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Map & Room List

From LMHack

Original Author(s)

LMFinish, opeyx, SpaceCats, weirdboo, Gamma

Description

A list of all the Maps and Rooms found in Luigi's Mansion.

These rooms and their data can be edited with Roomah or by opening Start.dol with a hex editor.

Room Information

Documentation of how each 48 byte long room entry is listed in Start.dol. Each of these entries contains a pointer that leads to the list of doors to load for the room.

Offset Size Type Field Name Description
-0x00 1 Byte Room Index

The number of the room in the list. This byte is referenced by Doors to determine the rooms that they connect.

-0x01 1 Byte Gameboy Horror Floor Number Determines what floor the model for this room on the Gameboy Horror's map screen is on. 0 is 1st floor, 1 is the second floor, 2 is the third floor, 3 is the roof, and 255 (0xFF) is basement.
-0x02 1 Byte Door Zone Number Each horizontal line on the GBH map slices rooms into zones in ascending order from front to back of the Mansion. When Luigi passes one of these zones, the door will become transparent, much like the property of not_transparent in the jump table furnitureinfo.
-0x03 1 Byte JMP Room ID What room model and name banner to load for this room. This byte is also used in many JMP files and is referred to as room_no.
-0x04 4 Integer Camera Behavior 0 = Default. The camera will follow Luigi without restrictions. If Luigi points the C-Stick towards the ceiling or the floor with the flashlight/vacuum, the camera angle will change.
1 = X Lock. The camera will not be allowed to move left/right. If Luigi points the C-Stick towards the ceiling or the floor with the flashlight/vacuum, the camera angle will change.
2 = Floor Lock. The camera will follow Luigi and the camera angle will change if Luigi points the C-Stick towards the ceiling with the flashlight/vacuum. However, if Luigi points the C-Stick towards the floor with the flashlight/vacuum, the camera angle will not change.
4 = Seems to be a duplicate of 0 (used only for the 1F <-> BF Stairwell).
8 = Boss. The camera will follow Luigi without restrictions, but the camera will be more zoomed in, limiting the view of the room. If Luigi points the C-Stick towards the ceiling or the floor with the flashlight/vacuum, the camera angle will change.
-0x08 4 Integer Boundary Box - Minimum X Size The leftmost X coordinate of the room. This pairs with the rightmost X coordinate to determine the length of the room.
-0x0C 4 Integer Boundary Box - Minimum Y Size The topmost Y coordinate of the room. This pairs with the lowermost Y coordinate to determine the height of the room.
-0x10 4 Integer Boundary Box - Minimum Z Size The backmost Z coordinate of the room. This pairs with the frontmost Z coordinate to determine the width of the room.
-0x14 4 Integer Boundary Box - Maximum X Size The rightmost X coordinate of the room. This pairs with the leftmost X coordinate to determine the length of the room.
-0x18 4 Integer Boundary Box - Maximum Y Size The lowermost Y coordinate of the room. This pairs with the topmost Y coordinate to determine the height of the room.
-0x1C 4 Integer Boundary Box - Maximum Z Size The frontmost Z coordinate of the room. This pairs with the backmost Z coordinate to determine the width of the room.
-0x20 4 Integer Number of Boundary Box Overrides The number of boundary box overrides to use in the room. These secondary bounding boxes will only allow JMP entries to spawn within them and nowhere else in the room. This is primarily used in the Observatory to prevent actors/objects from the Tea Room from loading (since the Observatory's massive boundary box overlaps with the Tea Room's).
-0x24 4 Integer Boundary Box Override Pointer Pointer to the maximum and minimum values of the Boundary Box Overrides.
-0x28 4 Integer Door List Pointer Pointer to the beginning of the room's door list.
-0x2C 1 Byte Ambient Light Color - R Red portion of the RGB color of a dark room. This is not the same as the red color listed in roominfo, which is for lit rooms.
-0x2D 1 Byte Ambient Light Color - G Green portion of the RGB color of a dark room. This is not the same as the green color listed in roominfo, which is for lit rooms.
-0x2E 1 Byte Ambient Light Color - B Blue portion of the RGB color of a dark room. This is not the same as the blue color listed in roominfo, which is for lit rooms.
-0x2F 1 Byte Padding One byte of padding.
Map0 (Test Room)
JMP Room # Room Name File Location Offset Image
0 West Room root/Iwamoto/map0/test_00.bin 0x2FE154

