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Super Mario Advance 4 Editor Efforts (Video & Links Inside)
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario Advance 4 Editor Efforts (Video & Links Inside)
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I think we should look into the e-Switches and its effects. There's one I'm really interested in at the moment:



This not only doubles your points, but supposedly replaces the enemies with much harder versions.

...Thanks, Nintendo. You've just alienated all the whiners in America and Europe complaining about how you've made the SMA games too easy in the transition from NES/SNES to GBA.

Anyway, have a look around for the e-Switch cards.

Interestingly, the switch cards have small notes on the top right corners:


This tells you that the switch only works for the main game.


This tells you that it only works for the new World-e levels.


And obviously, this tells you that it works for both.

I'm curious... are there more switches that even Japan didn't get?

--------------------
Your layout has been removed.
You can download e-cards here :
http://caitsith2.net/ereader/sma4.htm

There's even a program that can create power-up cards, switch card and Demo cards.

--------------------

My Bandcamp, with my albums!
I had an e-reader, but sadly I only got the leaf card and the level where the diagonal bullet bills follow you. I hope we will be able to hack this in the future.
And so... Ersanio's GBA hacking journey has started.

Knowing that GBA uses the exact same color format as the SNES, Ersanio went to look for the palette data. Eventually, he found the palette data for the gameboy splash screen:



He ended up at PC hex 0x15F068, and realized the palette data is 114 bytes (decimal) long.

He thinks its an useless discovery, but it could help him practice in GBA hacking


(screen is in 256 color mode)

</3rd person>
blah
Layout by Counterfeit.
Do you want a BIN file of a e-card SMA4 level ?

--------------------

My Bandcamp, with my albums!
Well well. This is especially exciting to watch...

If an editor comes out for this, COUNT ME IN.


//SAG STAMP OF APPROVAL\\.

--------------------
There is an editor. But it's not complete and only edits maps to date.Free counters!
Originally posted by Ersanio
And so... Ersanio's GBA hacking journey has started.

Knowing that GBA uses the exact same color format as the SNES, Ersanio went to look for the palette data. Eventually, he found the palette data for the gameboy splash screen:



He ended up at PC hex 0x15F068, and realized the palette data is 114 bytes (decimal) long.

He thinks its an useless discovery, but it could help him practice in GBA hacking


(screen is in 256 color mode)

</3rd person>


I think that earlier you mentioned searching through the rom for data. In my other topic at acmlm, a guy has hacked SMA4, user "14159" supplied the following data...

------------------------------------------------------------
SMA4 Data summary (Nov 08)
-------------------------------------------------------------------------
I do not take credit for most of this document. Given the similarities
between the NES, Allstars, and GBA version of the game, alot of info can
just be directly transferred over from other documents for the previous
iterations. Props go to purplebridge001, sludge for thei sharing of data
they had located. Also props to insectduel and Quick Curly, whose docs
I have used to try to cross reference and apply to SMA4. Where
appropriate,I will provide instructions on how to "convert" data from
previous iterations of the game into SMA4 format. This will hopefully
open the door for the multiple SMB3 documents to help you as well.
If you have anything to add to this guide or share, please contact me
at look_here_@hotmail.com

Contents.
1)Level Header (LHEA)
2)Level Data (LDAT)
3)Level Offsets (LOFF)
a)Offsets by ID (OFID)
b)Offsets by Level (OFLV)
4)Object Set Lists (OLIS)
a) Plains (OSPL)
b) Fortress (OSFT)
c) Hills (OSHL)
d) Sky (OSSK)
e) Pirahna (OSPD)
f) Water (OSWR)
g) Toadhouse (OSTH)
h) Pipe (OSPP)
i) Desert (OSDT)
j) Airship (OSAS)
k) Giant (OSGN)
l) Ice (OSIC)
m) Clouds (OSCL)
n) Cave (OSCV)
o) Card Suit Bonus (OSCS)
5)Sprite (Enemy) list (SLIS)
6)E-reader Differences (ERDR)
7)World Map (WMAP)
8)Miscellanous (MISC)


1) Level Header (LHEA)

This is nearly directly from a post from purplebridge001 back in 2005.
The first 11 bytes of each level data section is the header. Here's the
breakdown:

AA AA BB BB CD EE FG HH IJ KL NN

A : Next Area Level ID
B : Next Area Enemy ID
C : Starting Y Position
D : Level Length
E : Starting X Position & Background Color
F : Scroll Type (if this < 8, enter any pipe to end level)
G : Next Area Object Set
H : GFX
I : Time Limit
J : Music
K : "Extra" Color
L : "Extra" Type
N : Background

A: specifies the next area that will be loaded (when going through
pipe/door). This can be changed to the values in the Level offset section.

B: specifies the next area that will be loaded (when going through
pipe/door). This can be changed to the values in the Level offset section.

C: Y Position D: the higher the number,
Default from 1-1 is E, vertical 19 the longer the level. Each number
0 = vertical position 18 adds another 0F to the level.
1 = vertical position 18
2 = vertical position 5 E: X position
3 = vertical position 5 00 - 1F, 80 - 9F starting x = 01
4 = vertical position 0 20 - 3F, A0 - BF starting x = 07
5 = vertical position 0 40 - 5F, C0 - DF starting x = 0D
6 = vertical position 16 60 - 7F, E0 - FF starting x = 08
7 = vertical position 16
8 = vertical position 4 Background Color
9 = vertical position 4 00-03 Black
A = vertical position 8 04-07 Sky blue
B = vertical position 8 08-0B Blue
C = vertical position 12 0C-0F Orange(Desert Level)
D = vertical position 12 10-13 Ice Level
E = vertical position 19 14-17 Dark blue 1
F = vertical position 19 18-1B Light blue
1C-1F Dark blue 2

F: Scroll type

0 = up for flying G: Next Area Object Set
1 = Vertical wrap 2? 0 = Nothing
2 = Freemode 1 = Plains
3 = Vertical Wrap 2 = Fortress
4 = Horizontal only 3 = Hills
5 = Vertical Wrap 3 4 = Sky
6 = No downscroll 5 = Pirahna
7 = Vertical wrap 4 6 = Water
8 = up for flying (enter pipe) 7 = Toadhouse
9 = Vertical wrap 2? (enter pipe) 8 = Pipe
A = Freemode (enter pipe) 9 = Desert
B = Vertical Wrap (enter pipe) A = Ship
C = Horizontal only (enter pipe) B = Giant
D = Vertical Wrap 3 (enter pipe) C = Ice
E = No downscroll (enter pipe) D = Clouds
F = Vertical wrap 4 E = Cave
F = Card Suit Bonus
H:Graphics
00 = Mario
01 = Plains I: Time Limit
02 = Fortress 0 = 300
03 = Cave A 4 = 400
04 = Sky 8 = 200
05 = Pipe/water A (Pirahna) C = 000 (Unlimited)
06 = Pipe/water B (Water)
07 = Toadhouse
08 = Pipe/water C (Pipe)
09 = Desert
0A = Ship J: Music
0B = Giant 0 = Plains
0C = Ice 1 = Underground/Bonus
0D = Clouds 2 = Underwater
0E = Cave B 3 = Fortress
0F = Spade Bonus Room 4 = Boss Battle
10 = Spade Bonus 5 = Airship
11 = Toadhouse B 6 = Hammer bros
12 = Pipe/ater D 7 = P-Switch/Mushroom House
13 = Hills 8 = Hills/Athletic
14 = Plains 2 9 = Castle room
15 = Tank A = Clouds/Sky
16 = Castle B = Underground
17 = Mario 2 C = Classic Overworld
18 = Animated A D = Classic Underground
19 = Animated B E = Classic Underwater
1A = Animated C F = Classic Castle
1B = Animated D *If BG(NN)=13,bonus song will play
1C = Animated P-switch
1D = Animated E
1E = Font
1F = Animated F

