LOAD POINTS:

Region is used to determine the region of a save/load point (duh). Each area is allowed eight (0-7) save/load points. Beyond that, the data format is the same, but the data is used for other things (elevators and such).

Index is used to determine which of the eight save/load points you are editing for a certain area. This matches the Index value you see on the save/load PLM when you look at its properties.

RoomID... The RoomID (look at the list of rooms, but remove the "7" from the start) of the room to start in *before* the load point is activated. If this is in Ceres, this RoomID is actually used. Otherwise...

RoomLoad... A pointer to a door that enters the room you wish to load. Don't ask me why it's set up like this. I didn't program the game . . . Find this value by opening the Door Editor to a door that leads into your save room. Double Click on the door in the list and the correct pointer will pop-up for you.

Unknown... For all load points, this is always 0000. Some of the other data structures use 0001. Not sure what, if any, effect this has.

Scroll X and Scroll Y are the co-ordinates the screen will load to. If you want load to the upper-left screen, you'd keep both of these at 0000. To load one screens to the right/down, you'd do 0100. Two screens? 0200. For simplicity, keep the last two spots as 00.

Samus Y and Samus X are the co-ordinates on the screen to which Samus will be loaded. Y is based upon the top of the screen (0010 would load you one tile below the top of the screen). X is based upon the middle of the screen (0038 would load you 3 1/2 tiles to the right of the middle of the screen... FFE0 would load you 2 tiles to the left)