- Added detailed CI/CD reliability improvements, including retry mechanisms and enhanced error reporting for Windows vcpkg setup and dependency installation. - Updated Dungeon Editor status to EXPERIMENTAL, highlighting the need for thorough testing and outlining implemented features. - Introduced a comprehensive A Link to the Past ROM reference, detailing graphics systems, palette management, and memory mapping. - Improved changelog to reflect recent fixes and ongoing development status across various editors.
203 lines
5.0 KiB
Markdown
203 lines
5.0 KiB
Markdown
# A Link to the Past ROM Reference
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## Graphics System
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### Graphics Sheets
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The ROM contains 223 graphics sheets, each 128x32 pixels (16 tiles × 4 tiles, 8×8 tile size):
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**Sheet Categories**:
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- Sheets 0-112: Overworld/Dungeon graphics (compressed 3BPP)
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- Sheets 113-114: Uncompressed 2BPP graphics
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- Sheets 115-126: Uncompressed 3BPP graphics
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- Sheets 127-217: Additional dungeon/sprite graphics
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- Sheets 218-222: Menu/HUD graphics (2BPP)
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**Graphics Format**:
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- 3BPP (3 bits per pixel): 8 colors per tile, commonly used for backgrounds
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- 2BPP (2 bits per pixel): 4 colors per tile, used for fonts and simple graphics
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### Palette System
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#### Color Format
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SNES uses 15-bit BGR555 color format:
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- 2 bytes per color
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- Format: `0BBB BBGG GGGR RRRR`
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- Each channel: 0-31 (5 bits)
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- Total possible colors: 32,768
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#### Palette Groups
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**Dungeon Palettes** (0xDD734):
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- 20 palettes × 90 colors each
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- Distributed as: BG1 colors, BG2 colors, sprite colors
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- Applied per-room via palette ID
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**Overworld Palettes**:
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- Main: 35 colors per palette (0xDE6C8)
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- Auxiliary: 21 colors per palette (0xDE86C)
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- Animated: 7 colors per palette (0xDE604)
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**Sprite Palettes**:
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- Global sprites: 60 colors (0xDD308)
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- Auxiliary 1: 7 colors per palette (0xDD39E)
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- Auxiliary 2: 7 colors per palette (0xDD446)
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- Auxiliary 3: 7 colors per palette (0xDD4E0)
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**Other Palettes**:
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- HUD: 32 colors per palette (0xDD218)
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- Armors: 15 colors per palette (0xDD630)
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- Swords: 3 colors per palette
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- Shields: 4 colors per palette
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## Dungeon System
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### Room Data Structure
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**Room Objects** (3 bytes each):
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```
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Byte 1: YYYXXXXX
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YYY = Y coordinate (0-31)
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XXXXX = X coordinate (0-31) + layer flag (bit 5)
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Byte 2: SSSSSSSS
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Size byte (interpretation varies by object type)
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Byte 3: IIIIIIII
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Object ID or ID component (0-255)
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```
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**Object Patterns**:
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- 0x34: 1x1 solid block
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- 0x00-0x08: Rightward 2x2 expansion
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- 0x60-0x68: Downward 2x2 expansion
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- 0x09-0x14: Diagonal acute (/)
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- 0x15-0x20: Diagonal grave (\)
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- 0x33, 0x70-0x71: 4x4 blocks
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### Tile16 Format
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Each Tile16 is composed of four 8x8 tiles:
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```
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[Top-Left] [Top-Right]
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[Bot-Left] [Bot-Right]
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```
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Stored as 8 bytes (2 bytes per 8x8 tile):
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```cpp
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// 16-bit tile info: vhopppcccccccccc
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// v = vertical flip
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// h = horizontal flip
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// o = priority
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// ppp = palette index (0-7)
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// cccccccccc = tile ID (0-1023)
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```
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### Blocksets
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Each dungeon room uses a blockset defining which graphics sheets are loaded:
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- 16 sheets per blockset
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- First 8: Background graphics
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- Last 8: Sprite graphics
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**Blockset Pointer**: 0x0FFC40
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## Message System
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### Text Data Locations
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- Text Block 1: 0xE0000 - 0xE7FFF (32KB)
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- Text Block 2: 0x75F40 - 0x773FF (5.3KB)
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- Dictionary Pointers: 0x74703
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### Character Encoding
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- 0x00-0x66: Standard characters (A-Z, a-z, 0-9, punctuation)
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- 0x67-0x80: Text commands (line breaks, colors, window controls)
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- 0x88-0xE8: Dictionary references (compressed common words)
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- 0x7F: Message terminator
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### Text Commands
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- 0x6A: Player name insertion
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- 0x6B: Window border (+ 1 argument byte)
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- 0x73: Scroll text vertically
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- 0x74-0x76: Line 1, 2, 3 markers
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- 0x77: Text color (+ 1 argument byte)
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- 0x7E: Wait for key press
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### Font Graphics
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- Location: 0x70000
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- Format: 2BPP
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- Size: 8KB (0x2000 bytes)
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- Organized as 8x8 tiles for characters
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## Overworld System
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### Map Structure
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- 3 worlds: Light, Dark, Special
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- Each world: 8×8 grid of 512×512 pixel maps
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- Total maps: 192 (64 per world)
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### Area Sizes (ZSCustomOverworld v3+)
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- Small: 512×512 (1 map)
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- Wide: 1024×512 (2 maps horizontal)
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- Tall: 512×1024 (2 maps vertical)
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- Large: 1024×1024 (4 maps in 2×2 grid)
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### Tile Format
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- Map uses Tile16 (16×16 pixel tiles)
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- Each Tile16 composed of four 8x8 tiles
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- 32×32 Tile16s per 512×512 map
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## Compression
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### LC-LZ2 Algorithm
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Both graphics and map data use a variant of LZ compression:
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**Commands**:
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- 0x00-0x1F: Direct copy (copy N bytes verbatim)
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- 0x20-0x3F: Byte fill (repeat 1 byte N times)
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- 0x40-0x5F: Word fill (repeat 2 bytes N times)
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- 0x60-0x7F: Incremental fill (0x05, 0x06, 0x07...)
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- 0x80-0xFF: LZ copy (copy from earlier in buffer)
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**Extended Headers** (for lengths > 31):
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- 0xE0-0xFF: Extended command headers
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- Allows compression of up to 1024 bytes
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**Modes**:
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- Mode 1 (Nintendo): Graphics decompression (byte order variation)
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- Mode 2 (Nintendo): Overworld decompression (byte order variation)
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## Memory Map
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### ROM Banks (LoROM)
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- Bank 0x00-0x7F: ROM data
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- Bank 0x80-0xFF: Mirror of 0x00-0x7F
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### Important ROM Locations
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```
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Graphics:
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0x080000+ Link graphics (uncompressed)
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0x0F8000+ Dungeon object subtype tables
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0x0FB373 Object subtype 1 table
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0x0FFC40 Blockset pointers
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Palettes:
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0x0DD218 HUD palettes
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0x0DD308 Global sprite palettes
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0x0DD734 Dungeon main palettes
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0x0DE6C8 Overworld main palettes
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0x0DE604 Animated palettes
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Text:
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0x070000 Font graphics
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0x0E0000 Main text data
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0x075F40 Extended text data
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Tile Data:
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0x0F8000 Tile16 data (4032 tiles)
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```
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---
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**Last Updated**: October 9, 2025
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