K:"Extra" Color L:"Extra" Type
0 = Black 0 = Nothing
1 = Blue 1 = Very High Water(doesn't act like it)
2 = White 1 2 = Clouds (like 1-1)
3 = Dark Blue 3 = Ship Fog(only on ship level)
4 = Dark Green 4 = Ship Fog(only on ship level)
5 = Dark Brown 5 = Low Water(doesn't act like it)
6 = Dark Gray and Dark Green 6 = Weird water
7 = Blue 7 = Very High Water(Bg moves high)
8 = Black 8 = Fog
9 = Dark gray 9 = Sub Background of Fortress
A = White 2 A = Sub Background of 1-5
B = *Use isn't recommend B = 3-7 Clouds
C = *Use isn't recommend C = Nothing?
D = *Use isn't recommend D = Ship water (8-Ship)
E = *Use isn't recommend E = Nothing?
F = *Use isn't recommend F = Sub Background of Bowser's Castle

N: Background

00 = Nothing
01 = Underwater 1
02 = *Weird (with lightning. Airship?)
03 = Ship boss room (with lightning)
04 = Cave entry (1-5)
05 = Plains
06 = Dungeon
07 = Anchors Away
08 = Snow
09 = Pipe
0A = Hills
0B = Cave
0C = Big Land
0D = Desert 1
0E = Desert 2
0F = High Hills
10 = Prison 1
11 = Volcano
12 = Clouds(Won't scroll )
13 = Bonus Area
14 = Ice Cave
15 = Cave
16 = WaterFall 1
17 = Mushroom House
18 = Snow Hills
19 = Sub area of 7-2
1A = Plains (different one)
1B = Bowser's Castle 1
1C = Leaves(8-1)
1D = Night Hills(8-2)
1E = WaterFall 2
1F = Prison 2
20 = 5-1 Bonus Area
21 = Underwater 2
22 = Bowser's Castle 2
23 = *Weird (Coin ship?)
24 = Ship boss room (without lightning)
25 = Underwater 3
26 = Underwater 4
27 = Orange clouds
28 = Orange bricks
29 = Bowser's Castle 3
2A = Night Sky
2B = Prison 3
2C = Ghost House 1
2D = Ghost House 2
2E = Bowser's Castle 3
2F = *Weird
30 = Minigames 1
31 = Minigames 2
32 = Minigames 3
33 = Colored Blocks
34 = Cave entry (without sky)
35 = Pipe
36 = Hills (high position)
37 = Cave
38 = Snow Hills (high position)
39 = Blue Hills
3A = Prison 4
3B = WaterFall (different position)
3C = Prison 5
3D = Leaves (without night sky)
3E = WaterFall (different position)
3F = WaterFall (different position)
40-FF *Crash*

2)Level Data (LDAT)

4 byte objects, 5 byte objects (and conversions)

Objests are stored the same way as SMB3/SMAllstars. 3-byte objects in SMB3 are now 4 byte, while 4 byte objects are now 5 byte.

AB CC DD EE
A = object bank (0,1,4,8 for pointers)
B = length (0 is one tile, each higher digit is one more tile long)
CC = vertical poistion
DD = horizontal position
EE = Object type

5 byte objects have a second "length" after EE, usually multiplies the length of the first lenght byte, or one is height while the other is length.

*All object sets are incomplete*
Object set: Plains
; Object bank 0
00 Background Hills A
01 Background Hills B
02 Background Hills C
03 Nothing
04 Door (CAN go in)
05 Weird Door (CAN'T go in)
06 Vine
07 Weird Background
08-0F *Crash*
10 '?' with Flower
11 '?' with Leaf
12 '?' with Star
13 '?' with Single coin
14 '?' with 10 coins
15 Muncher
16 Brick with Flower
17 Brick with Leaf
18 Brick with Star
19 Brick with Single coin
1A Brick with 10 coins
1B Brick with 1-UP
1C Brick with Wine
1D Brick with P-Switch
1E Invisible Coin
1F Invisible 1-UP
20 Invisible Note Block
21 Note Block with Flower
22 Note Block with Leaf
23 Note Block with Star
24 Wooden Block with Flower
25 Wooden Block with Leaf
26 Wooden Block with Star
27 Red Invisible Note Block
28 P-Switch
29 Level Ending
2A-42 *Crash*
43 '?' with Shoe
44 '?' with Feather
45 Unknown Background Object
46 Door(different from 04)
47 '?' with directional coins
48 Downward Green Spikes
49 Downward Green Spikes
4A Unknown
4B SMW Goal Sign
4C Reversed SMW Goal Sign
4D Red Spike Ball
4E Unknown : Scroll will become mad
4F Wall from bonus level
50 Left triangle block
51 Right triangle block
52 Upside down Left triangle block
53 Upside down Right triangle block
54 Unknown White Block
55 '?' with P-Wing
56 '?' with Nothing
57 Nothing
58 Nothing
59 POW Block
5A *Crash*
5B *Crash*
5C *Crash*
5D *Crash*
5E *Crash*
5F *Crash*
60-FF *Untested*

