Difference between revisions of "SNES format"
(Created page with "This file describes the format of data in PoP1 for SNES. This document is far from complete. I will continuously add information to it. == The resource tables == There are ...") |
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! Address !! Count !! Contents | ! Address !! Count !! Contents | ||
|- | |- | ||
− | | 0x20000 | + | | 0x20000 || 91 or 92 || Levels, Graphics |
|- | |- | ||
| 0x78000 || 1485 || Sprites | | 0x78000 || 1485 || Sprites | ||
Line 24: | Line 24: | ||
e.g. 0x14 0x81 0x04 means offset=0x8114, segment=0x04, address=0x04*0x8000+0x0114=0x20114 | e.g. 0x14 0x81 0x04 means offset=0x8114, segment=0x04, address=0x04*0x8000+0x0114=0x20114 | ||
+ | |||
Note that some ROM images have a 0x200 byte header. | Note that some ROM images have a 0x200 byte header. | ||
Line 31: | Line 32: | ||
<pre> | <pre> | ||
− | 00: menu/intro font | + | 00: menu/intro font tiles (256 uncompressed 2bpp tiles) |
− | 01..40: the 10 enviroments | + | 01..40: the 10 enviroments (graphics for level types) |
(each type has four resources: background, blocks background, blocks foreground, palette) | (each type has four resources: background, blocks background, blocks foreground, palette) | ||
0: 01,02,03,04: blue dungeon | 0: 01,02,03,04: blue dungeon | ||
Line 42: | Line 43: | ||
6: 25,26,27,28: red palace | 6: 25,26,27,28: red palace | ||
7: 29,30,31,32: level 20 | 7: 29,30,31,32: level 20 | ||
− | 8: 33,34,35,36: | + | 8: 33,34,35,36: Jaffar |
9: 37,38,39,40: demo red palace | 9: 37,38,39,40: demo red palace | ||
− | 41..67: the 27 levels: level 1-20, | + | 41..67: the 27 levels: level 1-20, Jaffar, demo, training 1-5 |
− | 68: sprite palettes | + | 41..60: level 1-20 |
− | 69: screen palettes | + | 61: Jaffar's level |
− | 70: hitpoint tiles | + | 62: demo level |
+ | 63..67: training 1-5 | ||
+ | 68: sprite palettes (27*16 colors) | ||
+ | 69: screen palettes (33*16 colors) | ||
+ | 70: hitpoint tiles (4 uncompressed 4bpp tiles) | ||
71: princess room screen | 71: princess room screen | ||
72: princess room arches screen | 72: princess room arches screen | ||
− | 73: torch tiles | + | 73: torch tiles (16 uncompressed 4bpp tiles) |
− | 74: ending font | + | 74: ending font (stored in the same format as level background graphics) |
75: Masiya logo screen | 75: Masiya logo screen | ||
76: stars screen (big) | 76: stars screen (big) | ||
Line 90: | Line 95: | ||
(needs further description) | (needs further description) | ||
+ | |||
+ | === Compressions used for tiles === | ||
+ | |||
+ | (needs description) | ||
=== Palettes === | === Palettes === | ||
Line 99: | Line 108: | ||
=== Environments === | === Environments === | ||
− | (needs description) | + | {| class="wikitable" |
+ | ! type !! block width !! block height !! bits per pixel !! number of blocks !! number of tiles !! B in block mapping !! B in tile mapping | ||
+ | |- | ||
+ | | 1. background || 3 || 8 || 2 || 256 || 512 || 8 || 9 | ||
+ | |- | ||
+ | | 2. blocks background || 6 || 8 || 4 || 256 || 256 || 8 || 8 | ||
+ | |- | ||
+ | | 3. blocks foreground || 3 || 8 || 4 || 256 || 256 || 8 || 8 | ||
+ | |} | ||
+ | |||
+ | <pre> | ||
+ | 2 byte: number of stored blocks | ||
+ | ?*2 byte: block mapping | ||
+ | bit 15: 1->incrementing sequence , 0->repeat | ||
+ | 1-> | ||
+ | middle (15-B) bits: length (0 means 2^(15-B)) | ||
+ | bottom B bits: starting value | ||
+ | 0-> | ||
+ | bit 14: 0->length=1 , 1->length=given | ||
