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Posted on 06-08-11, 05:27 pm in Hello
Super Mario
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Lol trolollo omg
Posted on 06-25-11, 02:58 pm in Tileset Editing FAQ and How-to's (rev. 1)
Super Mario
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Tile behavior list
NOTE: I think some behaviors are missing. Post in this thread if you find one. --- BASIC --- 00 00 00 00 - Walkable 00 00 01 00 - Solid 00 00 00 80 - Solid-on-top platform 00 10 01 00 - Icy solid --- SPECIAL --- 00 60 01 00 - Horizontal rope (Like in W2-Tower) 00 A0 00 00 - Vertical pole (Like in W3-Castle) 04 00 00 10 - Lava - Instant death 02 00 01 10 - Spikes facing up 03 00 01 10 - Spikes facing down 01 70 01 10 - Spikes facing right 00 70 01 10 - Spikes facing left 00 40 01 00 - Conveyor belt (Must check direction/speed) 00 50 01 00 - See above 01 40 01 00 - See above 01 50 01 00 - See above 00 00 00 01 - Door - bottom left tile (Assumed) 01 00 00 01 - Door - bottom right tile (Assumed) 02 00 00 01 - Mini-Mario door 03 00 00 01 - Boss door (3x3) - bottom left tile 04 00 00 01 - Boss door (3x3) - bottom centre tile 05 00 00 01 - Boss door (3x3) - bottom right tile 01 02 00 80 - Falling platform from beach levels - left tile 02 02 00 80 - Falling platform from beach levels - right tile 00 30 00 80 - Quicksand 0X 00 00 08 - Patterns of solid 8x8 blocks. X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right Default patterns from the Mini Mario bonus room tileset: http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png 00 E0 01 00 - Ground which Mummy-Pokey can come out of --- CLIMBABLE FENCES --- [Normal Fences] 02 00 00 04 - Top left corner 03 00 00 04 - Top side 04 00 00 04 - Top right corner 05 00 00 04 - Left side 06 00 00 04 - Middle 07 00 00 04 - Right side 08 00 00 04 - Bottom left corner 09 00 00 04 - Bottom side 0A 00 00 04 - Bottom right corner [Flip Fences] 0B 00 00 04 - Top left corner 0C 00 00 04 - Top side 0D 00 00 04 - Top right corner 0E 00 00 04 - Left side 0F 00 00 04 - Middle 10 00 00 04 - Right side 11 00 00 04 - Bottom left corner 12 00 00 04 - Bottom side 13 00 00 04 - Bottom right corner --- PATHS --- These are used for moving platforms. They are all walkable! 01 00 00 00 - Diagonal path, from Bottom Left to Top Right 02 00 00 00 - Diagonal path, from Top Left to Bottom Right 03 00 00 00 - Corner (Place on the top left) 04 00 00 00 - Corner (Combines horizontal + vertical path) 05 00 00 00 - Horizontal path 06 00 00 00 - Vertical path 22 00 00 00 - Reverses direction of the platform/object? --- SLOPES --- 00 00 20 00 - 1x1 slope going up right 01 00 20 00 - 1x1 slope going down right 02 00 20 00 -- 03 00 20 00 - 2x1 slope going up right 04 00 20 00 -- 05 00 20 00 - 2x1 slope going down right 06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right 07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right 08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right 09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right 0A 00 20 00 - Always use directly under any sloped tiles. It forces Mario to go up the slope. 0B 00 20 00 -- 0C 00 20 00 -- 0D 00 20 00 -- 0E 00 20 00 - 4x1 slope going up right. 0F 00 20 00 -- 10 00 20 00 -- 11 00 20 00 -- 12 00 20 00 - 4x1 slope going down right. --- ICY SLOPES --- 0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice. --- UPSIDE DOWN SLOPES --- 0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped. --- MUSHROOM PLATFORMS --- 0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles: http://treeki.shacknet.nu/screenshots/romhacking/mplat.png I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is. --- GHOST HOUSE NORMAL STAIRS --- 0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours. Just refer to the normal slope info. I also found blocks with these attributes in the ghost house tileset, but I don't know what they do: 0A B0 A0 00, 0A B0 21 00, 00 D0 01 00 --- GHOST HOUSE COLLAPSING STAIRS --- These are split into two parts. First off, you have the -top- part of the stairs (The bit you can stand on) which uses: 0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X. Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes: 0X 00 40 00 - Refer to the 1x2 upside down slopes.
Posted on 08-06-12, 06:47 pm in HEY! YOU! What are you doing in the trash!?
Super Mario
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Therefore, everything you post in it is garbage. Makes sense.
Posted on 08-06-12, 06:49 pm in HEY! YOU! What are you doing in the trash!? (rev. 1 by ImageBot on 11-21-16, 02:14 am)
Super Mario
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Posted on 09-30-12, 09:11 pm in No more sprite set limitation in MvsL! (rev. 4 by ImageBot on 11-21-16, 02:31 am)
Super Mario
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^ Yup, that's right. these are Boos in MvsL mode!

I haven't tested most of the sprite sets, and some sprites are buggy because they weren't designed for interacting with multiple players. For example the boos only follow one player (or something like that...)

UPDATE: See new code (works BETTER!) here: http://nsmbhd.net/post/25336/



I was going to write an explanation of what this does but I'm fucking lazy and it's getting fucking late, so I'll write the fucking explanation tomorrow.

Enjoy!
Posted on 10-09-13, 11:41 am in Look at my cat, my cat is amazing (rev. 3 by ImageBot on 11-21-16, 02:38 am)
Super Mario
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EDIT: derp gif is derp, doesn't loop properly
EDIT2: Fixed
Posted on 04-22-14, 09:39 am in Poll: Luigi442wii to be banned
Super Mario
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I said trashity trash and didn't actually trash it.

Yay.
Posted on 04-02-18, 11:50 am in Welcome to the NewerSMBHD!
Super Mario
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Happy April everyone!

Join us next year for an even newer April Fools.
Posted on 04-13-18, 11:20 am in The truth has been discovered!!!
Super Mario
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* Dirbaio laughs maniacally, wearing a black hacker hoodie, typing in a terminal, with the room dimly lit.
Posted on 12-06-12, 10:09 pm in tutorial How to get MvsL hacks to work. Multicart and Download Play (rev. 4 by  Dirbaio on 04-18-14, 05:12 pm)
Super Mario
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Since there seems to be many misconceptions and confusion around how to play edited MvsL levels, and whether Download Play works or not, I'm writing this to clear it up.

There are three methods to get to play modified MvsL levels.

Method 1: Multicart (easiest, recommended)


Place the edited ROM on two flashcards. Make sure it's the *exactly same ROM file*, with same edits and all.

Then, put the flashcards in two DS's, boot the edited ROM in both, and then play.

If you don't have two flashcards, you will have to use one of the other methods. See below.

Why using Download Play is hard


The DS's firmware has a protection that doesn't allow to download modified binaries. It verifies a digital RSA signature consisting of the ROM header and ARM9/7 binaries. The binaries contain hashes for the overlays and overlay tables so it isn't possible to modify these either.

In order for the edited ROM to work properly in all flashcards, NSMBe has to edit certain values in the ROM header (In particular, the total used ROM size, at offset 0x80.) But if this value is edited then we can't play over Download Play anymore.

There are two solutions:
- Use a firmware mod that doesn't check the RSA signature
- Make the editor not modify the header value, which will cause the ROM to break on some flashcards that rely on that value being correct.

Method 2: DS Download Play using firmware.nds (RECOMMENDED if you don't have two flashcards)



The solution: use a firmware hack that allows modifed ROMs.
  • Place the edited ROM and firmware.nds in the flashcard.
  • Put the flashcard in the first DS and boot firmware.nds
  • Take the flashcard out and put it in the second DS (the firmware won't freeze when you do this, it's loaded in RAM and doesn't need the flashcard anymore)
  • Boot the edited ROM in the 2nd DS
  • Do download play.


If firmware.nds freezes with a blank screen, try this one instead. Some flashcards don't like firmware.nds.

If you get a black screen when entering a level, there's something wrong with the level (sprite sets, tilesets, whatever.)



Method 3: DS Download Play with "DLP mode" in the editor (Not recommended)



WARNING: This method WILL NOT WORK with some flashcards. One of them is the DSTT (and clones based off it), but THERE ARE OTHERS THAT DON'T WORK EITHER. If you have one of these it WILL NOT WORK no matter what you do!

Enabling the "Download Play Mode" in NSMBe will cause it to skip editing anything that will cause the signature check to fail: it doesn't modify the ROM size in the header, and it doesn't decompress Overlay 0. Using this, it's possible to get DLP working if you're lucky to have a flashcard that doesn't need the ROM size in the header to be correct.

  • Grab a CLEAN, UNEDITED ROM. (This is important).
  • Open it in NSMBe.
  • As soon as you open it, go to Tools -> Enable DLP-friendly mode and enable it. (Do this everytime you open the ROM in NSMBe)
  • Edit whatever you want. You can import the levels from other ROMs or whatever.
  • Close the editor.
  • Put the ROM on the flashcard.
  • Boot it in one DS.
  • Do regular download play from the other DS.


If the DS doing the download (not the one with the flashcard) hangs at the Nintendo logo after downloading, you have screwed up something. Check again that you used a 100% clean ROM and that you checked the checkbox every time you've opened the ROM in NSMBe. You'll have to start again with a clean ROM.

If the DS freezes with a black screen after entering a level, it can be caused by two things.
  • Your flashcard isn't compatible with this method. If this happens, there's nothing to do. Stop trying. Or try another flashcard.
  • There's something wrong with the level (sprite sets, tilesets, whatever.)


Posted on 06-13-13, 01:38 pm in Level list
Super Mario
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Posted on 07-19-13, 03:23 pm in w2 demo Master Super Mario Bros. DS Demo
Super Mario
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Stunt_LP: be careful what you promise, you probably won't be able to deliver it. The overworld isn't easy to edit, there's a lot of hardcoded tables in the binary and other bad stuff. It's so hardcoded that the Newer team decided it was easier to code their own overworld from scratch, and that's what they did.

You probably understand why we don't believe that there's a mysterious "designer" that we never heard of, and never even bothered to register, has appeared out of nowhere and "programmed a 3D overworld editor."

I hope we're wrong and the "overworld editor" is real and we can now go and edit our overworlds. Prove us wrong: get the editor released and show us you were right.

But until you do, please shut the fuck up and stop saying you have something you don't have.

Enough of this bullshit, people.
Posted on 09-08-13, 04:56 pm in Help! How to make Snake Blocks loop around?
Super Mario
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Or just make the path long enough so that you'll run out of time before the thing gets to the end of the path
Posted on 03-29-20, 10:10 pm in fixed the NSMBe download is crapoed.
Super Mario
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Fixed
Posted on 12-13-20, 08:47 pm in I know why Dirbaio is not posting
Super Mario
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well hello there

oops rip my 4444 postcount
Super Mario
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Yea, this is normal in any board. Users who forget about the board, or who register but don't post. And there are many users who look at the board but are there

These are called "lurkers" and it's pretty common to all boards, there are much more lurkers than active users
Super Mario
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It works on all the tilesets. If you're getting it messed up it's because you're doing it wrong...
Posted on 11-07-12, 03:25 pm in oct 22 to nov 6 Garmichael's Level Design Contest! (rev. 1 by  Dirbaio on 11-07-12, 09:58 pm)
Super Mario
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So here's the patch!
http://nsmbhd.net/get.php?id=701

Levels (by submission order, except gridatttack's, that had 3 areas):
1-1: MarioFanatic64
1-2: Freeze
1-3: Nothing. (Because it has only one area...)
1-Tower: RiksKing
1-4: Dirbaio
1-5: Piranhaplant
1-Castle: Hiccup

2-1: MarioSunshine
2-2: Py_hacker
2-3: TRS
2-4: Garmichael
2-Tower: Gridatttack


I haven't tested all the levels yet (will do it right now).
If there's something weird, just tell me.

One thing I noticed.  RiksKing: your level has the weird "grid" FG effect. I looked at your level and you have sprite 324: Grassland Clouds FG effect. It shows up as a weird grid in no$gba because you haven't set sprite data properly. On your video it doesn't show up at all. I'm going to test on real DS right now. If it shows up as broken on the real DS I'll wait for you to tell me what to do: remove it or fix it or what.
Super Mario
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This is stuff I have on the IDA Pro database from quite some time ago but I never quite figured out.

What is HDMA


HDMA means "Horizontal DMA" or "HBlank DMA". DMA means "Direct Memory Access".

DMA is a hardware mechanism that's used to copy data around without having to use the CPU. Normal DMA copies data as fast as it can once turned on. It's used for copying stuff from the gamecard to RAM, or from RAM to VRAM, and so on. It's faster than using the CPU.

DMA has one particular mode, which is called "Start at H-Blank".

To explain what this is, let me explain first how the DS paints its screen.
It paints all the scanlines (1 scanline = 1 row of pixels) from top to bottom. It paints the pixels in every scanline from left to right. When all the scanlines are painted, the DS starts again from the top, drawing the next frame.

The DS graphics engine stays idle (doing nothing) for very little time between drawing every scanline. This little time is called the "HBlank".

Same thing in vertical. Between every frame, the graphics engine stays idle for some time. This is called the VBlank.

So, what happens if we modify the background scrolling registers during an HBlank? The DS has drawn the top part of the screen using the old scrolling values. And it will draw the bottom part using the new values. This is cool: we can change the scrolling per scanline.

And yes, you guessed it right. This is what NSMB does for animating moving clouds and other things in the backgrounds! This is why backgrounds are "cut in half" when getting drawn. This technique is sometimes called "Parallax scrolling" too.

So, back to HDMA. NSMB uses HDMA to change the BG scrolling every HBlank. What HDMA does is basically copy one new value every HBlank. It does it automatically. The CPU turns HDMA on, and then it does its thing. This is useful because it's very important to change the values during the HBlank. If you change them sooner or later, you will get graphical glitches. The CPU could be busy doing other things and miss an HBlank. HDMA never misses an HBlank.

So all the CPU has to do is put all the scrolling values for the next frame in a table in RAM, and turn HDMA on. HDMA will copy one value from the table to the scrolling registers every HBlank automatically.

Where HDMA animation is done



The function 01FFD108 vblankIrqCallback (Which is run on every VBlank) calls 01FFFC20 StageActor__doHdma.

StageActor__doHdma sets up the HDMA thing. There are a few interesting variables in RAM being used here.

02085A7C playerNumber: 0 if mario, 1 if luigi (Or maybe 0 if game host, 1 if not?)
020CAC94 bgParallaxActiveFrame: 0 if HDMA is off, 1 or 2 otherwise (see below).

020CAD00 bottomBGParallaxType
020CAD50 topBGParallaxType
These two hold a number containing the type (?) of parallax scrolling the BG has, or 0 if it doesn't have any.
Also there are two numbers in each variable. One for each player. Depending on which player you are, it will use one or another. I guess Nintendo did it this way in case players were allowed to be in different rooms?

020CAD18 bg1ParallaxDataA
020CAD34 bg1ParallaxDataB
020CAD20 bg2ParallaxDataA
020CAD1C bg2ParallaxDataB
These are pointers to the tables that contain the scrolling data.
NSMB uses two tables per background (A and B). I guess this is so that it draws one while it's modifying the other, and every frame it exchanges them, to avoid graphical glitches. The bgParallaxActiveFrame variable above chooses which of them is used. (1=A, 2=B).

So where do bottomBGParallaxType and topBGParallaxType come from?


This is the interesting bit. Changing these would allow us to change the BG animations.

So, tracing xrefs in IDA Pro I came across this function:
020AEB70 setupBgParallax

It does a shitload of things. Among them it calls these two:
020B1E4C setupBottomBgParallax
020B1D6C setupTopBgParallax

The argument in R2 for them is the top/bottom BG ID.

setupBottomBgParallax does the following:
LDR     R3, =bottomBGParallaxType
[...]
AND     R1, R2, #0xFF
LDR     R0, =bottomBgParallaxTypeTable
MOV     R1, R1,LSL#1
LDRH    R0, [R0,R1]
STRH    R0, [R3,R12] (R12 is playerNumber<<1)


So it takes the Bottom BG ID in R2, ANDs it with 0xFF, looks it up in the table at bottomBgParallaxTypeTable, then stores the result in bottomBGParallaxType.

setupTopBgParallax does the same with another table.

So... I think we found them! The adresses are:
020C7D7C bottomBgParallaxTypeTable
020C7E14 topBgParallaxTypeTable

They're in Overlay 0.

I haven't tested if changing it actually works. Someone please test it!
Posted on 06-06-13, 01:03 am in NSMB Class Hierachy (rev. 1 by  Dirbaio on 06-06-13, 02:16 am)
Super Mario
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First number is the vtable address (in the IDA Pro database). Second is the name, third is the Class ID, or 0 if none.

============================= Class hierachy: 0x2085260: Base - 0 0x203bce0: Base2 - 0 0x203bd40: Scene - 0 0x203968c: [No name] - 1 0x20c6e64: StageScene - 3 0x216ccd8: [No name] - 13 0x2187470: BootScene - 0 0x2189f38: [No name] - 2 0x218a9b0: [No name] - 14 0x218b530: [No name] - 11 0x218b890: [No name] - 16 0x218bc54: [No name] - 17 0x21a51f0: [No name] - 7 0x21a5248: [No name] - 8 0x21a61ac: WorldmapScene - 9 0x21a9558: StageIntroScene - 12 0x21bf874: MainMenuScene - 4 0x2231df0: MvsLStageIntroScene - 15 0x2232034: MvsLSomethingScene - 5 0x22324cc: MvsLSomething3Scene - 10 0x22326c4: MvsLSomething2Scene - 6 0x20c6c34: Actor - 0 0x203cf30: [No name] - 0 0x2126b90: [No name] - 19 0x2127840: [No name] - 18 0x20c6c8c: StageActor - 0 0x20c4f04: EnemyActor - 0 0x2123dc4: [No name] - 0 0x2125368: Spinning jump board - 254 0x2125484: Unknown - 256 0x21255a0: Unknown - 255 0x2132200: Arrow Sign - 77 0x216cef8: Red Coin - 80 0x216d030: Star Coin - 67 0x216d168: Springboard - 237 0x21f3570: Thwomp - 37 0x21f368c: Giant Thwomp - 38 0x22132e4: Boss Key - 93 0x2294e18: Squiggler - 126 0x22bbe08: Hanging Bouncing ? Block - 250 0x22bbf64: Hanging ? Block - 258 0x22ca0b4: Underwater Bounce Ball - 124 0x2123ee0: [No name] - 0 0x21320d0: End-of-Level Flag - 36 0x216e180: Hammer Bro spawn point - 69 0x2171070: ? Switch - 242 0x217118c: Brick with Red ! switch - 247 0x21712a8: Red ! Switch - 246 0x21713c4: Brick With P-Switch - 245 0x21714e0: P-Switch - 244 0x21715fc: Brick Block with ? Switch - 243 0x21d0dbc: Mega Goomba - 239 0x21d9fdc: Mummy Pokey - 128 0x21de484: Lakithunder - 129 0x21f32f0: Dry Bones - 55 0x21f340c: Giant Dry Bones - 56 0x21f9280: Cheep Cheep - 28 0x21f939c: Cheep-Cheep with coin trail - 30 0x21f94c4: Sea Weed - 301 0x22017a4: Bowser Jr. boss - 113 0x220953c: Whomp - 73 0x220cea4: Snailicorn - 91 0x2213054: Boss Activator - 114 0x2222a9c: Cheep-Chomp - 112 0x2279b24: Hammer Brother - 68 0x2279c40: Boomerang Bro - 89 0x2279d5c: Fire Bro - 88 0x2279eac: Sledge Brother - 70 0x2285864: Giant Cheep Cheep - 29 0x228c004: Blockhopper - 259 0x2291a58: Boo - 41 0x2291b74: Balloon Boo - 42 0x2296964: Shark (No generator) - 74 0x22993e0: Unagi (Eel) - 75 0x22994fc: Mega Unagi (Eel) - 76 0x229d354: Hanging Scuttle Bug - 117 0x229d5dc: Money Bag - 118 0x22c6344: Broozer - 120 0x22dab1c: Toadsworth - 134 0x212415c: [No name] - 0 0x2124048: Self-activating brick/block - 240 0x21245bc: [No name] - 241 0x2124370: [No name] - 31 0x2124484: [No name] - 32 0x21246e8: Unknown - 271 0x2124814: 0 Stick to bottom length activator left - 273 0x2124958: In air vertical scroll stop left - 284 0x2124a78: Horizontal camera offset - 282 0x2124b98: Auto Scroll Start - 276 0x2124cb8: Scroll & Mario stop sideways - 277 0x2124f7c: Fog FG effect - 300 0x212509c: Zoom - 49 0x2125228: Coin / Coin in bubble - 66 0x21256bc: [No name] - 0 0x21257d0: [No name] - 0 0x2125918: Vertical Moving Platform - 161 0x2125a6c: Horizontal Moving Platform - 163 0x2132378: Line Controlled Platform - 182 0x217fa64: Fall-when-touched Platform - 173 0x21ecc68: [No name] - 178 0x22a9414: Moving Wood Platform on touch - 174 0x22276a4: Rising Green Mushroom Platform - 192 0x22a2a54: 3-Platform Automatic Stationary Spinner - 175 0x22a9174: Giant 4 Spinning Platforms - 186 0x22b081c: Mushroom Platform - 189 0x22b094c: Horizontally Moving Mushroom - 195 0x22b0a6c: Purple Tilt Mushroom - 190 0x22b0c1c: Rising/Lowering Mushroom - 191 0x22b0dc4: Expand/Contract Mushroom - 193 0x22b0ee4: Bouncing Mushroom - 194 0x22b4554: Manual Moving Wheel - 183 0x22c03a4: Unused spinning log - 164 0x22c3d34: Scale Platform - 172 0x2125b80: [No name] - 0 0x2125c9c: [No name] - 0 0x2125dec: Vertical Moving Stone Block - 165 0x2125f48: Horizontal Moving Stone Block - 167 0x21261d4: Koopa Troopa - 95 0x2126428: Goomba - 83 0x212653c: Mini Goomba - 85 0x2126650: Paragoomba - 84 0x2126bf4: [No name] - 22 0x2126d18: [No name] - 0 0x2126e40: [No name] - 176 0x21270c8: Smashed pipe sprite - 211 0x21271f0: Invisible coin brick - 268 0x2127324: [No name] - 0 0x212748c: Pipe cannon - 202 0x213c55c: Enemy-in-Pipe Generator - 64 0x216cda4: Red Coin Ring - 151 0x216d298: Warp Entrance - 87 0x216d3c8: Tile creator/destroyer - 206 0x216d4f0: Physics affected coin - 92 0x216d620: Increase chance of drops on Mega-Mario groundpound - 62 0x216d888: [No name] - 0 0x216d774: Roulette Block - 257 0x216d9f4: Rotating Spiked ? duplicate - 251 0x216db08: Rotating Spiked ? duplicate - 253 0x216dc1c: Rotating Spiked ? Block - 252 0x216dd70: Event On/Off Switch Block - 86 0x216ded8: Flying ? Block - 260 0x216e058: Red Flying ? Block - 261 0x216ff78: Midway Point Vertical - 159 0x2170144: [No name] - 121 0x21702c8: Water - 281 0x2170414: Final Castle Create Loop - 286 0x2170568: [No name] - 71 0x21706ac: [No name] - 72 0x217084c: Event Controller - "View Enter" - 20 0x2170960: Event Controller - Multi-Chainer (If X, do Y THROUGH Z) - 142 0x2170a74: Event Controller - "If" (Uses zones) - 141 0x2170b88: Event Controller - Chainer (If X, Do Y) - 140 0x2170c9c: Random output controller (If X, do Y OR Z) - 139 0x2170db0: Input Controller - "Or" (If X OR Y, do Z) - 138 0x2170ec4: Input Controller - "And" (If X AND Y, do Z) - 137 0x217fbb4: See-saw platform - 171 0x217fd20: Warp Zone Pipe Cannon - 269 0x2186384: Unused Bouncing Bricks - 233 0x21864e4: Unknown - 229 0x21cd17c: Bowser boss - 133 0x21cd2c0: [No name] - 78 0x21cd400: Bowser Battle Switch - 265 0x21d5d1c: Petey Piranha - 119 0x21de5bc: [No name] - 97 0x21e136c: Cheep Skipper - 135 0x21e8fec: Monty Tank boss - 43 0x21ec8e4: Moving Stone Block with Spikes - 168 0x21eca28: Vs. Battle Star - 34 0x21ecb48: Vertical Platform Generator - 177 0x21efae4: Pokey - 98 0x21efc38: Jumping Fire Snake Duplicate - 106 0x21f37bc: Rotating Fire Bar - 65 0x21f9124: Random Cheep-Cheep Generator - 60 0x21f962c: Blooper - 145 0x21f9758: [No name] - 146 0x21fb26c: Kab-omb - 149 0x21fc1ac: Swooper - 90 0x2203580: Tube Piranha Plant facing Top - 26 0x2205f04: Wiggler - 111 0x22093b4: Koopa on Fence - 96 0x220b364: Skeeter (Water bug) - 81 0x220b48c: [No name] - 122 0x220e53c: Crow - 148 0x220e664: Crow Generator - 154 0x22131a4: Princess Peach - 115 0x221340c: Boss Battle Key Location - 266 0x221e58c: Bullet Bill - 58 0x221e6c8: Bullet Bill Launcher - 248 0x221e7dc: Banzai Bill cannon - 249 0x221e910: [No name] - 27 0x221ea24: [No name] - 238 0x221eb8c: Rotating Bullet Bill Cannon - 262 0x221edb4: Bob-Omb - 35 0x221f020: Spiny - 123 0x222103c: Giant Bowser/pot/Bowser Jr. - 116 0x2224294: Dorrie - 79 0x2225f5c: Hanging Metal Platform - 169 0x2226094: Falling rock platform - 170 0x22261bc: Fire Ball from lava (Podoboo) - 57 0x2228f24: Jumping Cheep Cheep - 136 0x2275ec4: [No name] - 0 0x22b43f4: Vine - 197 0x227ced4: Chain Chomp / Log - 44 