; Object bank 4
00 White block platform (extends to ground)
01 Orange block platform (extends to ground)
02 Green block platform (extends to ground)
03 Blue block platform (extends to ground)
04 White block platform (floating)
05 Orange block platform (floating)
06 Green block platform (floating)
07 Blue block platform (floating)
08 Background Bushes
09 Gap
0A Cloud platform
0B Flat ground (5 bytes)
0C Underwater ground (5 bytes)
0D Nothing
0E Underwater Gap
0F Bricks
10 '?' blocks with single coin
11 Bricks with single coin
12 Wooden blocks
13 Colored Note Blocks - movable four directions
14 Note Blocks - movable two directions
15 Wooden Blocks - movable
16 Coins
17 Downward Pipe (CAN go down)
18 Downward Pipe (CAN'T go down)
19 Downward Pipe (CAN go down;; ignores pointers)
1A Upward Pipe (CAN go up)
1B Upward Pipe (CAN'T go up)
1C Rightward Pipe (CAN go in)
1D Rightward Pipe (CAN'T go in)
1E Leftward Pipe (CAN go in)
1F Leftward Pipe (CAN'T go in)
20 Bullet Bill Machine
21 Bridge
22 Silver Coins (appear when you hit a P-Switch)
23 Waterfall (5 bytes)
24 Water (moves to left) (5 bytes)
25 Water (still) (5 bytes)
26 Water (moves to right) (5 bytes)
27 Weird Background Object (5 bytes)
28 Blue X-Blocks (5 bytes)
29 Weird Quicksand (doesn't act like it) (5 bytes)
2A Weird Orange Background (5 bytes)
2B White Turtle Blocks
2C Double-Ended Vertical Pipe
2D Cloud platform
2E Bonus Level Wall? (5 bytes)
2F Background Hills D
30-50 *Crash*
51 Mushroom Blocks from SMB2 (5 bytes)
52 '1' Blocks (5 bytes)
53 '2' Blocks (5 bytes)
54 '3' Blocks (5 bytes)
55 Unbreakable silver bricks (5 bytes)
56 Line Block
57 Rightward conveyor belt
58 Blue Platform
59 Rope (it can use like the wines)
5A Nothing
5B Nothing
5C Nothing
5D Downward Spikes(Castle)
5E Downward Spikes(Ghost House?)
5F White Blocks(5 bytes)
60 Ghost House Stairs
61 Ghost House Platform?
62 Ghost House Background?
63 Nothing
64 Nothing
65 Nothing
66 Nothing
67 Nothing
68 Nothing
69 Nothing
6A Sand from SMB2 (5 bytes)
6B *Crash*
6C *Crash*
6D *Crash*
6E *Crash*
6F Weird Background (5 bytes)
70 Nothing (5 bytes)
71 Coins (5 bytes)
72 *Unknown and Weird* (5 bytes)
73 *Unknown and Weird* (5 bytes)
74 *Unknown and Weird* (5 bytes)
75 *Unknown and Weird* (5 bytes)
76 Background Eraser? (First Length : if this is 1, background will not show up.)(5 bytes)
77 Change "extra" position? (First Length : if this is 1, extra will change position.)(5 bytes)
78 *Crash*
79 *Crash*
7A-FF *Untested*

Object Set: Hills

object bank 4
32 - 30 degree slope /
33 - 30 dgree upside down slope \
34 - 45 degree slope upside down /
35 - 30 degree slope \ with water
36 - 30 degree slope / green with mudwater (glitched)
37 - 36 but upside down \
38 - 36 but upside down /
39 - glitched solid block?
3A - solid left wall
3B - 3A with water
3C - nothing? erases others?
3D - same as 3C
3E - water (lots)
3F - xx's (glitched) (lots)
43- ground (top level)

Object set: sky/logs (1-3,1-6)
object bank 0 based on 1-6

00 - nothing
01 - nothing
02 - hanging support
03 - hanging suport
04 - wooden pole (bg) (support beam)
05 - door
06 - ?
07 - line lift endpiece
08 - crash
09 - crash
0A - crash
0B - crash
0C - crash
0D - crash
0E - crash
0F - crash
10 '?' with Flower
11 '?' with Leaf
12 '?' with Star
13 '?' with Single coin
14 '?' with 10 coins
15 Muncher
16 Brick with Flower
17 Brick with Leaf
18 Brick with Star
19 Brick with Single coin
1A Brick with 10 coins
1B Brick with 1-UP
1C Brick with Wine
1D Brick with P-Switch
1E Invisible Coin
1F Invisible 1-UP
20 Invisible Note Block
21 Note Block with Flower
22 Note Block with Leaf
23 Note Block with Star
24 Wooden Block with Flower
25 Wooden Block with Leaf
26 Wooden Block with Star
27 Red Invisible Note Block
28 P-Switch
29 Level Ending




object bank 4 based on 5-4

00- wooden platform (5 bytes)
01- thick wooden thing that goes through all?
02-thick wooden block of length
03-little bushes
04-double layer little bushes
05-"cookie"style jump through platform
06-glitched red jump thourgh platform
07-straight line for lifts
08-vertical line for lifts
09- \ line for lifts
0A- / line for lifts
0B-glitched cloud background
0C-steep \ line for lifts
0D-steep / line for lifts
0E-cloud platform (jump through)
0F-standdard bricks
10- coin blocks
11- brcks with single coin
12- wooden block
13- 4 directional note blocks
14- 2 directional note blocks
15- 2 directional wooden blocks
16- coin
17- downward pipe (can go down)
18- downward pipe (can't go down)
19- Downward Pipe (CAN go down;; ignores pointers)
1A- Upward Pipe (CAN go up)
1B- Upward Pipe (CAN'T go up)
1C- Rightward Pipe (CAN go in)
1D- Rightward Pipe (CAN'T go in)
1E- Leftward Pipe (CAN go in)
1F- Leftward Pipe (CAN'T go in)
20- bullet bill machine
21- bridge
22- Silver Coins (appear when you hit a P-Switch) (presumabably)
23- Waterfall (5 bytes)
24- Water (moves to left) (5 bytes)
25- Water (still) (5 bytes)
26- Water (moves to right) (5 bytes)
27- Weird Background Object (5 bytes)
28- Blue X-Blocks (5 bytes) (glitched)
29- Weird Quicksand (doesn't act like it) (5 bytes) (purle)
2A- odd blocks with ropes
2B- white turtle blocks
2C- Double-Ended Vertical Pipe
2D- solid platforms (glitched)
2E- little bushes, double layered, solid block
2F- solid red block platform
30- donut blocks
31-left moving conveyor belt
32-right moving conveyor belt
33- flashing jelectros (solid platform)
34- solid platform (glitched)
35-jugem's cloud platform
36- nipper solid plants
37- glitched jump-through platform
38- ????? nothing?
39- ????? nothing?
3A- cable/rope (non climb)
3B- cable/rope (non-climb)
3C- wooden stand/leg (bg)
3D- door (can go through)
3E- piece of black end of level bg
3F- piece of spiral cloud bg

object set: fortress
object bank 4 -
00 - blue pillars
01 - lot of pilars?
03 - bg/ nothing
04 - nothing
05 - open door
06 - nothinf
07 - nothing
08 - bg ropes (non climb)
09 - ?? Solid platform
0A - sliding boo platform
0B - floor spikes
0C - roof spikes
0D - freezes
0E - freezes
0F - Brick
10 - ? block (coin)
11 -Bricks with single coin
12 - Wooden blocks
13 - Colored Note Blocks - movable four directions
14 - Note Blocks - movable two directions
15 - Wooden Blocks - movable
16 - Coins

2F - wall block (5 bytes)

