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05-05-24 05:48 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Advance 4 : Object List New poll | |
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User Post
purplebridge001

Micro-Goomba


 





Since: 12-11-05

Last post: 6496 days
Last view: 6496 days
Posted on 05-14-06 10:56 AM Link | Quote
------------------------------------------------------------
List of SMA4 Documents
------------------------------------------------------------
Object data & Enemy data offsets list
http://board.acmlm.org/archive//thread.php?id=10272

Level Header & Old Object List
http://board.acmlm.org/archive//thread.php?id=10412

Enemy List (List created by Sludge, Posted by Chickenlump. Thanks!)
http://board.acmlm.org/thread.php?pid=105165&r=1#105165

Oldest SMA4 thread from archive
http://acmlm.overclocked.org/board/thread.php?id=31856

------------------------------------------------------------
Object Data Format
------------------------------------------------------------
Level objects (4/5 bytes each) :

FF YY XX TT SS

FF : Object bank & First Length
Object bank is 2 leftmost bits. For example :
00-3F : Object bank 0
40-7F : Object bank 1
80-BF : Pointer
C0-FF : *CRASHES GAME*
YY : Y position (Valid value is 00-1A)
XX : X position
TT : Type
SS : Second Length (Only if 5 bytes object)

Object data is terminated by byte $FF.

------------------------------------------------------------
Object List
------------------------------------------------------------
[[ Legends ]]
TT {Object Name} // 4 bytes object
TT [5 BYTES] {Object Name} // 5 bytes object (Note: Object bank 0 has no 5 bytes object)

[[ Object Set 1: Plains ]]
; Object bank 0 (First byte is 00-3F)
00 Background Hills A
01 Background Hills B
02 Background Hills C
03 Nothing
04 Door (CAN go in)
05 Weird Door (CAN'T go in)
06 Vine
07 Weird Background
08-0F *Crash*

10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 White block platform (extends to ground)
01 Orange block platform (extends to ground)
02 Green block platform (extends to ground)
03 Blue block platform (extends to ground)
04 White block platform (floating)
05 Orange block platform (floating)
06 Green block platform (floating)
07 Blue block platform (floating)
08 Background Bushes
09 Gap
0A Cloud platform
0B [5 BYTES] Flat ground
0C [5 BYTES] Underwater ground
0D Nothing
0E Underwater Gap

0F-29 {Standard Objects B}
2A [5 BYTES] Weird Background Object
2B-2C {Standard Objects C}

2D Cloud platform
2E [5 BYTES] Bonus Level Wall
2F Background Hills D
30-50 *Crash*

51-77 {e-Level Objects B}

[[ Object Set 2: Dungeon ]]
; Object bank 0 (First byte is 00-3F)
00 Door
01 Nothing
02 Rotodisc block
03 Weird
04 Weird
05 Bowser Statue
06 Invisible Door
07 The Princess's Door
08-0F *Crash*

10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Pillars A
01 Pillars B
02 Red bricks
03 Nothing
04 Nothing
05 Black Door
06 Nothing
07 Nothing
08 Dungeon Lamps
09 Weird
0A Stretch platform
0B Floor Spikes
0C Ceiling Spikes
0D [5 BYTES] Horizontally oriented X-blocks
0E [5 BYTES] Vertically oriented X-blocks

0F-29 {Standard Objects B}
2A [5 BYTES] Weird Background Object
2B-2C {Standard Objects C}

2D Blank Background (used to block out stuff)
2E [5 BYTES] Blank Background (used to block out stuff)
2F [5 BYTES] Blank Background (used to block out stuff)
30 [5 BYTES] Lava
31 Conveyor Belt - moves left
32 Conveyor Belt - moves right
33 Horizontal Platform Wire
34 Vertical Platform Wire
35 45 Degree Platform Wire - Down/Right
36 45 Degree Platform Wire - Up/Right
37 60 Degree Platform Wire - Down/Right
38 60 Degree Platform Wire - Down/Left
39 [5 BYTES] Red Bricks - found in Bowser's Castle
3A Donut Blocks
3B Nothing
3C Door
3D Nothing
3E Rotodisc block
3F Weird
40 Weird
41 Bowser Statue
42 Invisible Door
43 The Princess's Door
44-4B *Crash*
4C Black Background
4D Dungeon Floor
4E 60 Degree Platform Wire - Down/Right
4F Right piece of stretch platform
50 Black Background