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1 Main Room root/Iwamoto/map0/test_01.bin 0x2FE184

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2 East Room root/Iwamoto/map0/test_02.bin 0x2FE1B4

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3 North Room root/Iwamoto/map0/test_03.bin 0x2FE1E4

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Map1 (The Lab)
JMP Room # Room Name File Location Offset Image
0 The Lab root/Iwamoto/map1/hakase.arc 0x2FE2C0

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N/A The Lab (UNUSED) root/Iwamoto/map1/h_01.bin N/A

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N/A Portrificationizer Room (UNUSED) root/Iwamoto/map1/h_02.bin N/A

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Map2 (The Mansion)
JMP Room # Room Name File Location Offset Image
0 Butler's Room root/Iwamoto/map2/room_00.arc 0x2FF1A0

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1 Hidden Room root/Iwamoto/map2/room_01.arc 0x2FF1D0

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N/A Hidden Room (UNUSED) root/Iwamoto/map2/room_01A.bin N/A

[images/c/cf/Room_01A.png View]

2 Foyer 1F root/Iwamoto/map2/room_02.arc 0x2FF200

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3 Fortune-teller's Room root/Iwamoto/map2/room_03.arc 0x2FF230

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4 Mirror Room root/Iwamoto/map2/room_04.arc 0x2FF260

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5 Laundry Room root/Iwamoto/map2/room_05.arc 0x2FF290

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6 1F Hallway A (Laundry Room, Basement) root/Iwamoto/map2/room_06.arc 0x2FF2C0

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7 1F Hallway D (Courtyard, Bathroom 1F) root/Iwamoto/map2/room_07.arc 0x2FF560

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8 Kitchen root/Iwamoto/map2/room_08.arc 0x2FF2F0

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9 Dining Room root/Iwamoto/map2/room_09.arc 0x2FF320

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10 Ball Room root/Iwamoto/map2/room_10.arc 0x2FF350

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11 Boneyard root/Iwamoto/map2/room_11.arc 0x2FF3B0

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12 Billiards Room root/Iwamoto/map2/room_12.arc 0x2FF3E0

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13 Projection Room root/Iwamoto/map2/room_13.arc 0x2FF410

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14 Storage Room root/Iwamoto/map2/room_14.arc 0x2FF440

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15 Attic Hallway A (Safari Room north side) root/Iwamoto/map2/room_15.arc 0x2FFC20

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16 Graveyard root/Iwamoto/map2/room_16.arc 0x2FF470

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17 Washroom 1F root/Iwamoto/map2/room_17.arc 0x2FF4A0

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18 1F Hallway C (Conservatory, Billiards Room) root/Iwamoto/map2/room_18.arc 0x2FF4D0

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19 1F <-> 2F Stairwell root/Iwamoto/map2/room_19.arc 0x2FF500

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20 Bathroom 1F root/Iwamoto/map2/room_20.arc 0x2FF590

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21 Conservatory root/Iwamoto/map2/room_21.arc 0x2FF5C0

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22 Rec Room root/Iwamoto/map2/room_22.arc 0x2FF5F0

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23 Courtyard root/Iwamoto/map2/room_23.arc 0x2FF620

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24 Nursery root/Iwamoto/map2/room_24.arc 0x2FF680

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25 The Twins' Room root/Iwamoto/map2/room_25.arc 0x2FF6B0

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26 2F Hallway D (Astral Hall) root/Iwamoto/map2/room_26.arc 0x2FF8F0

