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mario_golf:resource_table [2017/04/19 06:49]
mib_f8sm9c Added some in-progress info
mario_golf:resource_table [2017/06/27 02:11] (current)
skeletons ↷ Links adapted because of a move operation
Line 24: Line 24:
   0x30: Surface mapping (whether ground is rough, fair, green, etc)   0x30: Surface mapping (whether ground is rough, fair, green, etc)
   ​   ​
 +For more information,​ see:
 +   * [[mario_golf:​level_pointers]]
 +   * [[mario_golf:​height_data_info]]
 +
 ====== ====== Temporary Notes ====== ====== ====== ====== Temporary Notes ====== ======
  
Line 38: Line 42:
   0x2: Y   0x2: Y
   0x4: Z   0x4: Z
-  0x6: Type (?+  0x6: Type (list of values below
-  0x7-0xB?+  0x7: Empty, 0x00 
 +  0x8: Width factor (ushort) 
 +  0xA: Height factor (half-resolution,​ 0x2 here matches with 0x1 in width)
   ​   ​
 +At the end the list is filled with 0xFF to the closest 16-byte address.
 +
 +[[mario_golf:​object_type_list]]
 ====== Level Conjecture ====== ====== Level Conjecture ======
  
 It is easily seen by looking at the decompressed surface map that the level is comprised of a 2d array of tiles. Looking at how the level is laid out, I believe that each tile is 0x0010 long when using X/Z coordinates (such as the object list above). The first level is 100 tiles by 200 tiles large, and the X/Z coordinates for the objects in it varied from 0x0000-0x0FFF and 0x0000-0x1FFF. It is easily seen by looking at the decompressed surface map that the level is comprised of a 2d array of tiles. Looking at how the level is laid out, I believe that each tile is 0x0010 long when using X/Z coordinates (such as the object list above). The first level is 100 tiles by 200 tiles large, and the X/Z coordinates for the objects in it varied from 0x0000-0x0FFF and 0x0000-0x1FFF.