Level Headers:
Level Header Information gathered from 1-1
These are my experiments I did when looking at the level header.
by Weasel
*******
Adresses by Iggy Koopa:
0B0242: Welcome
0B03C7: 1-1 Make Eggs, Throw Eggs
0CE2A2: 1-2 Watch out below!
0B0871: 1-3 Cave of Chomp Rock
0A0200: 1-4 Burt the Bashful's Fort
11446D: 1-5 Hop! Hop! Donut Lifts
08CC20: 1-6 Shyguys on Stilts
09491F: 1-7 Touch Fuzzy, Get Dizzy
0A8200: 1-8 Salvo the Slime's Castle (room 1, although this is the actual starting place of the data, the room Yoshi begins at is at another offset)
0A8450: 1-8
0A84E6: 1-8 (boss)
0A859D: 1-8 (Yoshi's Starting Place)
0B13D5: 1-Extra Poochey Ain't Stupid
095220: 2-1 Visit Koopa and Para-Koopa
0A09D4: 2-2 The Baseball Boys
0A896C: 2-3 Whats Gusty Taste like?
0A95F5: 2-4 The Bigger Boo's Fort
0AA11A: 2-5 Watch out for Lakitu
0AAF93: 2-6 The Cave of the Mystery Maze
0A180E: 2-7 Lakitu's Wall
006DD4: 2-8 Potted Ghost's Castle
006EA1: 2-8 (Part 2 out of 3)
00760A: 2-8 (pre-boss room)
0076EF: 2-8 (boss room)
00770A: 2-8 (train bonus room)
095C82: 2-Extra Hit the Switch!
095E55: 2-Extra (bonus room)
0A27BC: 3-1 Welcome to Monkey World
0A30A8: 3-2 Jungle Rhythm
0A343B: 3-3 Nut-Ems Domain
0A3BA1: 3-3 (Submarine Part)
08D5FA: 3-4 Prince Froggy's Fort
0ABC64: 3-5 Jamming in the Trees
0B173D: 3-6 Harry the Hedgehog's Cave
0B17D4: 3-6 (Underground)
0B217F: 3-7 Monkies' Favorite Lake
0B2348: 3-7 (Second Part)
0A3F23: 3-8 Naval the Pirhana's Castle
0A3F91: 3-8 (Interior)
0A4645: 3-8 (boss)
0A4728: 3-8 (Second Part)
0AC507: 3-Extra More Monkey Madness
0A4911: 4-1 Go! Go! MARIO!
0A5688: 4-2 The Cave of the Lakitus
0A56CA: 4-2 (Underground)
0AC79E: 4-3 Don't Look Back
095FF7: 4-4 Marching Milde's Fort
0A6235: 4-5 Chomp Rock Zone
0B2B98: 4-6 Lake Shore Paradise
08E229: 4-7 Ride like the Wind
0B3782: 4-8 Hookbill the Koopa's Castle
0CECCA: 4-Extra The Impossible? maze
0ACE16: 5-1 Blizzard!
0A6B20: 5-2 Ride the Ski Lifts
0A6C82: 5-2 (Part 2)
0A6DEC: 5-2 (Part 3)
0ADB0D: 5-3 Danger - Icy Conditions Ahead
0B437D: 5-4 Sluggy the Unshaven's Fort
0B4FF5: 5-5 Goonies Rides!
096DA0: 5-6 Welcome to Cloud World!
087462: 5-7 Shifting Platforms Ahead
0B6178: 5-8 Rapheal the Raven's Castle
0B6963: 5-8 The part where you ride an arrow lift through lots of Ravens
097264: 5-Extra Kamek's Revenge
08EABC: 6-1 Scary Skeleton Goonies!
0AEAE3: 6-2 The Bandit's Cave
097AC7: 6-3 Look out for Spinning Logs
097CEB: 6-3 (Part 2)
0CF6D9: 6-4 Tap-Tap the red-nose's fort
0CFCBB: 6-4 (room before boss)
0B72FE: 6-5 The very Looonng Cave
1147A0: 6-6 The Deep, Underground Maze
0A733E: 6-7 Keep moving!
0AF396: 6-8 Baby Bowser's Castle
0AF4E7: 6-8 (Pick a Door)
0AF5A1: 6-8 (Spike Room)
0AF71C: 6-8 (Upper part of the Shyguy Room)
0AF8BC: 6-8 (Lower part of the Shyguy Room)
0AF9F4: 6-8 (Salvo the Slime Room)
0AFBB2: 6-8 (Tap-tap's Cavern)
0AFEBE: 6-8 (Bowser's Room)
08F5E9: 6-Extra Castles - Masterpiece set
08B9C4: Mini-Game: Watermelon (Not a Normal level!)
*********************************
Object set Palette Background/BG palette layer 3 Layer 3 palette Enmy GFX Layer options layer 3 tileset music settings
The header is 9 bytes as far as I can tell...unless someone knows something I don't
***************************************
In 1-1
Bytes starting at B03C7
Change D6 to E6. Changes background color
First part of byte D6($B03C7) is background (sky) color. Second part is object set.
Yes, Iggy comes to change stuff!! The second number will be called zero, due to the fact that I'm not chaning it!
If the second number is less than 8:
00: Black
10: Blue
20: Sky Blue
30: Pink
40: Bluish Grey
50: Nighttime Blue
60: Ocean Blue
70: Grey
80: Graident (which will now say the color then with a hyphen, the "destination" color, which is the lower color) Brown - Grey - Black
90: Light Purple - Black - White (Red inbetween)
A0: Brown - Distorted Yellow - Distorted Black
B0: Fiery Red - Yellow - Red
C0: Dark Blue - Sky Blue - White
D0: Cyan - Extremely Light Blue - White
E0: Orange - Light Pink - Dark Pink
F0: A nice light spectrum
If the second number is greater than 8:
00: Dark Blue
10: Blue
20: Sky Blue
30: Pink
40: Bluish Grey
50: Nighttime Blue
60: Ocean Blue
70: Grey
80: Pink - Black - Dark Blue
90: Dark Blue - White
A0: Distorted Yellow - Distorted Black
B0: Yellow - Red
C0: Dark Blue - Dark Purple - Pink
D0: Rainbow
E0: Dark Pink - Light Pink
F0: Dark Red - Red
Second byte is 27 (should be palette?) I think the first part of the byte is ground color and the second is background. I may be wrong though...
Changed 27 to 37. The ground became ice colored...
03 Black
07 Dark Yellow and brown ground
0B Dark Blue
0F Black w/ Red Flowers
13 Brown (use for ice)
17 Grey with green flowers
1B Pink Flowers and Light Purple Ground
1F Light Blue and Pink
23 Purple
27 Normal yellow colored ground.
2B Blue and Purple
2F Cyan
33 Black
37 Light blue-ish ice colors
3B Brown with White
3F Same as 27 but with Good looking green ground!
43
47 Dark red and brown (Kafuka colors...)
4B
4F
53
57 blue and Grey
5B
5F
63
67 Nighttime blue colors...ah...so peaceful
77 Another funny Grey palette...weird and cool
7F Red and Orange....
87 Dark Yellow
97 Grey
A3 Purple
A7 Yellow
AB Orange
AF Cyan
B7 Ice
C7 Kafuka
D7 Grey and Blue
E7 Night
F7 Grey
FF Fire
Everything after 77 made grpahic glitches and looks bad. These eight choices are the only palettes available to a Flower-type level.
I now tried changing the byte 27 into 29. It created another palette choice (blue and purple) but with a seriously screwed up background image. The colored hills were replaces with stars, flashing x's and pasty white background. Here's my results:
20 Made ground purple and background was replaced with tree background.
21 Same as 20...hmmm.....
22 Same ground color as 20 but the background is now mountains (very messed up colors though)
23 It seems that I'm wrong. This changes the ground pruple and the background is normal again(colored hills)
24 Normal colored ground (yellow) with tree background.
CONCLUSION ON PALETTES
The original byte was 27. This color of ground is yellow. Also, 24, 25, 26, and 27 are all yellow ground with different backgrounds. So:
These are the palette options:
00-03, 04-07, 08 to 0B, 0C to to 0F. Change the 0's in the first part of the bytes to make more changes. I will not go into full detail on this subject as of now but I will complete the list later.
Tilesets:
X0, Less than 80:
Cave
X2, Less than 80:
Jungle
X3, Less than 80:
Castle (Not 1-4 or 3-4 variation)
X3, Greater than 80:
Flower, but not garden (Sky Variation)
X4, Less than 80:
Cave (With Lava Variation)
X4, Greater than 80:
Normal
X5, Less than 80:
Castle (seen in 1-4)
X6, Less than 80:
Flower Garden
X6, Greater than 80:
Flower but not Garden
X7, Less than 80:
Castle (seen in 3-4)
X7, Greater than 80:
Cloud
***************************************
The third byte is AD, which, by using the patern of the Pipe in 1-1, should be something to do with the Background/BG palette.
Changed AD to BD. Results: The colored hills turned red and yellow. looks like fire. The background colors changed.
Further results:
BD: Fire colored...cool
AF: Hills turned dark colored. Almost completely black.
AE: Weird
B0: Weird...not recommended because it looks so messed up
B1: Weird (by this time, I think all of the other palettes for backgrounds are weird. None look to good except BD and AF)
B2: Very bad weird...
Maybe good palettes come from the last part of the byte being D. I'll now test this thoery...
0D: The background changed into a deep jungle nackground with odd colors
1D: It's the jungle background again, this time with red and yellow colors...another Kafuka looking thing it is
2D: Castle background with WHACKED out colors...looks like there's something in there that can be good stuff.
3D: Orange and yellow castle bg.
4D: Mountains
5D: Mountains (Kafuka)
6D: Graintent Colors...
7D: Ditto
8D: Plains...
9D: Ditto w/ Kafuka
I should've come to the conclusion long ago that there are 16 palettes usable for the backgrounds. Also, this is not only bg palettes, it's the bg itself!!! I will list all of the backgrounds (all 256 of them ) in a file, sold seperately.
Iggy:
This is a better list.
Some info first:
There are 4 different background tilesets, 16 differnt background for each, and 16 different palettes for each background, 2 different background palettes from Layer 3, which makes a total of 2048 including the palettes, 64 without the palettes.
Note: Most levels use XD as their palette since it's usually the defult
If the ground color has a setting of:
X0, X4, X8, or XC:
00: Lava (or waterfall, depending on layer 3) flowing down
20: Trees and bushes
40: Forest with plants
60: See above but this time, it's mushrooms
80: Hummoks and faded trees
A0: Trees below the horizon
C0: Sewers
E0: Plains
X1, X5, X9, or XD:
00: Trees (upclose)
20: Helicopter view of mountains and forests
40: Paradise and Waterfalls
60: Chomp Land
80: Similar X0, X4, X8, and XC's 20, it has thicker wood and more detailed bushes
A0: Stars
C0: Chomp Land (again)
E0: Trees (as if you were right infront of it)
X2, X6, XA, or XE:
00: See X1 20
20: Possibly Castles
40: Overhead View of the Ocean
60: Looks like a grave yard...
80: Castle
A0: Mountains
C0: Dark, I think it's used for Bowser's Fight
E0: Weird...
X3, X7, XB, or XF:
00: Jungle
20: Castle
40: Mountains
60: Colors
80: Plains
A0: Hills
C0: Woods
E0: Bowser's Room
OK, some really look screwed-up, right? Then here's a list of them that look fine.