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27 Sitting Room root/Iwamoto/map2/room_27.arc 0x2FF6E0

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28 Guest Room (upside down) root/Iwamoto/map2/room_28.arc 0x2FF710

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Guest Room (normal) root/Iwamoto/map2/room_28A.arc

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29 2F Hallway A (Study, Master Bedroom) root/Iwamoto/map2/room_29.arc 0x2FF740

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30 Foyer 2F root/Iwamoto/map2/room_30.arc 0x2FF770

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31 2F Hallway F (Sitting Room) root/Iwamoto/map2/room_31.arc 0x2FF7A0

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32 2F <-> Attic Stairwell root/Iwamoto/map2/room_32.arc 0x2FF7D0

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33 Master Bedroom root/Iwamoto/map2/room_33.arc 0x2FF800

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34 Study root/Iwamoto/map2/room_34.arc 0x2FF830

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35 Parlor root/Iwamoto/map2/room_35.arc 0x2FF860

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36 Sealed Room root/Iwamoto/map2/room_36.arc 0x2FF890

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37 Balcony 2F root/Iwamoto/map2/room_37.arc 0x2FF920

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38 Wardrobe Room root/Iwamoto/map2/room_38.arc 0x2FF950

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39 Anteroom root/Iwamoto/map2/room_39.arc 0x2FF980

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40 Astral Hall root/Iwamoto/map2/room_40.arc 0x2FF9B0

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41 Observatory root/Iwamoto/map2/room_41.arc 0x2FF9E0

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42 Washroom 2F root/Iwamoto/map2/room_42.arc 0x2FFA10

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43 2F Hallway B (Area 3 entrance, 2F Washroom) root/Iwamoto/map2/room_43.arc 0x2FFA40

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44 2F Hallway C (Nana's Room, 2F Bathroom) root/Iwamoto/map2/room_44.arc 0x2FFA70

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45 Bathroom 2F root/Iwamoto/map2/room_45.arc 0x2FFAA0

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46 Nana's Room root/Iwamoto/map2/room_46.arc 0x2FFAD0

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47 Tea Room root/Iwamoto/map2/room_47.arc 0x2FFB00

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48 Armory root/Iwamoto/map2/room_48.arc 0x2FFB30

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49 Attic Hallway E (Armory, Telephone Room) root/Iwamoto/map2/room_49.arc 0x2FFB60

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50 Telephone Room root/Iwamoto/map2/room_50.arc 0x2FFB90

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51 Attic Hallway B (Safari Room west side) root/Iwamoto/map2/room_51.arc 0x2FFBC0

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52 Safari Room root/Iwamoto/map2/room_52.arc 0x2FFBF0

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53 1F Hallway B (Dining Room, Ball Room) root/Iwamoto/map2/room_53.arc 0x2FF380

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54 Attic Hallway D (Attic Balcony west side) root/Iwamoto/map2/room_54.arc 0x2FFC50

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55 Ceramics Studio root/Iwamoto/map2/room_55.arc 0x2FFC80

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56 Clockwork Room root/Iwamoto/map2/room_56.arc 0x2FFCB0

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57 The Artist's Studio root/Iwamoto/map2/room_57.arc 0x2FFCE0

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58 Attic Hallway C (Artist's Studio) root/Iwamoto/map2/room_58.arc 0x2FFD10

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59 Balcony 3F root/Iwamoto/map2/room_59.arc 0x2FFD40

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60 Roof root/Iwamoto/map2/room_60.arc 0x2FFD70

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61 Cold Storage root/Iwamoto/map2/room_61.arc 0x2FFDA0

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62 Basement Hallway A (Cold Storage, Cellar) root/Iwamoto/map2/room_62.arc 0x2FFDD0

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63 Cellar root/Iwamoto/map2/room_63.arc 0x2FFE00

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64 2F Hallway E (Sealed Room) root/Iwamoto/map2/room_64.arc 0x2FF8C0