+ | middle (14-B) bits: length (0 means 2^(14-B)) | ||
+ | bottom B bits: value to repeat | ||
+ | repeat this until you don't have enough values in the output | ||
+ | compressed blocks | ||
+ | for each tile | ||
+ | 1 or 2 byte: data | ||
+ | if layer 1 or 3: (big endian) | ||
+ | ##0##### ######## -> raw copy (swap the bytes) | ||
+ | 001##### -> repeat next two bytes, # times, MUST NOT cross block boundary | ||
+ | 011##### -> repeat next two bytes, # times, with increase, MUST NOT cross block boundary | ||
+ | 1#1##### -> repeat tile # of current block | ||
+ | if layer 2: (big endian) | ||
+ | ##0##### ######## -> raw copy (swap the bytes) | ||
+ | 001##### ######## -> repeat next two bytes, # times, MUST NOT cross block boundary | ||
+ | 011##### ######## -> repeat next two bytes, # times, with increase, MUST NOT cross block boundary | ||
+ | 1#1##### -> repeat tile # of current block | ||
+ | if screen: (little endian) | ||
+ | ######## ##0##### -> raw copy | ||
+ | ######## 001##### -> repeat next two bytes, # times | ||
+ | ######## 011##### -> repeat next two bytes, # times, with increase | ||
+ | 2 byte: number of stored tiles | ||
+ | ?*2 byte: tile mapping | ||
+ | similar format to block mapping | ||
+ | compressed tiles | ||
+ | for each tile | ||
+ | 1 byte: compression mode | ||
+ | ? byte: data | ||
+ | if layer 2: in-front-of masks | ||
+ | for each tile: | ||
+ | 1 byte: mask mode | ||
+ | 01->use default mask (all zeroes) | ||
+ | 00->use the following mask | ||
+ | 8 bytes: mask | ||
+ | </pre> | ||
+ | |||
+ | (needs better description) | ||
=== Levels === | === Levels === | ||
Line 134: | Line 197: | ||
Parts of the level: | Parts of the level: | ||
− | + | {| class="wikitable" | |
− | Size | + | |- |
− | + | ! Address !! Size !! Contents | |
− | 720 | + | |- |
− | 720 | + | | 0x000 || 720 || background layer |
− | 720 | + | |- |
− | 256 | + | | 0x2D0 || 720 || blocks layer |
− | 256 | + | |- |
− | 256 | + | | 0x5A0 || 720 || modifiers layer |
− | 256 | + | |- |
− | 244 | + | | 0x870 || 256 || block layer 1 graphics |
− | 256 | + | |- |
− | 256 | + | | 0x970 || 256 || block layer 2 graphics |
− | + | |- | |
+ | | 0xA70 || 256 || block objects | ||
+ | |- | ||
+ | | 0xB70 || 256 || block flags and background animation info | ||
+ | |- | ||
+ | | 0xC70 || 244 || room links, starting position, guards | ||
+ | |- | ||
+ | | 0xD64 || 256 || door events 1 | ||
+ | |- | ||
+ | | 0xE64 || 256 || door events 2 | ||
+ | |} | ||
+ | |||
+ | Total size = 3940 bytes = 0xF64 bytes | ||
'''Background layer''' | '''Background layer''' | ||
Line 189: | Line 264: | ||
One byte for each block type. Selects which object should be used for this block type. | One byte for each block type. Selects which object should be used for this block type. | ||
− | + | {| class="wikitable" | |
− | value object type | + | ! value !! object type !! notes |
− | + | |- | |
− | 0x00 (none) | + | | 0x00 || (none) |
− | 0x01 (unused) | + | |- |
− | 0x02 loose floor | + | | 0x01 || (unused) |
− | 0x03 (unused) | + | |- |
− | 0x04 open button | + | | 0x02 || loose floor || The modifier selects the animation frame to be displayed. It should be zero. |
− | 0x05 close button | + | |- |
− | 0x06 door | + | | 0x03 || (unused) |
− | 0x07 leveldoor end | + | |- |
− | 0x08 mirror | + | | 0x04 || open button || The modifier selects the door event to be triggered. |
− | 0x09 skeleton | + | |- |
− | 0x0A sword | + | | 0x05 || close button || The modifier selects the door event to be triggered. |
− | 0x0B torch | + | |- |