X0, X4, X8, or XC and Layer 3 > 80
0F: Lava Falls
20: Bushes
2B: Bushes (Night)
82: Hummoks and Trees, light blue
88: Green Hummocks and Trees
92: Purple Hummocks and Trees
AD: Green Trees Below Horizon
CE: Sewers
E3: Plains
X0, X4, X8, or XC and < 80
0B: Waterfalls
0C: Purple Salactites
10: Waterfalls
41: Nighttime Forest
82: Hummoks and Trees, ice
84: Red
8D: Multi-Color
91: Blue Ice Hummoks
93: Dark Hummocks and Trees
94: Purple (Light)
X1, X5, X9, or XD and > 80
E7: Volcano
X1, X5, X9, or XD and < 80
04: Green Trees
12: Autumn Trees
B4: Stars
C7: Chomp's Plateau
X2, X6, XA, or XE and > 80
04: Hill with bluish green rocks
54: Nighttime Ocean
69: Graveyard
AA: Mountains
X2, X6, XA, or XE and < 80
16: Helicopter View
49: Ocean (light blue)
53: Ocean (inky purple)
B0: Mountains (chocolate)
X3, X7, XB, or XF and > 80
0C: Jungle
35: Castle Stone Walls
4A: Tall Moutains
A3: Light Green Hills
A9: Dark Green Hills
AD: Green Hills
B6: Chocolate Hills
B7: Dark, Dark, Hills
CE: Autumn Trees
D1: Blue Trees
EF: Dark Bowser Room
X3, X7, XB, or XF and < 80
50: Tall Brown Mountains
8D: Colored Plains
B1: Ice Plains
***************************************
Fourth byte is a B6. It should alter Layer 3...I don't quite know what that means, but what the heck...I'll work on it
Started by changing B6 to C6 (the usual thing I start out with is increase the first part by 1)
Results: I now know what it means...layer 3...duh.... It changed the foreground (flowers) into some funky cloud thing with goony birds in the distance....Kind of weird... I'll do only 1 more change to this. B6 to B8. Results: Some strange thing...I don't know what it is
00: Say hello to Mr. SAVE-KILLER!!
32: Snow
40: Palm Trees
46: Sun
48: See C8
4A: Castle Stuff
4C: Explosion Star, used for Marching Milde and Bigger Boo
4E: Trees
50: White Stars
52: Cloud Screwyness
54: Plains and Moon, Different from BC and D4
56: Weird Clouds
58: Distorting Haze
5A: Scrolling Haze
5C: STUPID...THICK....CLOUD!!!
5E: White
60: Weird
62: Weird
64: Stupid little weirdness
66: Hmm...
68: Stupid weirdness
6A: Messed up
6C: Screwyness
6E: Weird
70: Crash!
72: Well, isn't it Mr. Crash!?
74: WHAT'S WITH ALL THESE CRASHING!?
76: ARGHH!!!
78: DA*N THIS!!!
7A: STUPID CRASH!!!
7C: And now presenting: MR. CRASH!!!
7E: NOTHING!!!!!!
80: NOTHING!!
82: Clouds?
84: Nothing
86: Weird
88: Scattered Clouds
8A: Nothing
8C: Nothing
8E: Nothing
90: ...WHAT'S WITH ALL THIS NOTHINGNESS!!?
92: Screwy
94: Weird, possibly flashing light
96: Nothing
98: Auroas and light beams
9A: 2-5 Layer 3
9C: Flowers extending from the horizon...
9E: Clouds and Hills that don't move. Makes me dizzy (for best results, use color B0, 48, 88, A8, B8, and if the layer 3 is 9F, you can use color 30 and 38)
A0: Makes it look like ice cream land!
A2: Used for Hookbill
A4: Stars
A6: Tides but can't swim
A8: Trees covering the upper area of the level
AA: Castle Windows
AC: Used for Chomp Chase's Body
AE: Glossy...
B0: Castle Secondary Walls
B2: Snow
B4: Goonies!
B6: Flowers
B8: Spot light (indirect)
BA: Invisible Water!
BC: The Moon and Plains
BE: Weird
C0: Palm Trees
C2: Weird
C4: Clouds with White Background...
C6: Sun
C8: Stars and a Moon that don't shine (the moon is farther in perspective then BC)
CA: Castle
CC: Used for Explosion Enemies
CE: Trees
D0: Black stars
D2: Big Clouds
D4: Almost the same as BC but I can sense something different...(edit: the moon is closer to the horizon)
D6: Big Clouds
D8: Distorting Haze
DA: Scrolling Haze
DC: Big Cloud
DE: Big clouds with little clouds on top
E0: Screwy (this is the same for the rest of the bytes until FF)
X0, X4, X8, or XF:
80: Ice cream Cream
88: Happy Clouds
***************************************
Fifth byte, which is 9E, should be Layer 4. Odd because I don't know where the layer 4 is used in the level. I'll change it to AE to start.
results: The layer 3 object (flowers) turned a different color. I don't think this byte is layer 4 anything. Actually, it could be layer 3 palette...let's just see though...
90: Definitely layer 3 palette...wait a second!!! It also turned the flower enemies into messed up graphic thingies....hmmmm..
I think this is the palette for layer 3 objects, not layer 4 properties and such. That is my conclusion...
Edit by Iggy Koopa:
The first byte is the layer 3 palette. Strangely, it ALMOST completely uses the same ones as the ground palette. However, they can be two different ones. The second byte is the enemey graphic set part 1.
Notes:
color of n is equal to color of itself plus 4, e.g. E1 = E6
X0 = X5 = XA = XC
X1 = X5 = X7 = XF
X2 = X7 = XC = X0
X3 = X8 = XD = X1
X8 = XC
or something like that...
For Sprites, it's:
0 = 8
1 = 9
2 = A...
Now, Colors:
(tested on the spotlight, B9)
X < 8
X > 8
0X: Black
1X: Black
2X: Black
3X: Light Blue
4X: Dark Blue
5X: Blue
6X: Green
7X: Green
8X: Dark, Dark Blue
9X: Blue
AX: Black
BX: Water Blue
CX: Blue
DX: Blue
EX: Blue
FX: Blue
**************************************
Now for the sixth byte: 20. What does it do, I wonder...it should be enemy graphic set. Let's find out...
20 becomes 30 and does: I was expecting to see Shyguys turned into something like koopas. Not so. Actually, the flower beanstalk had graphics messed up. In fact, they looked like a freaked out Yoshi. THe flower at the top was a Kamek flunkie, called Toadie.
Not I'm confused.....but I must proceed. Now I'll change some more stuff....I'm changing the bytes to other numbers. Starting with 00.
00: The beanstalk was still weird but now the bottom of the man-eating plants were weird too.
01: Same as above.....I'll try in groups of ten...see if that helps...
10: No...nothing different....
40: No difference here again....I'm confused for now. Next byte!!!
Edit: Actually, this is the palette/graphic set. Why does nintendo use this stupid pattern!!!! There are 32 different palettes, 8 sub-graphics, and 4 main graphic sets
***************************************
Numero Siete, number 7. It is a 29 that should have something to do with layer options or someting else. I will not mess with this one just yet. Maybe later when I've finished with the rest of the header.
Edit by iggy koopa: This byte determines where the layer 3 goes. For instance, if you leave it at 29, it'll make the level have some layer 3 forward and some at the way back. 39 Puts all layer 3 in the back. This also determines the speed of the layer 3 segments. Furthermore, this also determines the layer 3 tileset (arggh!! Not again!!).
Tilesets:
00: Water
01: Sky
02: Snow, Xs, and Happy Clouds
03: Crash
04: Crash
05: Crash
06: Crash
07: Crash
08: Water
09: Sky
0A: Crash
0B: Crash
0C: Crash
0D: Crash
0E: Crash
0F: Crash
List:
00: Layer 3 in back, Layer 2 tiles that use layer 3 don't appear
08: Puts Sprites infront of everything
10: Puts the background color infront of everything. Layer three can seen through an object but is invisible otherwise.
18: No layer 3
20: Layer 2 is translucent, Layer 3 is darker above all layers except layer 1
28: Layer 2 behind 3
30: Layer 3 is translucent, but on top of layer 2 and completely covers layer 1 and sprites
38: Puts Layer 3 In back
40: Puts Layer 3 In front but makes it slowly appear instead of instant appearance
48: Triggers Rapheal the Raven
50: Makes the level use the Pre-Baby Bowser tileset
58: Layer 3 in back
60: Layer 2 not Present
68: Layer 1 goes to 2, Layer 2 goes to 3, layer 3 goes to 1
70: A black color diffuses onto everything, sprites appear on top of layer 1 and 2 but behind 3, Sprites and layer 1 is transulcent, layer 3 appears on top of layer 2 and can be seen through layer 1
79: Diffuses the background color into everything
80: Layer 3 appears on top of everything and is translucent
88: Crash
90:
98: Messed-up the level
A0:
A8: Crash
B0:
B8: Blanks the Screen
C8: Ditto
D8: Ditto
E8: Ditto
F8: Ditto
***************************************
Number 8 byte is 60. It is weird. It was suggested that it has to do with palettes or music...or both. Let's change 60 to 70 and see what happens.....Results: Well that is certainly weird. I didn't see anything having to do with music. The colors did change to a blue-ish tint to them. how weird. I do not know what to think about this...
EDIT BY IGGY KOOPA: This controls the layer 3 tileset. Every odd 10 digit's place would be shining.
List of tilesets:
Byte 7 is X0 or X8:
00 Big Cloud
20 Water
40 Big Clouds
60 Happy Clouds
80 Big Clouds
A0 Fire, Water, and Clouds
C0 See A0
E0 See 00
Byte 7 is X1 or X9:
00 For Big Clouds
20 Snow
40 Goonies and butterflies, somehow different
60 Gooney
80 See 00
A0 Fire, Water, and Clouds
C0 Ditto but Super Speeded!
E0 Clouds
Byte 7 is X2 or XA:
00 Flashing X
20 Happy Clouds
40 Crash
60 Ditto
80 Ditto
A0 Ditto
C0 Ditto
E0 Ditto
Byte 7 is X3, X4, X5, X6, X7, XB, XC, XD, XE or XF:
00 Crash
20 "
40 "
60 "
80 "
A0 "
C0 "
E0 "
This byte also does something when you change the second digit...
0 - No Effect
1 - Ground Flashes
2 - Layer 3 Flashes
3 - No changes observed
4 - Layer 2 Flashes (all of layer 2)
5 - Layer 2 Sparkles (section of)
6 - Ground is Darker, Layer 1 and 2 sparkles (sections of)
7 - Same as 6, but sparkles more frequently
8 - No changes observed
9 - Layer 3 has a gold tint and sparkles
A - No changes observed
B - Layer 3 Fades In
C - Layer 3 Fades Out
D - Layer 3 becomes red and gleams
E - Certain Sections of Layer 2 Sparkles
F - No changes observed
10 - Layer 1 and 2 Flashes
11 - No changes observed
12 - Layer 1 and 2 Flashes, Layer 3 becomes translucent and appears in front of layer 1 and 2
13 - Ground is Darker, Layer 1 Flashes
14 - Same as 13
15 - Crash
16 - No Changes
17 - Crash
18 - No Changes
The rest are all crashes
--------------------------
Byte 9!
Music. Below is a list of songs.
10th Byte is less then 80:
00 - Flower
01 - Castle
02 - Underground
03 - After Level bonus challenge
04 - Kamek
05 - Sky
06 - Ending (requires kamek)
07 - Title Screen
08 - Flower
09 - Castle
0A - Underground
0B - Bonus Challenge
0C - Kamek
0D - Sky
0E - Nothing
0F - Title Screen
10 - Flower
11 - Castle
12 - Underground
13 - Challenge
14 - Kamek
15 - Sky
16 - Nothing
17 - Title
18 - Jungle
19 - Before A boss (mini)
1A - Kamek
1B - Before Another Boss (last)
1C - Big Boss, short intro
1D - Powerful Infant
1E - ANOTHER...BEFORE...A...BOSS (mini)
1F - Title
Pattern repeats up to FF
80 or above:
00 - Jungle
01 - Before a Boss
02 - Kamek
03 - Before another Boss
04 - Big Boss
05 - Powerful Infant
06 - BEFORE ANOTHER STINKY BOSS!! (From here on, something saying "BEFORE ANOTHER STINKY BOSS!!" means before a miniboss)
07 - Title
08 - Jungle
09 - Before a Boss
0A - Kamek
0B - Before another Boss
0C - Big Boss
0D - Powerful Infant
0E - BEFORE ANOTHER STINKY BOSS!!
0F - Title
10 - Jungle
11 - Before a Boss
12 - Kamek
13 - Before another Boss
14 - Big Boss
15 - Powerful Infant
16 - BEFORE ANOTHER STINKY BOSS!!
17 - Title
18 - Jungle
19 - Before a Boss
1A - Kamek
1B - Before another Boss
1C - Big Boss
1D - Powerful Infant
1E - Before a Mini boss
1F - Title
if the abundance of options makes you ask why... then here are the answers!
Every 8 numbers, a new scrolling option is used. A list is below.