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65 1F <-> B1 Stairwell root/Iwamoto/map2/room_65.arc 0x2FFE30

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66 Pipe Room root/Iwamoto/map2/room_66.arc 0x2FFE60

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67 Breaker Room root/Iwamoto/map2/room_67.arc 0x2FFE90

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68 Basement Hallway C (Secret Altar) root/Iwamoto/map2/room_68.arc 0x2FFEF0

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69 Bottom of the Well root/Iwamoto/map2/room_69.arc 0x2FFF20

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70 Secret Altar root/Iwamoto/map2/room_70.arc 0x2FFF50

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71 Basement Hallway B (Pipe Room) root/Iwamoto/map2/room_71.arc 0x2FFEC0

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72 The Mansion walls bordering the Graveyard root/Iwamoto/map2/room_72.arc 0x2FF530

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73 The Mansion walls bordering the Courtyard root/Iwamoto/map2/room_73.arc 0x2FF650

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Map3 (Training Room)
JMP Room # Room Name File Location Offset Image
0 Training Room root/Iwamoto/map3/h_07_00.arc 0x3007B8

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Map4 (Portrificationizer Room)
JMP Room # Room Name File Location Offset Image
0 Portrificationizer Room root/Iwamoto/map4/h_02.bin 0x30083C

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JMP Room # Room Name File Location Offset Image
0 Main Room root/Iwamoto/map5/h_03_00.bin 0x300954

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1 West Hallway root/Iwamoto/map5/h_03_01.bin 0x300984

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2 East Hallway root/Iwamoto/map5/h_03_02.bin 0x3009B4

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3 King Boo Display Room root/Iwamoto/map5/h_03_03.bin 0x3009E4

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Map6 (The Gallery)
JMP Room # Room Name File Location Offset Image
0 Main Room root/Iwamoto/map6/gyara_00.arc 0x300B90

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1 West Hallway root/Iwamoto/map6/gyara_01.arc 0x300BC0

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2 East Hallway root/Iwamoto/map6/gyara_02.arc 0x300BF0

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3 King Boo Display Room root/Iwamoto/map6/gyara_03.arc 0x300C20

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JMP Room # Room Name File Location Offset Image
0 Main Room root/Iwamoto/map7/h_05_00.bin 0x300DA8

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1 West Hallway root/Iwamoto/map7/h_05_01.bin 0x300DD8

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2 East Hallway root/Iwamoto/map7/h_05_02.bin 0x300E08

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3 King Boo Display Room root/Iwamoto/map7/h_05_03.bin 0x300E38

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JMP Room # Room Name File Location Offset Image
0 Main Room root/Iwamoto/map8/h_06_00.bin 0x300FC0

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1 West Hallway root/Iwamoto/map8/h_06_01.bin 0x300FF0

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2 East Hallway root/Iwamoto/map8/h_06_02.bin 0x301020

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3 King Boo Display Room root/Iwamoto/map8/h_06_03.bin 0x301050

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Map9 (Bowser's Arena)
JMP Room # Room Name File Location Offset Image
0 Rooftop Arena root/Iwamoto/map9/lastroof.arc 0x301148

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Map10 (Chauncey's Arena)
JMP Room # Room Name File Location Offset Image
0 Crib Arena root/Iwamoto/map10/roombed.arc 0x3011D0

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Map11 (Boolossus' Arena)
JMP Room # Room Name File Location Offset Image
0 Balcony 3F Arena root/Iwamoto/map11/beranda.arc 0x301258

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Map12 (Ending Portrificationizer Room)
JMP Room # Room Name File Location Offset Image
0 Portrificationizer Room (Ending Cutscene Version) root/Iwamoto/map12/h_02.bin (WIP)

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Map13 (Bogmire's Arena)
JMP Room # Room Name File Location Offset Image
0 Graveyard Arena root/Iwamoto/map13/tombboss.arc 0x301314

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