Dirbaio |
Posted on 06-08-11, 05:27 pm in Hello
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3/4458 Since: 06-08-11 |
Lol trolollo omg
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Dirbaio |
Posted on 06-25-11, 02:58 pm in Tileset Editing FAQ and How-to's (rev. 1)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 16/4458 Since: 06-08-11 |
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.
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Dirbaio |
Posted on 08-06-12, 06:47 pm in HEY! YOU! What are you doing in the trash!?
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2098/4458 Since: 06-08-11 |
Therefore, everything you post in it is garbage. Makes sense.
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Dirbaio |
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)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2099/4458 Since: 06-08-11 |
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Dirbaio |
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)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2604/4458 Since: 06-08-11 |
^ 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! |
Dirbaio |
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)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3827/4458 Since: 06-08-11 |
EDIT: EDIT2: Fixed |
Dirbaio |
Posted on 04-22-14, 09:39 am in Poll: Luigi442wii to be banned
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 4016/4458 Since: 06-08-11 |
I said trashity trash and didn't actually trash it.
Yay. |
Dirbaio |
Posted on 04-02-18, 11:50 am in Welcome to the NewerSMBHD!
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 4404/4458 Since: 06-08-11 |
Happy April everyone!
Join us next year for an even newer April Fools. |
Dirbaio |
Posted on 04-13-18, 11:20 am in The truth has been discovered!!!
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 4405/4458 Since: 06-08-11 |
* Dirbaio laughs maniacally, wearing a black hacker hoodie, typing in a terminal, with the room dimly lit.
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Dirbaio |
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)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2949/4458 Since: 06-08-11 |
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 hardThe 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.
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.
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.
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Dirbaio |
Posted on 06-13-13, 01:38 pm in Level list
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3404/4458 Since: 06-08-11 |
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Dirbaio |
Posted on 07-19-13, 03:23 pm in w2 demo Master Super Mario Bros. DS Demo
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3524/4458 Since: 06-08-11 |
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. |
Dirbaio |
Posted on 09-08-13, 04:56 pm in Help! How to make Snake Blocks loop around?
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3744/4458 Since: 06-08-11 |
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
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Dirbaio |
Posted on 03-29-20, 10:10 pm in fixed the NSMBe download is crapoed.
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 4438/4458 Since: 06-08-11 |
Fixed
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Dirbaio |
Posted on 12-13-20, 08:47 pm in I know why Dirbaio is not posting
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 4445/4458 Since: 06-08-11 |
well hello there
oops rip my 4444 postcount |
Dirbaio |
Posted on 08-08-12, 01:53 pm in Why do people register a site and don't do anything?
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2183/4458 Since: 06-08-11 |
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 |
Dirbaio |
Posted on 09-05-12, 02:30 pm in New Super Mario Bros: Level Up!
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2462/4458 Since: 06-08-11 |
It works on all the tilesets. If you're getting it messed up it's because you're doing it wrong...
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Dirbaio |
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)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 2816/4458 Since: 06-08-11 |
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. |
Dirbaio |
Posted on 06-01-13, 10:06 pm in Some notes on background HDMA (Scrolling animations)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3355/4458 Since: 06-08-11 |
This is stuff I have on the IDA Pro database from quite some time ago but I never quite figured out.
What is HDMAHDMA 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 doneThe 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! |
Dirbaio |
Posted on 06-06-13, 01:03 am in NSMB Class Hierachy (rev. 1 by Dirbaio on 06-06-13, 02:16 am)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3378/4458 Since: 06-08-11 |
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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