SMB3_All_Stars_Map_Tiles_Index_v1.00
By Gethin ("Dream Weaver") @thefossillibrary.freeforums.org
©2013 Dream Weaver. All rights reserved.
Dream Weaver is in no way affiliated with Nintendo.
Version v1.00 created 13th Jan 2013
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PREAMBLE:
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The aim of this document - which will be one of a series - is to provide
a partial (albeit naive) breakdown of the SMB3 All-Stars RAM Map.
Eventually, I would hope to use the analysis of this and many other SMB3
banks toward creating a comprehensive SMB3 game editor. That will take a
while though, as I've lots to learn before then. But in the mean time, I
thought others might find this series/document useful.
If you have any tips, suggestions, or corrections, I'd really appreciate
you taking the time to fire off a quick PM. Also, if you happen to be
working on an SMB3 All-Stars ROM hack, I'd love to hear about it. And it
goes without saying - but nonetheless needs saying - that anyone who has
contributions to future revisions of this document will receive full and
unequivocal credit for their contributions (unless they mention things
I've since deciphered on my own, in which case they will get a name-drop
with shared credit).
If you want to to post this on your website, just PM me at Dream Weaver:
thefossillibrary.freeforums.org
You can also email me at: rockpervert@yahoo.co.uk, but I rarely check
it, so as I say, the best way to reach me is on the fossil-hunting
forum I run: thefossillibrary.freeforums.org. Membership is quick and
automatic (no awaiting my/admin's approval - and it really is very quick
to join. If you don't want to give your real details on registration,
then don't. You can call yourself Captain Haddock for all I care).
And if you insist on using email, please title it "SMB3" (that's all)
and expect a long wait. Fair watning and all...
Incidentally, the answer will be yes, but please ask anyway: if this
interests you, what's on your site might well interest me.
Don't try to pass this off as your own work... It isn't. And whilst
I personally couldn't give a damn, you should have more respect for
yourself and just create something all of your own. It's not rocket
science...
Thanks
Gethin
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MAP TILES INDEX/TABLE FOR SMB3 ALL-STARS:
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More work to follow on this, and at some point I'll get around to adding
all the Map Pointers (World by World, Screen/Zone by Screen/Zone). But
until then...
==================
Notes about tiles:
==================
LHS = Left Hand Side
RHS = Right Hand Side
The vast majority of the tiles marked N/A* between 0D and 7F don't do
anything, although there is a slim chance one or two might be functional
in certain Worlds, or certain zones of certain Worlds. Some of the later
values marked N/A* - beyond 7F - are quite likely to have a purpose that
has yet to be discovered (I just need to test each one in each zone of
each World - updates will follow). Either way, I'm not going to rush it,
as it seems I already have pretty much every (possible) usable tile
already accounted for below. I will get around to it eventually though.
Tiles marked M** or L** are duplicates of the "M" (xx=00) and "L"
(xx=01) tiles, for stages already completed by Mario/Luigi respectively.
One or two of the N/A* tiles also do this.
Stage icons like 08 for Stage 6 and E0 for a Red Mushroom House are
just that - stage icons. Placing a Stage 6 or Red Mushroom House at a
random Map location will not make said location into an extra stage.
However, setting 08 on the exact location of Stage 6 will mean you
can (must, unless you have a Cloud) re-enter Stage 6 over and over.
Similarly, setting E0 over an actual red Mushroom house will mean you
can go in and collect the treasure over and over.
F0-FC = These are described below as "Bubbling water/lava", as they
appear like bubbling water in the test world - World 4. They are,
however, the tiles for the Lava Pools used in World 8 (Zones 1 and 2).
They could still be used for other Worlds - in ROM hacks - without bugs
or any loss of graphical congruency.
82 - BA = below these are described as "Water" with various bits of land
in them, but the same graphics apply in the World 5 Cloud Zone, with
the Sky background here being identical in appearance to the Water
background of, for example, Worlds 3 and 4. These tiles function,
therefore, as both Water with bits of land and Sky with bits of land.
