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EarthBound Beginnings/Objects: Difference between revisions
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{{subpage|game=EarthBound | {{subpage|game=EarthBound Beginnings}} | ||
'''Objects''' are things on the map which respond to player actions such as talking. Objects in EB0 are organized by the area of the map sector they are in. There are three banks of object data: | '''Objects''' are things on the map which respond to player actions such as talking. Objects in EB0 are organized by the area of the map sector they are in. There are three banks of object data: 20000-21FFF for areas 00-19, 22000-23FFF for areas 1A-2A, and 24000-25DE5 for areas 2B-3F. | ||
==Pointers== | |||
At the beginning of each bank is a painter table, which in turn points to another pointer table for each area. All pointer tables are terminated with 2 bytes of zeroes. | |||
'''Note:''' Object bank 0 has 4 zeroes after the main pointer table, but this is coincidental and because area 0 happens to not have objects in it. | |||
The pointers point to something within that bank, not the beginning of the ROM. For example, $8034 in bank 0 points to $20034 in the ROM (subtract $8000, then add $20000 for the start of the bank). | |||
==Object header== | ==Object header== | ||
Line 12: | Line 19: | ||
**Bits 0-5: Direction | **Bits 0-5: Direction | ||
**Bits 6-15: Y location | **Bits 6-15: Y location | ||
==Object types== | |||
There are several types for objects, and each has its own header. The known ones are documented below. | |||
===Door-like (0x1-0x4)=== | |||
These are the objects that transport you from one place to another. None of these effect the graphics, so if you change a door-like object's location without changing the map, it will be invisible. | |||
*Bytes 4-5: | *Bytes 4-5: | ||
**Bits 0-5: Target music | **Bits 0-5: Target music | ||
*:The music to loop after exiting the door, see [[EarthBound Beginnings/Music table|the music table]] for the values. Choosing none (0x0) causes the music to be glitched. | |||
**Bits 6-15: Target X location | **Bits 6-15: Target X location | ||
*Bytes 6-7: | *Bytes 6-7: | ||
**Bits 0-5: Target direction | **Bits 0-5: Target direction | ||
**Bits 6-15: Target Y location | **Bits 6-15: Target Y location | ||
====Door (0x1)==== | |||
This can only be entered by going into it by the opposite of the door's direction. For example, if its direction is up, you can only enter it from the bottom. Diagonal directions are possible, but not actually used by any door in the game. (TODO: check what happens if you set them) | |||
====Unknown (0x2)==== | |||
This behaves similar or the same as a door, but is unused. | |||
====Stairs (0x3)==== | |||
Same as a door, except it plays the stairs SFX when you enter it. | |||
====Hole (0x4)==== | |||
A door that can be entered from all sides. All holes have their direction set to up (although it shouldn't matter). | |||
===Stationary NPC (0x12)=== | |||
*Bytes 4-5: Sprite | |||
This is used for some NPCs that do not "wander", including the birds outside Mother's Day/Podunk. | |||
===Present (0x14)=== | |||
*Bytes 4-5: Sprite | |||
*Byte 6: Present item | |||
*Byte 7: Present ID (00-49) | |||
===Unknown (0x20)=== | |||
*Bytes 4-5: Sprite | |||
Script attached | |||
===Unknown (0x29)=== | |||
*Byte 0: | |||
**Bits 0-2: Area? | |||
*:These seem to correspond to the area the object is in, as long as bits 3-7 are 0x1D | |||
**Bits 3-7: Sub-type? | |||
*Byte 1: Unused (always 0) | |||
==Scripts== | ==Scripts== |
Latest revision as of 12:18, 17 November 2024
This is a sub-page of EarthBound Beginnings.
Objects are things on the map which respond to player actions such as talking. Objects in EB0 are organized by the area of the map sector they are in. There are three banks of object data: 20000-21FFF for areas 00-19, 22000-23FFF for areas 1A-2A, and 24000-25DE5 for areas 2B-3F.
Pointers
At the beginning of each bank is a painter table, which in turn points to another pointer table for each area. All pointer tables are terminated with 2 bytes of zeroes.
Note: Object bank 0 has 4 zeroes after the main pointer table, but this is coincidental and because area 0 happens to not have objects in it.
The pointers point to something within that bank, not the beginning of the ROM. For example, $8034 in bank 0 points to $20034 in the ROM (subtract $8000, then add $20000 for the start of the bank).
Object header
The object header is 4, 6, or 8 bytes long, depending on the object type. The meaning of the first 4 bytes is always the same.
- Bytes 0-1:
- Bits 0-5: Type
- Bits 6-15: X location
- Bytes 2-3:
- Bits 0-5: Direction
- Bits 6-15: Y location
Object types
There are several types for objects, and each has its own header. The known ones are documented below.
Door-like (0x1-0x4)
These are the objects that transport you from one place to another. None of these effect the graphics, so if you change a door-like object's location without changing the map, it will be invisible.
- Bytes 4-5:
- Bits 0-5: Target music
- The music to loop after exiting the door, see the music table for the values. Choosing none (0x0) causes the music to be glitched.
