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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 Pointers] zero_onereturn_of_samus:technical_information:level_data_banks [2016/07/18 12:52] – [Scroll Pointers] zero_one
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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:
return_of_samus/technical_information/level_data_banks.txt · Last modified: 2022/04/28 05:22 by rt-55j