42 and 43 are described below as "Grassland"
In World 9 - Warp Zone - the onscreen numbers 2-8 above the Warp Pipes
are written over the background Map Tiles, and thus not found in this
tile set.
The Map border surrounding each screen/zone of a given World is
generated elsewhere, not in these codes (although it is overwritten on
black/blank squares, or half black/blank squares - see xx=02 or xx=E7
below).
The vast majority of the tiles below - excluding the N/A* tiles - are
universal, and so will function in any World (or any world but World 5
Cloud Zone and parts of World 8). For example, the BB an B4 tiles
usually occur as shown below, but work perfectly in most Worlds:
BB = Dancing Palm Tree - used in Worlds 2 and 3.
B4 = Dancing Plant - used in Worlds 1, 3, 5 (Zone 1 - Land Zone), and 6.
====================
The Map Tiles index:
====================
00 = "M" (Stage completed by Mario)
01 = "L" (Stage completed by Luigi)
02 = Black/blank square - used as underlay for Map-World Screen Borders
03 = Stage "1" icon
04 = Stage "2" icon
05 = Stage "3" icon
06 = Stage "4" icon
07 = Stage "5" icon
08 = Stage "6" icon
09 = Stage "7" icon
0A = Stage "8" icon
0B = Stage "9" icon
0C = Stage "10" icon
0D = N/A*
0E = N/A*
0F = N/A*
10 = N/A*
11 = N/A*
12 = N/A*
13 = N/A*
14 = N/A*
15 = N/A*
16 = N/A*
17 = N/A*
18 = N/A*
19 = N/A*
1A = N/A*
1B = N/A*
1C = N/A*
1D = N/A*
1E = N/A*
1F = N/A*
20 = N/A*
21 = N/A*
22 = N/A*
23 = N/A*
24 = N/A*
25 = N/A*
26 = N/A*
27 = N/A*
28 = N/A*
28 = N/A*
2A = N/A*
2B = N/A*
2C = N/A*
2D = N/A*
2E = N/A*
2F = N/A*
30 = N/A*
31 = N/A*
32 = N/A*
33 = N/A*
34 = N/A*
35 = N/A*
36 = N/A*
37 = N/A*
38 = N/A*
39 = N/A*
3A = N/A*
3B = N/A*
3C = N/A*
3D = N/A*
3E = N/A*
3F = N/A*
40 = M**
41 = L**
42 = Grassland (main land background) - this one is "native" to World 4
43 = Grassland (main land background)
44 = Horizontal path along bottom, and path junction on bottom RHS
45 = 90-degree path junction; horizontal path along top, and vertical
path along RHS.
46 = Horizontal path along bottom, and path junction on bottom LHS
47 = Horizontal path along bottom, and path junction on bottom LHS
48 = Vertical path along RHS, and path junction on bottom RHS
49 = Horizontal path along bottom
4A = 90-degree path junction; hotizontal path along bottom, and vertical
path along RHS
4B = Jetty - this is where you catch the raft from in World 3, to get to
the treasure Islands with Spade and Mushroom Houses on.
