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Main - ROM Hacking - Super Mario Brothers 3 Map16 | New thread | New reply |
zkip |
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Level: 15 Posts: 3/34 EXP: 14277 Next: 2107 Since: 02-13-10 Last post: 4179 days Last view: 3053 days |
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KP9000 |
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Boomboom Level: 90 Posts: 1217/1975 EXP: 6953237 Next: 235372 Since: 02-19-07 Last post: 3580 days Last view: 3204 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 370/417 EXP: 674440 Next: 37334 Since: 02-22-07 Last post: 3486 days Last view: 3406 days |
Easy Button!
http://www.romhacking.net/utils/448/ This will let you edit all the 16x16 tile mappings. If you want to know where the data is, take the level's address (say, 0x1F269). Take the first two digits (in this case, 1F). If it's odd, minus one, if it's even, keep it (so 1E and 1F are both going to be 1E). Then take the last three digits and set it to 010. Thus, the tsa data for a level that exists in 1F269 will be at 1E010. Now, the format is the first 255 bytes determine the upper left hand value of each tile #. Then the next 255 bytes determine the lower left hand value, then upper right and finally upper right. essentially 0x1E010 - 0x1E10F = Upper left 0x1E110 - 0x1E20F = Lower left 0x1E210 - 0x1E30F = Upper right 0x1E310 - 0x1E40F = Lower right This is true for every level in the game. It's easier just to use the TSA editor though. |
zkip |
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Level: 15 Posts: 4/34 EXP: 14277 Next: 2107 Since: 02-13-10 Last post: 4179 days Last view: 3053 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 371/417 EXP: 674440 Next: 37334 Since: 02-22-07 Last post: 3486 days Last view: 3406 days |
The interaction code is a bit wonky. There are data tables for which objects are solid, water and slopes, but special cases are handled by a special... case... code. |
zkip |
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Level: 15 Posts: 5/34 EXP: 14277 Next: 2107 Since: 02-13-10 Last post: 4179 days Last view: 3053 days |
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Main - ROM Hacking - Super Mario Brothers 3 Map16 | New thread | New reply |
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