Difference between revisions of "Level Data Format"
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m (Fixed incorrect footnote) |
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Line 627: | Line 627: | ||
| ppppp || Screen number | | ppppp || Screen number | ||
|- | |- | ||
− | | w || Midway / Water flag<sup>2</sup> | + | | w || Midway / Water flag<sup>1,2</sup> |
|- | |- | ||
− | | u || LM-modified flag<sup>3</sup> | + | | u || LM-modified flag<sup>1,3</sup> |
|- | |- | ||
| s || Secondary exit flag<sup>1</sup> | | s || Secondary exit flag<sup>1</sup> |
Revision as of 10:05, 4 December 2018
LM-related information is accurate as of version 2.51.
Contents
Pointer Tables
Address | Description | Format |
---|---|---|
$05E000 | Layer 1 data | 0x200 levels, 3 bytes each (1,536 bytes) |
$05E600 | Layer 2 data | 0x200 levels, 3 bytes1 each (1,536 bytes) |
$05EC00 | Sprite data | 0x200 levels, 2 bytes2 each (1,024 bytes) |
1 In the original SMW, if the long byte of the Layer 2 pointer is 0xFF, it will be replaced by 0x0C and the data will be interpreted as a BG tilemap rather than object data. Lunar Magic changes this so full 24-bit addresses are used either way; see the section on background data for more details.
2 In the original SMW, all sprite data is in bank 7. Lunar Magic adds a 512-byte table for the bank byte at $0EF100.
Primary Level Header
The first five bytes of object data for Layer 1 is the primary level header, which dictates various information about the level. Layer 2 object data also contains this header, but it is skipped over and ignored.
Format | ||||
---|---|---|---|---|
BBBLLLLL | CCCOOOOO | 3MMMSSSS | TTPPPFFF | IIVVZZZZ |
BBB | BG palette |
LLLLL | Length of level (number of screens, -1) |
CCC | Back area color |
OOOOO | Level mode |
3 | Layer 3 priority |
MMM | Music |
SSSS | Sprite GFX setting |
TT | Timer setting |
PPP | Sprite palette |
FFF | FG palette |
II | Item memory setting |
VV | Vertical scroll setting |
ZZZZ | FG/BG GFX setting |
Secondary Level Header
The secondary level header consists of four bytes, spread across four seperate tables with one byte per level. Lunar Magic adds a fifth byte as well, at $05DE00.
Format | ||||
---|---|---|---|---|
$05F000 | $05F200 | $05F400 | $05F600 | $05DE001 |
SSSSyyyy | 33AAAxxx | MMMMFFBB | IUVEEEEE | LWPYX--- |
SSSS | Layer 2 scroll setting |
(Y)yyyy | Level entrance Y position2 |
33 | Layer 3 setting |
AAA | Level entrance Mario action |
(X)xxx | Level entrance X position2 |
MMMM | Midway entrance screen number |
FF | FG initial position |
BB | BG initial position |
I | Disable No-Yoshi Intro flag |
U | Unknown/unused vertical position flag |
V | Vertical positioning flag |
EEEEE | Level entrance screen number |
L | Slippery flag1 |
W | Water flag1 |
P | Flag to use X/Y position method 21 |
In vertical levels, the X and Y position values are swapped.
1 Added by Lunar Magic; not used in the original game.
2 The capitalized Y and X bits are added by Lunar Magic when using X/Y position method 2, but are unused in the original game.
Midway Entrances
Lunar Magic also adds similar data for midway entrances when they're set to have seperate settings. This data is stored in a dynamically-located set of tables, however; they can be found in order at read3(read3($05D9E4)+$0A)
.
Format | ||||
---|---|---|---|---|
Table 1 | Table 2 | Table 3 | ||
LWIMYAAA | yyyyXXXX | ----FFBB |
L | Slippery flag |
W | Water flag |
I | Flag to use seperate midway entrance (only the M bit is used otherwise) |
M | Bit 5 of midway screen number |
Yyyyy | Midway entrance Y position |
AAA | Midway entrance Mario action |
XXXX | Midway entrance X position |
MMMM | Midway entrance screen number |
FF | Midway FG initial position |
BB | Midway BG initial position |
---- | Currently unused |
Sprite Header
The first byte of sprite data is the sprite header, which handles some miscellaneous sprite-related information.