4C = N/A*
4D = N/A*
4E = N/A*
4F = Black/blank bottom half, land/grassland on top half (used as bottom
border in World 1 etc)
50 = Toad Mushroom House
51 = Map Rock type #1 - smash with Hammer to reveal horizontal path
52 = Map Rock type #2 - smash with Hammer to reveal vertical path
53 = Map Rock type #3 - map decoration ONLY; cannot smash with Hammer
54 = Map Lock type #1 (linked to Sub-Fortresses) - clear this Map Lock
to reveal a vertical path
55 = N/A*
56 = Map Lock type #2 (linked to Sub-Fortresses) - clear this Map Lock
to reveal a hotizontal path
57 = World 5 mini (see Figure 1.0 below)
58 = World 5 mini (see Figure 1.0 below)
59 = World 5 mini (see Figure 1.0 below)
5A = World 5 mini (see Figure 1.0 below)
5B = World 5 mini (see Figure 1.0 below)
5C = World 5 mini (see Figure 1.0 below)
5D = World 5 mini (see Figure 1.0 below)
5E = Same as 5D above but never used in World 5
5F = Cloud Zone Sub-Fortress (leads from Zone 1 to Zone 2 in World 5)
60 = Completed Sub-Fortress
61 = Battlement Turret (top of horizontal wall) - World 8 Zone 4
62 = Battlement wall (horizontal lower part) - World 8 Zone 4
63 = Battlement wall (horizontal upper part) - World 8 Zone 4
64 = Battlement wall (vertical part) - World 8 Zone 4
65 = N/A*
66 = N/A*
67 = Sub-Fortress
68 = Quicksand Stage (World 2)
69 = Pyramid Stage (World 2 - also used as a Map decoration)
6A = N/A*
6B = N/A*
6C = N/A*
6D = N/A*
6E = N/A*
6F = N/A*
70 = N/A*
71 = N/A*
72 = N/A*
73 = N/A*
74 = N/A*
75 = N/A*
76 = N/A*
77 = N/A*
78 = N/A*
79 = N/A*
7A = N/A*
7B = N/A*
7C = N/A*
7D = N/A*
7E = N/A*
7F = N/A*
80 = M**
81 = L**
82 = Water (inverted T-junction stream) with land along the bottom, and
land corners on the top LHS and RHS
83 = Water (T-junction stream) with land along the top, and land corners
on the bottom LHS and RHS
84 = Water with thin strip of (joined) land on top and LHS edges
85 = Water with thin hotizontal strip of land across the top
86 = Water with thin strip of (joined) land on top and RHS edges
87 = Water with small corner of land in bottom RHS corner
88 = Water with small corner of land in bottom LHS corner
89 = Water with small corners of land in bottom LHS and RHS (used near
Map Bridges)
8A = Water (sideways T-junction stream) with land along the LHS, and
land corners on the top and bottom RHS
8B = Water (sideways T-junction stream) with land along the RHS, and
land corners on the top and bottom LHS
8C = Water with small vertical strip of land on LHS
8D = Water
8E = Water with small vertical strip of land on RHS
8F = Water with small corner of land in the top RHS
90 = Water with small corner of land in top LHS corner
91 = Water with small corners of land in top LHS and RHS (used near
Map Bridges)
92 = Water with small corners of land in top and bottom RHS
93 = Water with small corners of land in top and bottom LHS
94 = Water with thin strip of (joined) land on bottom and LHS edges
95 = Water with thin horizontal strip of land across the bottom
96 = Water with thin strip of (joined) land on bottom and RHS edges
97 = Water with vertical land strip along LHS, and land corner on
bottom RHS
98 = Water with vertical land strip along RHS, and land corner on
bottom LHS
99 = 90-degree bend in water channel: joined land strip along LHS
and top, and land corner on bottom RHS
9A = 90-degree bend in water channel: joined land strip along RHS
and top, and land corner on bottom LHS
9B = Water with thin hotizontal strip of land across the top, and land
corner on the bottom RHS
9C = As above but with land corner on bottom LHS
9D = Vertical water channel (stream) with land along LHS and RHS
9E = Water with land corners on top LHS and bottom RHS
9F = Water with land corners on top RHS and bottom LHS
A0 = Four-way water channel (X-junction) with four land corners