− | 0x0C chomper | + | | 0x06 || door || The modifier specifies how much the door is open, in 1/4 pixels. |
− | 0x0D guillotine | + | |- |
− | 0x0E spike | + | | 0x07 || leveldoor end |
− | 0x0F (unused) | + | |- |
− | 0x10 crusher | + | | 0x08 || mirror |
− | 0x11 (unused) | + | |- |
− | 0x12 heal potion | + | | 0x09 || skeleton |
− | 0x13 life potion | + | |- |
− | 0x14 hurt potion | + | | 0x0A || sword |
− | 0x15 upside down potion | + | |- |
− | 0x16 slow fall potion | + | | 0x0B || torch || There are four torch objects. They differ in the position of the flames. |
− | 0x17 debris | + | |- |
− | 0x18 door top | + | | 0x0C || chomper || The modifier selects the animation frame to be displayed. It should be zero. |
− | 0x19 fire | + | |- |
− | 0x1A potion of warp | + | | 0x0D || guillotine || The modifier selects the animation frame to be displayed. It should be zero. |
− | 0x1B down only | + | |- |
− | 0x1C kill potion | + | | 0x0E || spike || The modifier selects the animation frame to be displayed. It should be zero. |
− | 0x1D torch | + | |- |
− | 0x1E spinning log | + | | 0x0F || (unused) |
− | 0x1F (unused) | + | |- |
− | 0x20 stars | + | | 0x10 || crusher || The modifier selects the animation frame to be displayed. It should be zero. |
− | 0x21 torch | + | |- |
− | 0x22 torch | + | | 0x11 || (unused) |
− | 0x23 teleport | + | |- |
− | 0x24 leveldoor begin | + | | 0x12 || heal potion |
− | 0x25 (unused) | + | |- |
− | 0x26 (unused) | + | | 0x13 || life potion |
− | 0x27 lava | + | |- |
− | 0x28 skeleton continue | + | | 0x14 || hurt potion |
− | 0x29 skull? | + | |- |
− | 0x2A conveyor belt >>> | + | | 0x15 || upside down potion |
− | 0x2B conveyor belt <<< | + | |- |
− | + | | 0x16 || slow fall potion | |
+ | |- | ||
+ | | 0x17 || debris | ||
+ | |- | ||
+ | | 0x18 || door top | ||
+ | |- | ||
+ | | 0x19 || fire | ||
+ | |- | ||
+ | | 0x1A || potion of warp || The potion of warp will take the player to room 17, tile 11, turned left. | ||
+ | |- | ||
+ | | 0x1B || down only || If added to a block that has floor, the player can fall through it, but can't jump/climb up through it. The modifier selects the animation frame to be displayed. It should be zero. If the modifier is in the 1..4 range, the transparent floor (that you can see after the shadow fight) will appear. | ||
+ | |- | ||
+ | | 0x1C || kill potion | ||
+ | |- | ||
+ | | 0x1D || torch || There are four torch objects. They differ in the position of the flames. | ||
+ | |- | ||
+ | | 0x1E || spinning log || The modifier selects the animation frame to be displayed. It should be zero. | ||
+ | |- | ||
+ | | 0x1F || (unused) | ||
+ | |- | ||
+ | | 0x20 || stars || The modifier selects the animation frame to be displayed. It should be zero. | ||
+ | |- | ||
+ | | 0x21 || torch || There are four torch objects. They differ in the position of the flames. | ||
+ | |- | ||
+ | | 0x22 || torch || There are four torch objects. They differ in the position of the flames. | ||
+ | |- | ||
+ | | 0x23 || teleport || Entering a teleport will take to the other teleport with the same modifier. | ||
+ | |- | ||
+ | | 0x24 || leveldoor begin | ||
+ | |- | ||
+ | | 0x25 || (unused) | ||
+ | |- | ||
+ | | 0x26 || (unused) | ||
+ | |- | ||
+ | | 0x27 || lava || Lava: falling onto this tile from any height will kill the prince. | ||
+ | |- | ||
+ | | 0x28 || skeleton continue || If a skeleton falls into this room then it will appear here. | ||
+ | |- | ||
+ | | 0x29 || skull? || Found on Level 19, in those rooms that have a skull. | ||
