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Super Mario Brothers 3 Tileset Editing (Southbird Disassembly)

Hello all!

Trying to do a Marioland 3: Warioland SMB3 partial conversion using Southbird's SMB3 dissasembly. What I can't figure out is how to edit the tilesets.

I (think I) understand how the LUT that controls the 8x8 patterns per tile in any given tileset (I've used SMB3TSA to edit the tile assemblies before). What I don't understand is how the generators are used to define objects (and where those are even defined?).

For instance...
Code
	.word LoadLevel_GenerateBigBlock	; 0 - White big blocks which auto generate to the ground
	.word LoadLevel_GenerateBigBlock	; 1 - Orange big blocks which auto generate to the ground
	.word LoadLevel_GenerateBigBlock	; 2 - Green big blocks which auto generate to the ground
	.word LoadLevel_GenerateBigBlock	; 3 - Blue big blocks which auto generate to the ground
	.word LoadLevel_FloatingBigBlock	; 4 - White big blocks which generate in the sky
	.word LoadLevel_FloatingBigBlock	; 5 - Orange big blocks which generate in the sky
	.word LoadLevel_FloatingBigBlock	; 6 - Green big blocks which generate in the sky
	.word LoadLevel_FloatingBigBlock	; 7 - Blue big blocks which generate in the sky


...seems to just define some variable names? I don't understand how this code relates to the generators and how I could, just as an example, generate these kinds of objects in other tilesets (these are the background rectangles you can stand on or fall through found on plains levels).

I've tried everything and am at my wits ends.

Southbird dissasembly documentation: http://sonicepoch.com/sm3mix/disassembly.html#Tiles
Southbird dissasembly: https://github.com/captainsouthbird/smb3

PS: Is there anywhere out there with more documentation on this dissasembly? It seems like the best way to go with hacking smb3, but there doesn't seem to be anything on it other than what I link above.