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return_of_samus:technical_information:level_data_banks

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return_of_samus:technical_information:level_data_banks [2016/07/18 12:51] – [Level Data Banks] Adding decimal equivalents zero_onereturn_of_samus:technical_information:level_data_banks [2016/07/18 12:51] – [Level Data 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 [[..:data_locations:bank9 | Bank 9]] we can see the first 8 pointers are: 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 [[..:data_locations:bank9 | Bank 9]] we can see the first 8 pointers are:
return_of_samus/technical_information/level_data_banks.txt · Last modified: 2022/04/28 05:22 by rt-55j