A1 = Water (horizontal stream) that terminates on the LHS
A2 = Water (horizontal stream) with land edge on top and bottom
A3 = As above, but termination of such a stream (terminates on RHS)
A4 = Water with land along the LHS and a land corner on the top RHS
A5 = Water with land along the RHS and a land corner on the top LHS
A6 = 90-degree bend in water channel: joined land strip along LHS and
bottom, and land corner on top RHS
A7 = 90-degree bend in water channel: joined land strip along RHS and
bottom, and land corner on top LHS
A8 = Water with land along bottom and land corner in top RHS
A9 = Water with land along bottom and land corner in top LHS
AA = Water: land along top, and vertical path along RHS edge
AB = Water: land along bottom, and vertical path along LHS edge
AC = Water with horizontal path along bottom
AD = Water with a micro Island in the middle
AE = Water with hotizontal path along bottom (straight junction)
AF = Water with 90-degree path: path along bottom and RHS with
junction on bottom RHS
B0 = Water with vertical path along RHS edge
B1 = Horizontal water channel with Draw Bridge across it
B2 = Vertical water channel with Draw Bridge across it
B3 = Horizontal Map-Bridge over water (land on LHS and RHS edges)
B4 = Dancing Plant (World 1 Map decoration)
B5 = Water with vertical map path on RHS (junction on bottom RHS)
B6 = N/A*
B7 = Water with land along LHS edge and horizontal map path along bottom
B8 = Water with land along RHS edge and horizontal map path along bottom
B9 = Vertical water channel with horizontal map path along bottom
BA = Horizontal water channel with vertical map path along RHS edge
BB = Dancing Palm Tree (World 4 decoration)
BC = Map Pipe
BD = Dancing Flower/Plant (World 4 decoration)
BE = Snapper Plant (World 7 decoration)
BF = Grassland with small pond (also functions as small Lava Pool in
World 8)
C0 = M**
C1 = L**
C2 = Cloud in bottom RHS corner with Sky beneath - World 5
C3 = Cloud along bottom with Sky beneath type #1 - World 5
C4 = Cloud along bottom with Sky beneath type #2 - World 5
C5 = Cloud in bottom LHS corner with Sky beneath - World 5
C6 = N/A* - checked all!
C7 = N/A* - checked all!
C8 = End-of-World Castle (top half)
C9 = End-of-World Castle (bottom half)
CA = Upper LHS of (World 8) Bowser Castle
CB = Upper RHS of (World 8) Bowser Castle
CC = Lower LHS of (World 8) Bowser Castle
CD = Lower RHS of (World 8) Bowser Castle
CE = Cloud along RHS edge with Sky beneath type #1 - World 5
CF = N/A* - checked all!
D0 = Cloud (joined) along bottom and RHS with Sky beneath - World 5
D1 = Bonfire (World 8 Zone 1 decoration)
D2 = Cloud along RHS edge with Sky beneath type #2 - World 5
D3 = Cloud along top edge with Sky beneath - World 5
D4 = Cloud corner on top LHS with Sky beneath - World 5
D5 = N/A*
D6 = N/A*
D7 = End-of-World Castle (World 5 Cloud Zone ONLY - bottom half is C9,
same as other Worlds, since the bottom half takes up the entire
tile area, and so no clashes on surrounding background)
D8 = N/A*
D9 = Cloud with map path junction/terminal in bottom RHS corner -
World 5 Cloud Zone
DA = Sky with horizontal map path along bottom edge - World 5 Cloud
Zone
DB = Cloud with vertical map path along RHS edge - World 5 Cloud Zone
DC = Cloud with horizontal map path along bottom, and junction/
termination on bottom RHS corner - World 5 Cloud Zone
DD = Cloud with vertical map path along bottom, and junction/termination
on bottom RHS corner - World 5 Cloud Zone
DE = Cloud with 90-degree path junction: path along bottom and RHS edge,
and junction on bottom RHS corner
DF = Cloud Zone Sub-Fortress: same type as 5F, which leads from Zone 1
to Zone 2 in World 5, only this one (a) has a Cloudy background,
and (b) was never used. Had it been used, it would be the return
path from Zone 2 (Clouds) back to Zone 1 (Land) in World 5.