+ | |- | ||
+ | | 0x2A || conveyor belt >>> | ||
+ | |- | ||
+ | | 0x2B || conveyor belt <<< | ||
+ | |} | ||
− | + | '''Block flags and background animation info''' | |
− | + | One byte for each block type / background block. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | One byte for each block type | ||
+ | Bits 0-1 determine if the current block type is a floor or a wall. | ||
If bit 0 is set then this block type is a floor. | If bit 0 is set then this block type is a floor. | ||
− | |||
If bit 1 is set then this block type is a wall. | If bit 1 is set then this block type is a wall. | ||
− | + | Bits 2-7 determine if the current background block is part of an animation group, and if yes, then which one. | |
+ | (needs further description) | ||
'''Room links, starting position, guards''' | '''Room links, starting position, guards''' | ||
− | + | {| class="wikitable" | |
− | Size | + | ! Address !! Size !! Contents |
− | + | |- | |
− | 24*4 | + | | 0xC70 || 24*4 || Room links |
− | 1 | + | |- |
− | 1 | + | | 0xCD0 || 1 || Starting room |
− | 1 | + | |- |
− | 1 | + | | 0xCD1 || 1 || Starting position in room |
− | 24 | + | |- |
− | 24 | + | | 0xCD2 || 1 || Starting direction |
− | 4*24 | + | |- |
− | + | | 0xCD3 || 1 || unused | |
+ | |- | ||
+ | | 0xCD4 || 24 || Guard position in room | ||
+ | |- | ||
+ | | 0xCEC || 24 || Guard type and direction | ||
+ | |- | ||
+ | | 0xD04 || 4*24 || unknown | ||
+ | |} | ||
− | Room links: For every room, the room to the left, right, above and below the current room is given, in this order. | + | '''Room links''': For every room, the room to the left, right, above and below the current room is given, in this order. |
The rooms are numbered 0..23. | The rooms are numbered 0..23. | ||
Line 301: | Line 401: | ||
Note: rooms are numbered 0..23, which is different from the DOS version. | Note: rooms are numbered 0..23, which is different from the DOS version. | ||
− | Starting room: The room the player starts in. Can be 0..23. | + | '''Starting room''': The room the player starts in. Can be 0..23. |
− | Starting position in room: row*10+column. (0..29) | + | '''Starting position in room''': row*10+column. (0..29) |
− | Starting direction: 0xFF=left, 0x00=right. | + | '''Starting direction''': 0xFF=left, 0x00=right. |
− | Guard position in room: row*10+column (0..29), or 0xFF if there is no guard in this room. | + | '''Guard position in room''': row*10+column (0..29), or 0xFF if there is no guard in this room. |
− | Guard type and direction: The bottom 7 bits specify the guard type, the top bit specifes the direction | + | '''Guard type and direction''': The bottom 7 bits specify the guard type, the top bit specifes the direction: 1=left, 0=right. |
− | + | {| class="wikitable" | |
− | value guard type | + | ! value !! guard type |
− | + | |- | |
− | 0x02 dead purple | + | | 0x02 || dead purple |
− | 0x03 skeleton | + | |- |
− | 0x04 brown skeleton | + | | 0x03 || skeleton |
− | 0x05 golden skeleton | + | |- |
− | 0x06 girl | + | | 0x04 || brown skeleton |
− | 0x07 fat | + | |- |
− | 0x08 shadow | + | | 0x05 || golden skeleton |
− | 0x09 green | + | |- |
− | 0x0A greenish blue | + | | 0x06 || girl |
− | 0x0B blue | + | |- |
− | 0x0C red | + | | 0x07 || fat |
− | 0x0D purple | + | |- |
− | 0x0E blueface | + | | 0x08 || shadow |
− | 0x0F red knight | + | |- |
− | 0x10 blue knight | + | | 0x09 || green |
− | 0x11 monster | + | |- |
− | 0x12 Jaffar | + | | 0x0A || greenish blue |
− | 0x13 dead | + | |- |