51-77 {e-Level Objects B}

[[ Object Set 3: Hilly & Object Set E: Underground]]
; Object bank 0 (First byte is 00-3F)
00 Upper Left Hill Corner - Underground
01 Upper Left Hill Corner - Hilly
02 Upper Left Hill Corner - Underwater
03 Upper Right Hill Corner - Underground
04 Upper Right Hill Corner - Hilly
05 Upper Right Hill Corner - Underwater
06 Invisible Block
07 Lower Left Hill Corner - Hilly
08 Lower Left Hill Corner - Underwater
09 Invisible Block
0A Lower Right Hill Corner - Hilly
0B Lower Right Hill Corner - Underwater
0C Nothing
0D Nothing
0E Nothing
0F Door

10-29 {Standard Objects A}
2A Background Hills A
2B Background Hills B
2C Background Hills C
2D Blank Background
2E Blank Background
2F Weird Background Object
30 Underground Tunnel A
31 Underground Tunnel B
32 45 Degree Diagonal Hill Strip A
33 45 Degree Diagonal Hill Strip B
34 Horizontal Hill Strip
35 1 Hill Strip
36 30 Degree Diagonal Hill Strip A
37 30 Degree Diagonal Hill Strip B
38 Triangular Hill Object A
39 Triangular Hill Object B
3A Steps A
3B Steps B
3C Square Hill Object
3D Flat Land & Water Pits
3E 30-Degree Hill & Water Pits A
3F 30-Degree Hill & Water Pits B
40 Small Background Cloud
41 Weird Background Object
42 Weird Background Object
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Degree Underground Hill - Down/Right
01 Degree Underground Hill - Down/Left
02 Weird
03 Weird
04 30 Degree Hill - Down/Right
05 30 Degree Hill - Down/Left
06 30 Degree Hill - Up/Left
07 30 Degree Hill - Up/Right
08 30 Degree Underwater Hill - Down/Right
09 30 Degree Underwater Hill - Down/Left
0A 30 Degree Underwater Hill - Up/Left
0B 30 Degree Underwater Hill - Up/Right
0C Underground Wall - Right Side
0D Hilly Wall - Right Side
0E Dark Underground Wall - Right Side

0F-29 {Standard Objects B}
2A [5 BYTES] Quicksand
2B-2C {Standard Objects C}

2D 45 Degree Underground Hill - Down/Right
2E 45 Degree Underground Hill - Down/Left
2F Weird 45 Degree Hill
30 Weird 45 Degree Hill
31 45 Degree Hill - Down/Right
32 45 Degree Hill - Down/Left
33 45 Degree Hill - Up/Left
34 45 Degree Hill - Up/Right
35 45 Degree Underwater Hill - Down/Right
36 45 Degree Underwater Hill - Down/Left
37 45 Degree Underwater Hill - Up/Left
38 45 Degree Underwater Hill - Up/Right
39 Underground Wall - Left Side
3A Hilly Wall - Left Side
3B Dark Underground Wall - Left Side
3C Underground Wall
3D Hilly Wall
3E [5 BYTES] Water
3F [5 BYTES] Underground Wall
40 [5 BYTES] Hilly Wall
41 [5 BYTES] Underwater Wall
42 [5 BYTES] Flat Land - Underground
43 [5 BYTES] Flat Land - Hilly
44 [5 BYTES] Flat Land - Underwater
45 [5 BYTES] Invisible Block
46 [5 BYTES] Ceiling
47 [5 BYTES] Underwater Ceiling
48 Small Background Hills
49 Upward Pipe to End of Level
4A Nothing
4B Background like at bottom of hilly level
4C Nothing
4D Nothing
4E [5 BYTES] Bonus Level Wall
4F Hilly Wall - First byte 40=right 41=left
50 [5 BYTES] Hilly Wall - Renders diagonally down and right

