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super:technical_information:data_structures [2019/02/13 17:49] – PLMs p.jboysuper:technical_information:data_structures [2024/03/22 16:09] (current) – [Door header] p.jboy
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 ====== Room header ====== ====== Room header ======
-   _______________________________________ Room index +   ____________________________________ Room index 
-  |   ____________________________________ Area index +  |   _________________________________ Area index 
-  |  |   _________________________________ X position (of top left corner) on the map +  |  |   ______________________________ X position (of top left corner) on the map 
-  |  |  |   ______________________________ Y position (of top left corner) on the map +  |  |  |   ___________________________ Y position (of top left corner) on the map 
-  |  |  |  |   ___________________________ Room width (in units of screens = 16 blocks = 256 pixels) +  |  |  |  |   ________________________ Room width (in units of screens = 16 blocks = 256 pixels) 
-  |  |  |  |  |   ________________________ Room height (in units of screens = 16 blocks = 256 pixels) +  |  |  |  |  |   _____________________ Room height (in units of screens = 16 blocks = 256 pixels) 
-  |  |  |  |  |  |   _____________________ Up scroller +  |  |  |  |  |  |   __________________ Up scroller 
-  |  |  |  |  |  |  |   __________________ Down scroller +  |  |  |  |  |  |  |   _______________ Down scroller 
-  |  |  |  |  |  |  |  |   _______________ CRE bitset +  |  |  |  |  |  |  |  |   ____________ CRE bitset 
-  |  |  |  |  |  |  |  |  |   ____________ Door list pointer +  |  |  |  |  |  |  |  |  |   _________ Door list pointer 
-  |  |  |  |  |  |  |  |  |  |     _______ Optional event headers +  |  |  |  |  |  |  |  |  |  |     ____ State conditions list 
-  |  |  |  |  |  |  |  |  |  |    |      _ Mandatory event header, specifies that the default state follows this room header +  |  |  |  |  |  |  |  |  |  |    | 
-  |  |  |  |  |  |  |  |  |  |    |     +  |  |  |  |  |  |  |  |  |  |    | 
-  ii aa xx yy ww hh uu dd cc dddd [...] E5E6+  ii aa xx yy ww hh uu dd cc dddd [...]
  
 Room headers define rooms, they exist in bank $8F and room header pointers are what SMILE displays as a dropdown box for room selection. Room headers define rooms, they exist in bank $8F and room header pointers are what SMILE displays as a dropdown box for room selection.
-They are variable length (due to the optional event headers) with ''E5E6'' as an effective terminator.+They are variable length (due to the event header list) with ''E5E6'' as terminator.
  
-The **event headers** define conditions to load alternative state headers, they are checked //in order// and the first event header whose check passes is to determine the state header to load. +The **state conditions list** defines conditions to load alternative state headers, they are checked //in order// and the first state condition whose check passes determines the state header to load. 
-Due to this, event headers must be specified in backwards chronological order.+Due to this, state conditions must be specified in backwards chronological order.
  
 <hidden **Area indices**> <hidden **Area indices**>
Line 36: Line 36:
   * The **room index** is almost unused, aside from some specific checks to do with atmospheric graphics in some areas.   * The **room index** is almost unused, aside from some specific checks to do with atmospheric graphics in some areas.
   * The **room width** may not exceed 15 due to the way block collision calculations are implemented   * The **room width** may not exceed 15 due to the way block collision calculations are implemented
-  * **Room width** * **room height** may not exceed 0x50 due to memory constraints +  * **Room width** * **room height** may not exceed 50 due to memory constraints 
-  * The **up scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scolling downwards when the camera is at the top of the room +  * The **up scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling downwards when the camera is at the top of the room 
-  * The **down scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scolling upwards when the camera is at the bottom of the room+  * The **down scroller** defines the threshold Y position that Samus needs to exceed (relative to the screen) for the screen to start scrolling upwards when the camera is at the bottom of the room
   * The **CRE bitset** defines some flags that affect how the CRE is loaded during door transitions:   * The **CRE bitset** defines some flags that affect how the CRE is loaded during door transitions:
  
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 | 4 | Load extra large tileset | | 4 | Load extra large tileset |
  
-===== Event header ===== +===== State conditions list ===== 
-   ____________ Event +   ______________ State condition 
-  |     _______ Event parameters +  |     _________ State condition parameters 
-  |    |      State header pointer+  |    |      ___ State header pointer
   |    |     |   |    |     |
-  eeee [...] ssss+  eeee [...] ssss ; First state condition 
 +  eeee [...] ssss ; Second state condition 
 +  [...]           ; Other state conditions 
 +  E5E6            ; Default state condition (terminator)
  
