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sm:technical_information:data_structures [2024/11/15 22:18] – Fixed: Tables: Block Types & BTS Values felixwrightsm:technical_information:data_structures [2024/11/16 08:12] (current) felixwright
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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 ====
  
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 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 ====
  
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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 ====
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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://metroidconstruction.com/resource.php?id=54|flexglow]] uses this pointer for the flexglow table instead.
  
 ==== PLM population ==== ==== PLM population ====
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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 =====
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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.
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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.
- 
-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.1731709092.txt.gz · Last modified: 2024/11/15 22:18 by felixwright