====== Levels ====== Each level loads a struct of areas using function 0x800F78E4. The game uses this structure to find the pointer to the current area in the main stage table. Its located at 0x800be500. Note: when used to select levels its bytes, but its stored in ram as words. struct Level { /*0X0*/ u8 World; /*0X1*/ u8 Level; /*0X2*/ u8 Area; /*0X3*/ u8 NodeNum; }; The pointer to the main stage table is gotten by using this formula: WORLD*48+LEVEL*4 loaded from offset 0x800d1f98(table of ptrs) Each Area is then just an additional 0x24 from that level pointer. ---- ===== Level List ===== The table at 0x000783F4 in ROM (0x800D01A4 in RAM) references data for each stage in the game. For each stage there is an array of area structs. Each array is terminated with an empty struct. struct StageArea { /*0x00*/ u32 liGeoBlockA; // List-index of primary Geometry Block /*0x04*/ u32 liGeoBlockB; // List-index of secondary Geometry Block /*0x08*/ u16 skyboxId; // Skybox ID /*0x0A*/ u16 background color; // BG color (loaded from color table at 800D478C) /*0x0C*/ int musicId; // Music ID /*0x10*/ u32 biAreaSetup; // Bank-index of area stup block /*0x14*/ u16 Death Camera; // Determines how far the camera follows kirby when falling into void/death /*0x16*/ u16 levelType; // See the next table /*0x18*/ u32 biDustSettings; // Bank-index of Dust particle settings /*0x1C*/ u32 biDustImg; // Bank-index of Dust particle image /*0x20*/ char *areaName; // Pointer to developer ASCII level name }; The `levelType` field can be one of these values: ^Value ^ Description ^ | 0 | "Normal" gameplay | | 1 | DDD/Adeleine Boss (1-2-6,1-3-9) | | 2 | End of World Boss | | 3 | End of stage (carpet with prizes) | | 4 | Ride water on log/Log Flume(3-2-4) | | 5 | Ride sled(5-1-3) | | 6 | Minecart stage (4-2-2) | | 7 | unused | | 8 | Ride DDD (4-4-3,2-2-6,5-4-3) | | 9 | 0-2 Boss (7-1-3) | | 10 | MiniBoss (enlarged enemy) | ---- ===== Level List Locations ===== These are the locations of each level in RAM and ROM. Each area in these levels goes in sequential order. Meaning to get to Level 1-1 Area 2 you need to add 0x24 to 0x800d01a4. The Table that has these locations is located at 0x7A1E8 in the ROM and 0x800d1f98 in RAM == LEVEL LOCATION TABLE== ^Stage^RAM Address^ROM Address^ | 1-1 | 0x800D01A4 | 0x783F4 | | 1-2 | 0x800D027C | 0x784CC | | 1-3 | 0x800D039C | 0x785EC | | 1-4 | 0x800D0528 | 0x78778 | | 2-1 | 0x800D0570 | 0x787C0 | | 2-2 | 0x800D066C | 0x788BC | | 2-3 | 0x800D078C | 0x789DC | | 2-4 | 0x800D08F4 | 0x78B44 | | 2-5 | 0x800D0A5C | 0x78CAC | | 3-1 | 0x800D0AA4 | 0x78CF4 | | 3-2 | 0x800D0BC4 | 0x78E14 | | 3-3 | 0x800D0CE4 | 0x78F34 | | 3-4 | 0x800D0E28 | 0x79078 | | 3-5 | 0x800D0F48 | 0x79198 | | 4-1 | 0x800D0F90 | 0x791E0 | | 4-2 | 0x800D10B0 | 0x79300 | | 4-3 | 0x800D11F4 | 0x79444 | | 4-4 | 0x800D12F0 | 0x79540 | | 4-5 | 0x800D1434 | 0x79684 | | 5-1 | 0x800D147C | 0x796CC | | 5-2 | 0x800D159C | 0x797EC | | 5-3 | 0x800D16BC | 0x7990C | | 5-4 | 0x800D1824 | 0x79A74 | | 5-5 | 0x800D1968 | 0x79BB8 | | 6-1 | 0x800D19B0 | 0x79C00 | | 6-2 | 0x800D1A64 | 0x79CB4 | | 6-3 | 0x800D1B84 | 0x79DD4 | | 6-4 | 0x800D1D58 | 0x79FA8 | | 7-1 | 0x800D1DA0 | 0x79FF0 | | 7-2 | 0x800D1E30 | 0x7A080 | | 7-3 | 0x800D1E9C | 0x7A0EC | | 7-4 | 0x800D1EE4 | 0x7A134 | ===== See also ===== * [[kirby64_the_crystal_shards:file_systems]]] * [[kirby64_the_crystal_shards:geometry_blocks]]]