Map structure: Difference between revisions
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00 XX 00 XX 00 XX ... | 00 XX 00 XX 00 XX ... | ||
Here's a table of | Here's a table of the moveability hex bytes: | ||
{| border="1" style="border: 1px solid #999; border-collapse: collapse;" | {| border="1" style="border: 1px solid #999; border-collapse: collapse;" | ||
|- style="background: #ccc;" align="center" | |- style="background: #ccc;" align="center" | ||
! Hex Value | ! Hex Value | ||
! Movement type | ! Movement type | ||
! Game | |||
|- style="background: #e00;" align="center" | |||
| 00 | |||
| Any Movement | |||
| HGSS/ DPPt | |||
|- style="background: #e00;" align="center" | |||
| 04 | |||
| No special permissions | |||
| HGSS | |||
|- style="background: #e00;" align="center" | |- style="background: #e00;" align="center" | ||
| 80 | | 80 | ||
| No | | No movement | ||
| HGSS/ DPPt | |||
|} | |||
Here's a table of movements hex bytes: | |||
{| border="1" style="border: 1px solid #999; border-collapse: collapse;" | |||
|- style="background: #ccc;" align="center" | |||
! Hex Value (decimal) | |||
! Movement type | |||
|- style="background: #eee;" align="center" | |- style="background: #eee;" align="center" | ||
| 00 | | 00 | ||
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|- style="background: #eee;" align="center" | |- style="background: #eee;" align="center" | ||
|} | |} | ||
== '''SECOND PART- 3D OBJECTS ''' == | == '''SECOND PART- 3D OBJECTS ''' == |
Revision as of 07:23, 1 November 2009
Map Structure
Maps in Pokemon Diamond and Pearl are stored in fielddata\landdata directory. List of Maps
Each map is divided in four parts
The first 0x10 bytes give the sizes of each section as such:
Location | Description |
---|---|
0x00 | Permission Size |
0x04 | Object Size |
0x08 | Model size |
0x0c | BDHC size |
FIRST PART- MOVEMENT PERMISSION
First part represents movement permission. It's length depends from maps and is characterized by a sequence of 00 XX 00 XX 00 XX ...
Here's a table of the moveability hex bytes:
Hex Value | Movement type | Game |
---|---|---|
00 | Any Movement | HGSS/ DPPt |
04 | No special permissions | HGSS |
80 | No movement | HGSS/ DPPt |
Here's a table of movements hex bytes:
Hex Value (decimal) | Movement type |
---|---|
00 | Free passage |
02 | Grass |
03 | High Grass |
04-09 | Free passage |
10-12 | Surfing |
13 | Waterfall |
14-15 | Surfing |
16 | Go down 1 |
17 | Water on the foots? |
18 | Free passage |
19 | Surfing |
1A-1B | Free passage |
1C | Go down |
1D-20 | Free passage |
21 | Foot on sand |
22 | Surfing |
23-29 | Free passage |
2A | Surfing |
2B-32 | Free passage |
33 | Blocked |
34-35 | Free passage |
36-37 | Blocked |
38-39 | Free passage |
3A | Jump up 1 |
3B | Jump under 1 |
3C-3F | Free passage |
40 | Rotate right |
41 | Rotate left |
42 | Rotate up |
43 | Rotate down |
44-48 | Free passage |
49 | Blocked |
4A | Free passage |
4B | Rock Climb |
4C-4F | Free passage |
50-53 | Surfing |
54-5D | Free passage |
5E | Stairs down |
5F | Stairs up |
60-63 | Free passage |
64 | Go in without animation door |
65 | Go out of building |
66 | Free passage |
67 | Jump and transport in building |
68 | Free passage |
69 | Doors opening |
6A-6D | Free passage |
6E | Go in without animation door |
6F-70 | Free passage |
71 | Be on bike |
72 | Free passage |
73 | Surfing |
74-77 | Free passage |
78 | Surfing |
79-7B | Free passage |
7C | Surfing |
7D-82 | Free passage |
83 | Open pc |
84 | Free passage |
85 | Open map sinnoh |
86 | Battle Watch(Tv program) |
87-A0 | Free passage |
A1 | Hiro under snow(Middle) |
A3 | Hiro under snow(Only hat out) |
A4 | Hiro under mug(middle) |
A5 | Hiro under mug(only hat out) |
A6 | Grass mug |
A7 | Under grass mug |
A9 | Snow low |
AA-D2 | Free passage |
D3-D9 | Ride jump left |
DB | Ride bike |
DC-DF | Free passage |
E0 | It’s lined with Pokémon picture books |
E1 | It’s full of Pokemon book |
E2 | Pokémon magazines! |
E4 | The trash can is empty. |
E5 | The shelves are jammed with colourful Pokémon Goods |
E6-EA | Nothing |
EB | There's a ton of convenient item... |
EC | The shelves brin.... |
ED-FF | Free passage |
SECOND PART- 3D OBJECTS
In this parts we find 3d objects that are showed in the map. We find a sequence of 0x30 hex number in which we find all information of objects
Hex Value (decimal) | Explanation |
---|---|
0x00-0x01 | Model number |
0x05-0x08 | X coordinates |
0x0A-0x0C | Y coordinates |
0x0E-0x10 | Z coordinates |
0x1E | Model widht |
0x22 | Model height |
0x25 | Model lenght |
For more information, go to Model list
THIRD PART- NSBMD MODEL MAP
The NSBMD format will have its own page. NSBMD
FOUR PART- BDHC
Currently the BDHC is known to have two parts. The first part controls base height of entire map. The second part only exists in maps with changes in height (e.g. stairs).