Sample - Layer 2 rate, Layer 3 rate, Layer 2 Position (Postion/4 vertical screens, this is in relation to the top screen), Layer 3 Position (Postion/4 vertical screens, same applies as 2 position)
High - 1
Normal - 2
Low - 3
Very Low - 4
00 - Slow, Very Slow, Normal, Normal
08 - Constant, Slow, High, Low
10 - Constant, Constant, High, Low
18 - Slow, Constant, Normal, Low
20 - Slow, None, Normal, High
28 - Very Slow, Very Very Slow, Normal, High
30 - Very Slow, Constant, Normal, Normal
38 - Slow, Slow, Normal, High
40 - Very Slow, Very Slow, High, Low
48 - N/A, Very Very Slow, High, Normal
50 - Very Very Slow, Very Very Very Slow, Normal, Normal
58 - N/A, None, High, High
60 - Very Slow, Slow, Very Low, Normal
(remember: ones listed after this point haven't been written correctly)
68 - N/A, None, Low, Normal
70 - Slow, Very Slow, High, Low
78 - Very Slow, Very Slow, High, Normal
80 - Variable, Slow, Low, Normal
88 - Slow, Very Slow, Normal, Low
90 - Very Slow, Very Slow, Normal, Low
98 - Slow, Constant, Normal, Normal
A0 - Slow, None, Normal, Normal
A8 - N/A, Constant, Low, Normal
B0 - N/A, Constant, Low, Normal
B8 - N/A, Constant, Low, Normal
C0 - N/A, Constant, Low, Normal
C8 - N/A, Constant, Low, Normal
D0 - N/A, Constant, Low, Normal
D8 - N/A, Constant, Low, Normal
E0 - N/A, Constant, Low, Normal
E8 - N/A, Constant, Low, Normal
F0 - Constant, Constant, Low, Normal
F8 - N/A, Constant, Low, Normal
A "variable" speed means that the game sperates the layers of the layer 2 then moves them at different speeds
--------------------------
Byte 10
Byte 10 is mysterious...If it is higher than 80, it gives you a different set of music. It seems that 40 and 20 are some common defaults but everything else is an enigma about this byte.
Might control the memory of coins and such, but I'm not positive.
--------------------------
Sprite tilesets:
X0 0X: Wingless Goonies, Tap-taps, Mildes, Falling Blocks (from 1-2), Penguins, and Birds
X0 1X: Penguins, Little birds, Tap-taps, Mildes, Bullet Bills, Falling blocks, and Platform that have a number on them from 6-7
X0 2X: Spiked Fun Guy, Tap-tap, Milde, Fireballs that move back and forth, Blowhards (cactus that spit cactus balls at you), Pirhana Plants, Mini-Gusties, and egg plants
X0 3X: Stilt guys, Bubble Blowers, Penguins, Little Birds, and Ski Lifts
X0 4X: Salactites, Lanturn Ghosts, Penguins, Little Birds, Tap-taps, hookbill's mountains, pirhanas, mildes, and Sluggys
X0 5X: Tap-Tap, Pirhanas, Milde, Hookbill's Mountains, Chomp Chase, Snifit, and Fireballs that move back and forth
X0 6X: Blowhards, Mini-gusties, Flower (sprite 10), and Goonies
X0 7X: Cannon Launchers, Bullet Bills, Blowhards, Arrows, Spike Hatted Bandits, Mace guys
X0 8X: Kamek and Hookbill's Mountain Background
X0 9X: Fat Shyguys, Mildes, Tap-taps, Pirhana Plants, Lakitus (wall and cloud), and Flower that shoots its petals at you
X0 AX: Sluggy, Lanturn, Flower that shoots stuff at you, Giant Egg, Arrow (hit with egg and the arrow will shoot it in the direction it was pointing at) and Flower Shyguy
X0 BX: Ghost Guys, Sluggy, Cannon Ball Launchers, Flower (sprite 10), Ghost Shyguy moving a spike mace thing, arrows, and Lanturn
X0 CX: Egg Plant, ghost shyguys moving spike mace things, and Hookbill's Mountains
X0 DX: Nipper Plants, Arrows, Flower (sprite 10), and Gusty
X0 EX: Hookbill's Mountain, Bubble Blower, Eggplant, and Skis
X0 FX: Mildes, Tap-Taps, Baseball Boys, Blowhards, Pirhana Plants, Arrow that you hit with egg and the arrow shoots the egg in the direction it was pointing at, and Sunflowers
X1 0X: Poochey, tap-tap, milde, pirhana, and Bullet Bill
X1 1X: Ghost Guys, Nipper Plant, Big Boo, Gusty, Hanging/jumping ghosts, and Arrows
X1 2X: Sewer Ghost, Water Lakitu, Tap-tap, Milde, Pirhana plants, and fish from 3-7
X1 3X: Sunflower, Kamek, Milde, Tap-tap, Pirhana, and Naval
X1 4X: Stilt Guys, Dancing Spear Guys, Sewer Ghosts that spit Flipping Shyguys, Mildes, Tap-taps, Hookbill's Hills, and Egg Plants
X1 5X: Pyroguys, Ghost Guys that pass a torpeado around, Huffin Puffin, Seed Shyguys, Bandit, Blindfold Boo, Cactus (the one with pants), dizzy daisy, spear guys, and Spikes
X1 6X: Spikes, tap-tap, mildes, flower, and fireball from 6-4
X1 7X: Jumping Ghost, Lemon Drop, Blindfold Boo, Pyroguy, Sparky, Cactus (the one with pants), dizzy daisy, Salvo the Slime, and Happy Flower
X1 8X: Mace Shyguy, Mini-Blargg, Bullet Bill, Spiked Hat Bandit, Baseball Boy, and Arrow
X1 9X: Flower, Arrows, Blindfold Boo, Zeus Guy (karate guy), Pyroguy, and Ghost Guy
X1 AX: Snifit, Pyroguy, Ghost Guy, Blindfold Boo, Spike Chains, Zeus Guy, Bandit, Ghost that reverses your directions, and Spinning Doors
X1 BX: Lanturn, Ghost Guy, Sluggy, Zeus Guy, Fireball from 6-4, and Mouser
X1 CX: Egg Plant, Tap-tap, Milde, hookbill's mountains, skeleton goonie, and blowhard
X1 DX: Clawdaddy, Skeleton Goonie, Blindfold Boo, Dancing Spear Guy, Pyroguy, and Spear Guy
X1 EX: Fireball from 6-4, Pyroguy, Blindfold Boo, Masked Mouser, Ghost Guy, and Flower
X1 FX: Hookbill's Mountain, and Goonies
X2 0X: Hookbill's Mountains, Squid, and Huffin Puffins
X2 1X: Koopa, Eggplant, Bubble Blower, Blowhard, Spiked Fun Guy, and Nipper
X2 2X: Fireball, Boo, Masked Mouser, and Ghost guy
X2 3X: Boo Balloon, Lava splashes, Flame, and Ghost Guy
X2 4X: Explosion, Salvo the Slime, Egg Plant, Marching Milde, Flying Kamek, Tap-tap, Lemon Drop, and Pirhana Plant
X2 5X: Boo, Kamek, and Spinning Log
X2 6X: Mouser and Baseball Boy
X2 7X: Mini Gusty and Hookbill's Mountains
X2 8X: Cheep-Cheep and Sparky
X2 9X: Cheep-Cheep, Clawdaddy, and Spear Guy
X2 AX: Spear Guy, Bubble Blower, Dizzy Daisy, Monkey, Clawdaddy, and Egg Plant
X2 BX: Catfish
X2 CX: Monkey and Mushy Slug found in 5-4
X2 DX: Mouser, Sluggy, and Lanturn
X2 EX: Same as C0
X2 FX: Flower shyguy and Happy Flower
X3 0X: Huffin Puffin and Lakitu
X3 1X: Big Boo, ! Switch, and Flower
X3 2X: Masked Mouser and Flower
X3 3X: Explosion and Chomp Chase
X3 4X: Sewer Ghost, Sluggy, and Lanturn
X3 5X: Milde, Goonie, Crazie Daisy, Arrow, Explosion, Dragonfly, Flower Shyguy, Butterfly, and Pirhana
X3 6X: Huffin Puffin, Seed Guy, Sluggy, and Lanturn Ghost
X3 7X: Koopa, Fire, Fuzzy, and Raven
X3 8X: Flying Goonies and Baseball Boys
X3 9X: Snifit, Milde, Bandits, Bandits that wear hats, and Bullet Bill
X3 BX: Koopa, Bill, Goomba, and Fuzzy
X3 DX: Bullet Bill and Fire and Koopa
X3 FX: Chomp Chase, Chomp Crush, Shyguy in background, bubble blower, and Milde
X4 0X: Boo
X4 7X: Lava Fish, Spike Mace Shyguy, Koopa, Mouser, Masked Mouser, and Ghost Guy
X4 BX: Boo Balloon, Blindfold Boo and Hookbill's mountains
X4 CX: Fire Lakitu, Wall Lakitu, Normal Lakitu, Spike throwing guy seen in SMB3, penguins, and little birds
X4 FX: Gusties, Baseball Boys, Lakitu, Pirhana Plants, Tap-Taps, and Huffin Puffins
X5 1X: Gold Tap-Tap Boss, Egg Plant, and Swooper
X5 4X: Monkies and Gustys
X5 6X: Gusty, Nipper, Boo, and Lava Log
X5 9X: Goonies, Penguin, Baseball Boy, and Kamek
X6 0X: Froggy's Acid and Giant Shyguys
X6 2X: Pirhana Plant, Butterfly, Tap-tap, Milde, Arrow, Flower Shyguy, Cactus Bouncing Pokey, and Amazie Daisy
X6 3X: Flower Shyguy, Egg flower, and crazy daisy
X6 4X: Stilt Guy, Swooper, Lanturn Ghost, and sunflower
X6 5X: Big Milde
X6 6X: Bubble Blower and egg plant
X6 7X: Bandit, Fire, Potted Ghost, Blarrg, and Pot
X6 9X: Fuzzys
X6 EX: Stilt Guys, Arrows, Explosions, and Flower that you put an egg in to get stars
X7 4X: Butterflies, Flower that shoots its petals at you, Flower shyguys, Koopa, and Crazy Daisy
X7 5X: Mushy Slug, Monkey, Frog, Little Frog, Seed Shyguy, Spear Guy, and Huffin Puffin
X7 7X: Kamek and Skeleton Goonies
X7 8X: Blindfold Boo and Pyroguy
X7 AX: Stilt Guy and Monkey
X7 BX: Bowser, Wizard Kamek, Fire, and Kamek
X7 DX: Seed Shyguy, Koopa, Gusty, Lanturn, and Nipper
X7 FX: Milde, Tap-tap, Ghost that reverse your directions, egg plant, flower that throws its petals at you, and pirhana plant
--------------------------------------------------------------------------------
5 Byte Objects:
Data Collected by Weasel, because I am THAT darn cool and secondly collected by Iggy, because I'm just THAT darn awesome, amazing, extraodinary, super, and other great describing words!.