-**Events** are two-byte pointers to code in bank $8F that may have parameters depending on the event in question+**State conditions** are two-byte pointers to code in bank $8F that may have parameters. 
-If the check defined in the event is passed, the state header pointer for that event is used to load the room. +If the check defined in the **state conditions** is passed, the **state header pointer** in that state condition header is used to load the room. 
-The only exception is event $E5E6, the default event, which doesn't have a state header pointer (the default state header simply follows this event header instead).+The only exception is state condition $E5E6, the default, which doesn't have a **state header pointer** (the default state header simply follows this state condition header instead).
  
-<hidden List of events used in Super Metroid> +<hidden List of state conditions used in Super Metroid> 
-Event Event parameters ^ Description ^+Condition Parameters ^ Description ^
 | $E5E6 | | Default | | $E5E6 | | Default |
 | $E5EB | ''dddd'' | Check passes if the current door pointer = ''d'' | | $E5EB | ''dddd'' | Check passes if the current door pointer = ''d'' |
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 | Eh | Zebes timebomb set | | Eh | Zebes timebomb set |
 | Fh | Critters escaped | | Fh | Critters escaped |
-10 | 1st Metroid hall cleared | +10h | 1st Metroid hall cleared | 
-11 | 1st Metroid shaft cleared | +11h | 1st Metroid shaft cleared | 
-12 | 2nd Metroid hall cleared | +12h | 2nd Metroid hall cleared | 
-13 | 2nd Metroid shaft cleared | +13h | 2nd Metroid shaft cleared | 
-14 | //Unused// | +14h | //Unused// | 
-15 | Outran speed booster lavaquake |+15h | Outran speed booster lavaquake |
  
 Boss bits are given as follows: Boss bits are given as follows:
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    _________________ First door pointer (door BTS 0)    _________________ First door pointer (door BTS 0)
   |     ____________ Second door pointer (door BTS 1)   |     ____________ Second door pointer (door BTS 1)
-  |    |     _______ Other door pointerd (door BTS 2+)+  |    |     _______ Other door pointers (door BTS 2+)
   |    |    |   |    |    |
   aaaa bbbb [...]   aaaa bbbb [...]
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    _____________________________ Destination room header pointer (bank $8F)    _____________________________ Destination room header pointer (bank $8F)
   |     ________________________ Elevator properties   |     ________________________ Elevator properties
-  |    |   _____________________ Orientation +  |    |   _____________________ Direction 
-  |    |  |   __________________ X position low byte +  |    |  |   __________________ Doorcap X position in blocks 
-  |    |  |  |   _______________ Y position low byte +  |    |  |  |   _______________ Doorcap Y position in blocks 
-  |    |  |  |  |   ____________ X position high byte +  |    |  |  |  |   ____________ X screen 
-  |    |  |  |  |  |   _________ Y position high byte+  |    |  |  |  |  |   _________ Y screen
   |    |  |  |  |  |  |   ______ Distance from door to spawn Samus   |    |  |  |  |  |  |   ______ Distance from door to spawn Samus
   |    |  |  |  |  |  |  |     _ Custom door ASM to execute (bank $8F)   |    |  |  |  |  |  |  |     _ Custom door ASM to execute (bank $8F)
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 Door headers define doors, they exist in bank $83 and have a fixed length of 12 bytes. Door headers define doors, they exist in bank $83 and have a fixed length of 12 bytes.
 The **door ASM** can execute any arbitrary ASM and is often used to set scroll values for the new room where the door would normally be hidden inside a red scroll. The **door ASM** can execute any arbitrary ASM and is often used to set scroll values for the new room where the door would normally be hidden inside a red scroll.
 +If the **distance from door to spawn Samus** is negative (8000h..FFFFh), the standard value of 0x00C8 is used for horizontal doors or 0x0180 for vertical doors.
  