Object set: Pipe
object bank 4 -
00 - jump through thick platform (glitch graphics)
01 - solid thick platform (glitch graphics)
02 - solid thick platform (glitch graphics)
03 - solid thick platform (glitch graphics) same as 02
04 - solid thick platform (glitch graphics)
05 - solid thick platform (glitch graphics)
06 - solid thick platform (glitch graphics)
07 - three wide solid platform (glitch graphics)
08 - two wide solid platform (glitch graphics)
09 - small pipe (1)
0A - small pipe (2) (death on top default)
0B - bridge like pass through platform (glitch graphics)
0C - bridge like pass through platform (glitch graphics)
0D - ??? (5 byte)
0E - jump through platform (glitch graphics)
0F - Brick
10 - ? block (coin)
11 -Bricks with single coin
12 - Wooden blocks
13 - Colored Note Blocks - movable four directions
14 - Note Blocks - movable two directions
15 - Wooden Blocks - movable
16 - Coins
17 - Downward Pipe (CAN go down)
18 - Downward Pipe (CAN'T go down)
19 - Downward Pipe (CAN go down;; ignores pointers)
1A - Upward Pipe (CAN go up)
1B - Upward Pipe (CAN'T go up)
1C - Rightward Pipe (CAN go in)
1D - Rightward Pipe (CAN'T go in)
1E - Leftward Pipe (CAN go in)
1F - Leftward Pipe (CAN'T go in)
14 - Note block
15 - Wooden Blocks - movable
16 - Coins
17 - Downward Pipe (CAN go down)
18 - Downward Pipe (CAN'T go down)
19 - Downward Pipe (CAN go down;; ignores pointers)
1A - Upward Pipe (CAN go up)
1B - Upward Pipe (CAN'T go up)
1C - Rightward Pipe (CAN go in)
1D - Rightward Pipe (CAN'T go in)
1E - Leftward Pipe (CAN go in)
1F - Leftward Pipe (CAN'T go in)
20 - Bullet Bill Machine
21 - Bridge
22 - Silver Coins (appear when you hit a P-Switch)
23 - Waterfall (5 bytes)
24 - Water (moves to left) (5 bytes)
25 - Water (still) (5 bytes)
26 - Water (moves to right) (5 bytes)
27 - Weird Background Object (5 bytes)
28 - Blue X-Blocks (5 bytes)
29 - Weird Quicksand (doesn't act like it) (5 bytes)
2A - Weird Orange Background (5 bytes)
2B - White Turtle Blocks
2C - Double-Ended Vertical Pipe
2D - ??? (5 bytes?)
2E - Bonus Level Wall? (5 bytes)
2F - Horizontal pipe (forever)
30 - crashes (5 byte?)
31 - down pipe
32 - rightward pipe
33 - crash
34 - ??? solid
35 - nothing?
36 - nothing?
37 - ??? diamond shape (pass through) glitch graphics
38 - object eraser?
39 - nothing?
3A - nothing?
3B - ??passs through mess
3C - huge mess
3D - 44 crashes game (reset)
45 - 4C black spot
4D - ??? spot
4E - ???
4F - nothing
50 - black spot
51 - Mushroom Blocks from SMB2 (5 bytes)
52 - '1' Blocks (5 bytes)
53 - '2' Blocks (5 bytes)
54 - '3' Blocks (5 bytes)
55 - Silver bricks (5 bytes)
56 - Dotted Line Block
57 - rightward boost pads
58 - blue platform
59 - Rope
5A - Giant veggie
5B - regular veggie
5C - small veggie
5D - Donut Spikes
5E - spikes
5F - White Blocks(5 bytes)
60 - stairs
61 - ghost house platform
62 - ghost house pillar
63 - veggie coin
64 - vegiie coin clump (5 coins)
65 - veggie 1up
66 - veggie nothing (Ace/e?)
67- veggie poison shroom
68- invisible tanooki block
69 - veggie monty mole
6A - Sand from SMB2 (5 bytes)
6B - nothing?
6C - small triangle
6D - black spot
6E - upside down bullet bill launcher
6F - ?? (5 bytes)
70 - deleter
71 - 5 bytes
72 74- crashes game (reset)

78 - level end black
79 - slope (ghost house?)
7A - slope (ghost house?)
7B - platform
7C - platform
7D - platform
7E - veggie w/ giant turtle shell!! (not giant, but large)
7F - SMB1 flagpole
80 - SMB1 blocks (5 byte)
81 - bg hill
82 - small bg hill
83 - bg hill with weird things
84 - nothing
85 - door
86 - purple door
87 - vine
88 - small bg piecs
89 - reset
8A - reset
8B - reset
8C - reset
8D - reset
8E - reset
8F - reset
90 - reset

object set: tank
object bank 4

2f = ground
2e -
2d -
2c - double pipe


***Note, most of object bank 4 (from 50 upward seems to be teh same for all object sets, and includes the new objects**

All veggies require the e-switch to be active or they won't be visible/accessible

54 - pink pick up blocks (5 bytes)
5A - Giant veggie
5B - regular veggie
5C - small veggie
63 - veggie coin
64 - vegiie coin clump (5)
65 - veggie 1up
66 - veggie nothing (Ace/e?)
67- veggie poison shroom
68- invisible tanooki block
69 - veggie monty mole
70 - deleter

78 - level end black
79 - slope (ghost house?)
7A - slope (ghost house?)
7B - platform
7C - platform
7D - platform
7E - veggie w/ giant turtle shell!! (not giant, but large)
7F - SMB1 flagpole
80 - SMB1 blocks (5 byte)
81 - bg hill
82 - small bg hill
83 - bg hill with weird things
84 - ntohing
85 - door
86 - purple door
87 - vine
88 - small bg piecs



E-world levels have a different format, which is unknown at this time.


5)Sprite (Enemy) list (SLIS)

sprite entries consist of 4 bytes.

AA BB CC DD

AA - sprite bank (either 00 or 01)
BB - Spirite type (list below)
CC - Horizontal Position
DD - Vertical Position

+ denotes new E-reader contenet
* denotes E-reader specific (won't function) in normal levels
^ denotes E-reader specific (won't display correctly) in normal levels

