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Super Mario Bros./Notes: Difference between revisions

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(Castle Hacking)
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3) This linear string of 25 bytes can be represented on your graph paper like this:  
3) This linear string of 25 bytes can be represented on your graph paper like this:  


5 4 3 2 1  
5 4 3 2 1 <br />
10 9 8 7 6  
10 9 8 7 6 <br />
15 14 13 12 11  
15 14 13 12 11 <br />
20 19 18 17 16  
20 19 18 17 16 <br />
25 24 23 22 21  
25 24 23 22 21 <br />


(In other words, the first byte in this string codes for the upper-rightmost metatile, the second byte codes for the metatile directly to #1's left, etc.)  
(In other words, the first byte in this string codes for the upper-rightmost metatile, the second byte codes for the metatile directly to #1's left, etc.)  
Line 23: Line 23:
Here are some metatile values to keep handy:  
Here are some metatile values to keep handy:  


00: Nothing/Transparent
00: Nothing/Transparent <br />
45: Castle Top, sky background  
45: Castle Top, sky background <br />
46: Castle Window (left)  
46: Castle Window (left) <br />
47: Castle Brickwork (generic filler)  
47: Castle Brickwork (generic filler) <br />
48: Castle Window (right)  
48: Castle Window (right) <br />
49: Castle Top, brick background  
49: Castle Top, brick background <br />
4A: Castle Entrance (top)  
4A: Castle Entrance (top) <br />
4B: Castle Entrance (bottom)
4B: Castle Entrance (bottom) <br />

Revision as of 02:59, 24 December 2007

Hacking the End-of-Level Castles


1) Get some graphing paper, and start cordoning 2x2 squares. Make a 5x5 block of such squares (10x10 overall).

2) Reading right-to-left, from the top row down, you've got the metatile defined by $17DF, $17E0, $17E1, etc......, $17F7.

3) This linear string of 25 bytes can be represented on your graph paper like this:

5 4 3 2 1
10 9 8 7 6
15 14 13 12 11
20 19 18 17 16
25 24 23 22 21

(In other words, the first byte in this string codes for the upper-rightmost metatile, the second byte codes for the metatile directly to #1's left, etc.)

4) The large castles at the end of every X-3 level (and the beginning of most X-1 levels) are simply the small castle stacked on top of another, slightly taller one. This taller castle is 6 metatiles high and five metatiles wide, and is coded in a similar right-to-left, top-down fashion. Its linear byte sequence begins at $17F8.

5) The little side-sections on the X-3 castle type are actually the same background image that occurs throughout World 8-3. This image is 1 metatile wide and eleven metatiles high (although it only appears to be six metatiles high since the first five bytes are assigned transparent "00" values). Its coding begins at $13CE and ends at $13D8.


Here are some metatile values to keep handy:

00: Nothing/Transparent
45: Castle Top, sky background
46: Castle Window (left)
47: Castle Brickwork (generic filler)
48: Castle Window (right)
49: Castle Top, brick background
4A: Castle Entrance (top)
4B: Castle Entrance (bottom)