Starred Objects work in the Flower Garden Object Set
Note: 4 byte objects are omitted
------------------------------------------------------------------------------------------------------------------
*01 Snow! It's snow! (edit: This is reguler Ground, MOST tilesets use this)
*04 Snow downward slope (down right)
*05 Snow downward slope (down left)
*06 Snow steep downward slope (down right)
*07 Snow steep downward slope (down left)
*08 Snow really steep downward slope (down right, buggy)
09 " (down left, buggy)
10 Weird flowers?
11 "
12 "
14 Ceiling and floor with cross section
16 Water, acts weird but very cool
17 Weird flower platform
18 piece of a rock and some flowers
19 Coral of Water
1F Wavey Lava
20 A grey flower thing
21 Mud with Grass Ground
24 Normal Mud Groud
27 Mud Steep Hill
28 "
29 Tree Cover
2A Tree Cover
32 Jungle Stone, with grass
33 ", without grass
35 animated water, bad gfx
38 Same as 32
39 Weird solid block thingy
3A Upside-down left, steep
3B Ditto, right
44 Castle Wall
45 Castle Wall diagonal down right top edge
46 Castle Wall diagonal down left top edge
47 Lava
48 Castle Bricks
*4E Sand blocks (throw eggs to make them disappear)
*4F Nothing....absolutely nothing, sometimes crossection wall
52 Weird
54 Diagonal (gradual) platform on a castle wall
55 Diagonal (steep) Platform on a castle wall
56 " (very steep)
58 Ceiling with Slanted Edges (left and right)
59 Filled, Ground, gradual down right
5A Filled, Normal down Right
5B ", Steep Right
5C ", Gradual Left
5D ", Normal Left
5E ", Steep Left
5F Ceiling, Gradual down left
60 ", Normal down left
61 ", Gradual right
62 ", Normal right
*66 Ice Blocks
*67 Big, orange block (edit by iggy: it's used to fill empty spaces)
*68 Coins
69 Yellow thing from 5-4 that makes you jump lower
*6B Green "Goal platform"
*6C Grey stone blocks
*6E Multi-colored stone blocks
7A Weird
7B "
7F Side of Cross section, Also, Hole in Cross Section
*82 Green Red coins, grouped closely together
85 Weird upside-down slope
86 "
87 Weird
88 "
89 Falling Block that falls when touched
*8A P-switch coins (invisible, dotted-lines)
*8B P-switch blocks
8F Weird block
90 Forest Slanted Tree
94 Weird switch blocks (used in "Keep Moving!")
95 Same as 94, but with a number 2
96 Same, count 3
97 Same, count 4
98 Running Waterfall
9D Falling Stone
A0 The block that changes color when you hit it, used in various levels, such as Milde's castle and hookbill's castle, red colored
A1 same, yellow
A2 same, green
A3 Weird
A4 "
A7 Spike Balls
A8 Space used for Gaps
B0 Hole in Castle Block?
B3 Top Right corner, flower ground. Messed up palette?
B4 Same as B2, weird GFX
B5 Same as B3, but worse
B6 Bottom right, flower ground
B7 Top left, flower ground, messed up palette. Repeat of last few objects.
B8
B9
BB Weird Block
*C5 Vertical coins
*C6 Diagonal downright coins
*C7 Switch coins, horizontal
*C8 Vertical switch coins
*C9 Diagonal coins
CA Water with sparkles
CB Weird Background item
CC "
CD "
CF Weird
D0 "
D3 BG of pipe
D6 Weird
D7 "
*DA Switch "!" Blocks
DB Ice Floor
DC Icey Floor Edges with water in between them (animated)
DD Icey Cave floor
DE "
DF Lava
E0 "
E1 Mushrooms
E3 Icy Floor Upper Corners
*E4 Horizontal Flower Platform
*E5 diagonal downleft flower platform
*E6 diagonal down left steep flower platform
*E7 diagonal down left super steep platform
*E8 Opposite of E5
*E9 Op of E6
*EA Op of E7
*EB Left facing Edge
*EC Right facing edge
ED Weird
EE Weird
EF Castle Block
F0 Castle block for movement
F1 Ditto but Slow movement
F2 Ditto but no movement
F3 Ditto but fast movement.
*F4 Unusable Pipe!
*F5 Spikes
F6 Kamek's "Turn into enemy" block
The rest are all crashes.
--------------------------------------------------------------------------------
4 Byte Objects:
Crashes are marked as X unless otherwise noted.
00 - Special Object (refer to the four byte, object 00 document)
01 - Crash
02 - Left Corner of Normal Ground
03 - Right Corner of Normal Ground
04 - Crash
05 - ""
06 - ""
07 - ""
08 - ""
09 - ""
0A - Right-facing wall of normal ground
0B - Left-facing wall of normal ground
0C - Poundable Log
0D - Skinny Horizontal Platfrom (usually sticking from a wall)
0E - Looks to be a unfunctoning lift..
0F - Same as 0F faceing right
10 - Crash
11 - ""
12 - ""
13 - Looks to be a background item Edges apper above sprites..
14 - Crash
15 - Cloud platform
16 - Crash
17 - ""
18 - ""
19 - ""
1A - Platform, wrong graphicset
1B - Vertical pole
1C - I beem
1D - Background item, long horiz. bar or similar
1E - Another background item
1F - Crash
-- NOTE: to save time I'll just X the Crashes..
20 - X
21 - X
22 - Flower G. Style hill.. <
23 - Flower G. Style hill .. >
24 - X
25 - Mud Ground
26 - Mud Ground
27 - X
28 - X
29 - X
2A - X
2B - Stampable log (mud tileset version)
2C - Bottomless Jungle Stone with Grass, 2 blocks wide
2D - Grass on mud with vine going down the side
2E - Grass on mud with Vine going down the side, Right side hanging
2F - Small Tree, solid top
30 - Vine
31 - Vine
32 - X
33 - X
34 - Catails and Grass
35 - X
36 - Tree Vine
37 - red line bridge
38 - X
39 - X
3A - X
3B - X
3C - Working Down pipe
3D - Object you can't land on
3E - Vertical Object, pass through..
3F - Vertical Object, safe on top, death on sides..
40 - Similar to 3F
41 - Horizontal Platform, used in Baby Bowser's Room (the pounding part) and various castles
42 - Vert. Decrotive item
43 - Striped object in castles, required for sprite 05 and 06 (if sprite 05 and 06 are on an odd Y axis)
44 - X
45 - X
46 - X
47 - X
48 - X
49 - Castle Wall Window
4A - Vert. Decrotive object
4B - Big ground object
4C - Checker Platform used for a non boss Salvo the Slime
4D - Same as 4C but longer and can't be used for salvo
4E - X
4F - X
50 - Vertical Train Tracks
51 - Horizontal Train Tracks
52 - X
53 - Castle background Platform
54 - X
55 - X
56 - X
57 - Platform with crosssection background
58 - X
59 - X
5A - X
5B - X
5C - X
5D - X
5E - X
5F - X
60 - X
61 - X
62 - X
63 - Horz. Wooden Platform (no defects)
64 - Same as 64 (maybe)
65 - Wooden Log Platform
66 - X
(note, any crashes will be omitted. Only good results will be written here)
6A - Messed up GFX horz. platform
6D - Spike Log
6F - Vertical BG item (weird)
70 - Plants
71 - Ground with Flowers
72 - Flower on underground
73 - Tree, Left, Right, and Middle with leaf
74 - Tree, Left and Right side with Leaf
75 - Tree, Left side with Leaf
76 - Tree, Right side with Leaf
77 - Middle Leaf
78 - Slanted Tree
79 - Down-right red stairs
7C - Funky BG item
7D - Crossection normal ground platform (top)
7E - Crossection platform
80 - Similar to 7C
81 - 80, diagonal the other way
83 - Green "Red coins" that make weird noises
84 - Same as 83, but not horizontal. Goes down-right
8C - Thing seen in castles where they use the ghost guys
8D - Weird vertical BG item
8E - Like....giant donut lifts (probably requires a different enemy gfx set)
91 - "T" shaped BG item
92 - Same as 91, but flipped
93 - Tree
99 - Similar to 91 but different GFX and it's solid (not BG)
9A - ???
9B - Swirly Plant
9C - Swirly Plant
9E - Wierd donut lifts (bad GFX when falling)
9F - Raven platform
A5 - Pipe
A6 - Side Pipe
A9 - Makes object disappear
AA - Pipe Wall (left side)
AB - Pipe Wall (right side)
AC - Pipe Ceiling
AD - Pipe Floor
AE - Pipe shadowed BG (left side)
AF - Pipe shadowed BG (ceiling)
B1 - Normal horz. platform
B2 - Down-left diagonal ceiling
BA - PIpe Ceiling
BC - Top Right Corner of Pipe
BD - Ditto but left
BE - Sewer Spout
BF - Water of Sewer Spout
C0 - Top of sewer water (no effect on yoshi, moves left)
C1 - Ditto but right
C2 - Top left Corner of sewer water
C3 - Ditto but right
C4 - Coin
CE - Diagonal down left line guide (if length < 80, its down right, if its > 80, its down left)
D1 - Vertical Line Guide
D2 - Horizontal Line Guide
D4 - Stone Pipe Wall
D5 - Ditto but right
D8 - Big Log Platform
D9 - Log Platform
DF - Puddles of Lava in Caves
E0 - DF's Lava Flowing Downward
E2 - Snowcapped Platform support
FD - Leaf
--------------------------------------------------------------------------------
Special 4 Byte Objects:
00 is a funny thing. There are 4 byte objects that are backwards. It begins with 00 and ends with the object. These are different from forwards 4 byte objects. Below is a list of them:
(Backwards 4 byte objects are in this format: 00 YX*16 YX*1 Type. This is just a four byte 0 with different lengths).
00 -
01 - One Leaf Plant from Swamp with Grass bottom
10 - Prince Froggy's Throat
12 - Staircase guide, Right
13 - ", Left
14 - ", Up Right
15 - ", Up Left
16 - Red coin in a stump
17 - ", Down Left
1B - Bones, Left
3B -
3C -
3D -
3E -
3F -
40 -
41 -
42 -
43 -
44 -
47 - Bandit's House
50 - Right Arrow Sign
51 - Spike Mace center
52 - Place where shyguys move a spike mace
53 - Place where a shyguy that reels up a spike ball
5C -
5D -
5E - Donut Block
5F - Rock
60 - Small Rock
61 - Small Rock
62 - Big Rock
63 - Big Rock
64 - Big Rock
65 - Big Rock
66 - Very Small Rock
67 - Nothing
68 -
69 -
6A - Bush covering sprite layer (small)
6B - " (medium)
6C - " (large)
6D - Pipe Down Exit
6E - Pipe Up Exit
6F - Pipe Right Exit
70 - Pipe Left Exit
71 - Pipe Slope
72 - Pipe Slope
73 - Pipe Slope with Ceiling
74 - "
75 - Pipe
76 - Pipe
77 - Pipe
78 - Pipe
79 - Pipe
7A - Pipe
7B - Pipe
7C - Pipe
7D - Plants
7E - Right Corner of Snow
7F - Left Corner of Snow
80 - Nothing
81 - Yoshi's House's Chinmey
82 - Yoshi's House
83 - Extremely Large Cloud Platform
84 - Huge Cloud Platform
85 - Small Fish Shaped Cloud Platform
86 - Fish Shaped Cloud Platform
87 - Big Fish Shaped Cloud Platform
88 - Left, Right, and Bottom Side of a Castle Wall
89 - Bottom of a Castle Wall
8A - Bottom of a Castle Wall
8B - Left side of a Castle Wall
8C - Left side of a Castle Wall
8D - Lower Right Line Guide of a Small Circle
8E - Upper Left Line Guide of a Small Circle
8F - Upper Right Line Guide of a Small Circle
90 - Lower Left Line Guide of a Small Circle
91 - Lower Right Line Guide of a Circle
92 - Upper Left Line Guide of a Circle
93 - Upper Right Line Guide of a Circle
94 - Lower Left Line Guide of a Circle
95 - Lower Right Line Guide of a Large Circle
96 - Upper Left Line Guide of a Large Circle
97 - Upper Right Line Guide of a Large Circle
98 - Lower Left Line Guide of a Large Circle
99 - Nothing
9A - Left End Line Guide
9B - Right End Line Guide
9C - Top End Line Guide
9D - Bottom End Line Guide
9E - Waterfall Left Side
9F - WaterFall
A0 - Stone Block in a Castle (Right Upper Side)
A1 - Stone Block in a Castle (Left Upper Corner)
A2 - Stone Block in a Castle (Left side)
A3 - Stone Block in a Castle
A4 - Flowers On Ground
A5 - Large Snowy Tree
A6 - Small Snowy Tree
A7 - Shyguy in Ice
A8 - Left Arrow
A9 - Salactite (Very Big)
AA - Salactite (Big)
AB - Salactite (Small)
AC - Salactite (Broken off Edge, Small)
AD - Big Crystal
AE - Big Crystals (2, Left Side)
AF - Crystal
B0 - Crystals (2, Left Side)
B1 - Crystals (2)
B2 - Crystals (3)
B3 - Lava Rocks
B4 - Left Facing Mushroom (Small)
B5 - Right Facing Mushroom (Small)
B6 - Left Facing Mushroom
B7 - Right Facing Mushroom
B8 - Set of 3 Mushrooms (Small, Left)
B9 - Ditto, Small, Right
BA - Ditto, Large, Left
BB - Ditto, Large, Right
BC - Tall Dandilion Flower
BD - Ditto, Right Facing
BE - Ditto, Medium Sized
BF - Ditto, Small Sized
C0 - Snow Capped Platform
C1 - Snow Capped Platform (Tip)
C2 - Snow Capped Platform (Medium)
C3 - Snow Capped Platform that tips
C4 - Egg Block
D0 - Piece of Flower
D1 - Ditto
D2 - Ditto
D3 - Ditto
D4 - Right Facing Rock
D5 - Ditto but bigger
D6 - Ditto but different
DF - Big Grounded Rock
E0 - Pipe from 6-4
FD - Special Object: Doesn't allow the screen to scroll down into the screen that this is placed in
FE - Special Object: Doesn't allow the screen to scroll right into the screen that this is placed in
FF - Special Object: Doesn't allow screen to scroll up into the screen that this is placed in
--------------------------------------------------------------------------------
Enemies/Sprites:
1-1: A8183 Interioer Shyguy pipe
1-1: B07A5 for the red plant after the rock. Explore around there (sprite data really starts at B0783)
1-1: B07C2 for the shyguy pipe (outside)
1-2: CEB76 First Falling Chomp
1-3: B12BB The First Pirhana Plant (data really starts at B12B5)
1-3: B135C The first chomp rock
1-4: A0915 First yellow egg block (data really starts at A089D)
1-5: 114705 Start
1-6: 8D526 First Stilt Guy (actually starts at 8D4C6)
1-7: 95129 First Melon Ball (actually starts at 9511D)
1-8: A886B Dead Start of the sprite areas
1-Extra: B16A5 Start of sprites
2-1: 95AF8 First Koopa
2-1: 95BFE Poochey's Place
2-2: A15D4 First Baseball Guy
2-3: A9445 Start
2-4: A9F98 First ! switch
2-5: AAD8E Start of Sprites
2-6: ABB52 First Dragonfly
2-7: A259B Start
2-8: 7825 First Vertical Platform
2-Extra: 95F68 First ! switch
3-1: A2F56 First Monkey
3-2:
3-3: A3CE3 First Net-Um
3-4: 8E082 Start
3-5: AC39B First Monkey
3-6: B207B First Monkey
3-6: B20FE First Chomp Rock
3-7: B29C0 Start
3-8: A47D9 Start
3-Extra: AC6E2 Start
4-1: A54C7 First Goomba
4-2: A6092 First Pirhana
4-3: ACC77 First Koopa
4-4: 96AF9 Chomp Warning Sign in the outer area of Milde's fort
4-5: A6994 Start
4-6: B35C1 Start
4-7:
4-8: B423D First Lava Spitting Toad
4-Extra: CF5D9 Start
5-1: AD959 Start
5-2: A71F2 Start
5-3: AE889 Start
5-4: B4DDA The Swinging guy (the first one) from sluggy's castle
5-5: B5F21 Second Goonie
5-6: 970F0 First Gusty
5-7: 87CB8 Start
5-8: B7127 Start
5-Extra:
6-1: 8F3EC Start
6-2: AF213 Start
6-3:
6-4: CFE83 First Ghost Shyguy
6-5: B80BB Start
6-6: 11568C Start
6-7: A7EB8 Chomp Chase (number 1)
6-8: AFF47 Kamek's Attack
6-8: B0169 Tap-tap's Cavern
6-8: B01D0 Bowser's Room!!
