The current URL is datacrystal.tcrf.net.
Graal: The Adventure/ROM map: Difference between revisions
Line 13: | Line 13: | ||
==Level Data== | ==Level Data== | ||
* 10000 = Level data officially starts, with 0E unknown bytes. | * 10000 = Level data officially starts, with 0E unknown bytes. | ||
* It's confirmed that it's not a header, Level 3 doesn't have any 0xE before. | |||
59486E509B58D860DF696948CF50 | |||
Every Level is a total of 0x400 bytes starting at the starting point for tiles and palettes/properties. | Every Level is a total of 0x400 bytes starting at the starting point for tiles and palettes/properties. |
Revision as of 04:37, 25 February 2009
NPC Data
Usually comes directly after Palette and Exit Data. I am still trying to find a pattern so we can edit and find NPCs easily.
Level 2 - Crystal Tree Thing:
- 1188D = NPC #1 Direction
- 1188E = NPC #1 Appearance
- 11892 = NPC #1 Walk or not (0/1)
Level 6 - Two Baddies:
- 120BB = Top NPC's Appearance
Level Data
- 10000 = Level data officially starts, with 0E unknown bytes.
- It's confirmed that it's not a header, Level 3 doesn't have any 0xE before.
59486E509B58D860DF696948CF50
Every Level is a total of 0x400 bytes starting at the starting point for tiles and palettes/properties.
Level 1 - Starting Point:
- 1000E = Start of Tiles GFX
- 1040E = Start of Palette
Level 2 - Crystal Tree Thing:
- 14876 = Start of Tiles GFX
- 14C76 = Start of Palette
Level 3 - Waterfall shouldn't be there:
- 14000 = Start of Tiles GFX
- 14400 = Start of Palette
Level 6 - Two Baddies
- 118A8 = Start of Tiles GFX
- 11CA8 = Start of Palette
How it's numbered
LEVELS ARE NUMBERED AS FOLLOWS (Location to number, etc.) 5 7 4 6 3 1 2 Level 2 is the Crystal, etc.
How levels are made
Each level is 0x400 bytes for both tiles and palette/properties.
Each level should look like this:
0A0000000000000000000000000000494848490000000000000000000000000A 0800000102000000000000000000004948484900000000000000000000000008 0A0000000000000000000000000000494848490000000000000000000000000A 0800000000000000000000000000004948484900000001020000000000000008 0A0000000000000000000000000000494848490000000000005B5B000000000A 080000000000000000000000010200494848490000000000005C5C0001020008 0A0000000000000000000000000000494848490000005558585858550000000A 08000000000000000000010200000049484849005B5B56595959595600000008 0A000000005558585858550000000049484849005C5C5659595959560000000A 08000000005659595959560000000049484849000000575A5A5A5A5700000008 0A00005B5B565959595956000000004948484900000000005B5B00000000000A 0800005C5C565959595956000000004948484900000000005C5C000000000008 0A0000000056595959595600000000494848490000000000000000000000000A 0800000000575A5A5A5A57000000004948484900000000000000000000000008 0A00000000005B5B00000000000000494848490000000000000000000000000A 0800000000005C5C000000000000004948484900000000000000000000000008 0A0000000000000000000000000000494848490000000000010200191A00000A 0800191A00000000000000000000004948484900000000000000001B1C000008 0A001B1C000000000000000000000049484849000000000000191A000000000A 080000000000000000010200000000494848490000000000001B1C0000000008 0A0000191A000000000000000000004948484900000000000000191A0000000A 0800001B1C00010200000000003F4245454545423F00000000001B1C00000008 0A00000000000000000000003F40434646464643403F0000000000000000000A 083F3F3F3F3F3F3F3F3F3F3F404044494848494440403F3F3F3F3F3F3F3F3F08 0A4040404040404040404040404000494848490040404040404040404040400A 0840404040404040404040404040004948484900404040404040404040404008 0A4040404040404040404040404000494848490040404040404040404040400A 08404040404040404040404040414C4C4C4C4C4C414040404040404040404008 0941414141414141414141414100004948484900004141414141414141414109 88898A8A898888898A8A898800000049484849000088898A8A898888898A8A89 8586878786858586878786858400004948484900848586878786858586878786 8182838382818182838382818000004948484900808182838382818182838382
1F Hex Values wide, 1.00 KB in size. Each Hex Value is a new 8x8 tile. To make a bush, in the map, put in the following:
191A 1B1C
That will produce a File:Graalbush.png
How Palettes and Properties work
Much like the Tileset of a map, Palettes are also 0x400 bytes. However, they define Horozonal Flip and color in a byte and basically correspond to the tile map. So 1,1 in the tile map would be 1,1 in the palette map, etc..
To make a simple green tile: In the tile of choice, put in 00 To make a simple flipped green tile: In the tile of choice, put in 20
Meaning, the first digit is the property, the second digit is the palette.