Difference between revisions of "EarthBound Zero:Teleport targets"

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(Created page with "Offset: 1C10 *'''Byte 0 and 1''': Name pointer Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor *'''Byte 2''': Music to play upon arrival Th...")
 
m (Touch up the direction codes)
 
Line 26: Line 26:
 
'''Second number''': Direction to run in from
 
'''Second number''': Direction to run in from
  
00 = ⬆
+
0 = ⬆
  
01 = ⬈
+
1 = ⬈
  
02 = ⮕
+
2 = ⮕
  
03 = ⬊
+
3 = ⬊
  
04 = ⬇
+
4 = ⬇
  
05 = ⬋
+
5 = ⬋
  
06 = ⬅
+
6 = ⬅
  
07 = ⬉
+
7 = ⬉
  
08 = shuffle in place
+
8 = shuffle in place
  
09 and higher = crash the game
+
9 and higher = crash the game
  
 
*'''Byte 5''': Y coordinate
 
*'''Byte 5''': Y coordinate

Latest revision as of 14:21, 11 December 2018

Offset: 1C10

  • Byte 0 and 1: Name pointer

Flip the bytes and subtract 7FF0 to get the offset as it appears in a hex editor

  • Byte 2: Music to play upon arrival

This sometimes affects which minitile the party stops on??? not sure what's up with that

  • Byte 3: X coordinate

Distance from the left side of the map

  • Byte 4:

First number: Which minitile you stop on, but only on the right-hand side of the chunk:

0 to 3 = upper right

4 to 7 = upper middle

8 to B = lower middle

C to F = bottom right

Second number: Direction to run in from

0 = ⬆

1 = ⬈

2 = ⮕

3 = ⬊

4 = ⬇

5 = ⬋

6 = ⬅

7 = ⬉

8 = shuffle in place

9 and higher = crash the game

  • Byte 5: Y coordinate

Distance from the top of the map

  • Byte 6: Unused, always 00
  • Byte 7: Unused, always 00

(Please note that collision comes into effect pretty soon upon arrival, so if you're not careful, the party will run straight into a tree and stop abruptly.)


Original contents:

D3 83 86 33 46 51 00 00

DA 83 C6 2A C2 69 00 00

E1 83 C6 52 C2 73 00 00

ED 83 86 72 C6 EF 00 00

F6 83 46 B7 02 D9 00 00

FF 83 0A E6 84 EF 00 00

07 84 B0 B8 C6 74 00 00

11 84 86 CA 86 4B 00 00