beneficii
Posts: 244/567 |
Referencing this old thread:
http://board.acmlm.org/thread.php?id=12906
I have now discovered how to set which lock a fortress will break. It's quite simple really, though looking at it through a tracer can make it look it quite overwhelming. First, each world can have up to 4 locks it uses. Here is the table for that:
148A8 (4 bytes per world, 1 byte for each fortress in-world): xxxx xxxx x = lock number to use (10 is the max number)
Now, for linking it to the fortress. Say, you want a particular fortress to use byte 2 of the 148A8 table (and so use the lock number stored there), in the enemy data for that fortress you would set the high nybble of Boom Boom's y position to 3. In other words, the high nybble of the y position of Boom Boom minus one determines which item in that world's table to use. Don't worry about Boom Boom not being unscreen when you reach him; though I'm not sure if it's 1 or if it's Mario's y position's high nybble that gets set to Boom Boom in-game, it will not be the high nybble of Boom Boom's y position stored in the enemy data that gets loaded to the same in-game, but rather a different value.
I hope this was helpful. |