Format |
---|
SBMMMMMM |
S | Sprite buoyancy1 |
B | Sprite buoyancy (disable sprite-Layer 2 interaction) |
MMMMMM | Sprite memory2 |
1 Sprite buoyancy is a pair of flags that controls how sprites interact with water or lava. It is required for some sprites to behave correctly. Enabling this can cause lag if too many sprites are onscreen at once. Disabling Layer 2 interaction can mitigate this lag.
2 Although values up to #$3F are possible, only up to #$12 are actually intended for use.
Object Data
Object data is used to define Layer 1 and Layer 2 foreground data. The Z order of the objects is determined by the order they're written; an object earlier in the data, for instance, will appear below an object written later.
The data consists of a five byte header, followed by a list of all the objects. If the first byte of an object is #$FF, it indicates the end of the data has been reached.
The "new screen" flag described in most of the below formats increases the high X position of it and all following objects by one. In order to decrease it or increase it by a larger amount, a screen jump must be used.
Standard Objects
Standard objects are 3 bytes long. The 'settings byte' usage varies depending on the object, but generally specifies the height and width of the object.
Format | ||
---|---|---|
NBBYYYYY | bbbbXXXX | SSSSSSSS |
N | New Screen flag |
BBbbbb | Standard object number |
YYYYY | Y position |
XXXX | X position |
SSSSSSSS | Settings |
In vertical levels, the X and Y position values are swapped.
Standard Object List | |||
---|---|---|---|
ID | Object name | Settings byte usage | |
00 | (Extended Objects) | Extended object ID | |
01 | Water (Blue) | Height | Width |
02 | Invisible coin blocks | Height | Width |
03 | Invisible note blocks | Height | Width |
04 | Invisible POW coins | Height | Width |
05 | Coins | Height | Width |
06 | Walk-through dirt | Height | Width |
07 | Water (Other color) | Height | Width |
08 | Note blocks | Height | Width |
09 | Turn blocks | Height | Width |
0A | Coin ? blocks | Height | Width |
0B | Throw blocks | Height | Width |
0C | Black piranha plants | Height | Width |
0D | Cement blocks | Height | Width |
0E | Brown blocks | Height | Width |
0F | Vertical pipes | Height | Type |
10 | Horizontal pipes | Type | Width |
11 | Bullet shooter | Height | Unused |
12 | Slopes | Height | Type |
13 | Ledge edges | Height | Type |
14 | Ground ledge | Height | Width |
15 | Midway/Goal point | Height | Type |
16 | Blue coins | Height | Width |
17 | Rope/Clouds | Type | Width |
18 | Water surface (ani) | Height | Width |
19 | Water surface (not ani) | Height | Width |
1A | Lava surface (ani) | Height | Width |
1B | Net top edge | Height | Width |
1C | Donut bridge | Unused | Width |
1D | Net bottom edge | Height | Width |
1E | Net vertical edge | Height | Type |
1F | Vert. Pipe/Bone/Log | Height | Unused |
20 | Horiz. Pipe/Bone/Log | Unused | Width |
21 | Long ground ledge | Width | |
22 | LM - Direct Map16 page 0 | Special handling | |
23 | LM - Direct Map16 page 1 | Special handling | |
24 | LM - Old FG/BG/SP bypass | Special handling | |
25 | LM - Old AN2 bypass | Special handling | |
26 | LM - Music bypass | Special handling | |
27 | LM - Direct Map16 object | Special handling | |
28 | LM - Time limit bypass | Special handling | |
29 | LM - Reserved | N/A | |
2A | LM - Reserved | N/A | |
2B | LM - Reserved | N/A | |
2C | LM - Reserved | N/A | |
2D | LM - Reserved | N/A | |
2E | Tileset Specific 1 | Various | |
2F | Tileset Specific 2 | Various | |
30 | Tileset Specific 3 | Various | |
31 | Tileset Specific 4 | Various | |
32 | Tileset Specific 5 | Various | |
33 | Tileset Specific 6 | Various | |
34 | Tileset Specific 7 | Various | |
35 | Tileset Specific 8 | Various | |
36 | Tileset Specific 9 | Various | |
37 | Tileset Specific 10 | Various | |
38 | Tileset Specific 11 | Various | |
39 | Tileset Specific 12 | Various | |
3A | Tileset Specific 13 | Various | |
3B | Tileset Specific 14 | Various | |
3C | Tileset Specific 15 | Various | |
3D | Tileset Specific 16 | Various | |
3E | Tileset Specific 17 | Various | |
3F | Tileset Specific 18 | Various |
The above list shows the usage of the settings byte for each standard object; when an object has two columns for the usage, the right column is the lower nibble while the left is the higher nibble (i.e. #$HW for most objects). The usage can also be seen in Lunar Magic's object window, next to the object ID, though LM displays them in reverse order.