 The **elevator properties** are as follows: The **elevator properties** are as follows:
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 | 0x80 | Door is an elevator | | 0x80 | Door is an elevator |
 | 0x40 | Switch map to new area | | 0x40 | Switch map to new area |
-| 0x0i | Marks elevator i as used |+| 0x0i | Marks elevator index i as used (for debug mode) |
  
 The **orientation** values are as follows: The **orientation** values are as follows:
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   |      |  |  |  |    |    |     ________________________________ Layer 2 scroll X   |      |  |  |  |    |    |     ________________________________ Layer 2 scroll X
   |      |  |  |  |    |    |    |   _____________________________ Layer 2 scroll Y   |      |  |  |  |    |    |    |   _____________________________ Layer 2 scroll Y
-  |      |  |  |  |    |    |    |  |     ________________________ Scroll +  |      |  |  |  |    |    |    |  |   __________________________ Scroll 
-  |      |  |  |  |    |    |    |  |         __________________ Special x-ray blocks +  |      |  |  |  |    |    |    |  |      _____________________ Special x-ray blocks 
-  |      |  |  |  |    |    |    |  |    |    |     ______________ Main ASM (FX2 in old SMILE) +  |      |  |  |  |    |    |    |  |  |    |     ________________ Main ASM (FX2 in old SMILE) 
-  |      |  |  |  |    |    |    |  |    |    |    |     _________ PLM population +  |      |  |  |  |    |    |    |  |  |    |    |     ___________ PLM population 
-  |      |  |  |  |    |    |    |  |    |    |    |    |     ____ Library background +  |      |  |  |  |    |    |    |  |  |    |    |    |     ______ Library background 
-  |      |  |  |  |    |    |    |  |    |    |    |    |    |   _ Setup ASM (Layer1_2 in old SMILE) +  |      |  |  |  |    |    |    |  |  |    |    |    |    |     _ Setup ASM (Layer1_2 in old SMILE) 
-  |      |  |  |  |    |    |    |  |    |    |    |    |    |  |+  |      |  |  |  |    |    |    |  |  |    |    |    |    |    |
   llllll tt MM mm ffff eeee EEEE xx yy ssss xxxx AAAA pppp bbbb aaaa   llllll tt MM mm ffff eeee EEEE xx yy ssss xxxx AAAA pppp bbbb aaaa
  
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 | ::: | ::: | 2 || Air only. Air spike (10h damage) | | ::: | ::: | 2 || Air only. Air spike (10h damage) |
 | ::: | ::: | 3 || Solid only. Draygon's broken turret (10h damage) | | ::: | ::: | 3 || Solid only. Draygon's broken turret (10h damage) |
 +| ::: | ::: | Eh || Solid only. X-rayable block (used in Blue Brinstar boulder room) |
 | ::: | ::: | Fh || Solid only. Enemy breakable block (used in Shaktool's room) | | ::: | ::: | Fh || Solid only. Enemy breakable block (used in Shaktool's room) |
 | 3 / Bh | Special | 0 || 1x1 respawning crumble block | | 3 / Bh | Special | 0 || 1x1 respawning crumble block |
Line 342: Line 347:
 | ::: | ::: | ::: | 82h | Respawning speed block, slower crumble animation | | ::: | ::: | ::: | 82h | Respawning speed block, slower crumble animation |
 | ::: | ::: | ::: | 83h | Speed block, slower crumble animation | | ::: | ::: | ::: | 83h | Speed block, slower crumble animation |
-| ::: | ::: | ::: | 84h | Respawning speed block (used by dechora pit) |+| ::: | ::: | ::: | 84h | Respawning speed block (used by dachora pit) |
 | ::: | ::: | ::: | 85h | Speed boost block | | ::: | ::: | ::: | 85h | Speed boost block |
 | ::: | ::: | Norfair | 83h | Lower Norfair chozo hand trigger | | ::: | ::: | Norfair | 83h | Lower Norfair chozo hand trigger |
Line 371: Line 376:
 | ::: | ::: | 9 || Power bomb block | | ::: | ::: | 9 || Power bomb block |
 | ::: | ::: | Ah || Respawning super missile block | | ::: | ::: | Ah || Respawning super missile block |
-| ::: | ::: | Bh || Super missile block  |+| ::: | ::: | Bh || Super missile block 
 +| ::: | ::: | Ch || Fake super missile block (solid block but shows super missile block when x-rayed) | 
 +| ::: | ::: | Dh || Fake super missile block | 
 +| ::: | ::: | Eh || Fake super missile block | 
 +| ::: | ::: | Fh || Fake super missile block |
 | ::: | ::: | 10h || Gate blocks | | ::: | ::: | 10h || Gate blocks |
 | ::: | ::: | 40h || Blue door facing left | | ::: | ::: | 40h || Blue door facing left |
Line 388: Line 397:
 | ::: | ::: | 4Dh || Right orange gate trigger | | ::: | ::: | 4Dh || Right orange gate trigger |
 | ::: | ::: | 4Fh || Critters escape block | | ::: | ::: | 4Fh || Critters escape block |
 +| Eh | Grapple block | 0 || Generic grapple block |
 +| ::: | ::: | 1 || Respawning crumbling grapple block |
 +| ::: | ::: | 2 || Non-respawning crumbling grapple block |
 +| ::: | ::: | 80h+ || Grapple-through block |
 </hidden> </hidden>
    