− | + | | 0x0B || blue | |
+ | |- | ||
+ | | 0x0C || red | ||
+ | |- | ||
+ | | 0x0D || purple | ||
+ | |- | ||
+ | | 0x0E || blueface | ||
+ | |- | ||
+ | | 0x0F || red knight | ||
+ | |- | ||
+ | | 0x10 || blue knight | ||
+ | |- | ||
+ | | 0x11 || monster | ||
+ | |- | ||
+ | | 0x12 || Jaffar | ||
+ | |- | ||
+ | | 0x13 || dead | ||
+ | |} | ||
Other values may display garbage or may even hang the game. | Other values may display garbage or may even hang the game. | ||
Line 339: | Line 456: | ||
<pre> | <pre> | ||
− | (same format as in DOS version) | + | (same format as in DOS version, except that rooms are numbered differently) |
------------------------- 7 6 5 4 3 2 1 0 <-bits | ------------------------- 7 6 5 4 3 2 1 0 <-bits | ||
byte from door events 1 | NX R1 R0 L4 L3 L2 L1 L0 | byte from door events 1 | NX R1 R0 L4 L3 L2 L1 L0 | ||
Line 360: | Line 477: | ||
big screen=64*56 tiles | big screen=64*56 tiles | ||
+ | |||
+ | <pre> | ||
+ | compressed map | ||
+ | similar format as compressed blocks in environments | ||
+ | 2 byte: number of stored tiles | ||
+ | compressed tiles (4bpp) | ||
+ | same format as compressed tiles in environments | ||
+ | </pre> | ||
+ | |||
+ | (needs better description) | ||
=== Sprites === | === Sprites === | ||
Line 365: | Line 492: | ||
Sprites are compressed. | Sprites are compressed. | ||
− | (needs | + | <pre> |
+ | read 1 byte: width in pixels - 1 | ||
+ | read 1 byte: height in pixels - 1 | ||
+ | read 1 byte: size in tiles | ||
+ | top 4 bits: height in 16 pixel units | ||
+ | bottom 4 bits: width in 16 pixel units | ||
+ | for each two 8*8 tiles: | ||
+ | read 1 byte: flags | ||
+ | for P = 0 to 7: (plane) (the 8 planes are actually 4 planes of 2 tiles) | ||
+ | create a 64-byte array, representing two tiles; fill it with zeroes | ||
+ | if bit P is set in flags: | ||
+ | read 1 byte: mask | ||
+ | if mask = 255 then: | ||
+ | read 1 byte: mask | ||
+ | read 1 byte: value | ||
+ | for B = 0 to 7: (byte) | ||
+ | if bit B of mask is zero: | ||
+ | put value into byte B of plane P (in the array) | ||
+ | end if | ||
+ | end for | ||
+ | else: | ||
+ | for B = 0 to 7: (byte) | ||
+ | if bit B of mask is zero: | ||
+ | read 1 byte: value | ||
+ | put value into byte B of plane P (in the array) | ||
+ | end if | ||
+ | end for | ||
+ | endif | ||
+ | end if | ||
+ | append the array to the output | ||
+ | end for | ||
+ | end for | ||
+ | </pre> | ||
+ | |||
+ | (needs better description) | ||
+ | |||
+ | === Background sprites === | ||
+ | |||
+ | (needs description) | ||
=== Musics === | === Musics === | ||
(needs description) | (needs description) |
Revision as of 10:18, 24 May 2013
This file describes the format of data in PoP1 for SNES.
This document is far from complete. I will continuously add information to it.
Contents
The resource tables
There are 3 resource tables in the ROM, at the following addresses:
Address | Count | Contents |
---|---|---|
0x20000 | 91 or 92 | Levels, Graphics |
0x78000 | 1485 | Sprites |
0xE8000 | 36 or 37 | Sounds, Musics |
A resource table is an array of addresses. Each address is in the following form: A word telling the offset and a byte telling the segment (also called "bank"). Segments are in the range 0x00..0x1F, offsets are in the range 0x8000..0xFFFF. address=segment*0x8000+offset-0x8000
e.g. 0x14 0x81 0x04 means offset=0x8114, segment=0x04, address=0x04*0x8000+0x0114=0x20114
Note that some ROM images have a 0x200 byte header.
The size or type of the resource is not stored.