Extended Objects
Extended objects function as standard object 00, and are also 3 bytes long.
Format | ||
---|---|---|
N00YYYYY | 0000XXXX | BBBBBBBB |
N | New Screen flag |
YYYYY | Y position |
XXXX | X position |
BBBBBBBB | Extended object number |
In vertical levels, the X and Y position values are swapped.
Extended Object List | |
---|---|
ID | Object name |
00 | Special - Screen Exit |
01 | Special - Screen Jump |
02-0F | Unused |
10 | Small door |
11 | Invisible ? block (1-UP) |
12 | Invisible note block |
13 | Top left corner edge tile 1 |
14 | Top right corner edge tile 1 |
15 | Small POW door |
16 | Invisible POW ? block |
17 | Green star block |
18 | 3-UP moon |
19 | Invisible 1-UP #1 |
1A | Invisible 1-UP #2 |
1B | Invisible 1-UP #3 |
1C | Invisible 1-UP #4 |
1D | Red berry |
1E | Pink berry |
1F | Green berry |
20 | Always turning block |
21 | Bottom right of midway point (unused) |
22 | Bottom right of midway point (unused) |
23 | Note block (flower/feather/star) |
24 | ON/OFF block |
25 | Direction coins ? block |
26 | Note block |
27 | Note block, bounce on all sides |
28 | Turn block (Flower) |
29 | Turn block (Feather) |
2A | Turn block (Star) |
2B | Turn block (Star 2/1-UP/Vine) |
2C | Turn block (Multiple coins) |
2D | Turn block (Coin) |
2E | Turn block (Nothing) |
2F | Turn block (POW) |
30 | ? block (Flower) |
31 | ? block (Feather) |
32 | ? block (Star) |
33 | ? block (Star 2) |
34 | ? block (Multiple coins) |
35 | ? block (Key/Wings/Balloon/Shell) |
36 | ? block (Yoshi) |
37 | ? block (Shell) |
38 | ? block (Shell) |
39 | Turn block, unbreakable (Feather) |
3A | Top left corner edge tile 2 |
3B | Top right corner edge tile 2 |
3C | Top left corner edge tile 3 |
3D | Top right corner edge tile 3 |
3E | Top left corner edge tile 4 |
3F | Top right corner edge tile 4 |
40 | Transculent block |
41 | Yoshi Coin |
42 | Top left slope |
43 | Top right slope |
44 | Purple triangle, left |
45 | Purple triangle, right |
46 | Midway point rope |
47 | Door |
48 | Invisible POW door |
49 | Ghost house exit |
4A | Climbing net door |
4B | Conveyor end tile 1 |
4C | Conveyor end tile 2 |
4D | Line guide, top left 1/4 large circle |
4E | Line guide, top right 1/4 large circle |
4F | Line guide, bottom left 1/4 large circle |
50 | Line guide, bottom right 1/4 large circle |
51 | Line guide, top left 1/4 small circle |
52 | Line guide, top right 1/4 small circle |
53 | Line guide, bottom left 1/4 small circle |
54 | Line guide, bottom right 1/4 small circle |
55 | Line guide end, for horizontal line |
56 | Line guide end, for vertical line |
57 | Switch palace bottom right corner tile |
58 | Switch palace bottom left corner tile |
59 | Switch palace top right corner tile |
5A | Switch palace top left corner tile |
5B | Bit of brick background tile 1 |
5C | Bit of brick background tile 2 |
5D | Bit of brick background tile 3 |
5E | Bit of brick background tile 4 |
5F | Large background area |
