Collision map file

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Collision map files are stored in directory id_low = 0xd710, id_high = 0x9305 in the Master file table. They contain the gameplay relevant details of a map. This includes heights, collision data, event triggers, and so on. They do not include graphics (tile sets, tile maps, palettes, etc.).

Compression

Most (all?) maps are stored LZ77 (swi 0x11) compressed. When loading a map, the game checks if the map file starts with the ASCII characters "HP" (hex: 0x48, 0x50). If it does, then the map file is not compressed, and used by the game as-is. If it does not start with these characters, the game will LZ77 decompress it to EWRAM (in Boktai 1: to 0x0202a400). Note that the first 4 bytes after decompression must be discarded (they will contain the uncompressed length of the file).

File format

struct collision_map_file  {
  /* offset 0x00 */ char magic[4]; // "HP" followed by two null bytes

  // Byte offset from start of this struct to the tile_data struct
  /* offset 0x04 */ u32 offsetToTileData;

  // Byte offset from start of this struct to the zone_data struct
  /* offset 0x08 */ u32 offsetToZones;

  // Byte offset from start of this struct to the PathData struct
  /* offset 0x0c */ u32 offsetToPaths;

  // Byte offset from start of this struct to unknown data
  // (likely enemy navigation data)
  /* offset 0x10 */ u32 offsetToUnknown;
};

Tile data

struct tile_data {
  u32 unknown_1;
  u16 width;
  u16 height;
  u32 unknown_2;
  tile[height*width] tiles;
};

// Note how stairs and height are packed into a single byte, making this struct 4 bytes long.
struct tile {
  tile_effects effect;
  u8 obj;
  u8 stairs_and_height;  // top 4 bits = stairs, bottom 4 bits = height
};

// Bitmask, multiple effects per tile are supported
enum tile_effects : u16 {
  wall = 0x0002,    // an always inaccessible tile
  unknown = 0x0004  // sometimes used directly on loading zone tiles
  noise = 0x0020,   // alerts enemies when stepping onto the tile
  ice = 0x0040,
  lava = 0x0080,
  void = 0x0100,    // fall down and die
  unknown = 0x0400, // wall-ish
  unknown = 0x0800, // sometimes used near loading zones pointing NW
  unknown = 0x1000, // sometimes used near loading zones pointing NE
  // other bits unknown
};

enum tile_stairs : u8 {
  none = 0x00,
  vertical = 0x10,   // from south -> north
  horizontal = 0x20, // from east -> west
};
  • tile.obj: This determines the sprite that is used to occlude Django when he should be covered by the tile. Purely visual. 0 = default, other values need to be documented.
  • tile.height: A tile is only accessible to Django if he's either coming from a tile at the same height, or coming via a suitable stair tile.

Zone data

Zones are triggers for events (cutscenes, loading zones, etc.). The map file only defines the geometry of each zone. Behaviour is linked to zones by scripts (using the ctrl 0xd4cb instruction). Zone boundaries are more precise than tile boundaries: A tile is 256x256 units in size, and zone boundaries can start/end at any point within a tile).

struct zone_data {
  u8 count;
  u8 unknown_1;
  u16 unknown_2;
  zone[count] zones;
};

struct zone {
  // X/Y coordinates: 1 tile = 256 units
  i16 start_x;
  i16 start_y;
  i16 end_x;
  i16 end_y;
  // Z coordinate: 1 tile = 16 units
  i8 start_z;
  i8 end_z;
  // Used by scripts to link behaviour to a specific zone using its ID
  u16 id;
};

Paths

struct PathData {
  /* offset 0x00 */ u32 pathCount;
  /* offset 0x04 */ Path paths[pathCount];

  PathNode nodes[];
};

struct Path {
  /* offset 0x00 */ u16 nodeCount;

  // Byte offset from start of PathData to first node
  /* offset 0x02 */ u16 nodeOffset;
};

struct PathNode {
  /* offset 0x00 */ u16 x; // 1 tile = 0x100
  /* offset 0x02 */ u16 y;
  /* offset 0x03 */ u8 delay; // In frames, after performing the command
  /* offset 0x04 */ u8 param; // Command-specific parameter
  /* offset 0x06 */ u16 command;
};

Commands:

  • 0x00: Move to x/y
  • 0x10: Turn
  • 0x30: Fall asleep
  • 0x90/0xb0/0xe0: Show question mark
  • 0xa0/0xe0: Go to space
  • 0xd0: Start searching

Unknown block

See also