51-77 {e-Level Objects B}

[[ Object Set 4: Sky ]]
; Object bank 0 (First byte is 00-3F)
00 Nothing
01 Nothing
02 Background Pole
03 Background Pole
04 Wooden Background Pole
05 Door
06 Weird
07 Gear
08-0F *Crash*
10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 [5 BYTES] Wooden platform
01 Wooden block platform
02 Weird Green Platform
03 Background Bushes
04 Double Background Bushes
05 Green Platform
06 Weird
07 Horizontal platform wire
08 Vertical platform wire
09 45 Degree Platform Wire - Down/Right
0A 45 Degree Platform Wire - Up/Right
0B Weird
0C 60 Degree Platform Wire - Down/Right
0D 60 Degree Platform Wire - Down/Left
0E World 5-style Cloud Platform

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D Weird
2E Weird
2F Weird
30 Donut Blocks
31 Conveyor Belt - moves left
32 Conveyor Belt - moves right
33 Jelectros
34 Weird
35 Cloud Platform
36 [5 BYTES] Munchers

51-77 {e-Level Objects B}

[[ Object Set 5: Piranha Plant & Object Set B: Giant ]]
; Object bank 0 (First byte is 00-3F)
00 Piranha Plant Muncher A
01 Piranha Plant Muncher B
02 Weird
03 Weird
04 Nothing
05 Nothing
06 Weird
07 Weird
08 *Crash*
09 *Crash*
0A *Crash*
0B *Crash*
0C *Crash*
0D *Crash*
0E *Crash*
0F *Crash*
10-29 {Standard Objects A}
2A-54 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Giant cloud platform
01 Giant bricks
02 Giant '?' blocks with coins
03 Giant '?' blocks with leafs
04 Giant Wooden Blocks
05 Giant Metal Blocks
06 Giant Ground
07 Giant Downward Pipe
08 Giant Underwater Coral
09 Piranha Plant Small Downward Pipe A
0A Piranha Plant Small Downward Pipe B
0B Weird
0C Weird
0D Weird
0E Weird

0F-29 {Standard Objects B}
2A [5 BYTES] Weird Giant Bricks
2B-2C {Standard Objects C}

2D [5 BYTES] Weird
2E [5 BYTES] Weird
2F Weird
30 [5 BYTES] Gap?
31 Upward Pipe to End of Level
32 Rightward Pipe to End of Level
33 [5 BYTES] Lava
51-77 {e-Level Objects B}

[[ Object Set 6: Water & Object Set 8: Pipe ]]
; Object bank 0 (First byte is 00-3F)
00 Upper-left corner of curved pipe
01 Upper-right corner of curved pipe
02 Lower-left corner of curved pipe
03 Lower-right corner of curved pipe
04 Upward directional platform
05 Rightward directional platform
06 Leftward directional platform
07 Multi-directional directional platform
08 Weird
09 Weird
0A Door
0B Weird
0C Weird
0D Water - Lasts whole level
0E Weird
0F Weird
10-29 {Standard Objects A}
2A Weird
2B-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Double-ended pipe
01 Rightward pipe
02 Leftward pipe
03 Nothing
04 Nothing
05 Nothing
06 Nothing
07 Nothing
08 Nothing
09 Weird
0A Weird
0B Weird
0C Background Aquatic Plants
0D Vertically Oriented Donut Blocks
0E Ceiling spikes

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D Downward Pipe
2E Rightward Pipe (Bad Color)
2F Water - 2 blocks high
30 Weird
31 [5 BYTES] Orange Block Platform
32 Water - Horizontally Oriented
33 Water - Vertically Oriented
34 Jelectros
35 Double Ended Small Horizontal Pipe
36 Horizontally Oriented Donut Blocks
37 Donut Blocks
38 Floor Spikes
39 [5 BYTES] Water
51-77 {e-Level Objects B}

[[ Object Set 9: Desert ]]
; Object bank 0 (First byte is 00-3F)
00 *Crash*
01 Medium block pyramid - Extends to ground
02 Large block pyramid - Extends to ground
03 More large block pyramid - Extends to ground
04 Palm Tree
05 Weird
06 Weird
07 Uncracked Pipe
08 Cracked Pipe
09 Bottom post of pipe structure
0A Nothing
0B Door
0C Nothing
0D *Crash*
0E *Crash*
0F *Crash*

10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 *Crash*
01 Medium block platforms
02 Large block platforms
03 X-Large block platforms
04 Diagonally oriented block platforms
05 Small sandstone blocks
06 Medium sandstone blocks
07 Large sandstone blocks
08 X-Large sandstone blocks
09 Diagonally oriented sandstone blocks
0A Small block platform
0B [5 BYTES] Medium block platforms - Diagonally oriented
0C [5 BYTES] Large block platforms - Diagonally oriented
0D [5 BYTES] X-Large Block Platforms - Diagonally oriented
0E Stick Platform (First byte must be 44 or 48 or 4C or ...)

