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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Level clear flags and No Yoshi levels | |
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Kailieann

Koopa
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Posted on 10-28-05 06:38 PM Link | Quote
Does anyone know where in the RAM the level clear flags are? As in, the bits that control which levels Mario has passed?
I'm assuming they're stored seperately from the flags that determine which exits have been taken.

Also, could someone tell me what determines whether or not a level is a No Yoshi level?
mynameisbob

Micro-Goomba
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Posted on 10-29-05 07:13 AM Link | Quote
The levels with TEST are the ones where there is no yoshi. Set the beginning level to a level that has TEST on it and a "no yoshi" sign will show and mario will enter the level like a castle. As for the Level Clear Flags, you'll have to ask someone else. I just signed up today.


(edited by mynameisbob on 10-28-05 10:15 PM)
TapTap

Nipper Plant
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Posted on 10-29-05 08:36 AM Link | Quote
Originally posted by mynameisbob
The levels with TEST are the ones where there is no yoshi. Set the beginning level to a level that has TEST on it and a "no yoshi" sign will show and mario will enter the level like a castle..


That helps her none. she's asking for the RAM location. About the level clear flags, I don't know, either.
Kailieann

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Posted on 10-29-05 08:54 AM Link | Quote
They were seperate questions. No Yoshi levels have nothing to do with ram.
Tatrion

Red Cheep-cheep
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Posted on 10-29-05 09:27 AM Link | Quote
Uhh... I think it has something to do with the tilesets. I think one of the castle tilesets activates the castle no-yoshi intro, ghost house set activates ghost house intro, and one of the rope sets activates the rope no-yoshi intro. Eh, try that, I really have no idea
Kailieann

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Posted on 10-29-05 09:56 AM Link | Quote
When I was trying to test a few things I unintentionally created a no-yoshi level. It was an unused level with SP3=12 (Castle) and Ghost House music, so I wasn't sure what caused it. Can anyone clear this up?
Tatrion

Red Cheep-cheep
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Posted on 10-29-05 09:58 AM Link | Quote
Which no-yoshi intro was it?
Kailieann

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Posted on 10-29-05 10:00 AM Link | Quote
The nighttime one with the No Yoshi sign.
Tatrion

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Posted on 10-29-05 10:14 AM Link | Quote
Ahh dang that's random... it's possible it's hardcoded into the level number. Though I have no proof to back this claim up.
Glyph Phoenix

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Posted on 10-29-05 10:30 AM Link | Quote
I'm pretty sure it's determined by FG/BG tileset. Set it to castle and you get the castle entrance, set it to rope and you get the nighttime mushroom entrance, and set it to ghost house and you get the ghost house entrance.

And it's not random whether or not it works; in some levels the "No no yoshi intro if applicable" flag in LM is already set. Only in rope levels, I believe.


(edited by Glyph Phoenix on 10-29-05 01:31 AM)
Kailieann

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Posted on 10-29-05 09:09 PM Link | Quote
*scratches head* but my castle tileset gave me the rope.. oh, screw it.

Anyways, I found the level flags myself. For anyone who's interested, they go like this:

The addresses are 1EA2-1F01, and mirrored at 1F49-1FA8
The levels go in ascending order, from 0 to 24h, and 101-13B, so 1EA2/1F49 is level 0, 1EC6/1F6D is level 24, 1EC7/1F6E is level 101, and 1F01/1FA8 is level 13B

For values, they work as follows:
1h -- Enable movement to right
2h -- Enable movement to left
4h -- Enable movement down
8h -- Enable movement up
10h -- Enable save prompt on completion of level
20h -- No entry if level has been passed
40h -- Midway point obtained
80h -- Level has been passed

I totally love this. Now I can change screen exits based on whether or not a level has already been passed =D
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