First byte (sprite bank) - 00
Second byte:
00 - nothing
01 - freezes game/glitches
02 - amazing flyin' Hammer Bros Hammers (both need or no scroll)+^
03 - winged platform (amazing hammer bros) (both needed or no scroll)+^
04 - stationary blue whistle (enemy)^
05 - floating tracking blue whistle (enemy)^
06 - music note block
07 - door to secret toad house
08 - nothing (invisible door?)
09 - doomship anchor
0A - 3-up moon+
0B - free fall 1-up mushroom
0C - free falling starman
0D - free falling mushroom
0E - Koopa kid (regular type)
0F - Solid block (falls) (freezes game/glitches)
10 - Magikoopa only once+
11 - magikoopa's magic+
12 - Big Boo+
13 - Wiggler+^
14 - stationary and hurts?
15 - SMW goomba (with parachute)+^
16 - bob-omb (with winder)
17 - SMW goomba+^
18 - Bowser (glitchy)
19 - free falling fire flower
1A - Key+
1B - Music note block
1C - nothing (glitch/flash)
1D - stops free scrolling (SMB1 rising platform)
1E - free-falling leaf
1F - growing-vine
20 - SMB1 platform (falls when your on) (small)
21 - flshing P's (does nothing)
22 - mini-fire-flower???? (does nothing)
23 - ??? needle???wand??? (does nothing)
24 - platform (drift left) ??? (glitch)
25 - nothing???
26 - wooden platform (hop on and goes right) (2-2)a
27 - wooden platform (side to side)
28 - wooden platform (up and down)
29 - Spike
2A - Ptooie
2B - Kuribo Goomba
2C - left-drifting platform (glitchy)
2D - Boss Bass
2E - raising platforms (bowser's castle)
2F - Boo
30 - hot foot
31 - ??? floats there and hurts (bottom stretch)
32 - ??? floats there and hurts(top stretch)
33 - stationary nipper
34 - toad?? (doesn't move/hurt, just turns to face you)
35 - GLITCH
36 - wooden platform (drift left, fall on touch) (1-4)
37 - wooden platform (side to side) (less move)
38 - wooden platform (up and down) (Less move)
39 - wandering nipper
3A - platform that falls when you are on it
3B - jumping cheep-cheep (4-2)
3C - Wooden log (falls right away) (moving wired platform)
3D - fire-spitting nipper
3E - wooden log (floating on water)
3F - dry bones
40 - white block thrower
41 - panel card
42 - pond jumping cheep cheep (ascending)
43 - pond jumping cheep cheep (horizontal)
44 - wooden log (falls when hop on) (wire platform)
45 - ??? walks away/ randomly, hurts (hot foot)
46 - Ptooie in plant
47 - nothing???
48 - ??/ (bowser flame?) (baby cheep-cheep)
49 - magic ball
4A - odd magic ball
4B - boom boom
4C - flying boom-boom
4D - lil spark+^
4E - Giant spark+7
4F - Free chainchomp
50 - bob-omb about to explode (like end of ship in 8)
51 - double rotodisc (counterclockwise both)
52 - chest w/ nothing in it?
53 - ceiling podoboo
54 - ???
55 - bob-omb (windup)
56 - right sideways piarhna plant?? (glitchy)
57 - left sideways piarhna plant?? (glitchy)
58 - Fire Chomp
59 - Fire snake
5A - single rotodisc (clockwise)
5B - single rotodisc (counterclockwise)
5C - breaking brick
5D - whirlwind (2-sand level)
5E - double rotodisc (one each way, meet at sides)
5F - double rotodisc (one each way)
60 - double rotodisc (clockwise both)
61 - blooper w/ kids
62 - Blooper
63 - Big Bertha (baby is glitchy)
64 - cheep-cheep (hop)
65 - bubble current (up)
66 - bubble current (down)
67 - fire locust
68 - upside-down buzzy beetle
69 - upside-down spiny
6A - Blooper w/kids (releases)
6B - Micro-goomba jumping block
6C - Green koopa troopa
6D - Red koopa troopa
6E - Green bouncing Paratroopa
6F - Red vertical Koopa paraTroopa
70 - buzzy beetle
71 - spiny
72 - goomba
73 - red paragoomba
74 - paragoomba with kids
75 - moving thing (horizontal) (hurts) (Bowser flame)
76 - cheep cheep (falls)
77 - green cheep-cheep (back and forth)
78 - bullet bill (stationary)
79 - bullet bill (right) (single)
7A - Giant koopa (green)
7B - Giant Koopa (red)
7C -Giant goomba
7D - giant pirahna plant
7E - green giant para troopa
7F - giant pirahna plant
80 - green paratoopa (horizontal flyer)
81 - hammer brother
82 - boomerang bros
83 - lakitu (spinies)
84 - spiny (red spiny egg - hatches)
85 - green spiny ball
86 - sledge brother
87 - fire brother
88 - nothing? (yellow cheep cheep)
89 - chain chomp
8A - thwomp
8B - thwomp (left smash)
8C - thwomp (right smash)
8D - thwomp (up)
8E - thwomp (up left)
8F - thwomp (down left)
90 - red spinner (weight dependant)
91 - red spinner (clockwise, constant)
92 - red spinner (clockwise, periodical)
93 - red spinner (counterclockwise, peridical)
94 - giant [?] block, 3 lives
95 - giant [?] block, mushroom
96 - giant [?] block, fire flower
97 - giant [?] block, super leaf (kinda red)
98 - giant [?] block, tanooki suit
99 - giant [?] block, frog suit
9A - giant [?] block, hammer suit
9B - chargin' chuck +
9C - ball (mini-game 2)
9D - flame (up) (airship)
9E - falls down (podoboo) (comes up)
9F - parabeetle (glitch)
A0 - green piarhna plant, up, 2 leaf
A1 - red pirahna plant, down, 1 leaf
A2 - red pirahna plant, up, 2 leaf
A3 - red pirahna plant, down, 2 leaf
A4 - green fire-spitting plant (up) (one shot), 2 leaf
A5 - red fire-spitting plant (down) (one shot), 1 leaf
A6 - red fire-spitting plant (up) (one shot), 2 leaf
A7 - red fire-spitting plant ( down) (one shot), 2 leaf
A8 - arrow platform up
A9 - arrow platform interactive
AA - ship propeller
AB - nothing
AC - flame (left) (airship)
AD - Rocky Wrench
AE - spinning platform (air ship threads)
AF - angry sun
B0 - block (hurts from side) (glitch) (big bullet (still))
B1 - flame (right) (airship)
B2 - flame (down) (airship)
B3 - red spinning platform (mush20)+
B4 - floating thing, hurts (glitch)
B5 - free roaming coin+
B6 - bomb (new)+
B7 - cycling item block (mush8)+
B8 - bouncing star
B9 - firebar (center rotate) (freezes/ removes all other enemies)+
BA - freezes
BB - springboard+
BC - SMW extendy blocks (horz and vert)+
BD - SMW extendy blocks (vertical)+
BE - SMW extendy blocks (horizontal)+
BF - stopwatch (no effect noticed)+
C0 - ball (mini-game 2)+
C1 - P-switch that turns enemies into silver coins)+
C2 - silver free-roam coin+
C3 - POW block+
C4 - pink block ("0")+ (stick on other surfaces, each block can be "picked up" as many times as the number says
C5 - star counter/goal for SMW (glitchy)+^
C6 - yellow ! switch
C7 - freezes (stops scrolling at point)
C8 - freezes ( 6 bytes 11/31/41 30) , (5 bytes 20) (effects vert scroll)
C9 - nothing
CA - freezes
CB - freezes
CC - nothing
CD - coin counter (white house levels)
CE - lock (for key)
CF - Boomerang
D0 - Thwimp +^
D1 - propelling enemy, goes in spurts (torpedo)+
D2 - bony beetle+
D3 - falling spike+
D4 - falls down through ground, doesn't hurt
D5 - floats/flutters down, hurts
D6 - lil spark (better)
D7 - enemy, loop-di-loop, then straight (top kills it) bat?
D8 - flying pirahna plants (glitch)+^
D9 - Amazing flying hammer bros.+
DA - free falling cape feather
DB - 1up in bubble+
DC - coin stream (moves as you do/control)
DD - rotating checkered block (big)(ghost house 2) (counterclock)+
DE - rotating checkered block (small) (counterclock)+
DF - smb1 balance/scale
E0 - freezes (stops scrolling)
E1 - freezes
E2 - SMB1 platform, falls
E3 - checkered rotating block, you control the rotation +
E4 - falling glitched thing, no effect
E5 - pinball bumpers (vertical)+
E6 - pinball bumpers (horizonatl)+
E7 - spike donut lifts+
E8 - rotating ball, when you land on it, it moves in the direction it was pointing+
E9 - wooden platform, hops up, then down, freezes right now
EA - freezes
EB - slowly drifts downward, pickupable
EC - Rip Von Fish+
ED - Flurry+^
EE - porcupine? (weak to fire, can't stomp)+^
EF - floating enemy, hurts
F0 - Monty Mole +^
F1 - poison mushroom+
F2 - Bumpty penguin +^
F3 - sliding/aggressive penguin (glitch)+^
F4 - freezes
F5 - freezes
F6 - freezes
F7 - freezes
F8 - freezes
F9 - freezes (E-coin)
FA - Ace Coin (gives 1-up) only 1 (freezes in second spot)
FB - red spinner (constant, counterclockwise)
FC - 2 wide platform, glitched, no effect
FD - coin counter (3up style) (freezes)
FE - green fire-spitting plant, vertical, 2 shots)
FF - red fire-spitting plant, horizontal, 2 shots)


