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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Mario Land Enemy/Object Data Complete! | |
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Violent J

Melon Bug
Level: 41

Posts: 520/749
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Since: 05-05-04
From: The Lotus Pod

Since last post: 8 hours
Last activity: 8 hours
Posted on 08-18-05 06:10 AM Link | Quote
I finished the list if anyone cares!
---Enemy Data/Object Data
00 Goomba
01 Flattened Goomba
02 Pirahna Plant
03 SURPRISE! Invisible Flying Bat thing(prolly from another level) that appears out of nowhere after a few seconds and flips around like a mad man!
04 Turtle
05 Exploding Turtle Ball
06 Punching Hand
07 Rising Platform that you step on and it rises.
08 1-3 Boss! Pretty weird!
09 Fugged up....thing....Killable by jumping on it.
0A Falling Platform (Could be Up and Down platform....Gotta test it some more)
0B Left to Right Platform
0C Falling Tile from 1-2 (Falls as you pass by it)
0D Nothing?
0E Jumping Bat thing...
0F Death of Jumping Bat thing...
10 Jumping Fish (Messed up Tiles in 1-1 *Need to test in other level*)
11 Nothing?
12 Nothing?
13 Same as 07
14 Uhh...Same as 07....but it rises on its own!
15 Hear the JBT death noise...
16 Uhh...Fireballs? But not Fireballs? Maybe im confused...
17 Half of 1-3 boss that kinda....Went in a Counter-Clockwise motion and then vanished...
18 Kinda like 16...but waits to attack...
19 Same as 15
1A Cue the 2-3 Water boss...But it keeps rising. Probobly needs walls to stop it. That, and it is supposed to center on a "Swimming" Mario.
1B Higher Fireball!
1C Nothing?
1D Jumping Spynx-like enemy
1E Lower Fireball!
1F Flying Boss Ball
20 ...Get back to this later...Could be part of another tileset....(JBT)
21 Explosion that shoots 2 bullets(Water level)
22 Low Boss Ball
23 Bouncing Ball?
24 Really high jumping thing (From another level)
25 Whoa? Something that rises when you go by it and you can jump on it and kill it. Then it makes that death noise!
26 Nothing?
27 Explosion?
28 Quite odd...Its a Right Moving Mushroom that is passthroughable
29 Same as 28 but Left Moving
2A Right Moving Heart: Passthroughable....
2B Left Moving Heart: Passthroughable....
2C Right Moving Star...Dont know if its getable....Its too fast to catch. (Most likley passthroughable)
2D Flower (Passthroughable) A little ways off the ground.
2E Flower (Passthroughable) On the ground.
2F It start as one thing, then splits into three. (This is from another level. Which one im not sure...2-2?)
30 Something that scoots across the ground. Unkillable?
31 Moving really fast thing (From another level)
32 Cue a boss. Which one im not sure yet.
33 Starts flipping around like a mad man! Not sure what it is....
34 Left Moving Star (Passthroughable)
35 Falling....object....
36 Falling Object from the end of levels
37 Nothing?
38 Diagonal Right Moving Platform
39 Diagonal Left Moving Platform
3A Up to Down Two ball platform.
3B Left to Right Two Ball platform.
3C Some jumping enimey. Later level....
3D Death of 3C
3E Death Sound?
3F Fireball shooting Sphynx
40 Death of 3F
41 Death Sound?
42 Flying Bee
43 Death of 42
44 Death Sound?
45 Falling Arrow
46 Explosion?
47 Jumping thing...Stand on it.
48 Boss music....And some moving thing.
49 Bullet Shooter from Pipe
4A Bullet
4B Low Bullet
4C Uh...One of those 36 sprites, but it like...raises and carrys Mario to the end of the level...But also PAST the end...
4D Same as 4C but rises on its own.
4E Nothing.
4F EXPLOSION! lol.
50 Right Diagonal Bullet
51 Rises then falls and kills. Some ball....
52 Moves on ground and rises and shoots back a bullet...Not sure what enemy it is...
53 Some thing that jumps around....
54 Fireball going around in a circle.
55 Upside Down Pirhana Plant
56 Jumping (Fly but I think its a Tileset issue) and dies but comes back to life!
57 Same as 56 but its dead first...then it jumps.
58 Low moving fast fireball
59 Something invisible that you run over and Mario hops up and gets 800 points.
5A Diagonal Left Bullet
5B Cue FINAL Boss
5C Fireball explosion spewing Fireballs from Final Boss
5D Upper Fireball from Fireball explosion from Final Boss
5E Middle Fireball from Fireball explosion from Final Boss
5F Lower Fireball from Fireball explosion from Final Boss
60 ...Um. Final Boss...But uh....Different music...And faster too!
61 Another Boss...Not sure what one yet.
62 Um. Explosion and then Final Boss.
63 HOLY CRAP! Diagonal left Goomba (Most likely Tileset) going the speed of light!!!!
64 Like 63 but it goes Up and drops something...
65 A Goomba...Pass by and it turns into a rising platform...This ones a weirdo.
66 Nothing?
67 Boss Music with thing that jumps around and flies away when contact with Mario...
68 Like 64 but it falls back down.
69 Not moving thing (Goomba but I doubt it)
6A Thing...Kills you and likes to change sprites randomly.
6B Diagonalish thing...Touch it and it turns into a star...But you cant get it.
6C Thing...Jumps on ground...Dies or something eventually.
6D Thing that rises and then Boss Music starts.
6E Like 69
6F Like 6C but keeps going.
70 Dosnt move. Kills you.
71 Dosnt move. Hit it and it explodes and shoots two fireballs.
72 Like 6F
73 Like 71
74 Like 71
75 Like 72
76 Like 6A
77 Not moving. Jump and it "Dies" and shoots out a fireball.
78 Like 6F
79 Boss Music. Thing that kills you if you walk into it.
7A Dosnt move.
7B Like 6F but slower.
7C Not Moving
7D Like 6A
7E Thing that dosnt move.
80 Nothing?
81 Nothing?
82 Nothing?
83 Nothing?
84 Nothing?
85 Nothing!
Im thinking at this point that I got everything. I will try more later. But thats 6 nothings in a row. I think I got them all!

