sm:technical_information:data_structures
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sm:technical_information:data_structures [2024/11/15 01:44] – felixwright | sm:technical_information:data_structures [2024/11/16 08:12] (current) – felixwright | ||
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Block types and BTS values | Block types and BTS values | ||
- | Air types Solid types | + | ^Air types^^Solid types ^^ |
- | 0 Air 8 Solid block | + | |0|Air |8|Solid block | |
- | 1 Slope 9 Door block | + | |1|Slope |9|Door block | |
- | 2 Spike air Ah Spike block | + | |2|Spike air |Ah|Spike block | |
- | 3 Special air Bh Special block | + | |3|Special air |Bh|Special block | |
- | 4 Shootable air Ch Shootable block | + | |4|Shootable air |Ch|Shootable block | |
- | 5 Horizontal extension | + | |5|Horizontal extension |
- | 6 Unused air Eh Grapple block | + | |6|Unused air |Eh|Grapple block | |
- | 7 Bombable air Fh Bombable block | + | |7|Bombable air |Fh|Bombable block | |
- | Block type | + | |
- | 2 / Ah Spike 0 Solid only. Generic spike (60 damage) | + | |
- | 1 Solid only. Kraid' | + | ^Block Type^^ |
- | 2 Air only. Air spike (10h damage) | + | |2 / Ah|Spike|0||Solid only. Generic spike (60 damage) |
- | 3 Solid only. Draygon' | + | | ::: | ::: |1||Solid only. Kraid' |
- | 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' | + | | ::: | ::: |3||Solid only. Draygon' |
- | 3 / Bh Special | + | | ::: | ::: |Eh||Solid only. X-rayable block (used in Blue Brinstar boulder room) | |
- | 1 2×1 respawning crumble block | + | | ::: | ::: |Fh||Solid only. Enemy breakable block (used in Shaktool' |
- | 2 1×2 respawning crumble block | + | |3 / Bh|Special|0||1×1 respawning crumble block | |
- | 3 2×2 respawning crumble block | + | | ::: | ::: |1||2×1 respawning crumble block | |
- | 4 1×1 crumble block | + | | ::: | ::: |2||1×2 respawning crumble block | |
- | 5 2×1 crumble block | + | | ::: | ::: |3||2×2 respawning crumble block | |
- | 6 1×2 crumble block | + | | ::: | ::: |4||1×1 crumble block | |
- | 7 2×2 crumble block | + | | ::: | ::: |5||2×1 crumble block | |
- | 8 Air only. Rightwards treadmill, disabled in Wrecked Ship unless Phantoon is dead | + | | ::: | ::: |6||1×2 crumble block | |
- | 9 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/ | + | | ::: | ::: |4Ch||Missile station left access |
- | Brinstar | + | | ::: | ::: |4Dh||Save station trigger |
- | 81h Ceiling plant | + | | ::: | ::: |Crateria/ |
- | 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 | + | | ::: | ::: | ::: |84h|Respawning speed block (used by dachora pit) | |
- | Wrecked Ship 80h Wrecked Ship chozo hand trigger | + | | ::: | ::: | ::: |85h|Speed boost block | |
- | Maridia | + | | ::: | ::: |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 | + | | ::: | ::: | ::: |84h|Sand falls - slow. Used in the ceilings of pre-Draygon mochtroid rooms (so basically unused) |
- | 1 2×1 respawning bomb block | + | | ::: | ::: | ::: |85h|Sand falls - fast | |
- | 2 1×2 respawning bomb block | + | |7 / Fh|Bombable|0||1×1 respawning bomb block | |
- | 3 2×2 respawning bomb block | + | | ::: | ::: |1||2×1 respawning bomb block | |
- | 4 1×1 bomb block | + | | ::: | ::: |2||1×2 respawning bomb block | |
- | 5 2×1 bomb block | + | | ::: | ::: |3||2×2 respawning bomb block | |
- | 6 1×2 bomb block | + | | ::: | ::: |4||1×1 bomb block | |
- | 7 2×2 bomb block | + | | ::: | ::: |5||2×1 bomb block | |
- | 4 / Ch Shootable | + | | ::: | ::: |6||1×2 bomb block | |
- | 1 2×1 respawning shot block | + | | ::: | ::: |7||2×2 bomb block | |
- | 2 1×2 respawning shot block | + | |4 / Ch|Shootable|0||1×1 respawning shot block | |
- | 3 2×2 respawning shot block | + | | ::: | ::: |1||2×1 respawning shot block | |
- | 4 1×1 shot block | + | | ::: | ::: |2||1×2 respawning shot block | |
- | 5 2×1 shot block | + | | ::: | ::: |3||2×2 respawning shot block | |
- | 6 1×2 shot block | + | | ::: | ::: |4||1×1 shot block | |
- | 7 2×2 shot block | + | | ::: | ::: |5||2×1 shot block | |
- | 8 Respawning power bomb block | + | | ::: | ::: |6||1×2 shot block | |
- | 9 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 0 Generic grapple block | + | | ::: | ::: |4Dh||Right orange gate trigger |
- | 1 Respawning crumbling grapple block | + | | ::: | ::: |4Fh||Critters escape block | |
- | 2 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 | | ||
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Layer 3 types | Layer 3 types | ||
- | 0 None | + | |0|None | |
- | 2 Lava | + | |2|Lava | |
- | 4 Acid | + | |4|Acid | |
- | 6 Water | + | |6|Water | |
- | 8 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/ | + | |2/Eh/20h|Normal. BG1/ |