Instead, a regular Map Pipe is used...
E0 = Red Mushroom House
E1 = Map Mushroom (World 8 Zone 4 decoration)
E2 = Map Skull (World 8 decoration)
E3 = Blue Sub-Fortress - completed (used in World 6 Zone 2 ONLY)
E4 = Map Lock (World 6 Zone 2 ONLY - reveals horizontal path when
cleared
E5 = "START" point
E6 = Hand Stage (World 8 Zone 2)
E7 = Bottom half black/blank and top half white (Cloud) - used on bottom
border of World 5 Cloud Zone
E8 = Spade House (Bonus Game)
E9 = Map Star (World 5 Cloud Zone decoration)
EA = Icy Rock (World 6 decoration)
EB = Blue Sub-Fortress (used in World 6 Zone 2 ONLY)
EC = N/A*
ED = Water/Sky on top half, and black/blank on bottom half (used as
bottom border in World 9 - Warp World)
EE = N/A*
EF = N/A*
F0 = Bubbling water/lava with (joined) land along LHS and top
F1 = Bubbling water/lava with land along top
F2 = Bubbling water/lava with (joined) land along RHS and top
F3 = Bubbling water/lava with land corners on bottom LHS and RHS
F4 = Bubbling water/lava with land corner on top RHS
F5 = Bubbling water/lava with land corners on top LHS and RHS
F6 = Bubbling water/lava with (joined) land along LHS and bottom
F7 = Bubbling water/lava with land along bottom edge
F8 = Bubbling water/lava with (joined) land along RHS and bottom
F9 = Bubbling water/lava with land along LHS edge and land corner on
bottom RHS
FA = Bubbling water/lava with land along RHS edge and land corner on
bottom LHS
FB = Bubbling water/lava with land along top and land corner on bottom
RHS
FC = Bubbling water/lava with land along RHS edge and land corner on top
LHS
FD = N/A*
FE = N/A*
FF = N/A*
In the top LHS corner of World 5 Zone 2 - "Cloud Zone" - there is a
mini version of World 5 Zone 1 - "The Land Zone". Below is the tile
array for this, where the 8D tiles are ALL solid Water/Sky surroundings,
the next layer in (85s, 90s, and an 8C) is the Water/Sky border with
bits of land, and 57 to 5D are the actual mini World tiles.
57 58 59 5A 84 90 8D
: |
5B..5C..5D..5D 8C 8D--8D
|
85 85 85 85 90 8D 8D
|
8D--8D--8D--8D--8D--8D 8D
Figure 1.0 - Mini version of Land Zone in World 5 Cloud Zone:
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APPENDIX 1 - MAP SPRITES:
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I'll cover these in more detail with my (in-progress) disassembly of the
7E1F Bank, but just in case anyone is curious, here are the basic Map
Sprite codes:
7E1F19xx = selects Map-based Sprite #1
7E1F1Axx = selects Map-based Sprite #2
7E1F1Bxx = selects Map-based Sprite #3
7E1F1Cxx = selects Map-based Sprite #4
00 = nothing/Stage complete
01 = "Help!" (speech bubble; End-of-World Castle)
02 = End-of-World Ship
03 = Hammer Brother
04 = Boomerang Brother
05 = Giant Hammer Brother
06 = Fire Brother
07 = Snapper (enter it and it's just an empty Hammer Brother Stage)
08 = N-Spade (enter it and it's just an empty Hammer Brother Stage)
09 = N-Spade
0A = Blue Mushroom House
0B = White Treasure Ship
0C = Other Treasure Ship
0D = World 8 Tank Stage (empty Hammer Brother Stage)
0E = Tank Stage (strange Hammer Brother Stage)
0F = Airship Stage (strange Hammer Brother Stage)
10 = Raft (used in World 3 Map-World to reach the treasure islands)
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