EarthBound Beginnings/Teleport targets: Difference between revisions

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(Created page with "Offset: 1C10 *'''Byte 0 and 1''': Name pointer Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor *'''Byte 2''': Music to play upon arrival Th...")
 
(A little fixing up.)
 
(7 intermediate revisions by 4 users not shown)
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Offset: 1C10
{{subpage|game=EarthBound Beginnings/ROM map}}
 
*Bytes 0-1: Name pointer
*'''Byte 0 and 1''': Name pointer
Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor
Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor


*'''Byte 2''': Music to play upon arrival
*Byte 2: Music to play upon arrival


This sometimes affects which minitile the party stops on??? not sure what's up with that
This sometimes affects which minitile the party stops on??? not sure what's up with that


*'''Byte 3''': X coordinate
See [[EarthBound Beginnings/Music table|music table]] for the IDs
 
*Byte 3: X coordinate


Distance from the left side of the map
Distance from the left side of the map


*'''Byte 4''':
*Byte 4:


'''First number''': Which minitile you stop on, but only on the right-hand side of the chunk:  
'''First number''': Which minitile you stop on, but only on the right-hand side of the chunk:  
Line 26: Line 27:
'''Second number''': Direction to run in from
'''Second number''': Direction to run in from


00 = ⬆
0 = ⬆
 
01 = ⬈
 
02 = ⮕
 
03 = ⬊
 
04 = ⬇
 
05 = ⬋
 
06 = ⬅
 
07 = ⬉
 
08 = shuffle in place
 
09 and higher = crash the game
 
*'''Byte 5''': Y coordinate
 
Distance from the top of the map
 
*'''Byte 6''': Unused, always 00
 
*'''Byte 7''': Unused, always 00


(Please note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.)
1 = ⬈


2 = ⮕


Original contents:
3 = ⬊


D3 83 86 33 46 51 00 00
4 = ⬇


DA 83 C6 2A C2 69 00 00
5 = ⬋


E1 83 C6 52 C2 73 00 00
6 = ⬅


ED 83 86 72 C6 EF 00 00
7 = ⬉


F6 83 46 B7 02 D9 00 00
8 = shuffle in place


FF 83 0A E6 84 EF 00 00
9 and higher = crash the game


07 84 B0 B8 C6 74 00 00
*Byte 5: Y coordinate
*:Distance from the top of the map
*Byte 6: Unused
*Byte 7: Unused


11 84 86 CA 86 4B 00 00
Note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.

Latest revision as of 12:06, 17 November 2024

This is a sub-page of EarthBound Beginnings.

  • Bytes 0-1: Name pointer

Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor

  • Byte 2: Music to play upon arrival

This sometimes affects which minitile the party stops on??? not sure what's up with that

See music table for the IDs

  • Byte 3: X coordinate

Distance from the left side of the map

  • Byte 4:

First number: Which minitile you stop on, but only on the right-hand side of the chunk:

0 to 3 = upper right

4 to 7 = upper middle

8 to B = lower middle

C to F = bottom right

Second number: Direction to run in from

0 = ⬆

1 = ⬈

2 = ⮕

3 = ⬊

4 = ⬇

5 = ⬋

6 = ⬅

7 = ⬉

8 = shuffle in place

9 and higher = crash the game

  • Byte 5: Y coordinate
    Distance from the top of the map
  • Byte 6: Unused
  • Byte 7: Unused

Note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.