawning shot block                                                                           | 
- 2×1 respawning bomb block +| ::: | ::: |3||2×2 respawning shot block                                                                           | 
- 1×2 respawning bomb block +| ::: | ::: |4||1×1 shot block                                                                                      | 
- 2×2 respawning bomb block +| ::: | ::: |5||2×1 shot block                                                                                      | 
- 1×1 bomb block +| ::: | ::: |6||1×2 shot block                                                                                      | 
- 2×1 bomb block +| ::: | ::: |7||2×2 shot block                                                                                      | 
- 1×2 bomb block +| ::: | ::: |8||Respawning power bomb block                                                                         | 
- 2×2 bomb block +| ::: | ::: |9||Power bomb block                                                                                    | 
-4 / Ch  Shootable   1×1 respawning shot block +| ::: | ::: |Ah||Respawning super missile block                                                                     | 
- 2×1 respawning shot block +| ::: | ::: |Bh||Super missile block                                                                                | 
- 1×2 respawning shot block +| ::: | ::: |Ch||Fake super missile block (solid block but shows super missile block when x-rayed)                  | 
- 2×2 respawning shot block +| ::: | ::: |Dh||Fake super missile block                                                                           | 
- 1×1 shot block +| ::: | ::: |Eh||Fake super missile block                                                                           | 
- 2×1 shot block +| ::: | ::: |Fh||Fake super missile block                                                                           | 
- 1×2 shot block +| ::: | ::: |10h||Gate blocks                                                                                       | 
- 2×2 shot block +| ::: | ::: |40h||Blue door facing left                                                                             | 
- Respawning power bomb block +| ::: | ::: |41h||Blue door facing right                                                                            | 
- Power bomb block +| ::: | ::: |42h||Blue door facing up                                                                               | 
-Ah  Respawning super missile block +| ::: | ::: |43h||Blue door facing down                                                                             | 
-Bh  Super missile block +| ::: | ::: |44h||Generic shot trigger                                                                              | 
-Ch  Fake super missile block (solid block but shows super missile block when x-rayed) +| ::: | ::: |45h||Item trigger                                                                                      | 
-Dh  Fake super missile block +| ::: | ::: |46h||Left blue gate trigger                                                                            | 
-Eh  Fake super missile block +| ::: | ::: |47h||Right blue gate trigger                                                                           | 
-Fh  Fake super missile block +| ::: | ::: |48h||Left red gate trigger                                                                             | 
-10h  Gate blocks +| ::: | ::: |49h||Right red gate trigger                                                                            | 
-40h  Blue door facing left +| ::: | ::: |4Ah||Left green gate trigger                                                                           | 
-41h  Blue door facing right +| ::: | ::: |4Bh||Right green gate trigger                                                                          | 
-42h  Blue door facing up +| ::: | ::: |4Ch||Left orange gate trigger                                                                          | 
-43h  Blue door facing down +| ::: | ::: |4Dh||Right orange gate trigger                                                                         | 
-44h  Generic shot trigger +| ::: | ::: |4Fh||Critters escape block                                                                             | 
-45h  Item trigger +|Eh|Grapple block|0||Generic grapple block                                                                          | 
-46h  Left blue gate trigger +| ::: | ::: |1||Respawning crumbling grapple block                                                                  | 
-47h  Right blue gate trigger +| ::: | ::: |2||Non-respawning crumbling grapple block                                                              | 
-48h  Left red gate trigger +| ::: | ::: |80h+||Grapple-through block                                                                            |
-49h  Right red gate trigger +
-4Ah  Left green gate trigger +
-4Bh  Right green gate trigger +
-4Ch  Left orange gate trigger +
-4Dh  Right orange gate trigger +
-4Fh  Critters escape block +
-Eh  Grapple block   Generic grapple block +
- Respawning crumbling grapple block +
- Non-respawning crumbling grapple block +
-80h+  Grapple-through block+
  
    
Line 1051: Line 421:
  
 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 ====
  
Line 1116: 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 ====
  
Line 1153: Line 521:
  
 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 ====
Line 1174: 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 ====
Line 1203: Line 571:
  
 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 =====
Line 1252: Line 620:
 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.
Line 1357: Line 725:
  
 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.
- 
-Enemy projectile header: 
- 
-   __________________________________ Initialisation AI 
-  |     _____________________________ (Initial) pre-instruction 
-  |    |     ________________________ Instruction list pointer 
-  |    |    |     ___________________ X radius 
-  |    |    |    |   ________________ Y radius 
-  |    |    |    |  |   _____________ Damage/properties 
-  |    |    |    |  |  |     ________ Touch AI 
-  |    |    |    |  |  |    |     ___ Shot AI 
-  |    |    |    |  |  |    |    | 
-  iiii pppp IIII xx yy Pddd tttt ssss 
- 
-The properties are as follows: 
-8000h  Detect collisions with projectiles 
-4000h  Don't die on contact 
-2000h  Disable collisions with Samus 
-1000h  Low priority (drawn under enemies/Samus/projectiles) 
- 
-The special instructions for enemy projectiles have the format: 
- 
-   ______ Spritemap timer 
-  |     _ Pointer to spritemap 
-  |    | 
-  tttt ssss 
- 
-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 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 object header format: 
- 
-   ___________ Instruction list pointer 
-  |     ______ Size 
-  |    |     _ VRAM address 
-  |    |    | 
-  iiii ssss vvvv 
- 
-The special instructions for animated tiles objects have the format: 
- 
-   ______ Animation timer 
-  |     _ Pointer to tile graphics 
-  |    | 
-  tttt ssss 
- 
-The animation timer is how many frames to wait until the next instruction in the instruction list is proceeded to. 
- 
-==== 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 object header format: 
- 
-   _______ HDMA options 
-  |   ____ PPU register index 
-  |  |   _ Instruction list pointer 
-  |  |  | 
-  dd pp iiii 
- 
-The special instructions for HDMA objects have the format: 
- 
-   ______ Table timer 
-  |     _ Pointer to HDMA table 
-  |    | 
-  tttt ssss 
- 
-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 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 object header format: 
- 
-   ______ Initialisation ASM pointer 
-  |     _ Instruction list pointer 
-  |    | 
-  aaaa iiii 
- 
-The special instructions for palette FX objects have the format: 
- 
-   ______ Palette timer 
-  |     _ Palette instruction list 
-  |    | 
-  tttt [...] 
- 
-The palette timer is how many frames to wait until the next instruction in the instruction list is proceeded to. 
- 
-The ASM instructions are usually used for setting the initial colour index, which is an index into CGRAM equal to (p * 10h + c) * 2 where p is the palette number and c is the colour index within the palette. 
- 
-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. 
- 
sm/technical_information/data_structures.1731634516.txt.gz · Last modified: 2024/11/15 01:35 by felixwright