- Bits 6-15: Target X location
- Bytes 6-7:
- Bits 0-5: Target direction
- Bits 6-15: Target Y location
Door (0x1)
This can only be entered by going into it by the opposite of the door's direction. For example, if its direction is up, you can only enter it from the bottom. Diagonal directions are possible, but not actually used by any door in the game. (TODO: check what happens if you set them)
Unknown (0x2)
This behaves similar or the same as a door, but is unused.
Stairs (0x3)
Same as a door, except it plays the stairs SFX when you enter it.
Hole (0x4)
A door that can be entered from all sides. All holes have their direction set to up (although it shouldn't matter).
Stationary NPC (0x12)
- Bytes 4-5: Sprite
This is used for some NPCs that do not "wander", including the birds outside Mother's Day/Podunk.
Present (0x14)
- Bytes 4-5: Sprite
- Byte 6: Present item
- Byte 7: Present ID (00-49)
Unknown (0x20)
- Bytes 4-5: Sprite
Script attached
Unknown (0x29)
- Byte 0:
- Bits 0-2: Area?
- These seem to correspond to the area the object is in, as long as bits 3-7 are 0x1D
- Bits 3-7: Sub-type?
- Byte 1: Unused (always 0)
Scripts
Some types of objects have a script after the object header. This script is executed whenever the object is interacted with. Script codes range from 00 to 6B; a list of the meanings of some script codes follows. Positions in scripts are offsets from the start of the object itself, not the script.
00 end script 01 pp unconditional jump (pp=position) 02 oo oo pp call subroutine (oo=object pointer) 03 return from subroutine 04 tt delay (tt=time) 05 ff object disappears when flag set 06 ff object appears when flag set 07 (unused, freezes game) 08 tt tt display text 09 pp ask yes/no, jump if "no" selected or B pressed 0A pp jump unless TALKing 0B pp jump unless CHECKing 0C ii pp jump unless using PSI (01=telepathy) 0D ii pp jump unless using item 0E (unused, freezes game) 0F reset NES 10 ff set flag 11 ff clear flag 12 ff pp jump unless flag set 13 cc decrease counter 14 cc increase counter 15 cc set counter to 0 16 cc nn pp jump if counter less than value 17 vv nn change map variable (1B-1E) 18 pp choose character, jump if B pressed 19 cc select specific character 1A cc pp jump unless character selected 1B pp jump if no money added to bank acct since last call 1C pp input a number, jump if B pressed 1D nn nn load a number 1E nn nn pp jump if number less than value 1F show money 20 pp choose item from inventory, jump if B pressed 21 pp choose item from closet, jump if B pressed 22 ii ii ii ii pp choose item from list, jump if B pressed 23 ii pp jump unless item in character's inventory 24 ii pp jump unless item in closet 25 ii select specific item 26 ii pp jump unless item selected 27 ii pp jump unless item in any character's inventory 28 pp give money, jump if can't hold any more 29 pp take money, jump if not enough 2A pp add to bank account, jump if can't hold any more 2B pp take from bank account, jump if not enough 2C pp jump if item unsellable 2D pp add item to inventory, jump if full 2E pp remove item from inventory, jump if not present 2F pp add item to closet, jump if full 30 pp remove item from closet, jump if not present 31 nn pp select character's nn'th item (first is 0), jump if empty slot 32 nn multiply number by nn/100 33 cc pp jump if character not present 35 pp jump unless touching object 37 tt tt p1 p2 show 2-option menu, jump to p1 if second option selected or jump to p2 if B selected 38 pp jump if no items in inventory 39 pp jump if no items in closet 3A nn pp select nn'th character in party (first is 0), jump if not present 3B tt change object type (tt=type) e.g. 26=run away 3D xx xx yy yy teleport player 3E mm mm move object (mm=pointer to movement data, after script) 3F oo signal another object (oo=object number) 40 pp jump unless signaled 41 teleport to saved game location 42 cc pp add character to party, jump if party full 43 cc pp remove character from party, jump if absent 44 gg start battle (gg=enemy group) 45 multiply by number of characters 46 dd rocket (dd=direction) 47 dd airplane 48 dd tank 49 dd boat 4A train 4B dd elevator 4C dd no vehicle 50 pp jump if at less than max HP 51 nn heal HP 52 ss pp jump if character has status 53 ss remove statuses not in ss 54 ll pp jump if character below level 55 sleep 56 save game 57 load character's exp needed for next level 58 load money 59 ss inflict status on character 5A mm change background music 5B ss play sound (1) 5C ss play sound (2) 5D ss play sound (3) 5E (unused, freezes game) 5F teach characters 1 and 2 to Teleport 60 pp jump if at less than max PP 61 nn heal PP 62 pp take weapon, jump if none 63 pp select confiscated weapon, jump if none 64 live show 65 pp jump unless all 8 melodies learned 66 register your name 67 darken palette (Magicant end) 68 land mine 69 horiz. shake (EVE?) 6A XX crystal