6-Extra: 8FDFB The Swinging Shyguy
00 - Lava Ride Log, 1-UP Bubble
01 - Blocked Door, single spike mace
02 - Nothing!, double spike mace
03 - Treasure Box With Key or stars, ghost shyguys moving spike mace
04 - Outline block that gives coin, Fishbone
05 - Ice melon, Shyguy with Bomb, passes to left
06 - nothing, Shyguy with Bomb, passes to right
07 - Watermelon, Stray Watermelon Seed
08 - Crash, Milde
09 - Fire Melon, Gold Tap-tap
0A - Cannon Ball Launcher, Silver Tap-tap
0B - Cannon Ball, Jumping Tap-tap
0C - Rapheal the Raven, A dropping spike mace that a ghost shyguy reels up and drops
0D - Goal ring, Ghost Shyguys in castles that move the spike maces
0E - GOAL!, Crate
0F - Bonus Challenge Appears, screws the flowers, blindfolded-boo
10 - Sewer Ghost that spits shyguys, flower
11 - You got item card, guys from 5-4 that you step on and they get all goey...
12 - Boss door, takes you to level 1 if no pointer, nothing
13 - Beat mini-boss sequence happens, level ends, Snifit
14 - Scrolling stops, key appears, beat big boss sequence happens, level gets buggy, emulater crashes, Stray Snifit Bullet
15 - Submarine Yoshi Torpeado, Coin that Disappears if not taken
16 - Bigger Boo, Platform that tilts from 3-7
17 - Frog, Donut Block
18 - Fire (used by enemies and by the mini-game bandit that just ate a fireball), Giant Donut Block
19 - Bubble, Ghost eat sheet to get shyguy or get hurt to get bandit
1A - Ski lift, Catcher Bandit
1B - Poundable lava post, Lakitu (If Lakitu's X is odd then 2 will appear)
1C - snowman (if snowman's X is odd, it'll be a penguin in disguise, otherwise, it will release 6 stars when killed), Stray Lakitu's Cloud
1D - Snowman on a Ski Lift, Lakitu's Spike ball
1E - walking shyguy (color changes depending on X, becomes a generator if placed in a pipe), rotating arrow elevator
1F - (W) Bowser's Castle's Path spinning doors, Blue Arrow elevator (disappears)
20 - (W) Bandit, Vertical Arrow lift
21 - (W) Empty Pail, Bouncy yellow stuff from 5-4
22 - (w) Red Coin egg, Pail with Bandit
23 - (W) Red Egg, Pail with coins (5)
24 - (W) Yellow egg, Seed Shyguy
25 - (W) Green egg, Kamek attack if X is even, if not, then kamek yelling for defeating bowser
26 - Giant Egg, Spike chains used in some Forts/Castles
27 - (W) Key, Weird
28 - Stray Huffin Puffin (running away), something invisible that makes weird noises and can hurt you
29 - (W) Giant egg, Fuzzy
2A - (W) Giant egg, Bandit That uses a shyguy as Bait
2B - (W) Ditto, Fat Shyguy
2C - (W) Frog that tries to bite yoshi to death, Red Coin/1-Up/Flashing shyguy
2D - Salvo the Slime, weird
2E - (W) Wierd, No enemy
2F - (W) Weird, Fireball (moves <->)
some stuff
30 - Mouser, fireball (vertical)
31 - Potted Thwomp, Locked Door
32 - Weird thing that moves up and down, Lemon Drop
33 - Mouser, lanturn ghost (X controls color, becomes a generator if placed in a pipe)
34 - Potted Ghost, Nothing
35 - Boss dies, background screws, music turns off, Raven that moves in one direction
36 - Falling Wall, Raven that alternates direction randomly
37 - Thing that rides yoshi and changes his color. Makes controls backwards (used in the immpossible maze), Falling rock seen in 2-1
38 - Fire (used by potted ghost), Smaller rock (also seen in 2-1)
39 - Nice for a disco place!, Really big falling rock seen in 2-1
3A - 3 little Ravens, Horizontal falling rock (seen in 2-1)
3B - Little Raven, Froggy's Acid
3C - Tap-Tap, the Red nose (boss), one-way pinball like thing (vertical)
3D - Nothing, Swooper that moves in a circle then goes straight
3E - Weak Bridge, pound to break, swooper that moves up in down
3F - Use with sprite D6 (Y = 1) to make a Salvo the Slime holding a key, Cheep-cheep that jumps straight up
40 - Baby Luigi!, Cheep-Cheep that swims around then jumps straight up
41 - The Stork!, Cheep-Cheep that swims around then jumps in an arc
42 - Nothing, absolutely nothing!!!, Cheep-Cheep that skips across the top of the water
43 - Big Red Shyguy from Froggy's Throat, water shooting fish
44 - Big Green Shyguy from Froggy's Throat, horizontal one way, right/left (If x is odd, then it's facing right)
45 - Froggy's Throat, blue unshaven
46 - The first boss but screws the level and kamek doesn't come, prince froggy appears but kamek doesn't come, and various other stupid bosses, pink unshaven
47 - Shyguys that follow you and causes you to use less eggs, left pipe
48 - Summons Kamek if a boss sprite is present (doesn't include Bigger Boo, Sluggy the Unshaven, Bowser, Salvo the Slime, or Hookbill), bouncey spring that goes up with you if you jump high
49 - Makes Bite sound then disappears, Arrow that shoots eggs up when hit
4A - Nothing!!, Weird
4B - Nothing!!, Weird
4C - Upside down aiming pirhana, Weird
4D - Weird, Weird
4E - Locked Door, Weird
4F - Mid point, Weird
50 - Rotating platform in Milde's Castle (moving), Weird
51 - Same as 50 but not moving until Yoshi steps on it, Weird
52 - Stray Riding Balloon, flying wiggler
53 - Kamek comes and says "OH MY!!" Suddenly, naval appears and dies and you get 3 keys and a crashing emulator without sound (I guess I saw this coming), Goonie with Shyguy
54 - Upside Down Pirhana, Chomp Chase
55 - Spinning platform that moves to yoshi's weight (small, red), Fat Winged Goonie
56 - Spinning platform that moves to yoshi's weight (big, green), Porco (the little cactus ball that wears pants, drops from ceiling, Comes in either a group of 1 or 3)
57 - Blargg like enemey used in the first head boss castle that has a platform on his head, Wall Lakitu
58 - Stray toadie that creaps up on you then steals Mario, Fat Wingless Goonie
59 - Powerful Infant Star (only appears when Mario is in powerful infant state), Bandit with a spiked hat
5A - Nothing, Hatless bandit with spiked hat
5B - Red Coin Bandit, Group of Dancing Spearguys
5C - Makes the area protroled with toadies that take mario when you get hurt, Green Switch Block (used in 1-8)
5D - Crash, Red Switch Block (used in 1-8)
5E - Same as 51 but smaller, shyguy with 1-up, spinning platform with shyguys
5F - Same as 51 but moves quickly and on interval, Green Flip platform (from 1-8) spikes are upward
60 - Torpeado, Same as 5F but red
61 - Baby Mario teleports and starts crying, win a free red coin!! or key or various other junk
62 - Goomba, 2 Green spiked platforms with a flip switch in the middle
63 - Muddy Buddy!, stray cactus
64 - Platform (spinning), nipper
65 - red coin!, Nipper Seed (the ones that float)
66 - Pirhana Plant!!, thunder lakitu (if Lakitu's X is odd then 2 will appear)
67 - Nothing!, green shell
68 - Flashing Egg block!, red shell
69 - ditto but red, green beach koopa
6a - ditto but yellow, red beach koopa
6b - free egg block, green koopa
6c - bouncey spring!, red koopa
6d - Biting Pirhana Fish moves left, green bouncing para-koopa
6e - Biting Pirhana Fish moves right, red horizontal flying para-koopa
6f - Spring, red vertical flying para-koopa
70 - clawdaddy, Water Lakitu
71 - (big) boo! or mother boo or little boo, Naval the Pirhana Plant
72 - chalk shyguy, Weird Fliping thing that can't be hurt and hurts yoshi. Yoshi can't eat it.