First Byte(sprite bank) - 01
60 - infinite cheep cheeps?
67 - ?
89 - freezes
90 - bullet bill generator (both ways)
91 - missle bill generator (both ways)
92 - rocky wrench generator
93 - 8 way rotate cannon
94 - goomba generator (left)
95 - goomba generator (right)
96 - cannonball generator (left)
97 - giant cannonball generator (left)
98 - cannonball generator (up left)
99 - cannonball generator ( up right)
9A - cannonball generator (down left)
9B - cannonball generator (down right)
9C - cannonball generator (up left)
9D - cannonball generator (up right)
9E - cannonball generator (down left)
9F - cannonball generator (down right)
A0 - cannonball generator ( right)
A1 - giant cannonball generator (right)
A2 - bob-omb generator (left)
A3 - bob-omb generator (right)
A4 - laser
A5 - (aquatic?) things that can be fireballed
A6 - (aquatic?) things that can be fireballed
A7 - autoscrolling (00 0B - airship 1)
A8 - nothing
A9 - big weird thing, takes you to bonus room?
AA - nothing
AB - some autoscroll thing
AC - freezes
AD - freezes
AE - freezes
AF - freezes

Still incomplete, this is formed from sludge's list, my own tests, and SMB3 enemy lists.

Offset list:
ID:Offset : Level Name
00:13E52C
01:13E630
02:13E819
03:13E835
04:13E960
05:13EAA9
06:13EB48 : 7-1
07:13EB94
08:13EBB1 : 7-7
09:13EC08 : 4-6
0A:13ED55 : 5-3
0B:13ED84
0C:13EFAE : 1-3
0D:13F0F5
0E:13F136
0F:13F1AB : 7-8
10:13F36E : 3-9
11:13F5E6
12:13F607 : 7-6
13:13F65B : 7-4
14:13F6CD
15:13F6EE
16:13F70C
17:13F72B : 5-1
18:13F959
19:13F9E4
1A:13FB5F
1B:13FB75 : 8-1
1C:13FCFA : 3-7
1D:13FE47
1E:13FE64 : 1-2 Bonus Area
1F:13FF32
20:140083
21:14008F
22:14009B : 1-1
23:1401F8 : 1-1 Bonus Area
24:1402AC : 7-5
25:1402F8
26:140334
27:140340 : 1-5 Ending
28:140361
29:14036D
2A:14039F
2B:140400
2C:140425
2D:140447
2E:14046C
2F:140478
30:140484
31:140490 : 1-4 Ending
32:1404BA
33:1404C6 : 3-3
34:140627
35:140652
36:14065E
37:14066A
38:140676
39:140682
3A:14068E
3B:14069A
3C:1406A6
3D:1406B2
3E:1406BE
3F:1406CA
40:1406D8
41:140905
42:14099C
43:1409DD
44:140B28
45:140D97
46:140DD8
47:140DE4
48:1411D6
49:141205
4A:141211
4B:14158C : 1-2
4C:1417CA
4D:141964 : 7-3
4E:141B36 : 1-Hammer Bros.
4F:141B57 : 1-Hammer Bros.
50:141B7C
51:141BA5
52:141BB1
53:141BBD
54:141BC9
55:141C26
56:141D98
57:141DA4
58:141DB0
59:141DBC : 2-Desert
5A:141EDB
5B:142165 : 2-2
5C:14230E
5D:14231A
5E:142326
5F:142332
60:14233E
61:14234A
62:142356
63:142362
64:14236E
65:14237A
66:142386
67:142392
68:14239E
69:1423AA
6A:1423B6
6B:1423C2
6C:1423CE
6D:1423DA
6E:1423E6
6F:1423F2
70:1423FE
71:14240A
72:142416
73:142422
74:14242E
75:14243A
76:142446
77:142452
78:14245E
79:14246A
7A:142476
7B:142482
7C:14248E
7D:14249A
7E:1424A6
7F:1424B2
80:1424BE : 5-2
81:1427DD : 8-2
82:142A88 : 1-5
83:142D3B : 3-8
84:142EAB
85:142ECD
86:142F39
87:142FA5
88:14302C
89:1430B3
8A:14311A
8B:143181
8C:143209
8D:143291
8E:1432E8
8F:14333F
90:143393
91:1433E7
92:14349E
93:1434AD
94:14357E
95:1437AE
96:143874
97:1439C9
98:143C14
99:143D4E
9A:143E5D : 3-4
9B:144073 : 6-8
9C:14429E
9D:1442C3
9E:1442CF
9F:1442DB
A0:1442E7
A1:1442F3
A2:1442FF
A3:14430B
A4:144317
A5:144323
A6:14432F
A7:14433B
A8:144347
A9:144353
AA:14435F
AB:14436B
AC:144377
AD:144383
AE:14438F
AF:14439B
B0:1443A7
B1:1443B3
B2:1443BF
B3:1443CB
B4:1443D7
B5:1443E3
B6:1443EF
B7:1443FB
B8:144407
B9:144413
BA:14441F
BB:14442B
BC:144437
BD:144443
BE:14444F
BF:14445B
C0:144468 : 3-2
C1:14458B
C2:14461C : 3-6
C3:144724
C4:14475F : 6-3
C5:14489F : 6-Fortress 2
C6:144A03
C7:144A87 : 6-5
C8:144BAC
C9:144CE3 : 5-5
CA:144DF8
CB:144E82
CC:144F0C : 6-2
CD:145038
CE:145044 : 6-1
CF:1450E1
D0:145193
D1:1451E5 : 1-6
D2:145354 : 1-4
D3:14545C : 6-4
D4:145612
D5:14576B
D6:145787 : 6-6
D7:1457FC : 6-10
D8:14598C : 6-7
D9:145BA4
DA:145BF5 : 6-9
DB:145C52
DC:145DFD
DD:145E15
DE:145E8D
DF:145EA9
E0:145EB5
E1:145EC1
E2:145ECD
E3:145ED9
E4:145EE5
E5:145EF1
E6:145EFD
E7:145F09
E8:145F15
E9:145F21
EA:145F2D
EB:145F39
EC:145F45
ED:145F51
EE:145F5D
EF:145F69
F0:145F75
F1:145F81
F2:145F8D
F3:145F99
F4:145FA5
F5:145FB1
F6:145FBD
F7:145FC9
F8:145FD5
F9:145FE1
FA:145FED
FB:145FF9
FC:146005
FD:146011
FE:14601D
FF:146029
100:146038
101:146044
102:14630C
103:146384
104:1464C2
105:146606 : 3-5
106:14681B
107:14688B