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D Background pole
2E Background coconuts
2F Floor spikes
30 Ceiling spikes
31 Square sandstone blocks
32 Cloud platform
33 Background Chains A
34 Background Chains B
35 Blank Background (used to block out stuff)
36 Pipe Boxes
37 Blank Background (used to block out stuff) ; Ignores first length
38 Blank Background (used to block out stuff)
39-50 *Crash*
51-77 {e-Level Objects B}

[[ Object Set A: Ship ]]
; Object bank 0 (First byte is 00-3F)
00 Right Screw Head
01 2-Way Bullet Shooter
02 Rocket Engine
03 Wooden ship beam terminus A
04 Anchor
05 Top Screw Head
06 Bullet Shooter - Up/Left
07 Bullet Shooter - Up/Right
08 Bullet Shooter - Down/Left
09 Bullet Shooter - Down/Right
0A 4-Way Bullet Shooter A
0B 4-Way Bullet Shooter B
0C Metal Plated Bullet Shooter A
0D Metal Plated Bullet Shooter B
0E Wooden Background Box
0F Black Background

10-29 {Standard Objects A}

2A Wooden ship beam terminus B
2B Background wooden ship beam terminus
2C Tank A
2D Tank B
2E Corner of Airship - Lasts 32 Blocks
2F Left terminus of wooden tank beam
30 Rocky Wrench hole
31 Ship Platform A
32 Ship Platform B
33-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Wooden Ship Beam
01 [5 BYTES] Wooden Ship Beam
02 [5 BYTES] Wooden Ship Beam with 2 strips of wood
03 Wooden Ship Pillar
04 Row of Wooden Ship Pillars
05 Thick Wooden Ship Beam
06 Corkscrew - Left terminus
07 Corkscrew - Right terminus
08 Corkscrew - Lower terminus
09 Corkscrew - Upper terminus
0A Metal platform
0B Vertical Background Metal Bar A
0C Vertical Background Metal Bar B
0D Nothing
0E Nothing

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D Wooden Ship Background Line
2E Railings
2F Ground (like on tank levels)
30 [5 BYTES] Metal box platform
31 Crate
32 Portholes
33 [5 BYTES] Wooden Tank Beam
34 Leftward Giant Bullet Shooter
35 Rightward Giant Bullet Shooter
36 Leftward Bullet Shooter
37 Tank Wheels (First byte should be 41)
38 Nothing
39 Piece of Wooden Ship
3A Downward Pipe
3B Nothing
3C Left terminus of wooden tank beam
3D Piece of Wooden Ship
3E Piece of Wooden Ship
3F Piece of Wooden Ship
40 Piece of Wooden Ship
41 Invisible Platform
42 Nothing
43-50 *Untested*
51-77 {e-Level Objects B}

[[ Object Set C: Ice ]]
; Object bank 0 (First byte is 00-3F)
00 Nothing
01 Nothing
02 Weird
03 Weird
04 Wooden Background Pole
05 Door
06 Weird
07 Gear

08-0F *Crash*
10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 [5 BYTES] Icy flat ground
01 Weird
02 Green topped wooden platform
03 Weird
04 Weird
05 Weird
06 Snowy Platform (extends to ground)
07 Horizontal platform wire
08 Vertical platform wire
09 45 Degree Platform Wire - Down/Right
0A 45 Degree Platform Wire - Up/Right
0B Background cloud (Yes! Still there!)
0C 60 Degree Platform Wire - Down/Right
0D 60 Degree Platform Wire - Down/Left
0E Weird ice platform

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D Ice Blocks
2E Frozen Munchers
2F Frozen Coins
30 Donut Blocks
31 Fake Conveyor Belt - moves left
32 Fake Conveyor Belt - moves right
33 Jelectros
34 Large Ice Blocks
35 Weird
36 [5 BYTES] Munchers

