19-07-2015, 01:47 PM
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Posts: 46
Threads: 2
Joined: Dec 2014
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here is my list:
00 load and jump
[1] load and jump
[4] segment to load into
[5-8] Rom start
[9-12] ROm end
[13-16] segemnted offset to jump to
- still adds the length byte. why?
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01 loads and jumps
[4] segment to load into
[5-8] rom start
[9-12] rom end
[13-16] segmented address to jump to
----------------------------------------------------
02 End of level layout data
[3,4]: Always 00
------------------------------------
03 delay frames
[3] also frames?
[4] frames
----------------------------------------------------
04 Some commands used near the end of level layout
[3,4]: Always 00
-------------------------------------
05 goto
[5-8] jump address
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06 Makes the Level layout script jump to another address
[5 - 8] address to jump to
------------------------------------
07 Jumps back to after the last 0x06 or 0x0C command was called
[3,4]: Always 00
------------------------------------
0A Jumps back to after the last 0x06 command was called
[3,4]: Always 00
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0C conditional jump if level ID
[3] 02?...if not less than 8, whole commad does nothing?
[4-8] level ID
[9-12] jump destination
------------------------------------
[10] [10] [00] [07] [80 50 00 00] [01 21 00 00] [01 2E 00 00]
00. Command
02. Unused
03. Target segment
04-07: RAM Address Target
08-11: ROM Block start
12-16: ROM Block end
-----------------------------------------------------------------
11 call function?
[4,5,6,7]: Some RAM address
--------------------------------------------------------
12 call function?
[4,5,6,7]: Some RAM address
-------------------------------------------------------------------------
16 Loads ASM code into RAM at 8016F000
[3,4] IDK
[5,6,7,8] Destination Address
[9,10,11,12] Rom start
[13,14,15,16] Rom end
----------------------------------------------------------------------------
17 Copy uncompressed data from ROM to a RAM segment
[4]: RAM segment to copy data to
[5,6,7,8]: Start address in ROM of uncompressed data
[9,10,11,12]: End address in ROM of uncompressed data
------------------------------------
18 Decompress MIO0 data from ROM and copy it into a RAM segment
[4]: RAM segment to copy data to
[5,6,7,8]: Start address in ROM of MIO0 data
[9,10,11,12]: End address in ROM of MIO0 data
------------------------------------
19 decompress something?
------------------------------------
1A Decompress MIO0 data from ROM and copy it into a RAM segment (Used for texture only segments?)
[4]: RAM segment to copy data to
[5,6,7,8]: Start address in ROM of MIO0 data
[9,10,11,12]: End address in ROM of MIO0 data
------------------------------------
1B Starts a RAM loading sequence (for command 0x17, 0x18 and 0x1A)
[3,4]: Always 00
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1C Some commands used near the end of level layout
[3,4]: Always 00
------------------------------------
1D Ends a RAM loading sequence (for command 0x17, 0x18 and 0x1A)
[3,4]: Always 00
------------------------------------
1E Some commands used near the end of level layout - builds level collision?
[3,4]: Always 00
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1F Start Area
[3]: Area number in level
[4]: Always 00?
[5-8]: segmented pointer to geo layout
------------------------------------
20 End Area
[3,4]: Always 00
------------------------------------
21 Loads polygon object data directly without using geometry
layout data
[3]: ??
[4]: ID number that will be used to insert object in level using
command 0x24
[5]: RAM segment number where to find geometry layout data
[6,7,8]: Offset in segment number
------------------------------------
22 Loads polygon object using geometry layout data found at
address and assigns an ID number.
[3]: Always 00?
[4]: ID number that will be used to insert object in level
using command 0x24
[5]: RAM segment number in RAM where to find geometry layout data
[6,7,8]: Offset in segment number
------------------------------------
24 Places an object in level
[3]: Act(s) on which the object will appear, as binary value
[4]: ID number of the object, as defined by a previous 0x22 command
[5,6][7,8][9,10]: X Y and Z position in level as 16-bit signed integers
[11,12][13,14][15,16]: X Y and Z rotation as 16-bit signed integers
[17,18,19,20]: Parameters to be fed into the behavior code
[21,22,23,24]: segmented pointer to behavior
------------------------------------
25 Loads Mario object, points to it's behavior code.
[3,4,5,6,7,8]: ?? some parameters to be fed into the behavior code
[9,10,11,12]: Behavior code address, including segment number
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26 connect warps
[3]: Warp ID to jump from (warp ID's are defined with some previous
0x24 commands using specific behaviors)
[4]: Course ID number to warp to
(Course ID's are defined from previous 0x0C commands)
[5]: Course area to jump to
[6]: Warp ID number in destination level area
[7,8]: Always 00 00?
------------------------------------
27 define level warps for paintings inside the Castle.
[3]: Warp ID to jump from (warp ID's are defined with
some previous 0x24 commands using specific behaviors)
[4]: Course ID number to warp to (Course ID's are defined
from previous 0x0C commands)
[5]: Course area to jump to
[6]: Warp ID number in destination level area
[7,8]: Always 00 00?
------------------------------------
28 Sometimes seen after 0x26 commands, near the end,idk
[3-12]: ??
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2B Some command used near the end of level layout
[3-12]: No Idea what it does
------------------------------------
2E Loads terrain collision data for level, and other special
models to be placed in the level.
[5-8] segmented collision pointer
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30 Some command sometimes used near the end of level layout
[3,4]: Always 00
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31 Defines how different terrain types behave.
[3,4]: Always 00
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34 blackout screen?
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36 Music command
[3,4,5]: Other music parameters
[6]: Sequence number
------------------------------------
[37] Music command.
[4]: Sequence Number.
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39 Inserts multiple objects found inside main MIO0 level segment.
[5]:RAM segment number (usually 07, the main level polygon data segment)
[6,7,8]: Offset in segment
LOOK AT EC7E0
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3B 0C 00 00 F3 9A EC CD 00 66 00 14
[3,4] idk
[5,6] X position
[7,8] Y position
[9,10] Z Position
[11,12] intensity. negative means repulsion, positive means succion
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3C get put remote values?
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