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EarthBound Beginnings/Teleport targets: Difference between revisions
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MOTHERrocks (talk | contribs) (add link to the music table) |
(A little fixing up.) |
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(5 intermediate revisions by 3 users not shown) | |||
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{{subpage|game=EarthBound Beginnings/ROM map}} | |||
*Bytes 0-1: 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 | ||
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 | ||
See [[EarthBound | 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: | ||
'''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 48: | Line 47: | ||
9 and higher = crash the game | 9 and higher = crash the game | ||
* | *Byte 5: Y coordinate | ||
*:Distance from the top of the map | |||
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. |
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.