Difference between revisions of "Super Mario Bros.:Notes"

From Data Crystal
Jump to navigation Jump to search
m (line breaks)
(added color and metatile info, formating)
Line 1: Line 1:
'''Hacking the End-of-Level Castles'''
+
= Hacking the End-of-Level Castles =
  
  
Line 8: Line 8:
 
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 <br />
+
  5 4 3 2 1  
10 9 8 7 6 <br />
+
10 9 8 7 6  
15 14 13 12 11 <br />
+
15 14 13 12 11  
20 19 18 17 16 <br />
+
20 19 18 17 16  
25 24 23 22 21 <br />
+
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.)
+
The first byte in this string codes for the upper-rightmost metatile, the second byte codes for the metatile directly to #'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.  
 
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.  
+
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:
+
=Mario Palette Information=
  
00: Nothing/Transparent <br />
+
== Main Palettes ==                     
45: Castle Top, sky background <br />
+
There are four main palettes with all 8 colors defined
46: Castle Window (left) <br />
+
 
47: Castle Brickwork (generic filler) <br />
+
* Water
48: Castle Window (right) <br />
+
* Ground
49: Castle Top, brick background <br />
+
* Underground
4A: Castle Entrance (top) <br />
+
* Castle
4B: Castle Entrance (bottom) <br />
+
 
 +
== 4 alternate palettes ==
 +
* Night (sets background)
 +
* Snow (sets background, pipe color)
 +
* Night/Snow 1 (sets background, pipe, uses castle palette for rest)
 +
* Night/Snow 2 (uses castle palette for everything but background)
 +
 
 +
== Other ==
 +
* Mushroom type sets pipe color (over rides all other pipe color settings)
 +
* Bowser has special palette
 +
 
 +
= Metatile list =
 +
<pre>
 +
00 - Blank
 +
01 - Black Metatile
 +
02 - Bush Left
 +
03 - Bush Middle
 +
04 - Bush Right
 +
05 - Mountain Left
 +
06 - Mountain Left Bottom/Middle Center
 +
07 - Mountain Middle Top
 +
08 - Mountain Right
 +
09 - Mountain Right Bottom
 +
0A - Mountain Middle Bottom
 +
0B - Bridge Guardrail
 +
0C - Chain
 +
0D - Tall Tree Top, Top Half
 +
0E - Short Tree Top
 +
0F - Tall Tree Top, Bottom Half
 +
10 - Warp Pipe End Left, Points Up
 +
11 - Warp Pipe End Right, Points Up
 +
12 - Decoration Pipe End Left, Points Up
 +
13 - Decoration Pipe End Right, Points Up
 +
14 - Pipe Shaft Left
 +
15 - Pipe Shaft Right
 +
16 - Tree Ledge Left Edge
 +
17 - Tree Ledge Middle
 +
18 - Tree Ledge Right Edge
 +
19 - Mushroom Left Edge
 +
1A - Mushroom Middle
 +
1B - Mushroom Right Edge
 +
1C - Sideways Pipe End Top
 +
1D - Sideways Pipe Shaft Top
 +
1E - Sideways Pipe Joint Top
 +
1F - Sideways Pipe End Bottom
 +
20 - Sideways Pipe Shaft Bottom
 +
21 - Sideways Pipe Joint Bottom
 +
22 - Seaplant
 +
23 - Blank, Used On Bricks Or Blocks That Are Hit
 +
24 - Flagpole Ball
 +
25 - Flagpole Shaft
 +
26 - Blank, Used In Conjunction With Vines
 +
 
 +
40 - Vertical Rope
 +
41 - Horizontal Rope
 +
42 - Left Pulley
 +
43 - Right Pulley
 +
44 - Blank Used For Balance Rope
 +
45 - Castle Top
 +
46 - Castle Window Left
 +
47 - Castle Brick Wall
 +
48 - Castle Window Right
 +
49 - Castle Top W/ Brick
 +
4A - Entrance Top
 +
4B - Entrance Bottom
 +
4C - Green Ledge Stump
 +
4D - Fence
 +
4E - Tree Trunk
 +
4F - Mushroom Stump Top
 +
50 - Mushroom Stump Bottom
 +
51 - Breakable Brick W/ Line
 +
52 - Breakable Brick
 +
53 - Breakable Brick (Not Used)
 +
54 - Cracked Rock Terrain
 +
55 - Brick With Line (Power-Up)
 +
56 - Brick With Line (Vine)
 +
57 - Brick With Line (Star)
 +
58 - Brick With Line (Coins)
 +
59 - Brick With Line (1-Up)
 +
5A - Brick (Power-Up)
 +
5B - Brick (Vine)
 +
5C - Brick (Star)
 +
5D - Brick (Coins)
 +
5E - Brick (1-Up)
 +
5F - Hidden Block (1 Coin)
 +
60 - Hidden Block (1-Up)
 +
61 - Solid Block (3-D Block)
 +
62 - Solid Block (White Wall)
 +
63 - Bridge
 +
64 - Bullet Bill Cannon Barrel
 +
65 - Bullet Bill Cannon Top
 +
66 - Bullet Bill Cannon Bottom
 +
67 - Blank Used For Jumpspring
 +
68 - Half Brick Used For Jumpspring
 +
69 - Solid Block (Water Level, Green Rock)
 +
6A - Half Brick (???)
 +
6B - Water Pipe Top
 +
6C - Water Pipe Bottom
 +
6D - Flag Ball (Residual Object)
 +
 