108:146953 : 3-1
109:146B44
10A:146DB5
10B:146FE5
10C:146FF1
10D:146FFD
10E:147009
10F:147015
110:147021
111:14702D
112:147039
113:147045
114:147051
115:14705D
116:147069
117:147075
118:147081
119:14708D
11A:147099
11B:1470A5
11C:1470B1
11D:1470BD
11E:1470C9
11F:1470D5
120:1470E1
121:1470ED
122:1470F9
123:147105
124:147111
125:14711D
126:147129
127:147135
128:147141
129:14714D
12A:147159
12B:147165
12C:147171
12D:14717D
12E:147189
12F:147195
130:1471A1
131:1471AD
132:1471B9
133:1471C5
134:1471D1
135:1471DD
136:1471E9
137:1471F5
138:147201
139:14720D
13A:147219
13B:147225
13C:147231
13D:14723D
13E:147249
13F:147255
140:147264 : 5-8
141:1472C8
142:1472E5
143:147316 : 4-1
144:1474A0
145:1474FF
146:147569
147:1475C2 : 5-7
148:1476F0 : 4-3
149:147760 : 4-2
14A:14788D : 5-6
14B:14798B : 5-9
14C:1479AB : 4-4
14D:147B51
14E:147BF1 : 1-3 Bonus Area
14F:147CCA
150:147D02
151:147D4A
152:147E5A : 4-5
153:147FDE
154:148013 : 1-5 Bonus Area
155:1480EC
156:148135
157:14814E
158:1481BB : 5-4
159:14822D
15A:14838D
15B:14847D
15C:1484FC
15D:148561
15E:148613
15F:14864B
160:148703
161:1487BB
162:1487D3
163:148808
164:14882D
165:148839
166:148845
167:148851
168:14885D
169:148869
16A:148875
16B:148881
16C:14888D
16D:148899
16E:1488A5
16F:1488B1
170:1488BD
171:1488C9
172:1488D5
173:1488E1
174:1488ED
175:1488F9
176:148905
177:148911
178:14891D
179:148929
17A:148935
17B:148941
17C:14894D
17D:148959
17E:148965
17F:148971
180:148980 : 2-Pyramid
181:148AB0
182:148AC4 : 7-2
183:148D6E
184:148D86 : 2-Hammer Bros.
185:148DAE
186:148DBA
187:148DC6
188:148DD2 : 7-9
189:1490A6 : 2-1
18A:14927E : 2-1 Bonus Area
18B:14934E : 2-5
18C:1494DF : 2-5 Bonus Area
18D:149597 : 2-3
18E:1497B3 : 2-Fortress
18F:149977 : 2-Fortress (Spike room)
190:149A1B : 2-4
191:149D48
192:149D54
193:149D68
194:149D84
195:149D90
196:149D9C
197:149DA8
198:149DB4
199:149DC0
19A:149DCC
19B:149DD8
19C:149DE4
19D:149DF0
19E:149DFC
19F:149E08
1A0:149E14
1A1:149E20
1A2:149E2C
1A3:149E38
1A4:149E44
1A5:149E50
1A6:149E5C
1A7:149E68
1A8:149E74
1A9:149E80
1AA:149E8C
1AB:149E98
1AC:149EA4
1AD:149EB0
1AE:149EBC
1AF:149EC8
1B0:149ED4
1B1:149EE0
1B2:149EEC
1B3:149EF8
1B4:149F04
1B5:149F10
1B6:149F1C
1B7:149F28
1B8:149F34
1B9:149F40
1BA:149F4C
1BB:149F58
1BC:149F64
1BD:149F70
1BE:149F7C
1BF:149F88
1C0:149F94 : 2-Castle Room
1C1:149FA8
1C2:149FBC
1C3:149FD0
1C4:149FE4
1C5:149FF8 : 1-Castle Room
1C6:14A00C
1C7:14A020 : 5-Fortress 2
1C8:14A08F
1C9:14A134
1CA:14A163
1CB:14A16F : 1-Fortress
1CC:14A280 : 1-Fortress (Spike room)
1CD:14A2E9 : 3-Fortress 2
1CE:14A3B6
1CF:14A44C : 3-Fortress 1
1D0:14A546
1D1:14A665 : 5-Fortress 1
1D2:14A857
1D3:14A8BE
1D4:14A8CA : 7-Fortress 2
1D5:14A9F4
1D6:14AA61 : 6-Fortress 3
1D7:14AB89
1D8:14ABAA : 6-Fortress 1
1D9:14AC92
1DA:14AD4F : 7-Fortress 1
1DB:14AEEA
1DC:14AFA9
1DD:14B081
1DE:14B14D : 4-Fortress 2
1DF:14B266 : 4-Fortress 1
1E0:14B355
1E1:14B47D : 8-Fortress
1E2:14B78B
1E3:14B971
1E4:14BC1C
1E5:14BE15
1E6:14BE21
1E7:14BE2D
1E8:14BE39
1E9:14BE45
1EA:14BE51
1EB:14BE5D
1EC:14BE69
1ED:14BE75
1EE:14BE81
1EF:14BE8D
1F0:14BE99
1F1:14BEA5
1F2:14BEB1
1F3:14BEBD
1F4:14BEC9
1F5:14BED5
1F6:14BEE1
1F7:14BEED
1F8:14BEF9
1F9:14BF05
1FA:14BF11
1FB:14BF1D
1FC:14BF29
1FD:14BF35
1FE:14BF41
1FF:14BF4D
200:14BF5C : 2-Anchors Away
201:14BF7C
202:14BF9C : 1-Anchors Away
203:14BFBC
204:14C000
205:14C176 : 1-Airship
206:14C2BA : 2-Airship
207:14C488
208:14C61F
209:14C811
20A:14C9FF
20B:14CA1F
20C:14CA3F
20D:14CA5F
20E:14CA7F
20F:14CC8D
210:14CD40
211:14CEC6
212:14D02D
213:14D192 : 1-Airship (boss room)
214:14D1B2 : 2-Airship (boss room)
215:14D1DE
216:14D20A
217:14D22E
218:14D25E
219:14D296
21A:14D371
21B:14D3A9
21C:14D3E9
21D:14D429
21E:14D469
21F:14D4A9
220:14D4B5
221:14D4C1
222:14D4CD
223:14D4D9
224:14D4E5
225:14D4F1
226:14D4FD
227:14D509
228:14D515
229:14D521
22A:14D52D
22B:14D539
22C:14D545
22D:14D551
22E:14D55D
22F:14D569
230:14D575
231:14D581
232:14D58D
233:14D599
234:14D5A5
235:14D5B1
236:14D5BD
237:14D5C9
238:14D5D5
239:14D5E1
23A:14D5ED
23B:14D5F9
23C:14D605
23D:14D611
23E:14D61D
23F:14D629
240:14D638
241:14D644
242:14D650
243:14D65C
244:14D668

Super Mario Advance 4 (U) Enemy Data List
(NOTE: This list is incomplete.)
(NOTE: I'm not sure whether it is enemy data address.)