0x227d0c4: Chain Chomp without log - 45 0x227e1b4: Unused Spike bass - 150 0x227e2dc: Spike Bass - 157 0x228046c: Swelling Tube - 204 0x22805bc: [No name] - 203 0x22806e4: [No name] - 205 0x2281634: Soft Cloud Platform - 201 0x228479c: Lakitu Spawner - 59 0x2284944: Lakitu -Unused - 39 0x2289194: Buzzy Beetle - 54 0x22892e4: Spiny Beetle - 147 0x2289434: Amp (Electric Ball) - 110 0x228dc7c: Flame Chomp - 107 0x228de14: [No name] - 108 0x228df34: [No name] - 109 0x2291ca4: Ghost House Pointing Hands - 152 0x2291de4: Invisible Fireball - 153 0x2291f54: Pumpkin - 127 0x2296a94: Shark generator - 61 0x229d484: Falling Scuttle Bug - 63 0x229f528: Piranha Plant - 100 0x229f6a4: Fire Spitting Piranha Plant - 102 0x22a173c: [No name] - 156 0x22a18bc: Snowball Thrower - 155 0x22a2b7c: Tornado - 225 0x22a478c: Giant Pink Floating Log - 227 0x22a48d0: Bubbles From Tube - 53 0x22a4a10: Whirlpool - 226 0x22a8f04: Draw Bridge Platform - 230 0x22a9024: Pendulum Platform - 228 0x22a92b4: Manual Control Platform - 198 0x22a954c: Wall Jump Platform - 209 0x22b1054: Slower purple tilting mushroom - 105 0x22b1848: [No name] - 0 0x22b1968: Moving Sloped Ghost House Goo (16x3) - 207 0x22b471c: Floating Small Barrel - 208 0x22b7ac4: Swelling Ground - 231 0x22b7c04: Bump from below Red Platform - 188 0x22b7d2c: Swinging Pole on Line - 184 0x22bc08c: Tight Rope - 232 0x22bc1e4: Ground Pound Gate - 187 0x22bfd28: [No name] - 0 0x22bff0c: [No name] - 0 0x22c002c: Spinning Red Rectangle Platform - 179 0x22c014c: Spinning Red Triangle Platform - 180 0x22c026c: Spinning Square Platform - 181 0x22c04e0: Flip Fence Side - 47 0x22c05f4: Large Flip Fence Side - 48 0x22c259c: Small Flamethrower - 234 0x22c26e4: Flamethrower - 235 0x22c280c: Spinning Chain with Spike Ball - 130 0x22c4ce4: Rope - 196 0x22c9144: Moving Green Blocks - 214 0x22cae60: [No name] - 0 0x22cad4c: Expandable Block - 82 0x22cd834: Sinking Snow - 200 0x22cd9dc: Falling Snow From Tree - 212 0x22cf234: Arrow - 125 0x22cf404: 1-Way Door - 213 0x22d29a4: Event Activated Door - 263 0x22d2afc: Ghost House Elevator - 215 0x22d2c60: Rotating Carry-Through-Wall Platform - 210 0x22d2da8: Groundpound Ghost House Goo - 199 0x22d4914: Giant Wiggler - 224 0x22d6184: Giant Falling Spike - 223 0x22d7b5c: Small Spiked Ball - 103 0x22d7c84: Giant Spiked Ball - 185 0x22d7da4: Spiked Ball Activator - 104 0x22dad98: [No name] - 0 0x22dac84: Mushroom House Block - 264 0x212f734: PlayerBaseActor - 0 0x21284e8: PlayerActor - 21 0x2123d6c: LastProcess - 325 0x21291d0: [No name] - 267 0x21324a8: [No name] - 236 0x2170098: [No name] - 302 0x218aa44: [No name] - 315 0x21a539c: [No name] - 317 0x21a9040: [No name] - 319 0x21a92b0: [No name] - 320 0x21adc9c: [No name] - 314 0x21bf9a8: [No name] - 305 0x21bfa4c: [No name] - 306 0x21bfad0: [No name] - 307 0x21bfc94: [No name] - 308 0x21bfd40: [No name] - 309 0x21bfdc4: [No name] - 310 0x21bfe40: [No name] - 311 0x21bfea4: [No name] - 312 0x21bff28: [No name] - 313 0x20c6eb4: [No name] - 0 0x2123d10: [No name] - 0 0x2123cc0: [No name] - 316 0x21a5300: [No name] - 0 0x21a52b0: [No name] - 318 0x21a8604: [No name] - 322 0x21a95c0: [No name] - 324 0x21bf91c: [No name] - 0 0x21bf8cc: [No name] - 323 0x20c7b90: [No name] - 0 0x20c940c: [No name] - 303 0x216e310: [No name] - 160 0x21a94e0: [No name] - 321 0x2232f8c: [No name] - 304
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