60 | Lava/mud top right corner edge |
61 | Ghost house clock |
62 | Ghost house top left to bottom right beam 1 |
63 | Ghost house top right to bottom left beam 1 |
64 | Ghost house cobweb, top right |
65 | Ghost house cobweb, top left |
66 | Ghost house top right to bottom left beam 2 |
67 | Ghost house top left to bottom right beam 2 |
68 | Cloud fringe, bottom and right edge |
69 | Cloud fringe, bottom and left edge |
6A | Cloud fringe, bottom right |
6B | Cloud fringe, bottom left |
6C | Cloud fringe on white, bottom and right edge |
6D | Cloud fringe on white, bottom and left edge |
6E | Cloud fringe on white, bottom right |
6F | Cloud fringe on white, bottom left |
70 | Bit of canvass 1 |
71 | Canvass 1 |
72 | Canvass 2 |
73 | Canvass 3 |
74 | Canvass 4 |
75 | Canvass tile 1 |
76 | Canvass tile 2 |
77 | Canvass tile 3 |
78 | Canvass tile 4 |
79 | Canvass tile 5 |
7A | Canvass tile 6 |
7B | Canvass tile 7 |
7C | Bit of canvas 2 |
7D | Bit of canvas 3 |
7E | Bit of canvas 4 |
7F | Torpedo launcher |
80 | Ghost house entrance |
81 | Water weed |
82 | Big bush 1 |
83 | Big bush 2 |
84 | Castle entrance |
85 | Yoshi's house |
86 | Arrow sign |
87 | ! block, green |
88 | Tree branch, left |
89 | Tree branch, right |
8A | Switch, green |
8B | Switch, yellow |
8C | Switch, blue |
8D | Switch, red |
8E | ! block, yellow |
8F | Ghost house window |
90 | Boss door |
91 | Steep left slope (vert. lev.) |
92 | Steep right slope (vert. lev.) |
93 | Normal left slope (vert. lev.) |
94 | Normal right slope (vert. lev.) |
95 | Very steep left slope (vert. lev.) |
96 | Very steep right slope (vert. lev.) |
97 | Switch palace right and bottom edge tile |
98-FF | Unused |
Screen Exits
Screen exits function as extended object 00. Unlike the rest of object data, they're 4 bytes long rather than 3.
Format | |||
---|---|---|---|
000ppppp | 0000wush | 00000000 | dddddddd |
ppppp | Screen number |
w | Midway / Water flag1,2 |
u | LM-modified flag1,3 |
s | Secondary exit flag1 |
hdddddddd | Destination level / secondary exit ID |
1 Added by Lunar Magic; not used in the original game.
2 If the secondary exit flag is clear, links to the destination level's midway entrance. Else, makes the destination level a water level.
3 Indicates the screen exit uses the secondary exit flag added by LM rather than SMW's default functionality.
In an unmodified SMW, if the last screen exit in the data has the secondary exit flag set, all screen exits in the level will be interpreted as secondary exits.
Additionally, in an unmodified SMW, the high bit of the current level is used as the high bit of the destination level / secondary exit ID.
As of Lunar Magic v2.50, an alternate version of this object also exists as extended object 02. This version adds an extra byte to the data, for the purpose of having 15-bit destinations (0000-1FFF) instead of 9-bit (000-1FF). It's used for the secondary exit expansion hijack.
