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return_of_samus:technical_information:screen_transitions

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return_of_samus:technical_information:screen_transitions [2023/05/29 19:12] – [B* - Load Graphics Page] rt-55jreturn_of_samus:technical_information:screen_transitions [2023/05/29 19:20] – [3x - Select solidity indexes] rt-55j
Line 62: Line 62:
 The collision table pointer list begins at 0x23EEA in ROM. The collision table pointer list begins at 0x23EEA in ROM.
  
 +<code>Collision Tables
 +0 - plantBubbles
 +1 - ruinsInside
 +2 - queen
 +3 - caveFirst
 +4 - surface
 +5 - lavaCaves
 +6 - ruinsExt
 +7 - finalLab</code>
 ==== 3x - Select solidity indexes ====  ==== 3x - Select solidity indexes ==== 
  
Line 76: Line 85:
 Basically, for Samus, the way it works is that if an 8x8 tile is less than the specified index, then it is treated as a solid. It works the same for enemies and projectiles as well. Basically, for Samus, the way it works is that if an 8x8 tile is less than the specified index, then it is treated as a solid. It works the same for enemies and projectiles as well.
  
 +<code>Solidity Values
 +0 - plantBubbles
 +1 - ruinsInside
 +2 - queen
 +3 - caveFirst
 +4 - surface
 +5 - lavaCaves
 +6 - ruinsExt
 +7 - finalLab</code>
 +
 +Note that (by default) these match up perfectly with the collision values previously.
 ==== 4* - Warp ==== ==== 4* - Warp ====
  
return_of_samus/technical_information/screen_transitions.txt · Last modified: 2023/07/02 17:36 by rt-55j