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Acmlm's Board - I3 Archive - ROM Hacking - Need some SMB3 help. | New poll | | |
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KP9001 180 I'm going Weasel in 3 months! Where will I end up going? Since: 01-30-06 From: Show Low, AZ Last post: 6277 days Last view: 6277 days |
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Well, despite having googled for at least two hours regarding this subject, I haven't been able to find anything. I've checked the documentation on romhacking.net and Zzzophar and it seems I'm out of luck.
Here's what I need help with: I tried to take one of the levels in World 1 (Level 2) and change it from a hilly to a plains level. Somehow, that screwed things up. I don't have any idea how. If there's someone here who can explain how this works or provide some documentation, that would be great. I also need some tips on pointers inside the level, like how they work and how to edit and use them. |
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DahrkDaiz Nipper Plant U wan hax Mario?! Since: 11-17-05 Last post: 6279 days Last view: 6278 days |
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This is the thing: Each object set resides in it's own bank. Example:
Plains levels reside between 0x01E010 and 0x02000F (with header added, mind you) Plains levels CANNOT exist outside this range. This applies to all level types. However, some level type share the same bank, so they can be switched around (Pipe/Water, Hilly/Underground, Airship/Tank, Sky/Snow, Giant/Sky). By switching 1-2 from Plains to Hills, it's looking for the level in the Plains area of the ROM and getting crap. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6278 days Last view: 6278 days |
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Well, as far as I remember, let's say that you can't basically convert a level type to one another because they all use specific parts of the ROM (i.e. levels whose object data is in 1E000 - 1FFFF range are plain levels [that's an example, I don't know the real values]) that are associed with a specific code in the game that applies to this type level only ; so that if you change that type it will just crash the game (because of interferring objects, systems, whatever). (Wow, replied to this in one sentence )
As for the pointers, quick explanation : Entrance horizontal is the range of the X coordinate which indicate where Mario will be able to go into a pipe/enter a door that will lead him to the next area (you can define this next area in the header of the current area) Exit horizontal is the X coordinate where Mario will appear in the next area Exit vertical is the same for the Y coordinate (however this one isn't freely changeable so you have to adjust the next area's floor/pipe/whatever) Exit Action is how Mario will appear in the next area (for example, theorically you can have him enter a door and appear in the next area coming from an upward pipe, though I haven't tested this) For the "Pointer for next area of level" in the header editor, you can place the same data of the loading level list for the Enemies & Objects, but be sure to set the correct Object set for it to work (and I just noticed that when you change the Object set, the editor shows the ranges of which I talked earlier) Edit: got preceded by Master Daiz (edited by JaSp on 11-06-06 06:29 PM) |
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