73 - balloon pump and balloon, Balloon with Shyguy
74 - Spike throwing Guy with Shell (from mario bros 3, I forgot his name), Balloon with Cactus
75 - Spike that sprite 74 (Y = even) throws, Balloon with Torpedo
76 - Sparky, Balloon with Bandit
77 - Ditto but moves to Yoshi, Balloon with spring
78 - killer biting missile bills! (follows yoshi), balloon with 1-up
79 - non-biting missile bills! (bounces), Ditto but with key
7a - normal non-biting bullet bills, Balloon guy with coin
7b - Disappearing Missile Bill, Balloon guy with Watermelon
7c - stationary yellow missile bill, Balloon guy with Fire melon
7d - stationary bullet bill, Ballon guy with ice melon
7e - nothing..., 3 Ballong Guys and a crate
7f - topsy-tursy log, stray balloon guy
80 - podovoo, spinning log (intervals)
81 - bouncing podovoo, crazie or amazie daisy (depends on X position)
82 - chained chomp!, dragonfly
83 - nothing?, Butterfly
84 - magical teleporter: If no pointer it warps to level 1, penguin
85 - hedge hog that grows if near by, Green Platform (slow, already moving)
86 - crash, Green Platform (slow, already moving)
87 - auto matic 1 - up, Yellow Platform (medium, already moving)
88 - powerful infant star, Yellow Platform (medium, already moving)
89 - red platform (horizontal), slow platform (still)
8a - pink platform (vertical), slow paltform (still)
8b - one up balloon, medium platform (still)
8c - A yoshi floating in mid air..., medium (still)
8d - shyguy with 5 star guys or with 1-up or other things, fast platform (still)
8e - Baby Bowser, Fast Line Platform (still)
8f - monkey chain, spinning swirly platform
90 - Shy guy spitting enemey that hangs, Falling Salactite
91 - scattering toadies, Small Bird
92 - melon ball, flower shyguy
93 - door (if no pointer, leads to level 1), flipping shyguy spitting guy
94 - pink egg block that gets big if hit under neath, Mini Blargg
95 - checkered block (horizontal), Nothing
96 - checkered block (vertical), Snow capped platform that tips (seen in 5-8)
97 - big pow, Arrow (Left/Down/Right/Up Arrow, depends on X and Y. If [Y - 1] MOD 4 doesn't equal zero, the arrow will be Right or Up)
98 - Turn back to Yoshi Block, Arrow (Down Right/Down Left/Up Left/Up Right, Same thing from 97 applies)
99 - explosion, Dizzy Daisy
9A - green rotating platform on an egg block, ghost guy (if placed in a pipe, becomes a generator)
9B - Shyguy and chain, Penguin that bounces off the a wall and walks around
9C - Weird stationary thing, Flying Penguin
9D - ! switch, Skeleton Goonie
9E - stone chomp, wingless skeleton goonie
9F - Cactus Pirhana, Skeleton Goonie with a Bomb
A0 - Star Flower, Double Fire Chain (X axis is the center)
A1 - Weird thing you can eat, single fire chain
A2 - Fire Lakitu's Fire Attack, Stray Star
A3 - Bandit, Masked Mouser
A4 - Bandit (hiddin in the background until baby mario is off yoshi), Stationary thing that Yoshi can't pass
A5 - Blargg/Water Blargg (depends on X), monkey
A6 - Chomp Crush (This is sweet!), monkey with melon
A7 - Chomp Crush (infinite), monkey that drops cactus/bombs (depends on Y axis)
A8 - Chomp sound effects, monkey that climbs
A9 - Weird stationary thing that can't hurt Yoshi, monkey that climbs and spits seeds
AA - Shyguy walking around in background (harmless), Lava spitting fish
AB - The result of using the all egg item, Boo Balloon
AC - Nothing, Little frog
AD - Talking Message Box, Kamek's Wand attack
AE - Hookbill (this is just sweet), Stray Kamek's Wand Attack (goes towards Yoshi)
AF - Winged Cloud (with yoshi car inside, if X is odd, then it is just a bubble with the morph, rather than the cloud), coin
B0 - Same but Yoshi Drill instead, Stray Balloon (the balloon and pump balloon)
B1 - Yoshi copter this time, Crushing Noise (nothing else)
B2 - Yoshi train, Gather Coin Mini Game Coin
B3 - Egg Appearing Cloud (hit with egg to appear), Mini-Game Bandit (Gather Coins)
B4 - Yoshi Marine, Moving Platform (Balloon Pop Mini-Game)
B5 - Invisible Cloud with 1-Up/! Switch/5 Stars, Mini-Game Bandit (balloon pop)
B6 - Coin Ring, Mini-Game Coin Cannon from Gather Coins, Also generates the Balloon Pop Balloons
B7 - Cloud with a 1-Up bubble in it, Mini-Game Bandit (watermelon)
B8 - Cloud with a Flower inside it, Pot from Minigames that give off infinite melons
B9 - Cloud with a Weird reaction....(kills nearby enemies), Mini-Game Bandit (Balloon toss)
BA - Cloud Falls and makes a staircase (diagonally up left), Changes Object set to cave (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BB - Ditto (straight left), Changes Object set to Plains (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BC - Bandit in a Cloud, Changes Object set to underwater jungle? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BD - Same as BB, Changes Object set to hookbill's room? (possibly an unused set) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BE - AN....ANOTHER.....1-UP...., Changes Object Set to Snow (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BF - Key in a cloud, Changes object set to jungle (such as the one in 3-2) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C0 - cloud with Star Guys (3) scatter, Changes object set to castle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C1 - cloud: Star Guys (5) scatter, Changes object set to Flower Garden (not the one from 1-1 but the one from 2-1) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C2 - Door in a cloud, Changes object set to cave (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C3 - cloud: Triggers area to your right to turn into a small mountain then shrink, Changes Object set to plains (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C4 - cloud: Green Melon, Changes object set to underwater jungle? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C5 - Cloud: Red Melon, changes object set to hookbill's room? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C6 - cloud: Blue Melon, changes object set to snow (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C7 - Cloud: 3 Petal Flower, changes object set to jungle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C8 - Cloud: 5 Petal Flower, changes object set to castle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C9 - The Crashing Cloud, Changes object set to flower garden (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
CA - Baby Bowser's Door!, Extremely Slow Right Auto Scroll
CB - Cloud: Coin, Auto Scroll slow down with right movement
CC - ! switch in a cloud, Wave Auto Scroll Movement
CD - Balloon guy from Bowser's Battle, Auto Scroll Right with a graudual down movement
CE - Fireball from Bowser's Battle (does not work in a normal level), Auto-Scroll Down with a graudual Right movement
CF - Baby Bowser Rock Slide!, Auto-Scroll Up Right
D0 - Pipe (right) that goes to level 1 if no pointer, Auto-Scroll Down Right then straight then up and down
D1 - Ditto but left, Auto Scrolling Down Right
D2 - Big Milde (boss, use with sprite 48), up auto-scrolling
D3 - Milde (splits to 4 medium ones), Horizontal with slow vertical scrolling
D4 - Milde (splits to 4 normal ones), autoscrolling (right)
D5 - Inserts the hills from hookbill's battle, nothing
D6 - Blarrg Platform that takes you across, Yoshi appears on the left of the screen (use with sprite 3F, Y = 0, to make a Salvo the Slime holding a key)
D7 - Kamek comes, makes a speech, and sluggy the unshaven comes and the music slows down, sluggy tries to push you into a block to kill you, gusty generator
D8 - Chomp warning Sign, End Generator: Gusty
D9 - Fishing Lakitu, End Generator: Lakitu
DA - Pot, End Generator: Fuzzy
DB - Thing that can be pounded and gets thinner (seen in 6-8), Nothing
DC - Snowball that can be pushed, Swooper Generator coming from the right
DD - Nothing, Nothing
DE - Ditto, Swooper Generator coming from the left
DF - Weird running thing that yoshi can make into an egg and doesn't hurt yoshi, nothing
E0 - Ditto but flys, hurts yoshi, and can't be made into an egg, nothing
E1 - Puffer Fish, nothing
E2 - Ghost that oozes around then jumps up/falls down depending on X location (you'll reconize this from luigi's mansion), Skeleton Goonie
E3 - Same as E2 but carries a fireball, Nothing
E4 - Cactus Boucing Pokey, end generator: Fire Lakitu
E5 - Cactus Boucing Pokey Cactus, Flying Wiggler Generator
E6 - Gusty!, Nothing
E7 - Bouncey Guys from the first castle (If x = odd then there is 1, if x = even, then there are two), Nipper generator
E8 - Gooney (if Y MOD 4 <> 0 and X is odd, it's a goonie generator from right, even is left), Nothing
E9 - 5 wingless Goonies, Balloon Guy with Cactus Generator
EA - Mini-gusty (vertical), nothing
EB - mini-gusty (horizontal), Balloon Guy with Bomb Generator
EC - Pyroguy (jumps), End generator: Balloon Guy with Bomb
ED - Pyroguy (runs), Riding Balloon Genertor
EE - Flower with petals that fly at yoshi, nothing
EF - Nothing, Nothing
F0 - Weird stationary thing, Lemon Drop Generator
F1 - Bubble Generator thing, End generator: lemon drop
F2 - Stilt Guy (color depends on X), Nothing
F3 - Flipping Shy Guy (color depends on X, becomes a generator if placed in pipe), End Generator: Goony
F4 - Egg/Catus flower (depends on X), fuzzy generator
F5 - Bat Guy, Lone Wingless Skeleton Goonie
F6 - Huffin' Puffin' (parent and children), crash
F7 - Guy that spits bubbles if stepped on, crash
F8 - Pirhana shooter guy that is invincible and aims at yoshi, Game Freezes (music continues)
F9 - Cactus that Monkeys throw and Pirhana shooters shoot, Game freezes but music still plays
FA - Flower, crash
FB - Long Spearguy, crash
FC - Short Spearguy, crash
FD - Karate Guy, crash
FE - Karate Guys' Attack, crash
FF - Poochey!, crash
--------------------------------------------------------------------------------
Exits:
Exit Pointers!
An exit pointer is 5 byte and start with FF and end with FF. They are located at the end of an area's object data.
First Byte: The screen where the exit is. The first is the Y screen, the second is the X Screen
Second Byte: Level Number
Level Numbers:
00: 1-1 Main
01: 1-2 Main
02: 1-3 Main
04: 1-4 Main
05: 1-5 Main
06: 1-6 Main
07: 1-7 Main
08: 1-8 Main
30: Tap-Tap's Castle (start)
36: Shyguy Pipe (1-1)
3A: Pipe in 1-1
3B: 1-2, Yoshi Copter Part
61: Prince Froggy's Throat
63: Second part of Kamek's Revenge
99: Fireball Coin room in 1-4
Third: Entrance X
Fourth: Entrance Y
Fifth: Entrance Type
Here are the Entrance Types:
00 - Door
01 - Normal, but with Skis
02 - right pipe
03 - left pipe
04 - Downard Pipe
05 - Upward Pipe
06 - Rightward Pipe
07 - Leftward Pipe
08 - Downward Pipe
09 - Shoot from bottom of screen
0A - Yoshi Disappears and Baby Mario drifts off. It moves them a screen to the right and yoshi with mario drops from the sky
The rest are crashes
Reminder:
1-4's Secret Room 1: 10 6E 04 10 00
Middle-Ring Entrances
Middle rings are located at a different part of the rom and don't have the screen exit yet it was too similar to be left out. The exact same thing as the normal exits apply but its 4 byte.
Address:
7E83E: 1-2's First Area
7E842: 1-2's Second Area
7E846: 1-3's First Area (Unused Middle Ring data)
7E84A: 1-3's Second Area
7E84D: 1-4's First Area
7E851: 1-4's Pre-Boss Room
Keep in mind: When you go through a mid-ring and then enter another area in that level, the mid-ring flag is still activated. For instance, in Level X, there is room 1 and room 2. Room 2 can't return to room 1 and has a mid ring. Room 1 can go to room two and has a mid-ring also. The player goes through the mid-ring in room 1 and dies in room two (without the mid-ring) Where is the player? The player is in room 2, as if he went there with the mid-ring. This could make players get stuck. However, they *may* be some way to fix this. It is not confirmed, but changing byte 10 in the level header *may* fix this.
--------------------------------------------------------------------------------
Text Tables:
18=(a
19=a)
1A=(b
1B=b)
1C=(y
1D=y)
1E=(x
1F=x)
20=(sel
21=ec
22=t)
23=(l1)
24=(l2)
25=(l3)
26=:
27=;
28=(r1)
29=(r2)
2A=(r3)
2B='
2C=^ Arrow
2D=(<)
2E=(>)
2F=(^)
30=(v)
31=(sta
32=r (part of start)
33=t)
34=^ cloud?
35=Right part of 34
36==
37=,
38=e
39=i
3A=t
3B=r
3C=h
3D=f
3E=n
3F=.