Screen Jump
Screen jumps function as extended object 01, and change the high X position of proceding objects to a specified screen. They can be used to skip over screens if no objects exist on them, or to move back a screen to change the Z ordering of an object crossing over a screen boundary. Like standard and extended objects, they consist of three bytes.
Format | ||
---|---|---|
000PPPPP | 0000---- | 00000001 |
PPPPP | Screen number |
---- | Currently unused |
Lunar Magic Objects
Lunar Magic adds some additional objects under standard IDs 22-28, with 29-2C additionally reserved for future use, and object 2D reserved for user-defined objects.
Object 22/23
Object 22 and 23 are used for direct tiles from Map16 pages 0 and 1 respectively. They're four bytes long rather than three.
Format | |||
---|---|---|---|
N10YYYYY | 001BXXXX | HHHHWWWW | bbbbbbbb |
N | New Screen flag |
Bbbbbbbbb | Map16 tile number |
YYYYY | Y position |
XXXX | X position |
HHHH | Height |
WWWW | Width |
In vertical levels, the X and Y position values are swapped.
Object 24/25
Objects 24 and 25 are deprecated objects used to handle the old GFX bypass system, which used a list system for specifying ExGFX files. The new Super GFX bypass renders these unnecessary.
Format | |||
---|---|---|---|
Object 24 | N10-SSSS | 0100ssss | FFFFFFFF |
Object 25 | N10-UUUU | 0101uuuu | AAAAAAAA |
N | New Screen flag |
SSSSssss | GFX list to use for sprite GFX, plus 1 |
FFFFFFFF | GFX list to use for FG/BG GFX, plus 1 |
UUUUuuuu | Unused? Stored to $FA. |
AAAAAAAA | GFX file for AN2, plus 1 |
- | Currently unused |
Note: the GFX list for FG/BG graphics does not include the extra files BG2 and BG3.
Object 26
Object 26 handles the music bypass.
Format | ||
---|---|---|
N10-UUUU | 0101uuuu | MMMMMMMM |
N | New Screen flag |
MMMMMMMM | Song ID to use, plus one. |
UUUUuuuu | Unused? Functions identical to the M bits. |
- | Currently unused |
Object 27/29
Objects 27 and 29 handles Map16 objects other than those handled by object 22/23. Object 27 in particular handles Map16 pages 00-3F, while object 29 handles 40-7F. There are four different forms of the objects, depending on how the tiles are selected and stretched.
Format (for object 27) | |||||||
---|---|---|---|---|---|---|---|
Single-screen, single tile | N10YYYYY | 0111XXXX | HHHHWWWW | 00BBBBBB | bbbbbbbb | ||
Multiple tiles unstretched | N10YYYYY | 0111XXXX | hhhhwwww | 01BBBBBB | bbbbbbbb | ||
Single-screen, multiple tiles | N10YYYYY | 0111XXXX | HHHHWWWW | 10BBBBBB | bbbbbbbb | hhhhwwww | |
Multi-screen | N10YYYYY | 0111XXXX | WWWWWWWW | 11BBBBBB | bbbbbbbb | hhhhwwww | HHHHHHHH |
* Object 29 is handled identically, except the high 4 bits of the second byte are 1001 instead of 0111.
N | New Screen flag |
BBBBBBbbbbbbbb | Base Map16 tile number |
YYYYY | Y position |
XXXX | X position |
HHHH(HHHH) | Height1 |
WWWW(WWWW) | Width1 |
hhhh | Height of Map16 selection |
wwww | Width of Map16 selection |
In vertical levels, the X and Y position values are swapped.
1 Although the height and width of multi-screen objects are 8-bit, only values up to #$80 are valid due to the way their routine is coded.
Object 28
Object 28 handles the time limit bypass.
