Settings of Dispatch Points
This article is about the settings of Dispatch Points used for enemy routes in Battle Arenas by Nintendo. See article Enemy routes in battle arenas for an introduction.
The idea of this page is to give all readers a chance to find out the meaning of the settings.
Route Settings
The KMP sections ENPH, ITPH and CKPH share the same data structure of 16 bytes for each record. The bytes of offsets 0x0e and 0x0f are usually 0 (padding). The only exception is section ENPH for battle arenas, and only for dispatch points if no PREV link is defined:
- The value of offset 0x0e is between 0 and 7.
- The value of offset 0x0f is either 0x00, 0x40, 0x80 or 0xc0.
The meaning of both bytes is unknown.
The following table is a reference about the combinations of both bytes and in which areas they appear:
count | byte 0x0e | byte 0x0f | found in arena |
---|---|---|---|
25 | 0 | 0x00 | 3*A11, 3*A12, 6*A13, 8*A22, 4*A23, 1*A25
Some of these points (2*A11 + 8*A22) are standard routes with 1 point. All these routes have exact one PREV and one NEXT link. |
34 | 0 | 0x40 | 10*A11, 3*A12, 3*A13, 2*A14, 1*A15, 4*A22, 1*A24, 10*A25 |
14 | 0 | 0x80 | 2*A12, 1*A13, 4*A22, 1*A24, 6*A25 |
25 | 0 | 0xc0 | 7*A11, 6*A13, 2*A14, 2*A15, 4*A22, 1*A24, 3*A25 |
9 | 1 | 0x00 | 3*A11, 2*A12, 3*A13, 1*A24 |
20 | 1 | 0x40 | 7*A11, 7*A12, 1*A14, 3*A22, 2*A24 |
10 | 1 | 0x80 | 3*A11, 2*A12, 1*A22, 4*A25 |
14 | 1 | 0xc0 | 1*A11, 1*A12, 3*A13, 5*A22, 4*A25 |
3 | 2 | 0x00 | 1*A11, 1*A12, 1*A13 |
15 | 2 | 0x40 | 7*A12, 2*A13, 1*A15, 1*A22, 4*A25 |
8 | 2 | 0x80 | 1*A12, 1*A13, 1*A15, 3*A22, 2*A25 |
12 | 2 | 0xc0 | 2*A11, 1*A13, 3*A14, 2*A22, 2*A23, 2*A25 |
3 | 3 | 0x00 | 1*A11, 1*A12, 1*A13 |
6 | 3 | 0x40 | 1*A13, 1*A22, 4*A25 |
3 | 3 | 0x80 | 3*A22 |
5 | 3 | 0xc0 | 1*A12, 4*A23 |
3 | 4 | 0x40 | 1*A11, 1*A22, 1*A23 |
1 | 4 | 0x80 | 1*A22 |
1 | 5 | 0x00 | 1*A22 |
1 | 5 | 0x40 | 1*A22 |
2 | 5 | 0xc0 | 1*A22, 1*A23 |
2 | 6 | 0x40 | 1*A13, 1*A22 |
1 | 6 | 0x80 | 1*A15 |
1 | 6 | 0xc0 | 1*A22 |
1 | 7 | 0xc0 | 1*A12 |
Gallery of Dispatch Points
Here you see a gallery of 9 Battle Arenas with highlighted Dispatch Points. Only SNES Battle Course 4 is missed, because it doesn't use Dispatch Points.
The settings of the points are visualized by pairs of quadrates in 8 different colors. The left quadrat symbolizes settings #1 (values between 0 and 7), and the right quadrat settings #2 (values 0x00, 0x40, 0x80, 0xc0). In the bottom right of each image you can find a vertical list of colors ordered by value. Small quadrates mean that this value is not used in this battle arena.
Links
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
Post-effects –
Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
Misc. Tutorials
Getting Files –
BrawlBox Tricks –
Animations –
Shadows –
Mipmaps
Custom Effects –
Moving Terrain –
Music –
Ports –
Paint Remakes –
Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
BrawlBox –
CTools Pack –
KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
Custom Objects –
Model Database –
Tutorial Archive