40=A with grave
41=A with circonflex
42=A with /
A0=0
A1=1
A2=2
A3=3
A4=4
A5=5
A6=6
A7=7
A8=8
A9=9
AA=A
AB=B
AC=C
AD=D
AE=E
AF=F
B0=G
B1=H
B2=I
B3=J
B4=K
B5=L
B6=M
B7=N
B8=O
B9=P
BA=Q
BB=R
BC=S
BD=T
BE=U
BF=V
C0=W
C1=X
C2=Y
C3=Z
C4=|- sort of thing
C5=C4 but upsidedown and backwards
C6=?
C7=!
C8=Backwards comma
C9=-
CA=(di
CB=pad)
CC=Triple Apostrophes
CD=Lowered o
CE=~
CF=,
D0=
D1="
D2="
D3=Raised Dot
D4=> Arrow
D5=Left Yoshi
D6=Right part of D5
D7=Raised X
D8=a
D9=b
DA=c
DB=d
DC=e
DD=f
DE=g
DF=h
E0=i
E1=j
E2=k
E3=l
E4=m
E5=n
E6=o
E7=p
E8=q
E9=r
EA=s
EB=t
EC=u
ED=v
EE=w
EF=x
F0=y
F1=z
F2=< Arrow
F3=.
F4=(?
F5=?)
F6=(*
F7=*)
F8=Left of ! Switch
F9=Right of F8
FA=Down Arrow
FB=
FC=
FD=
FE=
FF
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Other things; Sprite properties; etc.
Sprite data:
1E1CE: Balloon with cactus generator
It should read as: A9 74 01 22 64 A3 03
This requires a bit of ASM
The first loads the LDA.
The second loads the sprite that it generates
The third determines whether the Y location is odd or even
The forth is the long addressing mode
The last three are the subroutine, inverted
Other sprites:
136DF: What Monkey on ground with Melon shoots
13BC3: What Monkey with torpeado throws
13BC8: What Monkey with cactus throws
13EB2: What Monkey on a vine with Melon shoots
14D93: Froggy's Throat shyguy generator
14D27: Froggy's Throat acid generator
1DC07: Gusty Generator
1DCA9: Bat from the right generator
1DD40: Bat from the Left generator
1E003: Flying Wiggler Generator
1E0D2: Nipper Generator
1E28B: Balloon with Bomb generator
1E2E8: Riding Balloon Generator
1E44D: Lemon Drop Generator
2141A: What Seed Shyguy Spits
21837: What a Flower Shyguy turns into when stepped on
24F86: What the spike tops (seen in 5-1 and SMB3) throws
2E302: What the cactus with a cactus ball bounces
33134: What the milde boss splits into
364BC: Controls the sound that the Ghost that spits shyguys make
364C3: What the Ghost that spits shyguys spit
383B7: What an Egg Flower with an even X axis shoots
384F8: What an Egg Flower with an odd X axis shoots
3972F: What Snifit Shoots
3ACBF: What Lakitu throws
3C864: What Wall Lakitu throws
716C5: Affected what Goonie with Shyguy Drops
7177F: What Goonie Generator Generates
725E5: What the Bubble Blower guy Blows
7872E: What Amazie Daisy Blows
79D3A: What a large milde (the one you get after pounding a full-sized milde once) splits into
7A14B: What a medium milde (the one you get after pounding a full-sized one twice) splits into
8B373: What the Gather Coins Mini-Game cannon generates
8C539: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a watermelon
8C576: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a red watermelon
there should be 5 bytes before the A9
the first two, if changed to A5 10, means load a random number
The next (29), means use the logical operator AND
Other Stuff:
13753: When I changed this, the monkey that spits seeds runs away all the time...
1E185: When I changed this, Baby mario was in a different location...
138F6: When I ate the monkey that threw torpeados, after changing A9 D7 to A9 63, the game crashed, when I changed it to A9 D6, the monkey, rather than sweating sweat, it sweat fire
A9 XX XX 22 31 must control what an enemy generates when it hits water, lava, or does various other things
What Monkeys Sweat:
D6 - Fireballs (As in, the ones generated when something falls into lava)
D7 - Sweat
D8 - Smoke
6CD30: Messed up Baby Bowser's battle...
8C533: This seems to change the method of firing watermelon seeds for the minigame bandit of seed spit
8C5C6: This seems to change how far the firemelon fire that a minigame bandit shoots. It also seemed to change its behavoir...
8B9FD: After chaning this B0 to 14, Yoshi couldn't stand on the platforms in the watermelon minigame
List of Sound effects:
00 - No Sound
01 - "Correct" ding
02 - "Correct" ding but stops music after
03 - Egg being picked up by Yoshi
04 - Yoshi Spiting fire
05 - Sunflower Growing
06 - 07 played backwards
07 - Skeleton Goony loosing wings
08 - 1-UP Sound
09 - Yoshi getting Coin
0A - Sounds like something falling apart, can't quite figure out what
0B - Koopa Shell hitting enemy (first enemy)
0C - " (second enemy)
0D - " (third enemy)
0E - " (forth enemy)
0F - " (fifth enemy)
10 - " (sixth enemy)
11 - " (seventh enemy)
12 - " (eighth enemy)
13 - Bouncy Guy from 1-4 bouncing
14 - Yoshi eating an enemy that can't be turned into an egg (also, Monkey Spitting Seeds)
15 - Expansion Egg block expanding
16 - Balloon and Pump loosing air
17 - Yoshi getting hit by an enemy
18 - Kamek putting spell (the curtian-like thing)
19 - Sounds like a high pitched "Whew!"
1A - A "Woo-her" sound
1B - Swooper Flying or Spike Mace Moving (maybe both)
1C - Yoshi boucing off of an enemy (such as a flying Koopa)
1D - Low pitched Pop
1E - Yoshi taking a Key
1F - Yoshi hitting his head on the ceiling
20 - Burt the Bashful growing
21 - Yoshi touching Fuzzy
22 - No Sound
23 - Wall Falling
24 - No Sound
25 - Pirhana Plant Dying
26 - Tap-tap footstep
27 - ? Cloud appearing
28 - ? Bucket being hit
29 - Higher Pitched version of 28
2A - Even Higher Pitched version of 28
2B - Even Higher Pitched version of 28 (higher than 2A)
2C - ...Even Higher Pitched version of 28 (Higher than 2B)
2D - ? Bucket hitting ground with a clank
2E - Another ? Bucket being hit
2F - Lower Pitched version of 2E
30 - Star Guys Scattering out of a cloud
31 - Yoshi going down a pipe
32 - Message Window Poping Up
33 - Platfrom from 4-3 that has a number on it being stepped on
34 - Yoshi Walking into a One-way thing
35 - Frog Croak
36 - Flower being collected
37 - Egg Flower when you have 6 eggs
38 - Yoshi spitting one of the undefeatable slugs from 5-4 into another
39 - Pirhana Plant Bark
3A - Shyguy being stepped on
3B - Bubble Pop
3C - Yoshi licking Spikes
3D - Bandit taking Baby Mario
3E - Yoshi's tounge
3F - Wild Ptoodie Pirhana's attack
40 - Door Opens
41 - Door Shuts
42 - No Sound
43 - Getting on Yoshi
44 - Baby Mario's Cry
45 - Prince Froggy's Saliva dissolving
46 - Blargg comes out of Lava (may also be rock from 2-1 falling)
47 - Bullet Bill Shot
48 - Blargg comes out of Lava (may also be rock from 2-1 falling)
49 - Yoshi's Jump
4A - Yoshi tries to throw an egg even though he doesn't have one
4B - Staircase Forming (start)
4C - Staircase Forming (in process)
4D - "
4E - "
4F - "
50 - Message Window Poping Up, but higher Pitched
51 - Fire Lakitu readying an attack
52 - Same but Higher Pitched
53 - Same as 51 but Lower pitched
54 - Same as 51 but even lower pitched
55 - Same as 54 but even lower
56 - Same as 55 but even lower
57 - Baby Mario timer above 10
58 - Baby Mario timer below 10
59 - Chomp Rock moved
5A - Mouser Squeek
5B - Kamek Shouting
5C - Moving the Hand in the level select screen
5D -
5E -
5F -
60 -
61 -
62 -
63 -
64 -
65 -
66 -
67 -
68 -
69 -
6A -
6B -
6C -
6D -
6E -
6F -
70 -
71 -
72 -
73 -
74 -
75 -
76 -
77 -
78 -
79 -
7A -
7B -
7C -
7D -
7E -
7F -
80 -
81 -
82 -
83 -
84 -
85 -
86 -
87 -
88 -
89 -
8A -
8B -
8C -
8D -
8E -
8F -
90 -
91 -
92 -
93 -
94 -
95 -
96 -
97 -
98 -
99 -
9A -
9B -
9C -
9D -
9E -
9F -
A0 -
A1 -
A2 -
A3 -
A4 -
A5 -
A6 -
A7 -
A8 -
A9 -
AA -
AB -
AC -
AD -
AE -
AF -
B0 -
B1 -
B2 -
B3 -
B4 -
B5 -
B6 -
B7 -
B8 -
B9 -
BA -
BB -
BC -
BD -
BE -
BF -
C0 -
C1 -
C2 -
C3 -
C4 -
C5 -
C6 -
C7 -
C8 -
C9 -
CA -
CB -
CC -
CD -
CE -
CF -
D0 -
D1 -
D2 -
D3 -
D4 -
D5 -
D6 -
D7 -
D8 -
D9 -
DA -
DB -
DC -
DD -
DE -
DF -
E0 -
E1 -
E2 -
E3 -
E4 -
E5 -
E6 -
E7 -
E8 -
E9 -
EA -
EB -
EC -
ED -
EE -
EF -
F0 -
F1 -
F2 -
F3 -
F4 -
F5 -
F6 -
F7 -
F8 -
F9 -
FA -
FB -
FC -
FD -
FE -
FF -
When I changed the six bytes before the A9 XX XX 22, in the nipper generator, which reads A9 20 00 8D DC 0C, to A5 10 29 01 00 18, the generator generated the sprites like crazy and they kept replacing them when one dies.
10000-20000 enemy data and a little of level date apperently..
15000-16000 changed one of the flower guys to white(nothing apperent)
17000-18000 changed most of the flower guys white.. what the? hehe (nothing apperent)
18000-19000 map pointers, level data, or ASM for same.
19900-20000 hmm..
100000-200000 umm well messes up just about everything (of course I'm just doing a general corruption
20000-25000 asm code crashes game on level load
25000-30000 asm code.. killed yoshi's eating ability
30000-40000 asm... who knows
40000-50000 ASM object editing, graphics, and death
50000-60000 ASM objects.. yoshi moves right all the time for no reason. Also changes sounds for objects (I got yoshi's jump sound changed)
60000-70000 who knows
70000-80000 ASM and etc.. (made moving a rock crash)
80000-90000 ASM and maybe level data... many drawing routines in this section
100000-110000 ASM and etc.. kills map and island intro.
110000-120000 umm.. who knows?
120000-130000 Sprite and background mapping graphics.. who knows what else
130000-140000 nothing
140000-150000 "
150000-160000 "
160000-170000 "
170000-180000 "
180000-190000 graphics
190000-200000 massive into, map, background maps, and etc editing.. possible level storage..
199000-200000 map propertys.. maybe level info headers and graphics...
0x20200 -maybe start of level data?
0x20200 - 0x3102E map pointers in here
120200 - start of graphics
1fbd14 - 1ffee4 palletes (1F9580 last known possible start for them)
1bfc42 - 1f9580 Compressed graphics, ASM controls for buttons, save loading, and maybe levels..
1ceed2 - still affects graphics, save loading and looks like header..
1e2ed2 - umm.. well.. still has a little bit of map graphics compression, and cause nice pointer tabel corruption style effects also effects save rams
1e5ed2- outside the box..
1e4ed2 - defently part of the table
1e3ed2 - corrupted file loading program.
1e4000 - same
1e3000-1e3a00 map16
weasel85weasel: This text is for when the yoshis have gathered around mario and are taking him around. 11045A and I don't know the end
Well..I know that between 101FF and 1024E the yoshi's Palettes may be in there somewhere. I corrupted that section and the Yoshi's were all crazy colors. One was completey black and another looked like he was on fire. I'll work on this some more....just to keep you posted.
Well, I think anyway. I did this and the first level was a blank area with the boss music playing. I made Yoshi hover so I could hear the music. It seemed to corrupt lots of level headers too. Here's the range:
$7DB60 to $7ED5F
You try it too and see what comes up.
