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EarthBound/Map Tile Buffer: Difference between revisions
(Created page with "{{subpage|game=EarthBound:RAM map}} {{Infobox table|name=Map Tile Buffer |game=EarthBound |loc=RAM |start=<tt>0x00F000</tt> |end=<tt>0x00F1FF</tt> |numentries=256 |entrylength=2 bytes (<tt>0x02</tt>) |totallength=512 bytes (0x0200) }} Buffer storing a wrapping grid of map tiles around the player location. Used to reference Tile Arrangement Chunks and Tileset Collision Data....") |
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==Auxiliary Data<span class="anchor" id="AuxiliaryData"></span>== | ==Auxiliary Data<span class="anchor" id="AuxiliaryData"></span>== | ||
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[[Category:EarthBound|Map Tile Buffer]] | [[Category:EarthBound|Map Tile Buffer]] |
Revision as of 15:24, 7 November 2023
This is a sub-page of EarthBound.
Map Tile Buffer | |
Game | EarthBound |
Start Address | 0x00F000 |
End Address | 0x00F1FF |
# of Entries | 256 |
Entry Length | 2 bytes (0x02) |
Total Length | 512 bytes (0x0200) |
Back to the RAM map |
Buffer storing a wrapping grid of map tiles around the player location. Used to reference Tile Arrangement Chunks and Tileset Collision Data.
Format
Each entry represents a four-tile-by-four-tile chunk of map tiles. The value is an integer index into Decompressed Tile Arrangement Data and is also used to index into Tileset Collision Data. Entries representing a chunk off the "edge" of the map or from map sector with a tileset different from the current map tileset will always have the value #$0000.
The 2-byte entries are stored in a row-by-row 16x16 grid. The first row is 16 entries (32 bytes) in consecutive order, stored left-to-right, followed by the second row, etc. To index into the grid, map tile coordinates are divided by 4 (to account for representing four-tile-by-four-tile chunks) and modded by 16. Thus the offset for a specific entry can be found using the formula buffer_offset = tile_x / 4 % 16 * 2 + tile_y / 4 % 16 * 32
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Auxiliary Data
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |