Sprite

From ZAMN Hacking

Sprites are used to display things on the screen using the SNES's "objects". All sprites are made of a number of 16x16 objects. There can be up to 32 sprites displayed at a time.

Sprite data structure[edit]

Sprites in the sprite table ($7E:185E) have the following format:

Offset Length Type Description
0x00 2 bit field Sprite properties
0x02 2 int16 X position
0x04 2 int16 Z position
0x06 2 int16 Y position
0x08 4 pointer32 Pointer to sprite tile data
0x0C 2 uint16 x2 Parent entity ID
0x0E 2 uint16 Sprite type
0x10 2 uint16 Alternate palette (shifted 9 bits left to align with the tile properties palette)
0x12 2 optional pointer16 Pointer to next sprite

The "pointer to next sprite" value creates a linked list of all sprites. The first element of the list is set by $7E:1B5E. The sprites are ordered in the list from front-most to back-most. That is, sprites earlier in the list will appear in front of sprites later in the list. See "display ordering" for details.

Sprite properties[edit]

Bit mask Description
0x0001 Sprite entry is used
0x0002 Flip horizontally
0x0004 Flip vertically
0x0008 Background priority
0x0010 Use alternate palette
0x0020 Appear on top of other sprites
0x4000 Absolute positioning
0x8000 Visible

Sprite Tile Data[edit]

Sprite tile data is generally located in the ROM, and contains the arrangement of 16x16 tiles used to make up the full sprite.

Header[edit]

Offset Length Type Description
0x00 1 byte Tile count (also see extended sprite tile data)

Tile data[edit]

This data is repeated for each tile (up to "Tile count" from the header)

Offset Length Type Description
0x00 2 int16 X position
0x02 2 int16 Y position
0x04 2 bit field Tile properties
0x06 2 uint16 Tile number

The sprite graphics are located at $84:8000 and each 16x16 tile is 0x80 bytes long, so the address of the graphics for a given tile number can be calculated as "0x20000 + TileNumber * 0x80".

Tile properties[edit]

Bit mask Description
0x0E00 Palette
0x4000 Flip horizontally
0x8000 Flip vertically

Sprite types[edit]

Type Description Solid to
players
Solid to
monsters
0x0000 None. Sprites set to this type will have no collision.
0x0001 Victim
0x0002 Monster that does no damage
0x0003 Monster
0x0004 Ant that isn't holding an item pickup
0x0005 Zeke
0x0006 Julie
0x0007 Wall breaking from player punching it as a monster
0x0008 Unused type that damages evil doll axes
0x0009 Monster projectiles
0x000A Giant baby flattening the player
0x000B Bubble shot by martian
0x000C Squirt gun item pickup
0x000D Fire extinguisher item pickup
0x000E Martian bubble gun item pickup
0x000F Weed-eater item pickup
0x0010 Ancient artifact item pickup
0x0011 Bazooka item pickup
0x0012 Soda pop cans item pickup
0x0013 Tomatoes item pickup
0x0014 Ice pops item pickup
0x0015 Bananas item pickup
0x0016 Plate item pickup
0x0017 Silverware item pickup
0x0018 Football item pickup
0x0019 Flamethrower item pickup
0x0021 Key item pickup
0x0022 Speed shoes item pickup
0x0023 Monster potion item pickup
0x0024 Ghost kid potion item pickup
0x0025 Random potion item pickup
0x0026 Grey potion item pickup
0x0027 Hamburger item pickup
0x0028 First aid kit item pickup
0x0029 Pandora's box item pickup
0x002A Skeleton key item pickup
0x002B Decoys item pickup
0x002C Pile of keys
0x002D Secret item
0x002E 1up
0x002F Gold
0x0030 Dollar bills
0x0031 Unused item pickup type
0x0032 Unused item pickup type
0x0033 Unused
0x0034 Jelly blob shot
0x0035 Football player
0x0036 Frozen monster
0x0037 Exit door
0x0038 Decoys/Player who is invincible after dying
0x0040 Victim insta-killer used by Debug.asm
0x005C Squirt gun shot from Zeke
0x005D Fire extinguisher shot from Zeke
0x005E Martian bubble gun shot from Zeke
0x005F Weed-eater shot from Zeke
0x0060 Ancient artifact shot from Zeke/invincible after dying damage from Zeke
0x0061 Bazooka shot from Zeke
0x0062 Soda pop cans/Flamethrower shot from Zeke
0x0063 Tomatoes shot from Zeke
0x0064 Ice pops/Bananas shot from Zeke
0x0065 Unused, but damages fire
0x0066 Plate shot from Zeke
0x0067 Silverware shot from Zeke
0x0068 Football shot from Zeke
0x0069 Pop-up wall
0x006A Unused weapon shot type
0x006B Unused weapon shot type
0x006C Unused weapon shot type
0x006D Unused weapon shot type
0x006E Unused weapon shot type
0x006F Pandora's box shot from Zeke
0x0070 Monster potion punch from Zeke
0x00FF One-shot monster/victim went off screen

Weapon shots from Julie are the same type as those from Zeke, except with the high bit set.

Display ordering[edit]

Sprites are sorted in order to have the correct sprites display on top of each other. The criteria used is as follows:

  1. Sprites with the "Appear on top of other sprites" property set will appear on top of those that don't.
  2. If two sprites have the same above value, the one with the greater value for "Y position" will appear on top.

Positioning[edit]

There are two positioning options for sprites, which is determined by the "Absolute positioning" property.

If absolute positioning is not enabled, the camera position ($7E:1B6A and $7E:1B6C) is subtracted from the X and Y positions. Then the Z position is subtracted from the Y position. This has the effect of shifting the sprite upwards on the screen without changing the display ordering.

If absolute positioning is enabled, the X and Y positions are treated as absolute screen positions, and the camera position is not used. Sprites with this setting enabled are also always considered on-screen, thus will always be processed. The Z position is also not used in this mode.

Collision[edit]

Entities can call $80:8475 to set a collision handler for the sprites they own. When a sprite collides with another sprite, the collision handler of the parent entity of each sprite is called, with the type of the sprite it collided with provided in the accumulator. In addition, $7E:0076 and $7E:0078 can be used to access the two sprites involved in the collision. The collision handlers are set per entity, so even if an entity has multiple sprites, they must share the same collision handler. Collision handlers are run outside the context of the entity, so $80:8353 cannot be called to wait. However, the direct page will be set to the entity memory, so data from there can be accessed.

The collision handler returns a value in the carry flag. If this value is set, then the entity will be immediately resumed, regardless of how much was left in its current wait timer.

Sprites are considered collided if their X and Y positions are both less than 8 pixels apart, they are both on-screen (meaning they must be visible), they both have non-zero sprite type, and they have different sprite types. Collision can also triggered over an arbitrary area by calling $80:BF1B. The same restrictions on sprite type apply to this as well.

Solid sprites[edit]

Certain sprite types are considered solid. That is, players or monsters will not be able to move through them. Sprite types that are solid are shown in the sprite type table above. In addition, types 0x39 through 0x5B are solid to both players and monsters, and types 0x71 and greater are solid to monsters, but these types are not used in the original game.

Solid sprites are implemented in a different way from normal sprite collision. An entity must manually call $80:BFC8 to check if a given position is solid to players, or $80:BF67 to check if a position is solid to monsters.

The area for solid sprites is slightly smaller than for regular collision. A position is considered touching a solid sprite if it is within 6 pixels of the right or bottom, or within 5 pixels of the left or top. The area is smaller so that sprites will trigger regular collision before stopping due to running into a solid sprite.

Necrofy enhancements[edit]

Extra sprite graphics[edit]

The ROM only includes space for 2982 sprite tiles. In order to allow for more graphics, tiles with a tile number greater than or equal to this value are located in a second section of sprite graphics. The location and size of this is specified in the Necrofy properties. The total number of sprite tiles still can't exceed 0x1000 (4096) or it would overflow the table at $7E:2128.

Extended sprite tile data[edit]

In order to allow extra tiles to be added to existing sprite tile data, the format was extended. In the extended format, if the high bit of the "Tile count" is set, then following the tile data is a 4 byte pointer to additional sprite tile data (and the high bit is removed from the tile count). There is also 4 zero bytes following the pointer. The data located at the pointer contains the full sprite tile data including the header.

Related RAM addresses[edit]

Address Length Type Description
$7E:185E 0x280 byte[0x14][0x20] Sprite table. 0x14 bytes for each of 0x20 sprites.
$7E:1B5E 2 pointer16 Pointer to first sprite in sprite table ($7E:185E).