51-77 {e-Level Objects B}

[[ Object Set D: Cloudy ]]
; Object bank 0 (First byte is 00-3F)
00 Piranha Plant Muncher A
01 Piranha Plant Muncher B
02 Cloud Background A
03 Nothing
04 Nothing
05 Nothing
06 Cloud Background B
07 Cloud Background C

08-0F *Crash*
10-29 {Standard Objects A}
2A-42 *Crash*
43-59 {e-Level Objects A}

; Object bank 1 (First byte is 40-7F)
00 Weird
01 Weird
02 Weird
03 Weird
04 Weird
05 Weird
06 Weird
07 Weird
08 Weird
09 Weird
0A Weird
0B World 5-style Cloud Platform
0C World 5-style Cloud Platform
0D [5 BYTES] Clouds C
0E World 6-style Cloud Platform

0F-29 {Standard Objects B}
2A [5 BYTES] Weird
2B-2C {Standard Objects C}

2D [5 BYTES] Clouds A
2E [5 BYTES] Clouds B
2F Weird horizontal no-ended pipe
30 Weird
31 Upward Pipe to End of Level
32 Rightward pipe to end of level
33 Weird

51-77 {e-Level Objects B}

------------------------------------------------------------
Common Objects List
------------------------------------------------------------
These objects can use in every level.

; Object bank 0 (First byte is 00-3F)

{Standard Objects A}
10 '?' with Flower
11 '?' with Leaf
12 '?' with Star
13 '?' with Single coin
14 '?' with 10 coins
15 Muncher
16 Brick with Flower
17 Brick with Leaf
18 Brick with Star
19 Brick with Single coin
1A Brick with 10 coins
1B Brick with 1-UP
1C Brick with Wine
1D Brick with P-Switch
1E Invisible Coin
1F Invisible 1-UP
20 Invisible Note Block
21 Note Block with Flower
22 Note Block with Leaf
23 Note Block with Star
24 Wooden Block with Flower
25 Wooden Block with Leaf
26 Wooden Block with Star
27 Red Invisible Note Block
28 P-Switch
29 Level Ending

{e-Level Objects A}
43 '?' with Shoe
44 '?' with Feather
45 Weird Background Object
46 Door (Ghost House)
47 '?' with Directional coins
48 Downward Green Spikes
49 Downward Green Spikes
4A Unknown
4B SMW Goal Sign
4C Reversed SMW Goal Sign
4D Red Spike Ball (You'll get killed instantly when touched)
4E Unknown : Scroll will become mad
4F Wall from bonus level
50 Left triangle block
51 Right triangle block
52 Upside down Left triangle block
53 Upside down Right triangle block
54 Unbreakable thing (First byte changes image of this object)
55 '?' with P-Wing
56 '?' with Nothing
57 Nothing
58 Nothing
59 POW Block

; Object bank 1 (First byte is 40-7F)

{Standard Objects B}
0F Bricks
10 '?' blocks with single coin
11 Bricks with single coin
12 Wooden blocks
13 Colored Note Blocks - movable four directions
14 Note Blocks - movable two directions
15 Wooden Blocks - movable
16 Coins
17 Downward Pipe (CAN go down)
18 Downward Pipe (CAN'T go down)
19 Downward Pipe (CAN go down;; ignores pointers)
1A Upward Pipe (CAN go up)
1B Upward Pipe (CAN'T go up)
1C Rightward Pipe (CAN go in)
1D Rightward Pipe (CAN'T go in)
1E Leftward Pipe (CAN go in)
1F Leftward Pipe (CAN'T go in)
20 Bullet Bill Machine
21 Bridge
22 Silver Coins (appear when you hit a P-Switch)
23 [5 BYTES] Waterfall
24 [5 BYTES] Water (moves to left)
25 [5 BYTES] Water (still)
26 [5 BYTES] Water (moves to right)
27 [5 BYTES] Weird Background Object
28 [5 BYTES] Blue X-Blocks
29 [5 BYTES] Fake Quicksand (doesn't act like it)