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   |     _______________________________ X position   |     _______________________________ X position
   |    |     __________________________ Y position   |    |     __________________________ Y position
-  |    |    |     _____________________ Initialisation parameter (orientation in SMILE)+  |    |    |     _____________________ Initialisation parameter (orientation in old SMILE, tilemaps in SMILE RF)
   |    |    |    |     ________________ Properties (special in SMILE)   |    |    |    |     ________________ Properties (special in SMILE)
-  |    |    |    |    |     ___________ Extra properties (special graphics bitset in SMILE)+  |    |    |    |    |     ___________ Extra properties (special GFX bitset in SMILE, graphics in SMILE RF)
   |    |    |    |    |    |     ______ General purpose parameter (speed in SMILE)   |    |    |    |    |    |     ______ General purpose parameter (speed in SMILE)
-  |    |    |    |    |    |    |     _ General purpose parameter (speed2 in SMILE)+  |    |    |    |    |    |    |     _ General purpose parameter (speed 2 in SMILE)
   |    |    |    |    |    |    |    |   |    |    |    |    |    |    |    |
   iiii xxxx yyyy oooo pppp gggg aaaa bbbb ; First enemy   iiii xxxx yyyy oooo pppp gggg aaaa bbbb ; First enemy
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   [...]                                   ; Other enemies   [...]                                   ; Other enemies
   FFFF                                    ; Terminator   FFFF                                    ; Terminator
-  nnnn                                    ; Number of enemy deaths needed to clear current room+  nn                                      ; Number of enemy deaths needed to clear current room
  
 Enemy population defines the placement of enemies, as well as some generic and enemy specific properties. Enemy population defines the placement of enemies, as well as some generic and enemy specific properties.
-They're stored in bank $A1 with each enemy being 16 bytes, plus a byte overhead.+They're stored in bank $A1 with each enemy being 16 bytes, plus a byte overhead.
 The **initialisation parameter** is overwritten by generic enemy routines and so is often only used during enemy initialisation, the other two **general purpose parameters** do not have this restriction. The **initialisation parameter** is overwritten by generic enemy routines and so is often only used during enemy initialisation, the other two **general purpose parameters** do not have this restriction.
  
Line 549: Line 562:
 The **X/Y position** is specified in (16px x 16px) block units. The **X/Y position** is specified in (16px x 16px) block units.
 The **block** uses the level data block format, except that the block type is ignored. The **block** uses the level data block format, except that the block type is ignored.
 +
 +Note that [[http://metroidconstruction.com/resource.php?id=54|flexglow]] uses this pointer for the flexglow table instead.
  
 ==== PLM population ==== ==== PLM population ====
Line 596: Line 611:
  
 Common **ASM instructions** include looping, conditional execution, setting the pre-instruction, deleting the object and sleeping. Common **ASM instructions** include looping, conditional execution, setting the pre-instruction, deleting the object and sleeping.
 +The pre-instruction is a function that's executed before the object's instruction list is processed for the current frame.
 Objects that are sleeping are suspended from handling until they are awakened (usually by a pre-instruction set earlier in the object instruction list). Objects that are sleeping are suspended from handling until they are awakened (usually by a pre-instruction set earlier in the object instruction list).
  
 ===== PLMs ===== ===== PLMs =====
-PLMs (post-load modifications) are objects that modify level data blocks. +PLMs (post-load modifications) are objects that modify level data blocks in real-time
-They exist in bank $84 and are typically loaded with a room from a room header or spawned as part of a block interaction (such as a shot block crumbling).+They exist in bank $84 and are typically loaded with a room from a room header (e.g. items, doors) or spawned as part of a block interaction (e.g. shot block crumbling).
  
