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Main - ROM Hacking - Super Mario Bros. (NES) - Code ZIGPSK New thread | New reply


GameGenie81
Posted on 11-08-08 08:53 AM (rev. 3 of 11-08-08 09:16 AM) Link | Quote | ID: 93864


Koopa
Level: 24

Posts: 86/100
EXP: 78094
Next: 31

Since: 08-15-07
From: Milwaukie, OR

Last post: 5433 days
Last view: 5387 days
Hi,

When I use the Game Genie code ZIGPSK on the original NES version of Super Mario Bros. (similar results arise when I use the code on the same game on most NES emulators), this is the order of levels that I get before it goes to a version of World 1-2 inside (w/ ground graphics):

World 1-1 = World 1-3 ($26) (no platforms)
World 1-2 = World 5-1 ($2A)
World 1-3 = underground version of World 8-3
World 1-4 = World 2-3 ($27)
World 1-5 = castle version of World 8-3
World 1-6 = World 5-1 ($2A), preceded by the pipe intro scene ($29)
World 1-7 = water version of World 4-1 (no Lakitu)
World 1-8 = World 2-1 ($28)
World 1-9 = castle version of World 6-2
World 1-A = World 1-1 ($25)
World 1-B = ground version of World 1-2 part B

All the standard level designs are marked by their respective level ID hex numbers. The invalid level designs have IDs as well but I will not label them yet until I find out from the rest of you. OTOMH, the underwater level ID values would range from $00-$1F, the ground level ID values range from $20-$3F, the underground level ID values range from $40-$4F (and $C0-$C7) and the castle level values from $60-$6F.

The code changes the third byte in the AreaType RAM argument (representing the GetAreaDataAddrs instructions) starting with 0x1C53 in the ROM. The LDY RAM instruction that 0x1C53 now reads, when I key in code ZIGPSK, $5A4E (instead of $074E). What ROM bytes are changing this level arrangement?

Thank you,
Ben

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Main - ROM Hacking - Super Mario Bros. (NES) - Code ZIGPSK New thread | New reply

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