{Standard Objects C}
2B White Turtle Blocks
2C Double-Ended Vertical Pipe

{e-Level Objects B}
51 [5 BYTES] Mushroom Blocks from SMB2
52 [5 BYTES] '1' Blocks
53 [5 BYTES] '2' Blocks
54 [5 BYTES] '3' Blocks
55 [5 BYTES] Silver Bricks (Can destroy it with the hammer mario)
56 Line Block
57 Blue rightward conveyor belt
58 Blue Platform
59 Rope (Same effect as wine)
5A @ Giant veggie
5B @ Regular veggie
5C @ Small veggie
5D Downward Spikes (Dungeon)
5E Downward Spikes (Ghost House)
5F [5 BYTES] Unbreakable White Blocks
60 Ghost House Stairs
61 Ghost House Platform
62 Ghost House Background
63 @ Veggie w/ coin
64 @ Veggie w/ 5 coins
65 @ Veggie w/ 1up
66 @ Veggie w/ nothing (Ace/e?)
67 @ Veggie w/ poison shroom
68 Invisible tanooki block (Invisible unless Mario is in Statue form)
69 @ Veggie monty mole
6A [5 BYTES] Sand from SMB2
6B A piece of bonus level wall
6C Ghost House Stairs? (You cannot jump while being getting on it)
6D Weird Backgound
6E Upside Down Bullet Bill Machine
6F [5 BYTES] Weird Background
70 [5 BYTES] Nothing
71 [5 BYTES] Coins
72 [5 BYTES] Weird
73 [5 BYTES] Weird
74 [5 BYTES] Weird
75 [5 BYTES] Weird
76 [5 BYTES] Background position changer (If first byte is 41, background will change position.)
77 [5 BYTES] Sub Background ("extra") position changer (If first byte is 41, sub background will change position.)
78 Level end black
79 Slope (ghost house?)
7A Slope (ghost house?)
7B Platform (ghost house?)
7C Platform (ghost house?)
7D Platform (ghost house?)
7E @ Veggie w/ large turtle shell
7F SMB1 flagpole
80 [5 BYTES] SMB1 unbreakable blocks

@ : All of these require the corresponding e-switch to be scanned into the save file.
Unless the level is a e-level.

------------------------------------------------------------
Thanks
------------------------------------------------------------
Sludge (a lot of SMA4 data)
hukka (object name)
LincolnSoft (object name)
Chickenlump (enemy list)
captain Qball (information about grass clumps and other objects)
and others...

------------------------------------------------------------
If you have any information about "Weird" or "Unknown" object, please tell me by posting a reply in this thread or send me a private message. thanks.



(edited by purplebridge001 on 05-16-06 08:02 AM)
(edited by purplebridge001 on 05-16-06 08:03 AM)
(edited by purplebridge001 on 05-16-06 08:19 AM)
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6286 days
Last view: 6285 days
Skype
Posted on 05-14-06 11:08 AM Link | Quote
Its things like this that make me sad, because it just seems noone ever uses them, no matter how extensive they are. Good job though finding all this, if in fact you did...
Maybe we could use this for a early editor....But Im no programmer =\
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6444 days
Last view: 6444 days
Posted on 05-14-06 11:55 AM Link | Quote
YES. For making this, I love you forever. I seriously hope some sort of editor comes out of this, at the very least. If my VB skills weren't as rusty as they were, I'd give this a go. But alas, they....are. Still, this data wil be of great use to me and I'm sure many others
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6288 days
Last view: 6285 days
Posted on 05-15-06 02:36 PM Link | Quote
Man, all that data sure looks tasty. I just wish I knew how to eat it.
Can someone do this old dumb ass a favor and do a quick example of how to change...say the background of level 1-1. I'm assuming it works like this...you use the level data list to find the offset for level 1-1 http://board.acmlm.org/archive//thread.php?id=10272 which is 14009B for level 1-1 it starts of.. 00 23 00 02 EA

Then you just go thru the hex and change the corresponding byte for the background. But how? I'm lost..I'm an idiot..indulge me...hold my hand..please..fine dont help me sheesh.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6285 days
Last view: 6285 days
Posted on 05-15-06 05:05 PM Link | Quote
I could of sworn there was a editor..

http://free.hostultra.com/~Icyflare/Super%20mario%20advance%204%20romhack%20page.htm

http://free.hostultra.com/~Icyflare/marionator_v0-08.zip

The archive of acmlms board holds many things..