I even tryed random ones like 90 and A0 and stuff...All nothings.

These also were all tested on the first Goomba in the game incase anyone cares.

Feedback anyone


(edited by Sonicandtails on 08-19-05 11:13 PM)
AP

Panser
Level: 22

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Since: 08-07-05

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Posted on 08-18-05 06:24 AM Link | Quote
Nice work there, Sonicandtails. Maybe some people can use this data for editing enemies once we learn the enemy data for each of the levels. Maybe Frank15, who created a hack of SML with changed enemies, knows. Maybe a level (or at least enemy) editor for SML will come out in the future.
Keitaro

Iron Knuckle
ウラシマ ケイタロウ
Level: 54

Posts: 1253/1342
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Since: 03-15-04
From: Hinata, Japan

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Posted on 08-18-05 06:38 AM Link | Quote
I had the data for what songs play in each level...somewhere...along with a buttload of level related stuff. It was similar to zelda 1 in that it was column based...if anyone's interested I cand ig for notes, but i can't make any garuntee's I still have anything
Violent J

Melon Bug
Level: 41

Posts: 521/749
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Since: 05-05-04
From: The Lotus Pod

Since last post: 8 hours
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Posted on 08-18-05 06:39 AM Link | Quote
Well, I also have starting data of regular objects (Like the ground and such) and its coming along good. Only problem is, it dosn't seem like you can add much more data if you wanted to so you could add ground and other objects . Also, I also know the enemy locations, but I havn't really gone in depth with them yet...Expect more tomorrow or later. Im taking a break...Oh, and if anyone wants to test it...
0xA004 is the first Goomba. Just the byte to something in my data and tada! Instant customization of the first Goomba. If anyone knows a way to maybe add bytes (expand) to a ROM, that would be supurb. There isn't much for empty space on the ROM(About 1/8 of a levels worth...), so if you were to make a level hack, you'd really have to work with what you have.
Also Im using Version 1.1, because other version just wont load up for me in Translhextion.

