Side rooms seem to be different, though. They use a separate loading procedure, which means their format is different. However, its format was how I predicted. The data only contains the 4 bytes. One byte is for... well, it seems to have something to do with data at 0xF8, another for the warp-containing map group (With some special formatting, that I'll leave up to the user to figure out. Trial and error is small price to pay, as it's pretty simple), one for the destined map, and then finally a nybble-based byte controlling the destination group and entrance type. So you may be wondering: How does the game know where to place you? Well, to save about 20 bytes total of space (Damn Capcom...), it loops through the level data until it finds a stair tile (Regardless of the direction). If it can't find one, it finds an entrance. If it can't find one of those, well, I haven't gotten there yet, but I'd imagine it finds some other warp spot.
So this blog was kind of crowded. All-in-all, I've figured out warps completely and should start, if not finish, the warp editor by tonight.
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