(Never tested the programs myself)
(Was looking at the archive for mario bros 3 stuff )
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6288 days
Last view: 6285 days
Posted on 05-15-06 07:53 PM Link | Quote
Cool, nice find. I was able to edit the overworld with no problems, but thats about it. Messing with the pointers in any way results in a game crash.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6286 days
Last view: 6285 days
Posted on 05-15-06 08:55 PM Link | Quote
Impressive! If Lunar Magic didn't exist, I'd actually take the time to write an editor for this. I say Lunar Magic, because there isn't much a SMA4 ROM can do more than a modded SMW ROM. But since there is, I feel most people would choose to hack SMW anyway. And besides that, my programming skills aren't what you'd call "advanced" yet.
captain Qball

Goomba


 





Since: 11-17-05

Last post: 6487 days
Last view: 6487 days
Posted on 05-15-06 08:55 PM Link | Quote
I could be mistaken, but as far as I know, the editor thus far does not have level support, though the headers do work.

To change the background (as in the example above) you would take a Hex Editor, open up the ROM, go to x14009B and then go to the corresponding byte in the header for the background, yes.


Nice work on those lists purplebridge, though I have a bit to add with the e-reader extras:

In Object Bank 1, the "common E-level items B"
Veggies are referring too the SMB2/Doki Doki grass clumps that you pick and throw at enemies. 63 - 67 and 69 are grass clumps that when picked, create the object specified, though all of these require the corresponding e-switch to be scanned into the save file.
5A - Giant veggie
5B - regular veggie
5C - small veggie
....
63 - veggie coin
64 - veggie coin clump (5)
65 - veggie 1up
66 - veggie nothing (Ace/e?)
67- veggie poison shroom
68- invisible tanooki block*
69 - veggie monty mole

*These blocks are invisible unless Mario is in Statue form (from the tanooki suit) then they appear as solid grey blocks


78 - level end black
79 - slope (ghost house?)
7A - slope (ghost house?)
7B - platform (ghost house?)
7C - platform (ghost house?)
7D - platform (ghost house?)
7E - veggie w/ large turtle shell*
7F - SMB1 flagpole
80 - SMB1 blocks (5 byte)

*once again, the veggie clumps require the e-switch. The shell can be riden on and repicked up once aboard.

I also have some info about enemies and some things to check against Sludge's list, but I'll save that for a later day.

EDIT: This is all based on Level 1-1.


(edited by captain Qball on 05-15-06 08:54 PM)
NightKev

Red Cheep-cheep
"We have to enforce this, though. He needs no warning. The FAQ says spamming for syndrome = warning or ban, but man, he spammed BADLY... There's no way this shouldn't be ban-worthy." - someone less than smart, but more smart than you.


 





Since: 05-13-06
From: Southern California

Last post: 6551 days
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Posted on 05-15-06 11:46 PM Link | Quote
Originally posted by Pac-Man
Impressive! If Lunar Magic didn't exist, I'd actually take the time to write an editor for this. I say Lunar Magic, because there isn't much a SMA4 ROM can do more than a modded SMW ROM. But since there is, I feel most people would choose to hack SMW anyway. And besides that, my programming skills aren't what you'd call "advanced" yet.


Lunar Magic is for the SNES SMW, not SMB3 or any variation thereof.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

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Posted on 05-15-06 11:47 PM Link | Quote
Originally posted by NightKev
Originally posted by Pac-Man
Impressive! If Lunar Magic didn't exist, I'd actually take the time to write an editor for this. I say Lunar Magic, because there isn't much a SMA4 ROM can do more than a modded SMW ROM. But since there is, I feel most people would choose to hack SMW anyway. And besides that, my programming skills aren't what you'd call "advanced" yet.


Lunar Magic is for the SNES SMW, not SMB3 or any variation thereof.


Might want to read his post again
NightKev

Red Cheep-cheep
"We have to enforce this, though. He needs no warning. The FAQ says spamming for syndrome = warning or ban, but man, he spammed BADLY... There's no way this shouldn't be ban-worthy." - someone less than smart, but more smart than you.


 





Since: 05-13-06
From: Southern California

Last post: 6551 days
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Posted on 05-15-06 11:49 PM Link | Quote
Huh. I read it twice .

