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return_of_samus:technical_information:level_data_banks [2016/07/18 12:51] – [Level Data Banks] Adding decimal equivalents zero_one | return_of_samus:technical_information:level_data_banks [2016/07/18 12:52] – [Scroll Pointers] zero_one | ||
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===== Bank Header ===== | ===== Bank Header ===== | ||
==== Level Data Pointers ==== | ==== Level Data Pointers ==== | ||
- | The first 0x200 bytes of the bank header deal with creating the actual layout of the room, you can think of Metroid II as having 7 huge 16x16 rooms, with smaller rooms that have been fitted into it Tetris style. | + | The first 0x200 (dec: 512) bytes of the bank header deal with creating the actual layout of the room, you can think of Metroid II as having 7 huge 16x16 rooms, with smaller rooms that have been fitted into it Tetris style. |
There are 256 2 byte pointers (little-endian (i.e. reversed)) which point to the Level Data Chunks inside the same bank, if we look at [[..: | There are 256 2 byte pointers (little-endian (i.e. reversed)) which point to the Level Data Chunks inside the same bank, if we look at [[..: | ||
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In theory, this means you could probably make a 16x16 room in Metroid II, I have not tested this yet, as that's a fair bit of editing but I will when I got more time, it looks like adding in more rooms is as simple as creating more of these level banks. | In theory, this means you could probably make a 16x16 room in Metroid II, I have not tested this yet, as that's a fair bit of editing but I will when I got more time, it looks like adding in more rooms is as simple as creating more of these level banks. | ||
==== Scroll Pointers ==== | ==== Scroll Pointers ==== | ||
- | The next 0x100 bytes are scroll types, each byte corresponds with a screen and dictates how the scrolling works on that screen. | + | The next 0x100 (dec: 256) bytes are scroll types, each byte corresponds with a screen and dictates how the scrolling works on that screen. |
In binary, each byte is formatted like this: | In binary, each byte is formatted like this: |