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Acmlm's Board - I3 Archive - - Posts by purplebridge001 |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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3 bytes per 1 level.
0x042770 : Unknown data about level 0x042A70 : Level Data 0x042D70 : Wall/Enemy/Trap Data 0x043070 : Layout of Wall/Enemy/Trap? 0x043370 : Unknown 0x043670 : Level GFX #1 0x043970 : Level GFX #2 0x043C70 : Level GFX #3 0x043F70 : Level GFX #4 0x044270 : Wall/Enemy/Trap GFX 0x044570 : Unknown These data found in the US rom without 0x200 header. You can convert them to hex address by using Lunar Address. (http://fusoya.panicus.org/la/) Level 1-1 address: 0x0FF829 : Level header? (Length unknown) 0x0F958F : Level Data 0x0F86A9 : Wall/Enemy/Trap Data 0x0FD091 : Layout of Wall/Enemy/Trap? 0x0FFFAA : Unknown 0x0FCCDE : Level GFX #1 0x0FCD44 : Level GFX #2 (only 1 byte?) 0x0F67CA : Level GFX #3 0x0E05D0 : Level GFX #4 0x0E7F1A : Wall/Enemy/Trap GFX 0x0F0000 : Unknown (only 1 byte?) All data is terminated by FF. Except first "Level header?". EDIT: Small information of "Level header?" First 16 bytes ?? ?? SS LL LL LL ?? ?? ?? CC ?? CC ?? ?? GG GG ?? : Unknown (No visible changes) SS : REAL Start Point of Kirby and Enemies (If you change this, you will start on weird place. And some enemies will not show up.) LL : Level Data Number? (If you change this, game will crash) CC : Camera Setting? (FF : Disable some camera move) GG : GFX Start Point of Kirby and Enemies (If you change this, you will start on weird place. But you can play normality.) Other data are unknown. Because they are very weird and very odd, I can't recognize it... (edited by purplebridge001 on 03-09-06 04:42 AM) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Super Mario World has some unused things.
Sprites in level - Classic Piranha Plant - Bat ceiling (same effect as boo buddies one) - Long orange platform - Flying yellow 1UP mushroom - Flying red coin Objects in level - Blue coins - Small door - Turn block with "nothing" inside - Unbreakable turn block with a side feather inside - Bottom right midway point tile Sprites in overworld - Piranha Plant - Lakitu - Blue Bird - Koopa Kid Others - "TEST" levels - "No Yoshi" sign - Layer 3 "Cage" thing (Yoshi master already posted about this) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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I have an another solution.
Try this Kenny3900's "Item Box GFX Fix" patch : http://www.smwcentral.net/download.php?id=15&type=patches (edited by purplebridge001 on 05-01-06 04:43 AM) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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ZONE 1: Start at YOSHI'S HOUSE.
ZONE 2: Start at DONUT PLAINS 1. Yellow switch palace already cleared. ZONE 3: Start at VANILLA DOME 1. Yellow and Green switch palace already cleared. ZONE 4: Start at CHEESE BRIDGE AREA. Yellow, Green, and Red switch palace already cleared. ZONE 5: Start at FOREST OF ILLUSION 1. Yellow, Green, and Red switch palace already cleared. ZONE 6: Start at CHOCOLATE ISLAND 1. All switch palaces already cleared. ZONE 7: Start at SUNKEN GHOST SHIP. All switch palaces already cleared. |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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My small SMA4 Project.
Note : Level design is very pending. (edited by purplebridge001 on 05-08-06 11:23 AM) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Second shot of my SMA4 Small Hacking Project.
This level is reproduction of "Lost 1-Plains". Note: Sorry there are no enemies yet. |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Originally posted by insectduelOriginally posted by purplebridge001 Yes. It is a real screenie. Object & Enemy Address List Level Header & Format Document (INCOMPLETE) EDIT: Ouch. Sludge's Enemy List is 404 now. (edited by purplebridge001 on 05-11-06 07:04 AM) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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------------------------------------------------------------
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) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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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) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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I recommend "SMB3 Map Editor".
It's a windows program. Not the MS-DOS. http://board.acmlm.org/thread.php?id=1873 |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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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 (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) |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Hacked e-Level decompressor released! (C language source included)
It will show some information while decompressing. But I can't figure out yet how the compression work. |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Some SMW hack uses tile number 1D4 (gray question block) as a quicksand.
However, it doesn't look like SMB3. |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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Awesome job, mikeyk! Will you add command line support? Like this: sprite_tool.exe [ROM FILE NAME] [SPRITE LIST] Because it is difficult to input these filenames every time after executed. |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6508 days Last view: 6508 days |
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0x2048D
0x2048E If you change these values to EA, "Lives Exchanger" function will be enabled in 1 Player Game. You can use it by pushing L or R button at the Overworld screen. Sorry it is not useful. EDIT: 0x2772B ~ 0x27824 Main Lives Exchanger routine. (edited by purplebridge001 on 07-23-06 11:13 AM) |
Acmlm's Board - I3 Archive - - Posts by purplebridge001 |