Contents of the first resource table: (0x20000)
00: menu/intro font tiles (256 uncompressed 2bpp tiles) 01..40: the 10 enviroments (graphics for level types) (each type has four resources: background, blocks background, blocks foreground, palette) 0: 01,02,03,04: blue dungeon 1: 05,06,07,08: pink palace 2: 09,10,11,12: grey palace 3: 13,14,15,16: red dungeon 4: 17,18,19,20: green palace 5: 21,22,23,24: brown dungeon 6: 25,26,27,28: red palace 7: 29,30,31,32: level 20 8: 33,34,35,36: Jaffar 9: 37,38,39,40: demo red palace 41..67: the 27 levels: level 1-20, Jaffar, demo, training 1-5 41..60: level 1-20 61: Jaffar's level 62: demo level 63..67: training 1-5 68: sprite palettes (27*16 colors) 69: screen palettes (33*16 colors) 70: hitpoint tiles (4 uncompressed 4bpp tiles) 71: princess room screen 72: princess room arches screen 73: torch tiles (16 uncompressed 4bpp tiles) 74: ending font (stored in the same format as level background graphics) 75: Masiya logo screen 76: stars screen (big) 77: torture screen (big) 78: garden screen (big) 79: title screen 80: title things screen 81: pattern screen 82: game name screen 83: main menu background screen 84: where Jafar walks screen (big) 85: ending: prince at sultan screen 86: ending: prince and princess at window with people screen 87: ending: prince and princess at window with sundown screen 88: ending: sundown screen 89: ending: sundown 2 screen 90: Japanese characters screen 91: Konami logo screen (Europe/USA versions only)
Contents of the second resource table: (0x78000)
0000..1248: regular sprites
1249..1394: sprites that are put into the background (traps, buttons, doors), 48*64 pixels
1395..1484: masks, 48*64 pixels
Contents of the third resource table: (0xE8000)
(needs description)
Resource formats
Tiles
The SNES uses planar tiles, which can be 2- or 4-bit.
(needs further description)
Compressions used for tiles
(needs description)
Palettes
The SNES uses 5:5:5 RGB palettes, each entry is a word in the following format:
0bbbbbgggggrrrrr
Environments
type | block width | block height | bits per pixel | number of blocks | number of tiles | B in block mapping | B in tile mapping |
---|---|---|---|---|---|---|---|
1. background | 3 | 8 | 2 | 256 | 512 | 8 | 9 |
2. blocks background | 6 | 8 | 4 | 256 | 256 | 8 | 8 |
3. blocks foreground | 3 | 8 | 4 | 256 | 256 | 8 | 8 |
2 byte: number of stored blocks ?*2 byte: block mapping bit 15: 1->incrementing sequence , 0->repeat 1-> middle (15-B) bits: length (0 means 2^(15-B)) bottom B bits: starting value 0-> bit 14: 0->length=1 , 1->length=given middle (14-B) bits: length (0 means 2^(14-B)) bottom B bits: value to repeat repeat this until you don't have enough values in the output compressed blocks for each tile 1 or 2 byte: data if layer 1 or 3: (big endian) ##0##### ######## -> raw copy (swap the bytes) 001##### -> repeat next two bytes, # times, MUST NOT cross block boundary 011##### -> repeat next two bytes, # times, with increase, MUST NOT cross block boundary 1#1##### -> repeat tile # of current block if layer 2: (big endian) ##0##### ######## -> raw copy (swap the bytes) 001##### ######## -> repeat next two bytes, # times, MUST NOT cross block boundary 011##### ######## -> repeat next two bytes, # times, with increase, MUST NOT cross block boundary 1#1##### -> repeat tile # of current block if screen: (little endian) ######## ##0##### -> raw copy ######## 001##### -> repeat next two bytes, # times ######## 011##### -> repeat next two bytes, # times, with increase 2 byte: number of stored tiles ?*2 byte: tile mapping similar format to block mapping compressed tiles for each tile 1 byte: compression mode ? byte: data if layer 2: in-front-of masks for each tile: 1 byte: mask mode 01->use default mask (all zeroes) 00->use the following mask 8 bytes: mask
(needs better description)
Levels
Levels are compressed.
