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return_of_samus:technical_information:level_data_banks [2016/07/18 12:51] – [Level Data Pointers] zero_one | return_of_samus:technical_information:level_data_banks [2016/07/18 12:53] – [Screen Transitions Indexes] 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: | ||
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==== Screen Transitions Indexes ==== | ==== Screen Transitions Indexes ==== | ||
- | The next 0x200 bytes form another 16x16 array of little-endian two-byte values. They serve two functions: | + | The next 0x200 (dec: 512) bytes form another 16x16 array of little-endian two-byte values. They serve two functions: |
- One of the bits of the value (bin: | - One of the bits of the value (bin: |