|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | DC's Map and Equipment Screen Editing Guide | |_______________________________________________| By DChronos, please credit. -Info as of 9/1/09- *All locations are in plain hex, not ROM. --Tile, Table, and Palette locations-- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -> Tiles: 1B0000-1B5FFF -> Tile Tables: 1B6000 -> Palette: 1B7000-1B70FF *1B7100-1B71FF: Used by the sprites on the Map and Equipment screens. --Tile Table Byte Explanation-- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Tile Tables consist of 2 bytes, like 4E 2A. The first byte is the tile number used in the tileset that the table uses. Row 1 of the tile table goes from 00-0F, row 2 is from 10-1F, and row 3 is 20-2F, and so on. If you open an unheadered rom in a tile editor and scroll down to D3200 and change to view to gameboy mode, you can see how this is done a lot easier. In the example 4E 2A, you see that tile 4E (to the right of the 'S' tile) is a blank tile. For these tiles, and probably all but the Gameboy Mode tiles for Layer 3, the second byte consists of 4 things all together as one: The Palette Number, the Tile Flip, the Priority Bit, and the Tile Page. You get this byte number by adding the 4 parts together, like, for our example, 4E 2A, you can only get the 2A by having a palette number of 08, a flip of 00, a priority bit of 20, and a tile page of 02: 08 + 00 + 20 + 02 = 2A. It's actually a bit more complex than that (binary explains why), but this is the easy way, and the only way you really need to know. -> The Palette Number can only be: 00, 04, 08, 0C, 10, 14, 18, 1C -> The Tile Flip can only be: 00 - No flip 40 - Horizontal flip 80 - Vertical flip C0 - Horizontal and vertical flip -> The Priority Bit can only be: 00 or 20 00 - Places tiles behind layer 1, layer 2, and sprites. 20 - Places tiles in front of layer 1, layer 2, and sprites. -> Tile Page can only be: 00 - Page 1, Tiles 1-256 (tiles 00-FF for the whole tileset) 01 - Page 2, Tiles 257-500 (tiles 100-1FF for the whole tileset) 02 - Page 3, Tiles 501-756 (tiles 200-2FF for the whole tileset) 03 - Page 4, Tiles 757-1000 (tiles 300-3FF for the whole tileset) *You probably won't see page 4 used, but I've seen page 4 work. -- Map and Equipment Screen, Layer 2 -- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -> Some of this stuff is also used on the File Select map screen (check below) 1B6000-1B60FF: Black area hidden beneath HUD (can't be seen, may be unused) 1B6100-1B613F: Black row between HUD and border for map grid 1B6140-1B617F: Top of border and area name (see below for area names) 1B6180-1B65FF: Sides of border and map grid 1B6600-1B663F: Bottom of border 1B6640-1B673F: Bottom buttons and black area under border for map grid -> 1B6700-1B673F: This probably goes to the next line, but due to an emulator bug that shows the top pixel of this row, you can see it. 1B6740-1B67FF: Black area beyond bottom of screen (can't be seen, may be unused) -- Equipment Screen, Layer 1 -- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1B6800-1B68FF: Transparent tiles beneath HUD (can't be seen, may be unused) 1B6900-1B693F: Blank row and top of Reserve arrow right below HUD 1B6940-1B697F: Reserve arrow, part of top border covering area name, and "SAMUS" 1B6980-1B6DFF: Equip screen, broken down line by line below. 1B6E00-1B6E3F: Blank row on top of bottom border of map grid 1B6E40-1B6F3F: Blank lines on top of bottom buttons -> 1B6F00-1B6F3F: This probably goes to the next line, but due to an emulator bug that shows the top pixel of this row, you can see it. 1B6F40-1B6FFF: Blank area beyond bottom of screen (can't be seen, may be unused) -> From what I've seen, most of the tiles that can change aren't loaded from here, such as the equipment names and Samus image. Those are listed in the "Tiles that change" section. Changing the tiles here for the equipment or Samus image will have no effect on anything. However, for the Reserve Tank parts, this place is where you edit the black tiles you see before picking up a reserve tank. 1B6980-1B69BF: reserve arrow, blank space 1B69C0-1B69FF: reserve arrow, blank space, top of Samus' helmet, blank space 1B6A00-1B6A3F: reserve arrow, top of Samus' shoulders and helmet, and top of SUIT box 1B6A40-1B6A7F: reserve arrow, top of SUPPLY box, Samus' shoulders and bottom of helmet, "o VARIA SUIT" 1B6A80-1B6ABF: reserve arrow, blank space under "o MODE [???]", Samus' arms and body, "o GRAVITY SUIT" 1B6AC0-1B6AFF: reserve arrow, blank space under "RESERVE TANK", Samus' arms and body, bottom border of suit box 1B6B00-1B6B3F: reserve arrow corner, tank placeholders and blank space under number, Samus' arms and waist, top of MISC box 1B6B40-1B6B7F: bottom of supply box, Samus' gun