NPC Data

Usually comes directly after Palette and Exit Data. I am still trying to find a pattern so we can edit and find NPCs easily.

Level 2 - Crystal Tree Thing:

• 1188D = NPC #1 Direction
• 1188E = NPC #1 Appearance
• 11892 = NPC #1 Walk or not (0/1)

Level 3 - Waterfall doesn't Belong here:

• 1483F = Sign # (Which Sign do they say when they are touched. It's somewhat based on PC version's way of NPC talking.)

• 120BB = Top NPC's Appearance

Level 3's Exit and NPC Data Analysis

``` 0C1F0901FF01020006001901FF1F0600 ; This all seems to affect warp zones. The last 00 might be the sign's index number.
20202020202020202020202020202020 ; Sign Spaces, used to make it centered
20202020202020283F4646495F202020 ; "Hello!"
2020202000000010481A050206030100 ; Spaces, ends with 00s...
000021012280030000190B0003030100 ; This slab must be the NPCs
000021012280030000040B0306030100 ; as they all are nearly identical "030100" seems to start a new NPC.
00002101228003000000400000020048 ; other than a few digits.
013548033948                     ; Unknown
```

Level 4's Exit and NPC Data Analysis

``` 061F1901FF0105000B1002010C1C0100 ; Again, this is Warping, The 00 is still at the end.
20202020202020202020202020202020 ; Spaces for the sign, again
202034423B4E674D2053494F4C204249 ; Sign stuff, again
4F4D3F5F0006168650171A01050301FF ; Unknown... "0301FF" at the end must be part of the NPC data.
010021012280030000091303040301FF ; Noticeably similar to above's NPC data
01002101228003000076480000027650 ; With differences.
01AB5002AF50
```

Comparing both together

So in thoery, full NPC data looks like this:

``` 030100000021012280030000190B0003
(In bold is changed values)
```
• 030100 or 0301FF are always before an npc. Probably to define that it is an NPC.
• 00 and FF are unknown switches At the Moment.
• 01 means walk, while 00 means to stand in place.
• 00 is nothing? it doesn't affect anything when it's 01. Probably needs another value to be 01.
• 190B, listed above, is Coordinates when the level is loaded.

* The last 4 digits, listed above are 0003, they are different for all NPC, not sure what it does.

The last four digits:

• The first two digits are the direction they are facing.
• The last two digits seem to be a appearance modifier.

Level Data

• 10000 = Level data officially starts, with 0E unknown bytes.
• It's confirmed that it's not a header, Level 3 doesn't have any 0xE before.
``` 59486E509B58D860DF696948CF50
```

Every Level is a total of 0x400 bytes starting at the starting point for tiles and palettes/properties.

Level 1 - Starting Point:

• 1000E = Start of Tiles GFX
• 1040E = Start of Palette

Level 2 - Crystal Tree Thing:

Level 3 - Waterfall shouldn't be there:

• 14000 = Start of Tiles GFX
• 14400 = Start of Palette

Level 4 - Two NPCs and a house

• 14876 = Start of Tiles GFX
• 14C76 = Start of Palette

• 118A8 = Start of Tiles GFX
• 11CA8 = Start of Palette

How it's numbered

``` LEVELS ARE NUMBERED AS FOLLOWS (Location to number, etc.)

5
7 4
6 3
1 2

Level 2 is the Crystal, etc.
```

Each level is 0x400 bytes for both tiles and palette/properties.

Each level should look like this:

``` 0A0000000000000000000000000000494848490000000000000000000000000A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```

1F Hex Values wide, 1.00 KB in size. Each Hex Value is a new 8x8 tile. To make a bush, in the map, put in the following:

``` 191A
1B1C
```

That will produce a File:Graalbush.png

How Palettes and Properties work

Much like the Tileset of a map, Palettes are also 0x400 bytes. However, they define Horozonal Flip and color in a byte and basically correspond to the tile map. So 1,1 in the tile map would be 1,1 in the palette map, etc..

To make a simple green tile: In the tile of choice, put in 00 To make a simple flipped green tile: In the tile of choice, put in 20

Meaning, the first digit is the property, the second digit is the palette.