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Gabbi (Rickisthe1) edited this page Dec 31, 2024 · 5 revisions

Understanding Hotspots

Hotspots are scalable, configurable regions on the map used to trigger events. In EarthBound's engine, only two hotspots can be active simultaneously, as they occupy one of two available slots. They can be resized to suit various purposes, though the game engine might have limitations with extreme sizes, so be mindful of how considerate EarthBound's engine is willing to be. (e.g., the oversized hotspot in Threed).


How Hotspots Work

By themselves, hotspots have no intrinsic functionality. They require activation and scripting via CCScript to define their purpose. When activated, hotspots become associated with a slot and a script that triggers upon the player's interaction:

  • If the player steps into an active hotspot, the associated script runs.
  • If the player is already inside the hotspot at activation, the script executes when they exit.

Example Scenario:
In the Dalaam sequence, speaking to Poo's master activates the Mu Training hotspot. If the player bypasses the sequence through glitches or cheats, the hotspot won't function because it hasn't been activated.

CCScript Activation Syntax

Use the following command to activate hotspots in CCScript:

hotspot_on(slot, hotspot, target)

Example Script

hotspot_on(1, 54, ExampleText)
ExampleText:
  window_open(1)
  "@Remember that time the Mach Pizza guy delivered zombie paper?" next
  "@That was pretty funny." wait
  window_closeall eob

This script displays the specified text when the player steps into the hotspot in Threed, unless another script has already occupied slot 1.

Important: Always deactivate hotspots when they're no longer needed using hotspot_off(hotspot).


Editing Hotspots

In the map editor, hotspots can be modified by:

  • Selecting: Click on the hotspot to edit its properties.
  • Adjusting: Move or resize it by dragging the edges. Hotspot dimensions align to an 8x8 grid.
  • Adding Notes: Annotate each hotspot to clarify its purpose.
  • Customizing Appearance: Change its color to differentiate it from other hotspots.

Hotspot Scripting with Control Codes

Hotspots can also be activated through control codes:

[1F 66 SS HH TT TT TT TT]

Control Code Breakdown

  • SS: Slot number (0 or 1)
  • HH: Hotspot number in hexadecimal
  • TT: Pointer to the text to execute when triggered (Little Endian format)

Example:

[1F 66 01 04 4F 9B C8 00]

This activates hotspot 4 in slot 1, loading text from l_0xc89b4f when the player steps in.


Hotspot Reference Table

Here is a list of the game's hotspots, including unused ones:

ID Vanilla Hotspot
1. Mu Training
2. UNUSED (Near Star Master at Mu Training)
3. Take the Runaway Tour Bus from Twoson to Threed
4. Take the Runaway Tour Bus from Fourside to Threed ("heh, there's no reason to wait")
5. Tony goes to the Boarding School gate to boost Jeff
6. Desert traffic jam ends
7. Enables hotspot #8 when triggered
8. Phase Distorter v3 appears in Cave of the Present
9. Dungeon Man gets caught in palm trees
10. Paula gets kidnapped in the Fourside Department Store. Enables hotspot #12
11. Enables hotspot #10 when triggered
12. "Ness, Customer Ness, please hurry to Paula...". Enables hotspot #13
13. "Ness, Customer Ness..."
14. Pokey appears at Devil's Machine
15. Buzz Buzz rises from the Meteorite
16. Star Master takes Poo away at the Pyramid
17. UNUSED Photograph with Frank, never set up and actually unlocks photo from the "Onett scam house." Although unused in the actual game, it can be activated by selecting event #46 in the debug menu.
18. UNUSED In front of Paula's house
19. UNUSED In front of Paula's house
20. Ness escorts Paula home
21. UNUSED Twoson PSI Teleport landing strip
22. Ness takes Paula to his house
23. UNUSED Onett PSI Teleport landing strip
24. Giant Step sanctuary melody
25. Lilliput Steps sanctuary melody
26. Rainy Circle sanctuary melody
27. Milky Well sanctuary melody
28. Magnet Hill sanctuary melody
29. Pink Cloud sanctuary melody
30. Lumine Hall sanctuary melody
31. Fire Spring sanctuary melody
32. Moonside Invisible Man dialogue 1. Enables hotspot #33
33. Moonside Invisible Man dialogue 2. Enables hotspot #34
34. Moonside Invisible Man dialogue 3. Enables hotspots #35 and #36
35. Moonside Invisible Man dialogue 4. Enables hotspot #37
36. Moonside Invisible Man dialogue 5. Enables hotspot #38
37. Moonside Invisible Man dialogue 6
38. Moonside Invisible Man dialogue 6 (same dialogue as hotspot #37)
39. Lake Tess stops being windy
40. Trying to enter the Dinosaur Museum without paying
41. Star Master teaches Starstorm Omega
42. Buzz Buzz's final words
43. Starman Junior appears
44. UNUSED Tiny spot in the sea in the Magicant spiral
45. UNUSED In front of Giant Step's actual hotspot
46. UNUSED In front of Lilliput Steps's actual hotspot
47. UNUSED As you approach Carpainter
48. Bubble Monkey chews gum and Tessie emerges
49. Cultural Museum guy gives you the Hieroglyph Copy
50. Trying to enter the Cultural Museum without paying
51. Apple Kid calls about inventing a Phase Distorter
52. Orange Kid calls about changing boiled eggs into raw eggs
53. UNUSED Overlapping Tony's phone call door in Summers
54. Apple Kid calls about the delivery of the Zombie Paper
55. UNUSED Top left corner of the map
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