I'll try to explain the algorithm:
procedure decompress_a_part(input:stream of bytes,output:stream of bytes,LEN:integer) clear output repeat while you don't have LEN bytes in the output: read a byte to X if X>=128 then copy X-128 bytes from input to output else read a byte to Y, if Y=0 then Y:=256 if X=1: read a byte to D, write D to output Y times if X=2: read a byte to D, write D,D+1,D+2,... to output, Y bytes total if X=3: read a byte to D, write D,D-1,D-2,... to output, Y bytes total if X=4: read a byte to A, copy Y bytes from the A-th byte of the output to after the end of the output if X=5: read a 2-byte integer to A, copy Y bytes from the A-th byte of the output to after the end of the output // note that the source and destination may overlap in the above two cases otherwise: error end if end repeat end procedure You have to call the above procedure with these values of LEN, and concatenate the outputs: 720,720,720,256,256,256,256,244,256,256 Each input part begins directly after the end of the previous. Calling with LEN=3940 at once won't work, because at the X=4 and X=5 cases, A is counted from the beginning of the current part, not the beginning of the whole level data.
Parts of the level:
Address | Size | Contents |
---|---|---|
0x000 | 720 | background layer |
0x2D0 | 720 | blocks layer |
0x5A0 | 720 | modifiers layer |
0x870 | 256 | block layer 1 graphics |
0x970 | 256 | block layer 2 graphics |
0xA70 | 256 | block objects |
0xB70 | 256 | block flags and background animation info |
0xC70 | 244 | room links, starting position, guards |
0xD64 | 256 | door events 1 |
0xE64 | 256 | door events 2 |
Total size = 3940 bytes = 0xF64 bytes
Background layer
One byte for each tile. Selects which background graphics should be used for this tile.
Blocks layer
One byte for each tile. Selects which block should be used for this tile.
Informations about blocks are found in the four parts whose names begin with "block".
Some blocks are used for special purposes:
Block 255 is used for nonexistent rooms. (Room link=255) It is usually a wall.
Block 254 is used for buttons that are permanently triggered by a dead guard or loose floor. It is usually a floor.
Reason: Button blocks don't have floor graphics, because the button object draws it for them.
If a button is triggered permanently, it needs to be changed into a regular floor, which does need floor graphics.
The only way this can be done is placing a different block into the place of the button.
Modifiers layer
One byte for each tile. Selects which modifier should be used for this tile.
Its meaning depends on the object used.
Block layer 1 graphics
One byte for each block type. Selects which background graphics should be used for this block type.
Block layer 2 graphics
One byte for each block type. Selects which foreground graphics should be used for this block type.
Block objects
One byte for each block type. Selects which object should be used for this block type.
value | object type | notes |
---|---|---|
0x00 | (none) | |
0x01 | (unused) | |
0x02 | loose floor | The modifier selects the animation frame to be displayed. It should be zero. |
0x03 | (unused) | |
0x04 | open button | The modifier selects the door event to be triggered. |
0x05 | close button | The modifier selects the door event to be triggered. |
0x06 | door | The modifier specifies how much the door is open, in 1/4 pixels. |
0x07 | leveldoor end | |
0x08 | mirror | |
0x09 | skeleton | |
0x0A | sword | |
0x0B | torch | There are four torch objects. They differ in the position of the flames. |
0x0C | chomper | The modifier selects the animation frame to be displayed. It should be zero. |
0x0D | guillotine | The modifier selects the animation frame to be displayed. It should be zero. |
0x0E | spike | The modifier selects the animation frame to be displayed. It should be zero. |
0x0F | (unused) | |
0x10 | crusher | The modifier selects the animation frame to be displayed. It should be zero. |
0x11 | (unused) | |
0x12 | heal potion | |
0x13 | life potion | |
0x14 | hurt potion | |
0x15 | upside down potion | |
0x16 | slow fall potion | |
0x17 | debris | |
0x18 | door top | |
0x19 | fire | |
0x1A | potion of warp | The potion of warp will take the player to room 17, tile 11, turned left. |
0x1B | down only | If added to a block that has floor, the player can fall through it, but can't jump/climb up through it. The modifier selects the animation frame to be displayed. It should be zero. If the modifier is in the 1..4 range, the transparent floor (that you can see after the shadow fight) will appear. |
0x1C | kill potion | |
0x1D | torch | There are four torch objects. They differ in the position of the flames. |
0x1E | spinning log | The modifier selects the animation frame to be displayed. It should be zero. |
0x1F | (unused) | |
0x20 | stars | The modifier selects the animation frame to be displayed. It should be zero. |
0x21 | torch | There are four torch objects. They differ in the position of the flames. |
0x22 | torch | There are four torch objects. They differ in the position of the flames. |
0x23 | teleport | Entering a teleport will take to the other teleport with the same modifier. |
0x24 | leveldoor begin | |
0x25 | (unused) | |
0x26 | (unused) | |
0x27 | lava | Lava: falling onto this tile from any height will kill the prince. |
0x28 | skeleton continue | If a skeleton falls into this room then it will appear here. |
0x29 | skull? | Found on Level 19, in those rooms that have a skull. |
0x2A | conveyor belt >>> | |
0x2B | conveyor belt <<< |
Block flags and background animation info
One byte for each block type / background block.
