clicksfalo.blogg.se

Super mario bros world 3-1 map
Super mario bros world 3-1 map







super mario bros world 3-1 map

0x02-0x06 - 'question block' hit sequence.Powerup state/heading (there's probably another register to check) 0xFF - Will kill them off (like getting hit by a star).0x84 - koopa or buzzyBeetle Stomped and moving.0x20 - BulletBill / CheepCheep / hammer_bro stomped.0x01 - falling_enemy or Bullet_Bill drawn(not killed yet).0x00 - Does _not_ mean they don't exist.0x2D - Bowser (special), will try to set previous addr to 2D as well, if unable only his ass shows :) He also tries to reach a certain height, if not there already, before starting his routine.0x2B/0x2C - Halves of double lift (like 1.2).

super mario bros world 3-1 map

  • 0x2A - Horizontal forward moving lift with strange hitbox.
  • 0x29 - Static lift (Will Fall if Player stays on it for too long).
  • 0x1F - Long Firebar (castle) AND sets previous enemy slot to 0x20 or else only half of the line shows.
  • You can see this in 1.1, get the star and open the powerup at the top.

    super mario bros world 3-1 map

    If a powerup is on screen and a second one would appear, the first one disappears (completely). Powerup drawn? (Corresponds with hitbox at 0x04C4).

  • 1 - Yes (not so much drawn as "active" or something).
  • 0x0C - Transforming to Fire Mario (cannot move).
  • 0x0A - Transforming from Large to Small (cannot move).
  • 0x09 - Transforming from Small to Large (cannot move).
  • Something to do with player x (same as 0x0002) Something to do with player y (but it skips to 0 every x frames, even when you dont move) Is used in vertical physics for gravity acceleration (value copied from 0x0709). Most (but not all?) of these addresses apply to the Japanese version of Lost Levels, otherwise known as Super Mario Bros. (JU) (PRG0) and may not be correct for other dumps. This data is relevant to Super Mario Bros. The following article is a RAM map for Super Mario Bros.









    Super mario bros world 3-1 map