
- #SUPER MARIO WORLD SPRITES MISC HOW TO#
- #SUPER MARIO WORLD SPRITES MISC MANUAL#
- #SUPER MARIO WORLD SPRITES MISC PATCH#
- #SUPER MARIO WORLD SPRITES MISC CODE#
Initialises levels and castle destruction cutscenes.
#SUPER MARIO WORLD SPRITES MISC CODE#
Note that this address isn't initialized unless you use the "Trigger Init" button in the ExAnimation dialog.įlag and bit table ASM code to set/clear a specified bit Each trigger corresponds to 1 bit, where a bit set means the trigger is enabled. Note that this address is not initialized unless you use the "Trigger Init" button in the ExAnimation dialog.Ĭustom ExAnimation triggers.
#SUPER MARIO WORLD SPRITES MISC MANUAL#
Each manual trigger slot corresponds to 1 byte in this table. Potentially used by Dynamic Z V3.75, lot of them usually are untouched but depends on the features that you use, they can be used by Dynamic Z V3.75 or later
#SUPER MARIO WORLD SPRITES MISC HOW TO#
Not all of it is used during normal gameplay, so $7F:8600+ shouldn't be dangerous to use.ĭata store in RAM format Example how to use in ASM - Layer 3 Another layer 3 example using RLE
Uploaded and reset every frame most frames, it's empty. Used for things that change in the middle of the screen, such as ? blocks. It is used for Dynamic Z V3.75 or more, for severals differents variables. * Only used if the level has "use seperate settings for midway entrance" set.
w = Water flag (secondary exits) / Midway flag* (non-secondary exits). If not set, the entire byte is ignored and SMW's original exit system is used. HHHHh = Bits 8-12 of the secondary exit number. h = Bit 8 of the level number for normal exits (0 = level 0xx, 1 = level 1xx). The original game does write the h bit, but never uses it. $7E19D8-$7E19F7 (32 bytes): high bit and flags ( %HHHHwush) This table is only used when Lunar Magic is done with the ROM. For secondary exits, the value in this exit table is the index to the secondary entrance ROM tables and ROM table $05F800/0x2FA00 provides the low 8 bits of the room number. For primary exits, the value in this exit table is the low 8 bits of the level number of the destination room. This is also known as the current screen number. If layer 1 is vertical, then use the Y position of the exit, else use the X position. The index for this exit table is the position of the exit (relative to layer 1) divided by 256. $7E19B8-$7E19D7 (32 bytes): Low bits of the 9-bit (bits 0-7) level number ( %llllllll) to warp to. This connects doors and exit-enabled pipes to their correct entrances. It's used to make layer 3 scroll with the camera in levels that scroll vertically, when the layer 3 vertical scroll is not "None".Įxit Table. $7E146C-$7E146D is used by Lunar Magic (v3.10+): on level load it holds the Layer 3 Y position/offset (as defined in the advanced bypass settings), and it's updated during the level when the layer 3 scrolls vertically to keep track of how much it scrolled. Cleared on reset, titlescreen load, overworld load and cutscene load. #SUPER MARIO WORLD SPRITES MISC PATCH#
Note: Yoshi always show his pipe animation pose regardless if the player is mounted on Yoshi or not, consider using this patch to fix it.Įmpty. Note that this will probably work with all values #$03-#$FF.
$FF = Don't change image, only go behind layer (shooting out of slanted pipe). $02 = Vertical pipes (face the screen). $01 = Horizontal pipes (duck a little on yoshi and carrying sprites facing left or right). When this RAM is set to any non-zero and the sprite is being carried and/or yoshi is being ridden on, they're placed behind layer 1 and yoshi's tongue is not shown (when licking). This handles carried sprites and riding yoshi, and is always set regardless whether or not the player is carrying a sprite and whether or not is riding yoshi. Furthermore, the Layer 3 smash won't hurt the player if they're not on the ground (any non-zero value) and this address prevents the player from locking in place when still airborne during the Morton/Roy/Ludwig battle. If not, the player cannot ascend properly with the cape. The address in general is used in many instances.įor example, the game checks if this address is #$0C. does NOT set $72 to this value as cape mario. NOTE: Hitting bottom-solid sprites like invisible solid block, message block etc.
#$0C = Shooting out of a slanted pipe, running at maximum speed. It is, however, also used in swimming animation. This address is not affected by phases such as climbing. This is set to a certain value depending on how the player got in the air in the first place, and in what state they are currently (rising or sinking). Player is in the air flag, as well as the actual pose value to store to $13E0 while the player is in midair.