Bits 0-1 determine if the current block type is a floor or a wall. If bit 0 is set then this block type is a floor. If bit 1 is set then this block type is a wall.
Bits 2-7 determine if the current background block is part of an animation group, and if yes, then which one. (needs further description)
Room links, starting position, guards
Address | Size | Contents |
---|---|---|
0xC70 | 24*4 | Room links |
0xCD0 | 1 | Starting room |
0xCD1 | 1 | Starting position in room |
0xCD2 | 1 | Starting direction |
0xCD3 | 1 | unused |
0xCD4 | 24 | Guard position in room |
0xCEC | 24 | Guard type and direction |
0xD04 | 4*24 | unknown |
Room links: For every room, the room to the left, right, above and below the current room is given, in this order.
The rooms are numbered 0..23.
255 means that no room is in the given direction.
For the "above" link, 254 means the same, plus that the 4-pixel part of the room above (which would have walls) is not shown.
This is used for special "outdoor" rooms.
Note: rooms are numbered 0..23, which is different from the DOS version.
Starting room: The room the player starts in. Can be 0..23.
Starting position in room: row*10+column. (0..29)
Starting direction: 0xFF=left, 0x00=right.
Guard position in room: row*10+column (0..29), or 0xFF if there is no guard in this room.
Guard type and direction: The bottom 7 bits specify the guard type, the top bit specifes the direction: 1=left, 0=right.
value | guard type |
---|---|
0x02 | dead purple |
0x03 | skeleton |
0x04 | brown skeleton |
0x05 | golden skeleton |
0x06 | girl |
0x07 | fat |
0x08 | shadow |
0x09 | green |
0x0A | greenish blue |
0x0B | blue |
0x0C | red |
0x0D | purple |
0x0E | blueface |
0x0F | red knight |
0x10 | blue knight |
0x11 | monster |
0x12 | Jaffar |
0x13 | dead |
Other values may display garbage or may even hang the game.
Door events 1 and 2
(same format as in DOS version, except that rooms are numbered differently) ------------------------- 7 6 5 4 3 2 1 0 <-bits byte from door events 1 | NX R1 R0 L4 L3 L2 L1 L0 byte from door events 2 | R4 R3 R2 0 0 0 0 0
R4 R3 R2 R1 R0: The number of the room. (0..23)
L4 L3 L2 L1 L0: The location in the room. (0..29)
NX: If zero then trigger next door event, if one then don't.
Screens
Screens are compressed.
(needs further description)
screen=32*28 tiles
big screen=64*56 tiles
compressed map similar format as compressed blocks in environments 2 byte: number of stored tiles compressed tiles (4bpp) same format as compressed tiles in environments
(needs better description)
Sprites
Sprites are compressed.
read 1 byte: width in pixels - 1 read 1 byte: height in pixels - 1 read 1 byte: size in tiles top 4 bits: height in 16 pixel units bottom 4 bits: width in 16 pixel units for each two 8*8 tiles: read 1 byte: flags for P = 0 to 7: (plane) (the 8 planes are actually 4 planes of 2 tiles) create a 64-byte array, representing two tiles; fill it with zeroes if bit P is set in flags: read 1 byte: mask if mask = 255 then: read 1 byte: mask read 1 byte: value for B = 0 to 7: (byte) if bit B of mask is zero: put value into byte B of plane P (in the array) end if end for else: for B = 0 to 7: (byte) if bit B of mask is zero: read 1 byte: value put value into byte B of plane P (in the array) end if end for endif end if append the array to the output end for end for
(needs better description)
Background sprites
(needs description)
Musics
(needs description)