EarthBound/Map Data/Tile Animation Properties Table

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Map Data: Tile Animation Properties Table
Game EarthBound
Start Address 0x2F146B
End Address 0x2F153E
# of Entries 20
Entry Length Varies
Total Length 211 bytes (0xD3)
Back to the ROM map

The Tile Animation Properties Table contains metadata properties controlling the animation of map tiles for a given tileset. The entry for a given tileset is found using a lookup to the Tile Animation Properties Pointer Table.

Format

Num Subentries

Each entry begins with a single byte to specify the number of subentries to follow, representing different tile animations that will run concurrently for the tileset. EarthBound allocates space to load up to 8 concurrent animations to RAM (in the Map Tile Animation Data), but no tileset seems to use more than 6.

Subentry Format

Num Animation Cycles

The number of different animation frames that the animation will cycle through.

Frame Delay

Number of game frames to hold each animation frame before cycling to the next. As an NTSC SNES runs at approximately 60 FPS, this means the time delay can be calculated as delay_in_seconds = frame_delay / 60.

Transfer Size

Size in bytes of the tile characters to be replaced on each animation cycle. As EarthBound allocates space for up to 256 decompressed tile characters for animation, each 32 bytes, that gives a maximum transfer size of 0x2000 bytes in the silly scenario where the animation consists of a single animation cycle using all available tile characters.

Initial Transfer Source Offset

Byte offset into the decompressed map animation tile characters stored at $7EC000-$7EDFFF to use for the transfer source for the first animation cycle. On each cycle, the source offset will be incremented by Transfer Size (and reset after cycling through all animation frames).

Transfer Destination Address

VRAM word address of the first tile character to be replaced on each animation cycle. Map tile characters occupy addresses $0000-$37FF (word addresses) of VRAM.

Note: Technically, the destination address could point outside the tile characters portion of VRAM to allow replacing/animating anything stored in VRAM. Nothing checks that tile animation is only used to replace/animate tile character data. But it would be difficult to make work for anything else because nothing else stays loaded into a dedicated portion of VRAM for the entire time the tileset is loaded with its animations running. E.g., it would be difficult to animate a certain place on the tilemap because tilemap entries are loaded and replaced as the player moves around the map.

Entries

Entry start Tileset name Tileset index Num animation subentries
0x2F146B Lost Underworld 00 5
0x2F1494 Onett 01 2
0x2F14A5 Twoson 02 0
0x2F14A6 Threed 03 0
0x2F14A7 Fourside 04 0
0x2F14A8 Magicant 05 1
0x2F14B1 Outdoors 06 2
0x2F14C2 Summers 07 2
0x2F14D3 Dusty Dunes Desert 08 1
0x2F14DC Dalaam 09 0
0x2F14DD Indoors 1 10 0
0x2F14DE Indoors 2 11 0
0x2F14DF Stores 1 12 1
0x2F14E8 Caves 1 13 1
0x2F14F1 Indoors 3 14 0
0x2F14F2 Stores 2 15 0
0x2F14F3 Indoors 4 16 6
0x2F1524 Winters 17 1
0x2F152D Scaraba 18 1
0x2F1536 Caves 2 19 1

Note: All entries are in order by tileset index, but because EarthBound always accesses the entries by pointer, there is no known reason why they would need to be in any particular order.

External Links