 +
80 - Cloud Left
 +
81 - Cloud Middle
 +
82 - Cloud Right
 +
83 - Cloud Bottom Left
 +
84 - Cloud Bottom Middle
 +
85 - Cloud Bottom Right
 +
86 - Water/Lava Top
 +
87 - Water/Lava
 +
88 - Cloud Level Terrain
 +
89 - Bowser's Bridge
 +
 
 +
C0 - Question Block (Coin)
 +
C1 - Question Block (Power-Up)
 +
C2 - Coin
 +
C3 - Underwater Coin
 +
C4 - Empty Block
 +
C5 - Axe
 +
</pre>

Revision as of 23:39, 21 May 2008

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 

The first byte in this string codes for the upper-rightmost metatile, the second byte codes for the metatile directly to #'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.


Mario Palette Information

Main Palettes

There are four main palettes with all 8 colors defined

  • Water
  • Ground
  • Underground
  • Castle

4 alternate palettes

  • Night (sets background)
  • Snow (sets background, pipe color)
  • Night/Snow 1 (sets background, pipe, uses castle palette for rest)
  • Night/Snow 2 (uses castle palette for everything but background)

Other

  • Mushroom type sets pipe color (over rides all other pipe color settings)
  • Bowser has special palette

Metatile list

00 - Blank
01 - Black Metatile
02 - Bush Left
03 - Bush Middle
04 - Bush Right
05 - Mountain Left
06 - Mountain Left Bottom/Middle Center
07 - Mountain Middle Top
08 - Mountain Right
09 - Mountain Right Bottom
0A - Mountain Middle Bottom
0B - Bridge Guardrail
0C - Chain
0D - Tall Tree Top, Top Half
0E - Short Tree Top
0F - Tall Tree Top, Bottom Half
10 - Warp Pipe End Left, Points Up
11 - Warp Pipe End Right, Points Up
12 - Decoration Pipe End Left, Points Up
13 - Decoration Pipe End Right, Points Up
14 - Pipe Shaft Left
15 - Pipe Shaft Right
16 - Tree Ledge Left Edge
17 - Tree Ledge Middle
18 - Tree Ledge Right Edge
19 - Mushroom Left Edge
1A - Mushroom Middle
1B - Mushroom Right Edge
1C - Sideways Pipe End Top
1D - Sideways Pipe Shaft Top
1E - Sideways Pipe Joint Top
1F - Sideways Pipe End Bottom
20 - Sideways Pipe Shaft Bottom
21 - Sideways Pipe Joint Bottom
22 - Seaplant
23 - Blank, Used On Bricks Or Blocks That Are Hit
24 - Flagpole Ball
25 - Flagpole Shaft
26 - Blank, Used In Conjunction With Vines

40 - Vertical Rope
41 - Horizontal Rope
42 - Left Pulley
43 - Right Pulley
44 - Blank Used For Balance Rope
45 - Castle Top
46 - Castle Window Left
47 - Castle Brick Wall
48 - Castle Window Right
49 - Castle Top W/ Brick
4A - Entrance Top
4B - Entrance Bottom
4C - Green Ledge Stump
4D - Fence
4E - Tree Trunk
4F - Mushroom Stump Top
50 - Mushroom Stump Bottom
51 - Breakable Brick W/ Line
52 - Breakable Brick
53 - Breakable Brick (Not Used)
54 - Cracked Rock Terrain
55 - Brick With Line (Power-Up)
56 - Brick With Line (Vine)
57 - Brick With Line (Star)
58 - Brick With Line (Coins)
59 - Brick With Line (1-Up)
5A - Brick (Power-Up)
5B - Brick (Vine)
5C - Brick (Star)
5D - Brick (Coins)
5E - Brick (1-Up)
5F - Hidden Block (1 Coin)
60 - Hidden Block (1-Up)
61 - Solid Block (3-D Block)
62 - Solid Block (White Wall)
63 - Bridge
64 - Bullet Bill Cannon Barrel
65 - Bullet Bill Cannon Top
66 - Bullet Bill Cannon Bottom
67 - Blank Used For Jumpspring
68 - Half Brick Used For Jumpspring
69 - Solid Block (Water Level, Green Rock)
6A - Half Brick (???)
6B - Water Pipe Top
6C - Water Pipe Bottom
6D - Flag Ball (Residual Object)

80 - Cloud Left
81 - Cloud Middle
82 - Cloud Right
83 - Cloud Bottom Left
84 - Cloud Bottom Middle
85 - Cloud Bottom Right
86 - Water/Lava Top
87 - Water/Lava
88 - Cloud Level Terrain
89 - Bowser's Bridge

C0 - Question Block (Coin)
C1 - Question Block (Power-Up)
C2 - Coin
C3 - Underwater Coin
C4 - Empty Block
C5 - Axe