7E63b-7E6d1
0x7E646 - table number for world 1-1
0x7E6D1 - another table.. doesn't effect start point
0x7E6D2 - starting point in level X Coord
0x7E6D3 - starting point in level Y Coord
0x7E9f1 - 0x7Ea23 somewhere in here is level 1-1 I got it to change backgrounds and everything... or may be pointer tables
weasel85weasel: There's a big area between $7DB5C and $11045A, which is where text areas are.
0x10204E - 0x11045A intro
0x80D05 - Object set, or background. Makes crash.. 1-1
0x80D06 - part two
0x521DD - Baby Mario setting?
0xB03D1 - Noteworthy addy. level data maybe..
0xB06BB - pointer table for bonus level or similar
breakdown:
0xB06BB - Level Number
0xB06BC - X Coord Exit
0xB06BD - Y Coord Exit
0xB06BE - Exit Type
(61 74 BB 7A 00 )
Exit Types:
00 - Door
01 - Left of Screen Ski
02 - right pipe
03 - left pipe
04 - Downard Pipe
05 - Upward Pipe
06 - Rightward Pipe
07 - Leftward Pipe
08 - Downward Pipe
09 - Shoot from bottom of screen
0A - Yoshi Disappears and Baby Mario drifts off. It moves them a screen to the right and yoshi with mario drops from the sky
0B - Crash
0C - Crash
0D - Crash
0E - Crash
0F - Crash
The rest are crashes
0x7EB66 - Pointer table.. (This is kind of smack dab in the middle so we'll need to go up. 3 byte object, 3 byte enemy
0x7EA22 - Start of Pointer table
0xA80C4 - Object level data for 2nd pipe 1-1
0xA8183 - Sprite data for 2nd pipe 1-1
0xA80C4 - Object Set
0xA80C5 - Pallete
0xA80C6 - Background and BG pallete...
0xA80C7 - Layer 3
0xA80C8 - Layer 4
0xA80C9 - Enemy Graphic set
0xA80CA - Layering options or something
0xA80CB - makes things ice colored or some something. Also has to do with music..
0xA80CC - Music setting..
Music:
0xZ0
00 - Flower Garden
01 - Castle
02 - Underground
03 - Bonus
04 - Kamerk
05 - Athletic
0xZ4
00 - Kamek
E0 - Final Boss
0xZ5
00 - Jungle
E0 - Powerful Infant
0xZ6
E0 - Room before boss
Don't read above, it's not by Iggy! Instead:
10th Byte is less then 80:
00 - Flower
01 - Castle
02 - Underground
03 - After Level bonus challenge
04 - Kamek
05 - Sky
06 - Ending (requires kamek)
07 - Title Screen
08 - Flower
09 - Castle
0A - Underground
0B - Bonus Challenge
0C - Kamek
0D - Sky
0E - Nothing
0F - Title Screen
10 - Flower
11 - Castle
12 - Underground
13 - Challenge
14 - Kamek
15 - Sky
16 - Nothing
17 - Title
18 - Jungle
19 - Before A boss (mini)
1A - Kamek
1B - Before Another Boss (last)
1C - Big Boss, short intro
1D - Powerful Infant
1E - ANOTHER...BEFORE...A...BOSS (mini)
1F - Title
Pattern repeats up to FF
80 or above:
00 - Jungle
01 - Before a Boss
02 - Kamek
03 - Before another Boss
04 - Big Boss
05 - Powerful Infant
06 - BEFORE ANOTHER STINKY BOSS!!
07 - Title
08 - Jungle
09 - Before a Boss
0A - Kamek
0B - Before another Boss
0C - Big Boss
0D - Powerful Infant
0E - BEFORE ANOTHER STINKY BOSS!!
0F - Title
10 - Jungle
11 - Before a Boss
12 - Kamek
13 - Before another Boss
14 - Big Boss
15 - Powerful Infant
16 - BEFORE ANOTHER STINKY BOSS!!
17 - Title
18 - Jungle
19 - Before a Boss
1A - Kamek
1B - Before another Boss
1C - Big Boss
1D - Powerful Infant
1E - Before a Mini boss
1F - Title
Also, the last digit controls the music bank.
---------------------
weasel85weasel: I haven't confirmed anything for the object data but at A80D0, there's a byte 43. Change it to 45 or higher to move the pipe background thing right a little. Change it to 41 or lower to move it left.
weasel85weasel: (this is enemy here)offset A8183 looks like 1E 1E 0B. It's three bytes. The first is unknown...the second is the enemy pic and the third is the X coordinate.
Edit by Iggy: Actually, the first is sprite type, second is Y/ Secondary Sprite Type, and the third is the X and special Options (such as wether a shyguy is red or green or if a single lakitu appears, or a pair)
weasel85weasel: I think the first byte is Y coordinates. I may have this wrong though...
weasel85weasel: If you change the second 1E into a 00, you get a red shyguy
weasel85weasel: I did get one thing. Objects in the pipe are 4 bytes...and for the music, o6 has no music and 07 gets werid stuff...but it's not important
----------------------
0xB03C7 0xB0783 - level 1 Obj Ene
----------------------
BoUcHeAn BoUcHe: ok the music setting
BoUcHeAn BoUcHe: is actually ?M
Emuz: it's the last nybble
Emuz: yeah I know
Emuz: ;-)
BoUcHeAn BoUcHe: only the right nibble changes the music
------------------------
byte 0x01 : GGGGGGBB
GG = Ground Color/Set
BB = Background
00 - forest trees
01 - starry bg
10 - Pointed Hill BG
11 - hill background
--------------------------
weasel85weasel: B1 is the object itself, 00 makes it go to the right REALLY far, A6 is X coordinate, and 03 is length (apparently endless)
Acmlm: B1 to B3 made it disappear again
Acmlm: Changing it to B0 makes the game get stuck there
Acmlm: Changing A6 to B6 moved it down
Acmlm: I got it, hehe
Emuz: ;-)
Acmlm: Same byte for X and Y
Acmlm: Try the first part of the second byte for enemys
Acmlm: Seems to be it
Edit:
The first byte is Object
Second is Screen (B7 would mean B vertical screen, 7 horizontal screen)
Third is Coordinate (B7 would mean B vertical coordinate, 7 horizonal coordinate)
Fourth is X Length
Fifth is Y Length
When it's to four byte objects, it's like this:
Object
Screen
Coordinate
Length (Y is first digit, X is second)
----------------------------
X COORD - 0x20 = Y Coord up, X COORD + 0x20 = Y Coord down .. more latter..
0xB6E55 A Pinf Level
- well object set byte is more than just an objectset byte
Emuz: the byte before the music in the YI header
Emuz: setting the last nybble to 5 gives you the missing songs.. so far.. I got pinf and 'athletic'
weasel85weasel: change the byte at $B03C8 from 27 t0 20. It looks cool
0x7EA46 - pointer to fuzzys hehe 0x9491F real object addy, 0x9511D enemy
---------------------------
weasel85weasel: B1 is the object itself, 00 makes it go to the right REALLY far, A6 is X coordinate, and 03 is length (apparently endless)
0xA80F7 testing of this object
note: this is based on the pipe's objectset
00 - Goofy Purple hole
01 - Crash
02 - Some kind of structual object, graphics messed..
03 - See 02
04 - Crash
05 - ""
06 - ""
07 - ""
08 - ""
09 - ""
0A - Simlar object to 02...
0B - SImilar 0A
0C - Poundable Log...
0D - Platform Object.. need to test in another graphic enivorment to get specifics..
0E - Looks to be a unfunctoning lift..
0F - Same as 0F faceing right
10 - Crash
11 - ""
12 - ""
13 - Looks to be a background item Edges apper above sprites..
14 - Crash
15 - Cloud platform...
16 - Crash
17 - ""
18 - ""
19 - ""
1A - Platform, wrong graphicset
1B - Vertical pole
1C - I beem
1D - Background item, long horiz. bar or similar
1E - Another background item
1F - Crash
-- NOTE: to save time I'll just X the Crashes..
20 - X
21 - X
22 - Flower G. Style hill.. <
23 - Flower G. Style hill .. >
24 - X
25 - Water Ground part
26 - Wet Hill
27 - X
28 - X
29 - X
2A - X
2B - Stampable log
2C - Inmovable Block
2D - Vertical bar, top tile shows over yoshi
2E - same as 2D, only with a hanging part on the right..
2F - T like background (It's a flippin' tree.. object set 0x02)
30 - another tree I guess
31 - again tree I guess..
32 - X
33 - X
34 - Strange foreground/background object
35 - X
36 - I think it will be a large tree
37 - red line bridge
38 - X
39 - X
3A - X
3B - X
3C - Working Down pipe
3D - Object you can't land on
3E - Vertical Object, pass through..
3F - Vertical Object, safe on top, death on sides..
40 - Similar to 3F
41 - Horz. Ground
42 - Vert. Decrotive item
43 - similar to 42
44 - X
45 - X
46 - X
47 - X
48 - X
49 - 2 block wide Vert. Decrotive object.
4A - Vert. Decrotive object
4B - Big ground object
4C - similar to 4B
4D - Larger version of 4B
4E - X
4F - X
--------------------------------------------------------------------------------
And here's the SMA3 Data I found, just incase somebody wants it. SMA3 works pretty much the same.
--------------------------------------------------------------------------------
Level Header Data:
Level Header Information gathered from 1-1
These are my experiments I did when looking at the level header.
by Iggy Koopa
*******
Adresses:
1C1F29: 1-1 Make Eggs, Throw Eggs
*******
This document will refer to Yoshi Header.txt a lot, so it will be easier to have that with you as well...
*******
First Byte:
BG Color and Layer 1 Tileset. Exactly the same as Yoshi's Island's.
*******
Second Byte:
Layer 1 Tileset (Depends on if first bit is less than 8 or not) and Layer 2 group, same as Yoshi's Island's.
*******
Third Byte:
Layer 2 type, and layer 2 colorings, part one. Same as Yoshi's Island's.
*******
Fourth Byte:
Layer 3 type and layer 2 color part 2. Same as Yoshi's Island's (this is getting redundant, isn't it?)
*******
Fifth Byte:
Layer 3 color and Sprite Group
This is where the changes start. The sprite groups have been changed completely, although they remain the same format.
X1 EX - Same as Yoshi's Island's X3 CX
X3 1X - Same as Yoshi's Island's X6 2X
*******
Sixth Byte:
Second part of Sprite. It uses the same format as Yoshi's Island but the numbers are different.
*******
Seventh Byte:
This is where the changes are big.
This is supposed to be the layer 3 tileset and layering options. But I'm not sure what it is.
Value: Result:
09 Game Freezes
*******
Eighth Byte:
This is supposed to be the layer 3 tileset and settings, and it turns out that that's partially what it is.
1-1's says 58. When I changed it to 5B, the layer 3 color changed. Changing it to 28, the layer 3 tileset changed.
Tilesets:
0 - Water (the transparent kind used in levels with the yoshi-marine)
1 - Happy Clouds
2 - Castle Candles, Water, and Clouds from the entrance to the Potted Ghosts' Castle
3 - Tree and Froggy's Throat
4 - Snow and Tree (Same Tree as 3)
5 - Goonies and Butterflies
6 - Same as 2, it seems
Second Bit:
0 - I used this with the Happy Clouds setting. It seems to change the layer 3 tileset to the Tree and Froggy's Throat
F - Game Froze
*******
Nineth Byte:
*******
Tenth Byte:
This seems to control the layer 3 position and the music. The music is determined by this byte and the Nineth Byte.
Bit 2 of Byte 9 is 0, 2, 4, 6, 8, A, C, or E
00 - Flower Garden
20 - Jungle
40 - Castle
60 - Before a boss
80 - Cave
A0 - Kamek
C0 - Flower Garden
E0 - Kamek
Bit 2 of Byte 9 is 1, 3, 5, 7, 9, B, D, or F
00 - Kamek
20 - Before a Boss
40 - Sky (From Hop! Hop! Donut Lifts)
60 - Powerful Infant
80 - Before a Boss
A0 - Before a Boss
C0 - Flower Garden
E0 - Kamek
--------------------------------------------------------------------------------
Special Objects:
17 - Coin