*Keitaro: Any help would be appreciated to gather all the data we can faster!*


(edited by Sonicandtails on 08-17-05 09:40 PM)
(edited by Sonicandtails on 08-19-05 11:13 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6384/8210
EXP: 18171887
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Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-19-05 12:49 PM Link | Quote
Aha! I have those notes!



World 1-1 data starts at A200
World 1-2 data starts at A9A6

Each screen is made up of vertical lines. FE comes between each vertical line (there are no pointers for these, they can be freely moved around)

Each vertical line is made up "background elements", which is just a way of not have the blank space listen in the ROM. One byte at beginning of each background element:
- First digit gives the vertical position (the background elements do _not_ have to be placed in the ROM in order from highest to lowest)
- Second digit gives the number of tiles
Then there's a byte for each tile in the background element

This does not include anything that moves or is animated. As far as I can tell, it includes everything else.

There must be a list somewhere in the ROM that determines the properties of each tile.

It doesn't have the entire level encoded this way - it has each _screen_ encoded this way, and somewhere in the ROM there is a list of the order the screens should go in. In each level there are many entire screens that get repeated over and over again.

Special tiles:
79 - Block (something else determines what type of block it is)
F4 - Coin

Random notes:
- Changing 05ED screws up the graphics
- Changing 05DE screws them up even more
- Changing 063B stops Mario jumping!
- Changing 063E takes you back to the title screen as soon as the game starts
- Changing 0644 removes Mario, and makes the timer stay on 400
- Changing 07FD makes the music continue playing when you pause the game
- Changing 087A changes how the collison between a mushroom and the top of Mario's head works
- Changing 0892 makes it so Mario goes straight through enemies and items (other than coins)
- Changing 08DE makes it so Mario kills an enemy when he touches it, or goes through it if it's not an enemy that can be jumped on
- Changing 0918 stops a score appearing when you kill enemies by jumping on them
- Changing 09BB completely removes the effect mushrooms have on you
- Changing 09BD does the same, and if you change it to 9A it also turns on hard mode for some reason
- Changing 09BE removes the animation for when Mario transforms
---
- 0216 is on 00 by default - changing it to 01 turns hard mode on, 02+ do various continuey things
- 0348 controlls the offset of some of the title screen graphics O.o
- 0354 controlls the offset of the rest of the title screen graphics O.o
- 0375 controlls the often of the graphics for the text on the title screen
- 0394 seems to be the start of the actual layout of the title screen
- 05EB controlls the offset of the in-game graphics (except for enemies, etc.)
- 05EF screws up what different things look like depending on what you change it to
- 05F7 controlls the offset of the enemy, item, etc. graphics
- 0613 controlls the location of the text (i.e. not numbers) in the info bar
- 0742 controlls the location of the "Pause" text
- 07C1 turns off music during levels (but strangely, not when you're in a coin room)
- 080B does something VERY weird!
- 0871 is the can't-hit-items-or-enemies thing again... but this time it wears off O.o



And a sprite list:


Sprite data starts at A004. Format:
[type] [x coord] [y coord] [unknown 6 bytes]

