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04-29-24 07:58 PM
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Acmlm's Board - I3 Archive - ROM Hacking - New Super Mario Land Stuff: Pipe and Item Info! New poll | |
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Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6466 days
Last view: 6280 days
Posted on 05-18-06 10:51 PM Link | Quote
I'm pretty sure I haven't seen it posted before, and I don't think there's much looking into the game to start with.

PIPES

$D0CA starts pipe information. The pipe information has six bytes. Like for the first bonus pipe room in 1-1, the bytes are as follows:

05 01 01 06 18 88

The first byte is the screen number where you can enter the pipe. Keep in mind that the first screen of the level if 03, the second screen is 04, the third 05, et cetera.

The second byte is the horizontal location for the left side of the pipe. There must be a pipe here: if there is no pipe at this location, Mario will not just enter whatever ground is there.

The third pipe indicates where the pipe will lead. Only 01 or 02 should be used; these indicate two bonus rooms. If the third byte above were changed to 02, then the first bonus room in level 1-1 would be identical to the second. Values above 02 should not be used: these lead to either single screens of a level that cannot be completed, garbage screens, or other random stuff you don't want.

The fourth byte indicates the screen you'll wind up at when you exit the bonus room. Notice that this does not have to be the same as the first byte: you can exit on a different screen that you entered from! However, if you exit the bonus room from a part of the level that comes before the bonus room, you will be able to re-enter, unlike when you exit the bonus room from the screen you entered.

The fifth and sixth bytes are the horizontal and vertical positions that you'll appear on the screen when you exit the bonus room. It seems to go by pixels from the left for the first byte, and pixels from the top for the second byte.

Pipes cannot be used in 1-2, 2-3, or 4-3: some sort of fancier hacking may be able to get usable bonus rooms for those levels, but those levels are skipped in the data. The other nine levels can have up to two bonus rooms each.

ITEMS

$D13F starts the information for items! Each item has three bytes. The first mushroom in 1-1 has this:

04 02 28

The first byte indicates the screen number that the item is in. There can be more than one item on the same screen. Keep in mind that the screens, again, start with 03 at the very start of the level.

The second byte indicates the horizontal position of the item on the screen. No vertical assignment necessary: the item will automatically put itself in the brick, ?-block, or invisible block object (?) on that vertical line. If there is more than one such block on the same vertical line, the item will always be in the top-most block. You cannot have two items on the same vertical line, even if there are two blocks on the vertical line.

The third byte indicates the item inside the box. 28 is for a mushroom, 2A for a 1-up heart, 2C for a star, C0 for a multiple coin box, 07 for a rising platform, and F0 for a "blank" box: this is usually used to make invisible blocks appear, but it can be used for normal bricks and ?-blocks as well. There is probably a special invisible block object that must be used in the main layout of the screen itself for F0 to be used as a normal invisible block, though.

Enemies can be placed inside bricks and ?-blocks, but they do not seem to harm Mario, and Mario cannot kill them, either.

Any ?-block not assigned to an item will always have 1 coin. Any brick without an item assigned will always be a regular brick.
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