Map Script Format

From Terranigma Wiki
Revision as of 21:23, 15 January 2013 by Crediar (talk | contribs) (updated 0x40, added 0x04, updated 0x08)
Jump to navigation Jump to search

When the game loads a map it looks at a pointer table at 0x06959C and runs a some kind of script to load the map parts.

There seem to be 1314(check) entries.

For some reason offsets are not directly read but calculated via this code: (don't ask!)

i.e. when loading map id 0 the first offset is 0x83FF05 which after the code is run turns into 0xA5FF83 (0x25FF83 ROM).


u32 Background::GetAddress()
{ 
	u32 AdrLow = GetBytei(); 
	u16 AdrHigh = GetWordi();

	u8 push = AdrHigh & 0x7F;
	
	AdrHigh = push ^ AdrHigh;
	AdrHigh<<= 1;
	AdrHigh |= 0x80;
	AdrHigh |= push;
	AdrHigh += (((ROMOffset|(1<<23)) & 0xFF0000) >> 8);

	if( (AdrHigh & 0xFF00) >= 0xC000 )
		AdrHigh &= 0xFF7F;
	
	return (AdrHigh<<8)|AdrLow;
}

Map script #0

This map script is used to select a song to be played by the 08 FC command

Commands

Opcode Argument length (byte) Function
0x00 2 Run map script
Offset Length (Byte) Name
0 2 Map ID


0x02 5 Play SPC data
Offset Length (Byte) Name
0 1 Unknown
1 1 Entry ID?
2 3 SPC data Offset


0x04 5 Load data
Offset Length (Byte) Name
0 3 Offset
3 1 Unknown
4 1 Unknown
0x08 variable run sub command
Opcode Argument length (byte) Function
0x00 6
0xF8 ?
0xF9 2
0xFA 2
0xFC 2 Calls map script #0 which then plays the selected song id
0xFD 4 3 byte address, 1 byte unknown
0xFE 2
0xFF 0 End of script
default 2 ?
0x10 4 Load data
Offset Length (Byte) Name
0 1 0x00 - Tiles

0x01 - Map Layer 0

0x02 - Map Layer 1

1 3 Offset of data
0x20 7 Load MapTile/Collision data
Offset Length (Byte) Name
0 1 Unknown
1 1 Type
0x08 0x40
Load collision data Load MapTile data
2 1 Unknown
3 1 Layer ID
4 3 Offset


0x40 6 Set palette for map
Offset Length (Byte) Name
0 1 Pal index
1 1 Pal size
2 1 Pal offset in memory
3 3 Offset of palette


0x80 6 Load Tile Data
Offset Length (Byte) Name
0 1 Unknown
1 1 Unknown
2 1 Unknown
3 3 Offset of Tile Data
6 2 Unknown