Note: Some of these appear all wrong, I'm guessing there are multiple sprite graphic sets. Sprites marked with a ? need more studying. Descriptions "#xx" mean they're the same as the number specified, IE 11 = #0D means 11 is the same as 0D.
00 = Goomba
01 = Dead Goomba
02 = Piranah Plant
03 = Bouncy Ball Shooter?
04 = Koopa
05 = Exploding shell
06 = Pounding Hand
07 = Elevator up, limited time, slightly above set location
08 = Fire-breathing lion with boss music
09 = Fire-barfing moving plant
0A = 3-part platform, down-left?
0B = 3-part platform, left/right
0C = Falling Brick
0D = Nothing?
0E = Jumping bug
0F = Dead bug
10 = Jumping thing
11 = #0D
12 = #0D
13 = #07 but on ground
14 = #13 but doesn't wait for you
15 = Something dying?
16 = ?
17 = Robot head?
18 = ? Becomes #16 when nearby
19 = #15
1A = Water boss (doesn't come down - may require a celing to bounce off)
1B = Fireball
1C = #15, delayed
1D = Flying invincible lion?
1E = Low fireball
1F = High energy ball
20 = Bug bounces in place?
21 = Explosion + 2 energy balls
22 = Low slow energy ball
23 = Fast up+left energy ball
24 = Lion, bounces very high and spits fire
25 = #18?
26 = #0D
27 = Explosion
28 = Mushroom, goes right*
29 = Mushroom, goes left*
2A = 1up, goes right*
2B = 1up, goes left*
2C = Star, goes right*
2D = Flower (off ground a bit)*
2E = Flower*
2F = 3 fish?
30 = 1 fish?
31 = Lion scooting around on its butt? O_o
32 = Ball-throwing boss?
33 = Bouncy ball?
34 = Star, goes left*
35 = Falling spikes
36 = Falling II block thing
37 = #0D
38 = 3-part platform, up-right/down-left
39 = 3-part platform, up-left/down-right
3A = 2-part platform, down?
3B = 2-part platform, left/right
3C = Flying head (looks like a bird in 1-1)
3D = ?
3E = #15
3F = Lion
40 = Dead lion
41 = #3D
42 = Bug, drops arrows
43 = Dead bug
44 = #15
45 = Arrow
46 = Explosion
47 = #33
48 = Boss?
49 = Cannon
4A = Bullet
4B = Low Bullet
4C = II thing, takes you to the end of the level!
4D = #4C but doesn't wait
4E = #0D
4F = Alternate explosion
50 = Bullet, up-right
51 = Ball, goes up then down through ground, hurts Mario?
52 = Charging bug, jumps, shoots bullet down-right?
53 = ?
54 = Circling energy ball
55 = ?
56 = Jumping bug, doesn't die (could be Ninja)?
57 = "Dead" #56 (comes back to life)
58 = Funny energy ball, left fast
59 = ? Nothing shows, stays still, 800 points?
5A = Bullet up-left
5B = Last boss?
5C = 3 energy balls fast**
5D = Energy ball, up-left then left, fast
5E = #58, different GFX
5F = Energy ball, down-left
60 = Boss?
61 = Boss 2?
62 = Explosion, then #5B
63 = Lightning fast Goomba up-left?

*There is, unfortunately, no interaction for these (you can't get them).
** One goes left then left-up, one goes left, and one goes left then left-down.
There can only be 10 sprites per line and I believe 40 onscreen before things go wrong.



And a table file!


00=0
01=1
02=2
03=3
04=4
05=5
06=6
07=7
08=8
09=9
0A=A
0B=B
0C=C
0D=D
0E=E
0F=F
10=G
11=H
12=I
13=
14=K
15=L
16=M
17=N
18=O
19=P
1A=Q
1B=R
1C=S
1D=T
1E=U
1F=V
20=W
21=
22=Y
23=.
24=
25=:
26=,
27=Z
28=!
29=-
2A=$
2B=*

Keitaro

Iron Knuckle
ウラシマ ケイタロウ
Level: 54

Posts: 1255/1342
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Since: 03-15-04
From: Hinata, Japan