 PLM header: PLM header:
Line 619: Line 635:
 The **special instructions** for PLMs have the format: The **special instructions** for PLMs have the format:
    ______ Draw timer    ______ Draw timer
-  |     _ Pointer to **draw instruction**+  |     _ Pointer to draw instruction
   |    |   |    |
   tttt dddd   tttt dddd
Line 635: Line 651:
 If ''n'' < 8000h, the blocks are drawn in a horizontal line to the right. If ''n'' < 8000h, the blocks are drawn in a horizontal line to the right.
 If ''n'' >= 8000h, ''n'' & 7FFFh blocks are drawn in a vertical line downwards. If ''n'' >= 8000h, ''n'' & 7FFFh blocks are drawn in a vertical line downwards.
 +
 +===== Enemy projectiles =====
 +Enemy projectiles exist in bank $86 and are typically spawned by enemies and can use their graphics and palette.
 +
 +Enemy projectile header:
 +   __________________________________ Initialisation AI
 +  |     _____________________________ (Initial) pre-instruction
 +  |    |     ________________________ Instruction list pointer
 +  |    |    |     ___________________ X radius
 +  |    |    |    |   ________________ Y radius
 +  |    |    |    |  |   _____________ Damage/properties
 +  |    |    |    |  |  |     ________ Touch AI
 +  |    |    |    |  |  |    |     ___ Shot AI
 +  |    |    |    |  |  |    |    |
 +  iiii pppp IIII xx yy Pddd tttt ssss
 +
 +The **properties** are as follows:
 +
 +| 8000h | Detect collisions with projectiles |
 +| 4000h | Don't die on contact |
 +| 2000h | Disable collisions with Samus |
 +| 1000h | Low priority (drawn under enemies/Samus/projectiles) |
 +
 +The **special instructions** for enemy projectiles have the format:
 +   ______ Spritemap timer
 +  |     _ Pointer to spritemap
 +  |    |
 +  tttt ssss
 +
 +The **spritemap timer** is how many frames to wait until the next instruction in the instruction list is proceeded to.
 +Within the spritemap, the tile numbers added to the base tile number set when the enemy projectile was spawned (so the projectile can access enemy graphics).
 +
 +===== Animated tiles objects =====
 +Animated tiles objects are objects that modify tile graphics in real-time.
 +They exist in bank $87 and are loaded with a room from an FX header.
 +
 +Animated tiles object header format:
 +   ___________ Instruction list pointer
 +  |     ______ Size
 +  |    |     _ VRAM address
 +  |    |    |
 +  iiii ssss vvvv
 +
 +The **special instructions** for animated tiles objects have the format:
 +   ______ Animation timer
 +  |     _ Pointer to tile graphics
 +  |    |
 +  tttt ssss
 +
 +The **animation timer** is how many frames to wait until the next instruction in the instruction list is proceeded to.
 +
 +===== HDMA objects =====
 +HDMA objects exist in bank $88 and are typically loaded with a room as part of FX or spawned by power bombs / x-ray.
 +
 +HDMA object header format:
 +   _______ HDMA options
 +  |   ____ PPU register index
 +  |  |   _ Instruction list pointer
 +  |  |  |
 +  dd pp iiii
 +
 +The **special instructions** for HDMA objects have the format:
 +   ______ Table timer
 +  |     _ Pointer to HDMA table
 +  |    |
 +  tttt ssss
 +
 +The **table timer** is how many frames to wait until the next instruction in the instruction list is proceeded to.
 +
 +===== Palette FX objects =====
 +Palette FX objects are objects that modify palette data in real-time.
 +They exist in bank $8D and are loaded with a room from an FX header.
 +
 +Palette FX object header format:
 +   ______ Initialisation ASM pointer
 +  |     _ Instruction list pointer
 +  |    |
 +  aaaa iiii
 +
 +The **special instructions** for palette FX objects have the format:
 +   ______ Palette timer
 +  |     _ Palette instruction list
 +  |    |
 +  tttt [...]
 +
 +The **palette timer** is how many frames to wait until the next instruction in the instruction list is proceeded to.
 +
 +The ASM instructions are usually used for setting the initial colour index,
 +which is an index into CGRAM equal to ''(p * 10h + c) * 2'' where ''p'' is the palette number and ''c'' is the colour index within the palette.
 +
 +**Palette instructions** are a mix of colours (which are positive values) and ASM instructions (negative values).
 +Colours are written to successive positions in CGRAM starting from initial colour index.
 +ASM instructions can modify the colour index between listed colour values,
 +and the instruction $C595 is used to terminate the palette instruction list.
  
super/technical_information/data_structures.1550080151.txt.gz · Last modified: 2019/02/13 17:49 by p.jboy