Format | ||
---|---|---|
N10-BBBB | 0001CCCC | R---AAAA |
N | New Screen flag |
AAAA | Ones |
BBBB | Tens |
CCCC | Hundreds |
R | Force timer reset flag |
---- | Currently unused |
Object 2D
Object 2D is reserved by Lunar Magic for 5-byte custom user-defined objects. Although it's parsed by LM's hijacks, it's not actually tied to any routines normally.
Format | ||||
---|---|---|---|---|
N10YYYYY | 1101XXXX | SSSSSSSS | AAAAAAAA | BBBBBBBB |
N | New Screen flag |
YYYYY | Y position |
XXXX | X position |
SSSSSSSS | Settings |
AAAAAAAA | Extension byte A |
BBBBBBBB | Extension byte B |
ObjecTool uses extension byte A as the custom object number, while byte B is left free for use.
In vertical levels, the X and Y position values are swapped.
Extended Object 02
Extended object 02 serves as an expansion to the standard screen exit object. It's mostly identical to the original object, except byte 2 is moved to end to allow its high bits to be used.
Format | ||||
---|---|---|---|---|
000ppppp | 0000---- | 00000010 | dddddddd | HHHHw11h |
ppppp | Screen number |
w | Water flag |
HHHHhdddddddd | Secondary exit ID |
---- | Currently unused |
Background Data
When Layer 2 is stored as a background tilemap, it's compressed in the LC_RLE1 format:
Format | |
---|---|
RLLLLLLL | ... |
R | RLE flag |
LLLLLLL | Length |
... | If the RLE flag is clear, the following (length + 1) bytes are intepreted as direct tile data. If the RLE flag is set, the following byte is repeated (length + 1) times. |
A command of FF FF indicates the end of the data.
In its decompressed form, the tilemap data is written as direct 8-bit Map16 tiles numbers, with the entire left half of the BG written first, then the right half; in LM-modified ROMs, these sections extend a full 32 tiles vertically, although in the original game they only are 27 tiles tall. Additionally, in the original game, the high byte of each tile is then determined by where the data is actually located (page 0 if less than $0CE8FE, page 1 if greater), while in a LM-modified ROM, the high bytes of the tiles are just written in a second (identically-formatted) block following the low bytes.
Lastly, in the original game, whether or not Layer 2 is a BG tilemap or object data is determined by the bank byte of the data's pointer; if #$FF, it gets interpreted as a BG (and the byte is changed to #$0C), whereas any other value indicates object data. Lunar Magic changes this functionality so that BG tilemaps use the full 24-bit pointer, and instead moves the flag to determine its format to $0EF310:
Format |
---|
bBBB-FD- |
D | Data type; object (0) or tilemap (1) |
F | Flag to indicate the usage of the high nibble |
BBB | F bit set: Map16 bank to use for the BG |
bBBB | F bit clear: high byte for all BG Map16 tiles (only used for compatability with the original system) |
-- | Unused |
Sprite Data
Sprite data consists of a single-byte header, followed by a list of all the sprites. If the first byte of a sprite is #$FF, it indicates the end of the data has been reached.
Format | ||
---|---|---|
yyyyEESY | XXXXssss | NNNNNNNN |
Yyyyy | Y position |
EE | Extra bits |
XXXX | X position |
Sssss | Screen number |
NNNNNNNN | Sprite ID |
In vertical levels, the X and Y position values are swapped.
Note, however, that sprite data may not be limited to 3 bytes per sprite. As of Lunar Magic v1.80, any sprite may have up to four additional extension bytes defined, which immediately follow the relevant sprite's data (for up to 7 bytes per sprite). You can determine if any sprites do this by checking if read1($0EF30F)
equals 0x42; if so, then a 0x400-byte table of each sprite's data size can be found at read3($0EF30C). The first 0x100 bytes of this table correspond to extra bit 0, the next 0x100 correspond to extra bit 1, etc.
Secondary Entrances
Secondary entrance data consists of four bytes, spread across four seperate 512-byte tables with one byte per secondary exit ID.