- | 4 Normal, but BG2 is disabled | + | |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) | + | |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) | + | |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 | + | |Ch|Normal, but BG3 is disabled and colour math is subtractive|Used with FX layer 3 type = fireflea |
- | 10h/ | + | |10h/12h|Normal, but BG3 is disabled inside window 1|Used by morph ball eye and varia/ |
- | 14h/ | + | |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 | + | |16h|BG1/sprites are drawn after the result of drawing BG2/BG3 is subtracted|Sometimes use with FX layer 3 type = water | |
- | 18h/ | + | |18h/1Eh/30h|BG3 is drawn with the result of drawing BG1/ |
- | 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 | + | |1Ch|Normal, but BG2 and BG3 have reversed roles, colour addition is halved and backdrop is disabled|Unused |
- | 24h BG1/ | + | |24h|BG1/ |
- | 26h Normal, but colour addition is halved | + | |26h|Normal, but colour addition is halved|Unused |
- | 28h Normal, but BG3 is disabled, colour math is subtractive, | + | |28h|Normal, but BG3 is disabled, colour math is subtractive, |
- | 2Ah Normal, but BG3 is disabled, colour math is subtractive, | + | |2Ah|Normal, but BG3 is disabled, colour math is subtractive, |
- | 2Ch Normal, but BG3 is disabled | + | |2Ch|Normal, but BG3 is disabled|Used by FX layer 3 type = haze and torizos |
- | 2Eh Normal, but colour math is subtractive | + | |2Eh|Normal, but colour math is subtractive|Unused |
- | 32h Normal, but BG1 isn't affected by BG3 and colour math is subtractive | + | |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 | ||
- | 1 Liquid flows (leftwards) | + | |1|Liquid flows (leftwards) |
- | 2 Layer 2 is wavy | + | |2|Layer 2 is wavy | |
- | 4 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 484: | 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: | ||
- | 4 Enable extended spritemap format | + | |4|Enable extended spritemap format |
- | 1 Disable enemy AI. Isn't disabled if intangible | + | |1|Disable enemy AI. Isn't disabled if intangible |
==== Enemy set ==== | ==== Enemy set ==== | ||
Line 521: | Line 521: | ||
Scroll values are as follows: | Scroll values are as follows: | ||
- | 0 Red. Cannot scroll into this area | + | |0|Red. Cannot scroll into this area | |
- | 1 Blue. Hides the bottom 2 rows of the area | + | |1|Blue. Hides the bottom 2 rows of the area | |
- | 2 Green. Unrestricted | + | |2|Green. Unrestricted |
==== Special X-Ray Blocks ==== | ==== Special X-Ray Blocks ==== | ||
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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:// |
==== PLM population ==== | ==== PLM population ==== | ||
Line 571: | 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 | + | ^Type^Parameters^Description |
- | 2 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 | |
- | 4 ssssss dddd Decompress s to d in bank $7E | + | |4|ssssss dddd|Decompress s to d in bank $7E | |
- | 6 | + | |6| |Clear layer 3 | |
- | 8 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 | + | |Ah| |Clear layer 2 | |
- | Ch | + | |Ch| |Clear Kraid' |
- | 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 620: | Line 620: | ||
The draw instruction format is a list of: | The draw instruction format is a list of: | ||
- | 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 725: | 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: | ||
- | |||
- | | ||
- | | | ||
- | | | | ||
- | | | | | ||
- | | | | | | ||
- | | | | | | | ||
- | | | | | | | | ||
- | | | | | | | | ___ 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/ | ||
- | |||
- | The special instructions for enemy projectiles have the format: | ||
- | |||
- | | ||
- | | _ 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: | ||
- | |||
- | | ||
- | | | ||
- | | | _ VRAM address | ||
- | | | | | ||
- | iiii ssss vvvv | ||
- | |||
- | The special instructions for animated tiles objects have the format: | ||
- | |||
- | | ||
- | | _ 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: | ||
- | |||
- | | ||
- | | ____ PPU register index | ||
- | | | _ Instruction list pointer | ||
- | | | | | ||
- | dd pp iiii | ||
- | |||
- | The special instructions for HDMA objects have the format: | ||
- | |||
- | | ||
- | | _ 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: | ||
- | |||
- | | ||
- | | _ Instruction list pointer | ||
- | | | | ||
- | aaaa iiii | ||
- | |||
- | The special instructions for palette FX objects have the format: | ||
- | |||
- | | ||
- | | _ 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.1731635085.txt.gz · Last modified: 2024/11/15 01:44 by felixwright