Anyway, SMB3(SMB4:Adv) has some things SMW doesn't have...and vice versa.
captain Qball

Goomba


 





Since: 11-17-05

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Posted on 05-16-06 04:19 AM Link | Quote
I'd love to see a SMA4 Editor. It's true that with ExGfx and custom blocks and whatnot, SMW seems very easy to manipulate to have what you want, but surely this game has something more to offer. Although I prefer SMB3s enemy cast to that of SMW. Oh yeah, and if nothing else, a SMA4 editor is one step closer to creating custom e-levels and printing them off.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 05-16-06 08:34 AM Link | Quote
Also, the GBA is more powerful than the SNES.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

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Posted on 05-16-06 08:36 AM Link | Quote
Originally posted by HyperMackerel
Also, the GBA is more powerful than the SNES.

Not much, though. Just look at Mortal Kombat Advance, or even the SNES emulator for GBA.

Well now that I think about it, a SMA4 edior would be pretty cool. SMA4 does have quite a few things that a modded SMW rom lacks, like the suits for example.

EDIT: Okay, maybe when I get better at programming, I'll take a stab at making a simple editor this, but I'm not promissing anything. I may be biting off far more than I can chew here.


(edited by Pac-Man on 05-16-06 07:37 AM)
(edited by Pac-Man on 05-16-06 07:39 AM)
(edited by Pac-Man on 05-16-06 07:41 AM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6286 days
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Posted on 05-16-06 08:37 AM Link | Quote
No, not a whole lot, but still enough to make some nice hacks.
purplebridge001

Micro-Goomba


 





Since: 12-11-05

Last post: 6496 days
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Posted on 05-16-06 08:39 AM Link | Quote
Does anyone know how e-level compression/decompression works?
I'm trying to figure out the e-level compression now. But I can't recognize yet.

I think there are 2 or more types in this compression.
One is "LZ-Copy" (Copies already uncompressed data to the output XX times), the others are unknown (Outputs 1 byte only).



EDIT:
Output byte seems to be influenced by previous byte.
I think the unknown compression type is encrypted uncompressed copy. But this is one guess.


EDIT 2:
I downloaded Parasyte and Bouche's e-Level Decompressor.
Then I see the source file...

Yes. There are 2 types in this compression.
I removed the second (LZ-Copy?) decompression routine for the test.
Then I compile the hacked program.
Execute the program.

OH! Same bytes! Original decompressor's output: 717 bytes. Hacked decompressor's output: 717 bytes.
Is it really "compression"?



(edited by purplebridge001 on 05-17-06 10:30 AM)
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: RĂ¼ti ZH

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Skype
Posted on 05-16-06 09:20 AM Link | Quote
Not even DJBouche didn't get hold of the comrpession on e-Cards, but he figured out how the e-Levels are stored. And was one of the first to convert between Japanese and English saves.

And a GBA can do a lot more than a SMW for SNES can do. (A GBA is mostly a SNES with a FXII with lower Resolution and lesser Sound Hardware.)
NightKev

Red Cheep-cheep
"We have to enforce this, though. He needs no warning. The FAQ says spamming for syndrome = warning or ban, but man, he spammed BADLY... There's no way this shouldn't be ban-worthy." - someone less than smart, but more smart than you.


 





Since: 05-13-06
From: Southern California

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Posted on 05-16-06 08:23 PM Link | Quote
If you (or anyone) decides to make a SMB3 (GBA ver) editor, maybe you should use the NES ones as a starting point. Although, they ARE outdated. Sorta.
purplebridge001

Micro-Goomba


 





Since: 12-11-05

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Posted on 05-19-06 11:10 AM Link | Quote
I started trying to disable e-level compression.
I succeeded in "Output is always 0x00". However, it is only it.
Well, This is my first screen shot

Attachments




(edited by purplebridge001 on 05-19-06 10:11 AM)
(edited by purplebridge001 on 05-19-06 10:12 AM)
(edited by purplebridge001 on 05-19-06 10:15 AM)
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6291 days
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Posted on 05-19-06 10:58 PM Link | Quote
Bouche once made a decompressed e-level thing, as well as lots of other stuff... if only we could contact him...
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