Difference between revisions of "Level Data Format"
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m (Updated secondary entrancedata.) |
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<small><nowiki />* Added by Lunar Magic; not used in the original game.<br /> | <small><nowiki />* Added by Lunar Magic; not used in the original game.<br /> | ||
− | <nowiki />** The capitalized Y and X bits are added by Lunar Magic when using X/Y position method 2, but are unused | + | <nowiki />** The capitalized Y and X bits are added by Lunar Magic when using X/Y position method 2, but are unused otherwise.</small> |
+ | |||
+ | |||
+ | As of Lunar Magic v2.50, the secondary entrance tables may also be dynamically moved to expand their size. They can be found at: | ||
+ | {| class="wikitable" style="font-family:consolas, monospace" | ||
+ | |- | ||
+ | ! $05F800 | ||
+ | | read3($0DE190+1) | ||
+ | |- | ||
+ | ! $05FA00 | ||
+ | | read3($0DE197+1) | ||
+ | |- | ||
+ | ! $05FC00 | ||
+ | | read3($0DE19E+1) | ||
+ | |- | ||
+ | ! $05FE00 | ||
+ | | read3($05DC80+1) | ||
+ | |} | ||
Revision as of 17:05, 25 September 2017
LM-related information is accurate as of version 2.43.
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* bytes each (1,536 bytes) |
$05EC00 | Sprite data | 0x200 levels, 2** bytes each (1,024 bytes) |
* If the long byte of the Layer 2 data is #$FF, it will get replaced by #$0C and the data will be interpreted as a BG tilemap rather than object data.
** 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 | $05DE00* |
SSSSyyyy | 33AAAxxx | MMMMFFBB | IUVEEEEE | LWPYX--- |
SSSS | Layer 2 scroll setting |
(Y)yyyy | Level entrance Y position** |
33 | Layer 3 setting |
AAA | Level entrance Mario action |
(X)xxx | Level entrance X position** |
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 flag* |
W | Water flag* |
P | Flag to use X/Y position method 2* |
In vertical levels, the X and Y position values are swapped.
* Added by Lunar Magic; not used in the original game.
** 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 buoyancy |
B | Sprite buoyancy (disable sprite-Layer 2 interaction) |
MMMMMM | Sprite memory* |
* 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 flag** |
U | LM-modified flag*** |
S | Secondary exit flag |
H | High bit of destination level / secondary exit ID* |
DDDDDDDD | Low byte of destination level / secondary exit ID |
* Added by Lunar Magic; not used in the original game.
** If the secondary exit flag is clear, links to the destination level's midway entrance. Else, makes the destination level a water level.
*** 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.
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
Object 27 handles Map16 objects other than those handled by object 22/23. There are four different forms of the object, depending on how the tiles are selected and stretched.
Format | |||||||
---|---|---|---|---|---|---|---|
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 |
N | New Screen flag |
BBBBBBbbbbbbbb | Base Map16 tile number |
YYYYY | Y position |
XXXX | X position |
HHHH(HHHH) | Height* |
WWWW(WWWW) | Width* |
hhhh | Height of Map16 selection |
wwww | Width of Map16 selection |
In vertical levels, the X and Y position values are swapped.
* Although the height and width of multi-screen objects are 8-bit, only values up to #$80 are valid due to the way their routine is coded.
Object 28
Object 28 handles the time limit bypass.
Format | ||
---|---|---|
N10-BBBB | 0001CCCC | R---AAAA |
N | New Screen flag |
AAAA | Ones |
BBBB | Tens |
CCCC | Hundreds |
R | Force timer reset flag |
---- | Currently unused |
Object 2D
Object 2D is reserved by Lunar Magic for 5-byte custom user-defined objects. Although it's parsed by LM's hijacks, it's not actually tied to any routines normally.
Format | ||||
---|---|---|---|---|
N10YYYYY | 1101XXXX | SSSSSSSS | AAAAAAAA | BBBBBBBB |
N | New Screen flag |
YYYYY | Y position |
XXXX | X position |
SSSSSSSS | Settings |
AAAAAAAA | Extension byte A |
BBBBBBBB | Extension byte B |
ObjecTool uses extension byte A as the custom object number, while byte B is left free for use.
In vertical levels, the X and Y position values are swapped.
Background Data
When Layer 2 is stored as a background tilemap, it's written as raw Map16 data compressed in the LC_RLE1 format:
Format | |
---|---|
RLLLLLLL | ... |
R | RLE flag |
LLLLLLL | Length |
... | If the RLE flag is clear, the following (length + 1) bytes are intepreted as direct tile data. If the RLE flag is set, the following byte is repeated (length + 1) times. |
The entire left half of the BG is stored first, then the right half. A command of FF FF indicates the end of the data.
In the original game, whether or not Layer 2 is a BG tilemap or object data is determined by the bank byte of the data's pointer; if #$FF, it gets interpreted as a BG, 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 $0EF310:
Format |
---|
bbBB-FD- |
D | Data type; object (0) or tilemap (1) |
F | Flag to indicate the usage of the high nibble |
BB | F bit set: Map16 bank to use for the BG |
bbBB | F bit clear: high byte for all BG Map16 tiles (deprecated?) |
-- | Unused |
Sprite Data
Sprite data consists of a single-byte header, followed by a list of all the sprites. If the first byte of a sprite is #$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.
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 position** |
(X)xxx | Entrance X position** |
SSSSS | Entrance screen number |
L | Slippery level flag* |
P | Uses X/Y position method 2* |
H | High bit of destination level* |
AAA | Entrance Mario action |
In vertical levels, the X and Y position values are swapped.
* Added by Lunar Magic; not used in the original game.
** 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($0DE190+1) |
---|---|
$05FA00 | read3($0DE197+1) |
$05FC00 | read3($0DE19E+1) |
$05FE00 | read3($05DC80+1) |
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 data* (with #$0002 referring to the byte after this value) |
* 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 destination* |
DD | Colors only: number of colors to animate (-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 |
* The highest bit being 1 indicates the slot uses the level's alternative GFX file.
Global ExAnimation data can be found with read3(read2(read3($0583ae)+$5B)<<8 | (read2($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(read3($0583B9)+$0F)
, 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 | DDSS---- |
SP1 | SCXX---- |
LG4 | y?FB---- |
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 |
SS | 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 |
F | 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 |
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) |