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Main - ROM Hacking - Super Mario Bros. (NES) - Code ZIGPSK | New thread | New reply |
GameGenie81 |
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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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
Main - ROM Hacking - Super Mario Bros. (NES) - Code ZIGPSK | New thread | New reply |
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