Since last post: 2 days
Last activity: 2 days
Posted on 08-19-05 07:22 PM Link | Quote
Sweet....HH found my notes. You rock, I lost them on my old hardrvie anyways, yep. that's basicly what I found. So yeah, it uses a olumn system which I beleive to be similar to Zelda's...I still have to look into things a little more, but hopefully this will help some other people looking as well.
Violent J

Melon Bug
Level: 41

Posts: 529/749
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Since: 05-05-04
From: The Lotus Pod

Since last post: 8 hours
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Posted on 08-19-05 08:48 PM Link | Quote
Holy Shit your sprite list is almost the same and just as funny as mine XD . Anyways, wow those notes are nice, but I already figured out the "lines" for the level layout, and where 1-1 starts. I think if we could add more space to the ROM, we could put more into it. Wait...Isn't hard mode where theres more enemys? Would this mean we could delete all that extra enemy data and have more for adding spaces for blocks and such?

List of things to do (You guys need to help too )
1. Find way to expand rom
2. Find the hard mode enemys
3. Figure out a cleaner way to edit the level "lines" (I can do it, but it takes alot of guess and check, so we need to find out an easier more efficent way.)
4. Mario's start position would be nice

Alright, lets get to work (That is, if you guys are helping)


(edited by Sonicandtails on 08-19-05 11:13 PM)
Coolman

Goomba
Level: 10

Posts: 24/32
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Since: 08-29-04
From:
Germany
FWB

Since last post: 5 days
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Posted on 08-19-05 10:47 PM Link | Quote
Well, you can resize almost every gb-game to 2MByte.
All you have to do is to change the memory bank controller, change the rom size by filling up with 00-bytes and change the rom size in the rom header.
For details read gbspecs.txt.
Keitaro

Iron Knuckle
ウラシマ ケイタロウ
Level: 54

Posts: 1256/1342
EXP: 1201569
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Since: 03-15-04
From: Hinata, Japan

Since last post: 2 days
Last activity: 2 days
Posted on 08-20-05 12:13 AM Link | Quote
True, GB/C expansion is perhaps one of the easiest things imaginable. And I could look a little bit more into this for you, too Sonicandtails. I still have that level's music data somewhere (it was stored in its own little area, each level in order, and it was just hex numbers for what songs played. a table, if you will.)
Violent J

Melon Bug
Level: 41

Posts: 531/749
EXP: 479154
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Since: 05-05-04
From: The Lotus Pod

Since last post: 8 hours
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Posted on 08-20-05 01:02 AM Link | Quote
Awesome! Alright, so we can expand and give more space to the ROM! That music address file will add geatly to all this too. Looks like we're getting a little group together

Im still fiddleing with the damn level layout. Im really getting confused as some things can contadict other things and cancel each other out :s (This one thing I did got rid of the first pipe, but another thing I did, brought it back :s)


(edited by Sonicandtails on 08-19-05 11:13 PM)
Coolman

Goomba
Level: 10

Posts: 26/32
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Since: 08-29-04
From:
Germany
FWB

Since last post: 5 days
Last activity: 21 hours
Posted on 08-20-05 03:00 AM Link | Quote
Perhaps you should also know, that tiles FDh, 70h, 80h, 5Fh and 81h are special.
If the tile is FDh it takes another byte from the ROM and outputs this instead of reading one tile after the other.
Example:
52 FD 05
So the output ist 05 05 at the 5th row.
I don't know how 70h, 80h, 5F and 81h work. I've just seen in code that they are special.

offset1 = [0x4000 + [FFE4] * 2]
offset2 = [offset1 + [FFE5] * 2]
This is the way to calculate the map offsets.
Don't know what rom bank this is for. Sorry, but haven't found the code which loads the rom bank. ^^"

I hope this is useful...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6402/8210
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Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-20-05 03:01 AM Link | Quote
Yeah, the MBC1-5 are all pretty much compatible. Unless a game is using the MBC3's clock, you can upgrade it pretty much just by changing some header bytes.
Originally posted by Keitaro
Sweet....HH found my notes. You rock, I lost them on my old hardrvie anyways, yep. that's basicly what I found. So yeah, it uses a olumn system which I beleive to be similar to Zelda's...I still have to look into things a little more, but hopefully this will help some other people looking as well.

