EarthBound/Map Data/Primary Table: Difference between revisions

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(New page: This is the global map tile (henceforth "tile" as in "4x4 group of miniature SNES tiles") construction data, which can actually be interpreted as every room and outdoor area in the game st...)
 
m (Xkeeper moved page EarthBound:Map Data:Primary Table to EarthBound/Map Data/Primary Table: normalize subpages and titles)
 
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{{subpage|game=EarthBound:ROM map}}
This is the global map tile (henceforth "tile" as in "4x4 group of miniature SNES tiles") construction data, which can actually be interpreted as every room and outdoor area in the game stored as one large 256x320 tile map. Externally the data is stored contiguously, but internally it is split up and padded into 32KiB chunks, like so:
This is the global map tile (henceforth "tile" as in "4x4 group of miniature SNES tiles") construction data, which can actually be interpreted as every room and outdoor area in the game stored as one large 256x320 tile map. Externally the data is stored contiguously, but internally it is split up and padded into 32KiB chunks, like so:


Line 14: Line 16:
  0x162A00  01 09 11 19 21 29 ...
  0x162A00  01 09 11 19 21 29 ...
  0x165200  02 0A 12 1A 22 2A ...
  0x165200  02 0A 12 1A 22 2A ...
=See Also=
* [[EarthBound:Map Data Pointer Table|Map Data Pointer Table]]

Latest revision as of 02:41, 24 January 2024

This is a sub-page of EarthBound/Map Data.

This is the global map tile (henceforth "tile" as in "4x4 group of miniature SNES tiles") construction data, which can actually be interpreted as every room and outdoor area in the game stored as one large 256x320 tile map. Externally the data is stored contiguously, but internally it is split up and padded into 32KiB chunks, like so:

  • 160200-1679FF (007800) = Map tile construction data
  • 167A00-1681FF (000800) = Null padding
  • 168200-16F9FF (007800) = Map tile construction data
  • 16FA00-1701FF (000800) = Null padding
  • 170200-1751FF (005000) = Map tile construction data

Every 256 (0x100) bytes represents one complete row of 256 tiles, with each tile having a value between 0-255 (0x00-0xFF). Furthermore, the map is row-interleaved; every 8th row is a neighbor. The following pseudo diagram illustrates this (where each value represents its named row of 100 bytes):

 Offset           Row
--------   -----------------
0x160200   00 08 10 18 20 28 ...
0x162A00   01 09 11 19 21 29 ...
0x165200   02 0A 12 1A 22 2A ...

See Also