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EarthBound/Map Data/Minitile Properties: Difference between revisions
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Minitile Properties | Minitile Properties | ||
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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. | Each minitile can have a variety of properties. This crappy excuse for a | ||
table represents all the possible properties that they can have. | |||
<table border="1" width="640" height="64"> | |||
<tr> | |||
<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">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 | |||
it's not used in the game. | |||
0x08 and 0x04 can be combined for the deep water property seen in the Deep | |||
Darkness. | |||
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. | |||
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 40: | Line 104: | ||
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 minitile that are directly under another Layer 2 minitile. | ||
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> | |||
03 | </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> |
Revision as of 18:42, 15 April 2007
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 | 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. 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 minitile that are directly under another Layer 2 minitile. 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 |