I actually forgot I had those. They weren't in my ROM Hacking folder, for some reason.

Also I think Mario's start position is hardcoded to be the same in every level, but I can hack that pretty easily. (I actually made such a hack a while back, but I barely knew ASM, so it was buggy as hell. )
Frank15

Red Koopa
Level: 19

Posts: 123/126
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Since: 06-01-04
From: New Orleans

Since last post: 71 days
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Posted on 08-20-05 03:07 AM Link | Quote
Originally posted by Sonicandtails
2. Find the hard mode enemys
I may have lost my notes, but this I remember: from 80-FF are the hard mode enemies: they'll appear as nothing unless you're in hard mode, whether it's enemies or moving platforms or anything like that. Like 00 is a Goomba. 80 would be a Goomba that appears in hard mode only.
Coolman

Goomba
Level: 10

Posts: 27/32
EXP: 3753
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Since: 08-29-04
From:
Germany
FWB

Since last post: 5 days
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Posted on 08-20-05 03:18 AM Link | Quote
If somebody is interested:
Mario position is definded in the routine at 03:4823
Violent J

Melon Bug
Level: 41

Posts: 533/749
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Since: 05-05-04
From: The Lotus Pod

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Posted on 08-20-05 08:11 AM Link | Quote
Frank holy crap awsome! That means I didn't get all the data! all those "Nothings" were hard mode enemys! Well damn, now I have to figure out a way to start hard mode always

Uh oh....ever since Prier messed with my layout...It killed the thread!!



(edited by Sonicandtails on 08-19-05 11:11 PM)
(edited by Sonicandtails on 08-19-05 11:12 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6417/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-21-05 12:50 AM Link | Quote
The Hard Mode list should be exactly the same as the normal list. The high bit just indicates whether they should be hidden in normal mode.
VL-Tone

Red Cheep-cheep
Level: 23

Posts: 158/200
EXP: 64158
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Since: 06-06-04
From: In the Moon!

Since last post: 5 days
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Posted on 08-21-05 06:55 AM Link | Quote
Wow SML hacking at last! Great jorb guys!

SML is one of the game I wish to be seen hacked/edited, (since I played it alot when I had my gameboy in 1988)

In the "did you know that" section: Did you know that SML was produced by Gunpei Yokoi and part of the Metroid team? Hip Tanaka (who worked on Metroid) did the music and sfx for SML. He's very good at giving the impression that the gameboy could play more than 3 notes at the same time, even more so since he probably designed the sound hardware for the gameboy.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6439/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-21-05 11:07 AM Link | Quote
I figured that out from the Metroid 2 resources laying around in the SML (or was it SML2?) ROM.
Keitaro

Iron Knuckle
ウラシマ ケイタロウ
Level: 54

Posts: 1258/1342
EXP: 1201569
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Since: 03-15-04
From: Hinata, Japan

Since last post: 2 days
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Posted on 08-21-05 11:35 PM Link | Quote
Hip Tanaka designed the sound hardware? News to me *shrug*. And HH, yer thinking of SML2


(edited by Keitaro on 08-21-05 02:35 PM)
Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
Level: 32

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Since: 03-15-04
From: I'm proud to be an American... I think...

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Posted on 08-22-05 01:16 AM Link | Quote
Originally posted by HyperHacker
I figured that out from the Metroid 2 resources laying around in the SML (or was it SML2?) ROM.


You most likely mean 2, because I myself found the entire credits in SML2.

EDIT: Sorta skipped over part of Keitaro's post, whoops.


(edited by Someguy on 08-21-05 04:17 PM)
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