Format | |||
---|---|---|---|
$05F800 | $05FA00 | $05FC00 | $05FE00 |
DDDDDDDD | BBFFyyyy | xxxSSSSS | LPYXHAAA |
DDDDDDDD | Low byte of destination level |
BB | BG initial position |
FF | FG initial position |
(Y)yyyy | Entrance Y position2 |
(X)xxx | Entrance X position2 |
SSSSS | Entrance screen number |
L | Slippery level flag1 |
P | Uses X/Y position method 21 |
H | High bit of destination level1 |
AAA | Entrance Mario action |
In vertical levels, the X and Y position values are swapped.
1 Added by Lunar Magic; not used in the original game.
2 The capitalized Y and X bits are added by Lunar Magic when using X/Y position method 2, but are unused otherwise.
As of Lunar Magic v2.50, the secondary entrance tables may also be dynamically moved to expand their size. They can be found at:
$05F800 | read3($0DE191) |
---|---|
$05FA00 | read3($0DE198) |
$05FC00 | read3($0DE19F) |
$05FE00 | read3($05DC81) |
ExAnimation Data
ExAnimation data is stored in two parts, the first being the general animation information and the second being the individual animation information. Note that, unlike most other data on this page, the below values are being described in hexadecimal rather than binary.
General Animation Format | |||||||||
---|---|---|---|---|---|---|---|---|---|
SS | EE | cc | CC | ii | II | mm | MM | FF... | dd DD... |
SS | Highest used animation slot, plus 1 |
EE | Which alternate GFX file the level uses |
CCcc | Which custom triggers start uninitialized, bitwise |
IIii | Initial states for each custom trigger, when initialized |
MMmm | Which manual triggers are initialized, bitwise |
FF... | Frame numbers to initialize each of the specified manual triggers to |
DDdd... | Indices to each animation slot's data1 (with #$0002 referring to the byte after this value) |
1 Indices are included up to the highest used slot. If a slot before that isn't used, its indice is 0000.
Individual Animation Format | |||||
---|---|---|---|---|---|
AA | TT | FF | dd | DD | mm MM... |
AA | Animation type |
TT | Trigger |
FF | Number of frames (-1) |
DDdd | Tiles only: VRAM destination1 |
DD | Colors only: number of colors to animate (-1)1 |
dd | Colors only: palette destination |
MMmm... | Memory address for each frame's tile/color data, or direct SNES RGB values when animating a single color |
1 The highest bit being 1 indicates the slot uses the level's alternative GFX file.
Global ExAnimation data can be found with read1(read3($0583AE)+$5C)<<8+(read2(read3($0583AE)+$65))
. If read2(read3($0583ae)+$5B)
returns #$0000, the ROM has no global ExAnimation data.
The 24-bit pointers to level ExAnimation data can be found with read3(read3($0583ae)+$EA)
. If the second byte of the pointer is zero, then that level doesn't have animation data.
Additionally, there's a 512-byte table at $03FE00 that stores each level's animation settings.
Format |
---|
PTLG---- |
P | Disable original game's palette animations |
T | Disable original game's tile animations |
L | Disable LM's level animations |
G | Disable LM's global animations |
---- | Currently unused |
ExGFX Files
ExGFX files can be found in a large table at read3($0FF7FF)
, with 32 bytes per level. The files are listed in 16-bit, in the order:
AN2 | LT3 | BG3 | BG2 | FG3 | BG1 | FG2 | FG1 | SP4 | SP3 | SP2 | SP1 | LG4 | LG3 | LG2 | LG1 |
Additionally, the high bytes of some of these files contain extra information:
Format | |
---|---|
AN2 | G3T?---- |
LT3 | DDFF---- |
SP1 | SCXX---- |
LG4 | y?IB---- |
LG3 | YYYY---- |
LG2 | HHHH---- |
LG1 | VVVV---- |
G | Enable Super GFX Bypass |
3 | Enable Layer 3 Bypass |
T | Enable Layer 3 Tilemap Bypass |
DD | Layer 3 destination for file |
FF | Layer 3 file size |
C | Enable CGADSUB for Layer 3 |
S | Move Layer 3 to subscreen |
XX | Initial Layer 3 X position |
B | Enable advanced bypass of Layer 3 |
I | Fix layer 3 scroll sync issue |
YYYYy | Initial Layer 3 Y position |
HHHH | Layer 3 horizontal scroll setting |
VVVV | Layer 3 vertical scroll setting |
?? | Unused? |
---- | Normal high byte of GFX files |
Note that the actual GFX data pointers can be found in various places:
File | Pointer location |
---|---|
00-31 | $00B992 (low), $00B9C4 (high), $00B9F6 (bank)
|
80-FF | $0FF600 (24-bit pointers)
|
100-FFF | read3($0FF937) (24-bit pointers)
|
Palette Data
Palette data is normally handled by the primary level header. More information on parsing the data there can be found here.
