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super:technical_information:data_structures [2019/05/31 14:51] – [Door header] Noted negative Samus door offset p.jboysuper:technical_information:data_structures [2019/10/14 15:58] – Changed confusing 'event headers' to clearer 'state conditions' p.jboy
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   |  |  |  |  |  |  |  |   ____________ CRE bitset   |  |  |  |  |  |  |  |   ____________ CRE bitset
   |  |  |  |  |  |  |  |  |   _________ Door list pointer   |  |  |  |  |  |  |  |  |   _________ Door list pointer
-  |  |  |  |  |  |  |  |  |  |     ____ Event header list+  |  |  |  |  |  |  |  |  |  |     ____ State conditions list
   |  |  |  |  |  |  |  |  |  |    |   |  |  |  |  |  |  |  |  |  |    |
   |  |  |  |  |  |  |  |  |  |    |   |  |  |  |  |  |  |  |  |  |    |
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 They are variable length (due to the event header list) with ''E5E6'' as a terminator. They are variable length (due to the event header list) with ''E5E6'' as a terminator.
  
-The **event header list** defines conditions to load alternative state headers, they are checked //in order// and the first event header whose check passes is to determine the state header to load. +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, event headers must be specified in backwards chronological order.+Due to this, state conditions must be specified in backwards chronological order.
  
 <hidden **Area indices**> <hidden **Area indices**>
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   * The **room width** may not exceed 15 due to the way block collision calculations are implemented   * The **room width** may not exceed 15 due to the way block collision calculations are implemented
   * **Room width** * **room height** may not exceed 0x50 due to memory constraints   * **Room width** * **room height** may not exceed 0x50 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 scolling downwards when the camera is at the top of the room +  * The **up scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling downwards when the camera is at the top of the room 
-  * The **down scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scolling upwards when the camera is at the bottom of the room+  * The **down scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling upwards when the camera is at the bottom of the room
   * The **CRE bitset** defines some flags that affect how the CRE is loaded during door transitions:   * The **CRE bitset** defines some flags that affect how the CRE is loaded during door transitions:
  
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 | 4 | Load extra large tileset | | 4 | Load extra large tileset |
  
-===== Event header list ===== +===== State conditions list ===== 
-   ______________ Event condition +   ______________ State condition 
-  |     _________ Event condition parameters+  |     _________ State condition parameters
   |    |      ___ State header pointer   |    |      ___ State header pointer
   |    |     |   |    |     |
-  eeee [...] ssss ; First event header +  eeee [...] ssss ; First state condition 
-  eeee [...] ssss ; Second event header +  eeee [...] ssss ; Second state condition 
-  [...]           ; Other event headers +  [...]           ; Other state conditions 
-  E5E6            ; Default event header (terminator)+  E5E6            ; Default state condition (terminator)
  
-**Events conditions** are two-byte pointers to code in bank $8F that may have parameters depending on the event in question+**State conditions** are two-byte pointers to code in bank $8F that may have parameters. 
-If the check defined in the **event conditions** is passed, the **state header pointer** in that event header is used to load the room. +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 event condition $E5E6, the default event, which doesn't have a **state header pointer** (the default state header simply follows this event header instead).+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).
  
-<hidden List of events used in Super Metroid>+<hidden List of state conditions used in Super Metroid>
 ^ Condition ^ Parameters ^ Description ^ ^ Condition ^ Parameters ^ Description ^
 | $E5E6 | | Default | | $E5E6 | | Default |
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   [...]                                   ; Other enemies   [...]                                   ; Other enemies
   FFFF                                    ; Terminator   FFFF                                    ; Terminator
-  nnnn                                    ; Number of enemy deaths needed to clear current room+  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. 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 byte overhead.+They're stored in bank $A1 with each enemy being 16 bytes, plus a 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 **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.
  
super/technical_information/data_structures.txt · Last modified: 2024/03/22 16:09 by p.jboy