The current URL is datacrystal.tcrf.net.
EarthBound/Map Data/Minitile Properties: Difference between revisions
No edit summary |
(→top) |
||
(7 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{subpage}} | |||
Minitile Properties | Minitile Properties | ||
---- | |||
EBisumaru(@gmail.com) | EBisumaru(@gmail.com) | ||
Line 6: | Line 8: | ||
table represents all the possible properties that they can have. | table represents all the possible properties that they can have. | ||
0x80 | <table border="1" width="640" height="64"> | ||
<tr> | |||
Solid | <td width="60" height="32">0x80</td> | ||
<td width="60" height="32">0x40</td> | |||
<td width="60" height="32">0x20</td> | |||
<td width="60" height="32">0x10</td> | |||
<td width="60" height="32">0x08</td> | |||
<td width="60" height="32">0x04</td> | |||
<td width="60" height="32">0x02</td> | |||
<td width="60" height="32">0x01</td> | |||
</tr> | |||
<tr> | |||
<td width="60" height="32">Solid</td> | |||
<td width="60" height="32">??</td> | |||
<td width="60" height="32">??</td> | |||
<td width="60" height="32">Door</td> | |||
<td width="60" height="32">Water</td> | |||
<td width="60" height="32">Sweat</td> | |||
<td width="60" height="32">Talk-across/Layer2*</td> | |||
<td width="60" height="32">Layer2*</td> | |||
</tr> | |||
</table> | |||
<nowiki>*See Below</nowiki> | |||
I think 0x40 is some sort of alternate solid bit. Suffice it to say that | I think 0x40 is some sort of alternate solid bit. Suffice it to say that | ||
it's not used in the game. | it's not used in the game. | ||
0x08 and 0x04 can be combined for the deep water property seen in the Deep | 0x08 and 0x04 can be combined for the deep water property seen in the Deep | ||
Darkness. | Darkness. 0x02 allows for the player to talk to objects across the minitile from them, as in store counters. | ||
<br> | |||
You can get all the properties you want simply by adding the values in hex. | You can get all the properties you want simply by adding the values in hex. | ||
The game engine automatically makes lines between similar tiles, so don't | The game engine automatically makes lines between similar tiles, so don't | ||
worry about diagonals. Say you wanted something like this: | worry about diagonals. Say you wanted something like this: | ||
<table border="1" width="120" height="64"> | |||
<tr> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32">#</td> | |||
<td width="32" height="32">#</td> | |||
<td width="32" height="32"> </td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32">#</td> | |||
<td width="32" height="32">/</td> | |||
<td width="32" height="32"> </td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
<td width="32" height="32"> </td> | |||
</tr> | |||
</table> | |||
For the properties, you'd put: | |||
<table border="1" width="120" height="64"> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">80</td> | |||
<td width="32" height="32">80</td> | |||
<td width="32" height="32">00</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">80</td> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
</tr> | |||
</table> | |||
Enabling Layer 2 is confusing, so I'll explain that too. For the top two | Enabling Layer 2 is confusing, so I'll explain that too. For the top two | ||
Line 28: | Line 107: | ||
following tile property diagram will have layer 2 enabled: | following tile property diagram will have layer 2 enabled: | ||
01 | <table border="1" width="120" height="64"> | ||
01 | <tr> | ||
03 | <td width="32" height="32">01</td> | ||
03 | <td width="32" height="32">01</td> | ||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
</table> | |||
Also, | Also, | ||
00 | <table border="1" width="120" height="64"> | ||
00 | <tr> | ||
00 | <td width="32" height="32">00</td> | ||
00 | <td width="32" height="32">01</td> | ||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">00</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">00</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
</table> | |||
works. If you're placing another tile under it on the map, you need 03s | works. If you're placing another tile under it on the map, you need 03s | ||
in all | in all minitiles that are directly under at least two Layer 2 minitiles. | ||
Like this. | Like this. | ||
01 | <table border="1" width="120" height="64"> | ||
01 | <tr> | ||
03 | <td width="32" height="32">01</td> | ||
03 | <td width="32" height="32">01</td> | ||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
<td width="32" height="32">01</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
</table> | |||
<table border="1" width="120" height="64"> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
<tr> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
<td width="32" height="32">03</td> | |||
</tr> | |||
</table> | |||
[[Category:EarthBound:Map Data|Minitile Properties]] | |||
Latest revision as of 14:57, 24 January 2024
This is a sub-page of EarthBound/Map Data.
Minitile Properties
EBisumaru(@gmail.com)
Each minitile can have a variety of properties. This crappy excuse for a table represents all the possible properties that they can have.
0x80 | 0x40 | 0x20 | 0x10 | 0x08 | 0x04 | 0x02 | 0x01 |
Solid | ?? | ?? | Door | Water | Sweat | Talk-across/Layer2* | Layer2* |
*See Below
I think 0x40 is some sort of alternate solid bit. Suffice it to say that
it's not used in the game.
0x08 and 0x04 can be combined for the deep water property seen in the Deep
Darkness. 0x02 allows for the player to talk to objects across the minitile from them, as in store counters.
You can get all the properties you want simply by adding the values in hex.
The game engine automatically makes lines between similar tiles, so don't worry about diagonals. Say you wanted something like this:
# | # | ||
# | / | ||
For the properties, you'd put:
00 | 00 | 00 | 00 |
00 | 80 | 80 | 00 |
00 | 80 | 00 | 00 |
00 | 00 | 00 | 00 |
Enabling Layer 2 is confusing, so I'll explain that too. For the top two rows of minitiles, you'll only use the 0x01 bit. All minitiles below them using layer 3 need both layer 2 bits. So all minitiles in the following tile property diagram will have layer 2 enabled:
01 | 01 | 01 | 01 |
01 | 01 | 01 | 01 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |
Also,
00 | 01 | 00 | 00 |
00 | 01 | 01 | 01 |
00 | 03 | 01 | 01 |
00 | 03 | 03 | 03 |
works. If you're placing another tile under it on the map, you need 03s in all minitiles that are directly under at least two Layer 2 minitiles. Like this.
01 | 01 | 01 | 01 |
01 | 01 | 01 | 01 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |
03 | 03 | 03 | 03 |