Lunar Magic determines whether a level uses SMW's original palette system or a custom palette by a 24-bit table at $0EF600. If a level's pointer is $000000, it does not use a custom palette, else the value is used as a pointer to the palette data. Custom palettes contain all 257 colors the level uses, with the first color being the back area color.
All palette data is stored as 16-bit SNES RGB values:
Format | |
---|---|
-BBBBBGG | GGGRRRRR |
BBBBB | Blue component (divided by 8) |
GGGGG | Green component (divided by 8) |
RRRRR | Red component (divided by 8) |
Map16 Data
Map16 tilemap data is formatted fairly straightforward. The data consists of 8 bytes per 16x16, with 2 bytes for each 8x8 making it up. These two bytes are the tile number and the YXPCCCTT settings respectively for the tile, and the four tiles are ordered top left, bottom left, top right, bottom right.
Getting the location of this data requires a bit of work, however. Vanilla tiles (i.e. tiles on page 0 or 1) use a large pointer table in RAM at $0FBE; this table has two bytes per tile, which are used as a pointer to their full Map16 data in ROM (the bank byte is assumed to be 0x0D). Lunar Magic then writes custom tiles to a set of tables based on the page number the tile is on; unlike the vanilla tiles, these tables just contain the direct data rather than pointers to data. Each page's Map16 table can be found at the following locations:
Pages | Location |
---|---|
02-0F | read1($06F557)<<16|read2($06F553) |
10-1F | read1($06F560)<<16|read2($06F55C) |
20-2F | read1($06F56B)<<16|read2($06F567)+1 |
30-3F | read1($06F574)<<16|read2($06F570)+1 |
40-4F | read1($06F598)<<16|read2($06F594) |
50-5F | read1($06F5A1)<<16|read2($06F59D) |
60-6F | read1($06F5AC)<<16|read2($06F5A8)+1 |
70-7F | read1($06F5B5)<<16|read2($06F5B1)+1 |
In addition to this, a ROM may have tileset-specific Map16 enabled on page 2, which can be determined by checking if read1($06F547) is non-zero. If this is the case, then page 2's Map16 can instead be found in a separate table located at (read1($06F58A)<<16|read2($06F586))+$1000
. This table has 0x800 bytes per tileset; effectively, you can find each tile's Map16 with an index of 0ttttbbb bbbbb000
, where tttt
is the tilemap number and bbbbbbbb
is the lower 8 bits of the tile number.
Acts-Like Setting
In addition to the visual aspect, each Map16 tile also has an "acts-like" setting which determines the base vanilla tile the block borrows interaction from. All the settings for pages 00-3F can be found at read3($06F624)
, while pages 40-7F can be found at read3($06F63A)
. Each block receives two bytes in these tables, for the 16-bit tile number they're set to act like. To get the true acts-like setting for a particular tile, repeat lookups in this table using each returned tile number until a tile less than 0x200 is found.
Background Map16 Tiles
Background Map16 data can be found using a pointer table located at $0EFD50, where each set of 0x10 pages receives one 24-bit pointer. The data itself is otherwise formatted the same as the foreground tiles.