and waist and arm, "o MORPHING BALL" 1B6B80-1B6BBF: blank space under supply box, Samus' gun and hips and arm, "o BOMB" 1B6BC0-1B6BFF: top of BEAM box, Samus' gun and legs and hand, "o SPRING BALL" 1B6C00-1B6C3F: "o CHARGE", Samus' gun and legs, "o SCREW ATTACK" 1B6C40-1B6C7F: "o ICE", Samus' legs, bottom of misc box 1B6C80-1B6CBF: "o WAVE", Samus' legs, top of BOOTS box 1B6CC0-1B6CFF: "o SPAZER", Samus' legs, "o HI-JUMP BOOTS" 1B6D00-1B6D3F: "o PLASMA", Samus' legs, "o SPACE JUMP" 1B6D40-1B6D7F: bottom of beams box, Samus' legs, "o SPEED BOOSTER" 1B6D80-1B6DBF: blank space under beams box, Samus' boots, bottom of boots box 1B6DC0-1B6DFF: blank space, bottom of samus' boots, blank space under boots box -- File Select map stuff, Layer 2 -- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -> Since changing some map screen stuff in-game affects the map screen on the file select, here's a guide for the File Select map screen. These 3 are used by the Map Screen and Equipment Screen: 1B60C0-1B613F: Black rows above map border on file select 1B6180-1B65FF: Sides of border and map grid 1B6600-1B663F: Bottom of border -> This extra part comes from elsewere, and is not shared by the other screens: B14D-B28C: Rows 1-5 (button help, black rows) under map border in file select -> Rows 6 and 7 on, I have no clue where those come from yet. It's probably in ASM. -- Tiles that change -- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Area Names * CRATERIA: 1166F-11686 * BRINSTAR: 11687-1169E * NORFAIR: 1169F-116B6 * WRECKED SHIP: 116B7-116CE * MARIDIA: 116CF-116E6 * TOURIAN: 116E7-116FE * COLONY: 116FF-11716 ____ Reserve Arrow -> The tiles are loaded from the Equip Screen tile table, and can be changed there, but in order to have the flashing colors, you're limited to color 7 and 12, and must place the tiles in the same spot. They won't flash anywhere else, though I have seen colors flashing within the area name once, strangely. ____ MAP/SAMUS by L and R -> These tiles are part of the Map Screen tile table and swap palettes between 08 and 14. These are currently stuck were they until I find out how to change the ASM so that it changes the palettes of different tiles, or changes to different palettes. ____ EXIT and Map Grid -> This isn't exactly confirmed yet, but it appears to be true. The EXIT part of the EXIT/START tiles at he bottom center of the Status Screen, as well as the grid in the background, appear to have palettes changed with some ASM. The EXIT appears to be forced into using palette 08, and the map grid appears to have a forced palette change when switching to the Equipment Screen. I have no idea why, if this turns out to be true... maybe leftovers, cause there's absolutely no reason for them to do that. I might find and release a fix at a later time. ____ Samus Image -> There are 4 tables for this that you must edit for. The tiles in the Equip screen tile tables are unused and not needed as far as I've seen. The Samus Image is 8 tiles wide and 17 tiles high. Each tile in a tile table is made up of 2 bytes, and each row is 8 tiles, making each row 16 bytes. Just follow the row guide below for each of the 4 Samus images. 15521-15630: Power Suit without Hi-Jump Boots 15631-15740: Power Suit with Hi-Jump boots 15741-15850: Varia Suit without Hi-Jump Boots 15851-15960: Varia Suit with Hi-Jump boots Row 1: Top of helmet Row 2: Top of shoulders, upper helmet Row 3: Shoulders, lower helmet Row 4: Lower shoulders, upper chest Row 5: Upper arms, lower chest Row 6: Arms, body Row 7: Upper arm cannon, waist, arm Row 8: Arm cannon, hips, arm Row 9: Arm canon, thighs, hand Row 10: Tip of arm cannon, upper legs Row 11: Upper legs / knee spikes Row 12: Knees Row 13: Lower legs Row 14: Lower legs Row 15: Upper boots Row 16: Boots Row 17: Boot toes -- Reserve Tank and Equipment -- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -> The equipment and reserve tank stuff is currently stuck where it is for now, because the ASM needs to be edited to change their positions. The equipment changes via palette swap between palettes 08 to 0C when selected and unselected. Before getting a reserve tank, you have a blank boc with outlines for the reserve tanks. Those must be edited in the Equipment Screen, along with the borders for all equipment. 13F06-13F0B: MODE 13F0C-13F13: [MANUAL] (unused, as far as I've seen) 13F14-13F21: RESERVE TANK 13F22-13F29: [MANUAL] 13F2A-13F31: [AUTO] 13F32-13F3B: oCHARGE 13F3C-13F45: oICE 13F46-13F4F: oWAVE 13F50-13F59: oSPAZER 13F5A-13F63: oPLASMA 14008-14011: oHYPER 13F64-13F75: oVARIA SUIT 13F76-13F87: oGRAVITY SUIT 13F88-13F99: oMORPHING BALL 13F9A-13FAB: oBOMB 13FAC-13FBD: oSPRING BALL 13FC0-13FD1: oSCREW ATTACK 13FD2-13FE3: oHI-JUMP BOOTS 13FE4-13FF5: oSPACE JUMP 13FF6-14007: oSPEED BOOSTER