ID:Offset : Level Name
00:1567F0
01:1567F2
02:1567F4 : (Empty. Used in some bonus area.)
03:1567F6
04:1567F8
05:1567FA
06:1567FC
07:1567FE
08:156800
09:156802
0A:156804
0B:156806
0C:156808
0D:15680A
0E:15680C
0F:15680E
10:156814
11:15681A
12:15682C
13:15683E
14:156844
15:156886
16:156894
17:156896
18:156898
19:15689A
1A:15689C
1B:15689E
1C:1568B8
1D:1568C2
1E:156930
1F:156936
20:15693C
21:156942
22:156948
23:15694E
24:156954
25:15695A
26:156960
27:156966
28:15696C
29:156972
2A:156978
2B:15697E
2C:156984
2D:15698A
2E:156990
2F:156996
30:15699C
31:1569A2
32:1569A8
33:1569AE
34:1569B4
35:1569BA
36:1569D4
37:156A3D
38:156A43
39:156A81
3A:156AEB
3B:156B25 : 7-1
3C:156B35 : 7-7
3D:156B45 : 4-6
3E:156BAF
3F:156C25 : 1-3
40:156C63
41:156C6D
42:156C7C : 7-8
43:156CFC : 3-9
44:156D80
45:156D86 : 7-6
46:156D8C : 7-4
47:156DA2 : 5-1
48:156E1A
49:156E39
4A:156E3F : 8-1
4B:156EE5 : 3-7
4C:156F47
4D:156F4D
4E:156F97
4F:156FE5 : 1-1
50:15701F : 7-5
51:15702F
52:157035 : 1-5 Ending
53:15703B
54:15705D
55:157063 : 1-4 Ending
56:15706D
57:15706F : 3-3
58:157095
59:15709B
5A:157107
5B:15713A
5C:1571AB
5D:1571B9
5E:157267 : 1-2
5F:1572D3
60:1572F1 : 7-3
61:15733B : 1-Hammer Bros.
62:157345
63:157377
64:157385
65:1573A7
66:1573DD
67:157437
68:157461
69:1574AB : 2-Desert
6A:1574D5
6B:157547 : 2-2
6C:157581 : 5-2
6D:1575F7 : 8-2
6E:157631 : 1-5
6F:15767F : 3-8
70:15769D
71:1576B5
72:1576B7
73:1576BD
74:1576E3
75:1576F9
76:157703
77:15771D
78:15774B
79:157755 : 3-4
7A:157797 : 6-8
7B:1577E9 : 3-2
7C:15782F
7D:15783D : 3-6
7E:157867
7F:157871 : 6-3
80:1578BB : 6-Fortress 2
81:157909
82:15790F : 6-5
83:157929
84:15796B : 5-5
85:1579A9
86:1579BB
87:1579CD : 6-2
88:157A1B
89:157A61 : 6-1
8A:157A8F
8B:157ABD
8C:157AC3 : 1-6
8D:157AF5 : 1-4
8E:157B43 : 6-4
8F:157B89
90:157BCF
91:157BDD : 6-6
92:157BF1 : 6-10
93:157C35 : 6-7
94:157C4B
95:157C55 : 6-9
96:157C5F
97:157C9A
98:157CEC
99:157D54
9A:157D8F : 3-5
9B:157E15
9C:157E29 : 3-1
9D:157E5B
9E:157E6F
9F:157E91 : 5-8
A0:157EA7
A1:157EB1
A2:157EC3 : 4-1
A3:157F07
A4:157F31 : 5-7
A5:157F93 : 4-3
A6:157F9D : 4-2
A7:157FDB : 5-6
A8:158029 : 5-9
A9:15807B : 4-4
AA:158095
AB:15809B : 1-3 Bonus Area
AC:1580A1
AD:1580A7
AE:1580B7
AF:1580C1 : 4-5
B0:15812D
B1:158133 : 1-5 Bonus Area
B2:158139
B3:158148 : 5-4
B4:158186
B5:1581B8
B6:1581EE
B7:15820C
B8:158228
B9:15823A
BA:158248
BB:15825C
BC:158270
BD:15827A
BE:158280 : 2-Pyramid
BF:15829E
C0:1582A4 : 7-2
C1:158348 : 2-Hammer Bros.
C2:158356 : 2-Hammer Bros.
C3:158360
C4:158366 : 7-9
C5:1583E0 : 2-1
C6:15842A : 2-5
C7:158468 : 2-3
C8:1584F8 : 2-Fortress
C9:15854B : 2-Fortress (Spike room)
CA:15855E : 2-4
CB:1585BA
CC:1585D8
CD:1585DE
CE:1585E4 : Castle Room
CF:1585EA : 5-Fortress 2
D0:1585F5
D1:158677
D2:158695
D3:1586A3 : 1-Fortress
D4:1586D2 : 1-Fortress (Spike room)
D5:1586F7 : 3-Fortress 2
D6:158731
D7:15875C : 3-Fortress 1
D8:1587A9
D9:1587CB : 5-Fortress 1
DA:158829
DB:158834
DC:158856 : 7-Fortress 2
DD:1588CC
DE:1588F2 : 6-Fortress 3
DF:158935
E0:158947 : 6-Fortress 1
E1:15897A
E2:15899C : 7-Fortress 1
E3:1589BD
E4:1589D7
E5:1589E7 : 4-Fortress 2
E6:158A37 : 4-Fortress 1
E7:158A73 : 8-Fortress
E8:158ACC
E9:158B2B
EA:158BBE
EB:158C12
EC:158C98 : Anchors Away
ED:158C9E
EE:158CA4
EF:158CFA : 1-Airship
F0:158D38 : 2-Airship
F1:158D82
F2:158DD4
F3:158E36
F4:158E70
F5:158EDA
F6:158F48
F7:158FAE
F8:15901C
F9:159096 : 1-Airship (boss room)
FA:15909C : 2-Airship (boss room)
FB:1590A2
FC:1590A8
FD:1590AE
FE:1590B4
FF:1590BA
100:1590C8
101:1590D6
102:1590DC
103:1590E2
104:1590E8
105:1590F6
106:159130

These data was found in:
$124970-$125283 Level address
$125284-$12569F Enemy address
$03003B0C-$03003B0E Level address (VBA Memory Viewer)
$03003B10-$03003B12 Enemy address (VBA Memory Viewer)
$03003B0A-$03003B0B Level ID (VBA Memory Viewer)
$03003B14-$03003B15 Enemy ID (VBA Memory Viewer)
------------------------------------------------------

I hope this aids anyone who is working towards developing a hacking utility.

14159 posted this data as a text doc here...

https://acmlm.kafuka.org:81/uploader/get.php?id=1939

He's also created some hacked SMA4 levels.....

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/gpZwLj5OiOw&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/gpZwLj5OiOw&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>


<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/0FteD6u0aJg&hl=en&fs=1&color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0FteD6u0aJg&hl=en&fs=1&color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>



Thank you for you interest in hacking SMA4. Please also see/post my other topic about this at acmlm's board...

http://acmlm.no-ip.org/board/thread.php?id=5226&page=1

Thanks again. Please keep this idea alive, spread the word!
Wow cool video. :D
It's now possible to make your own Level Card :

SMA4 Level Card Compressor (original code by Randy, main routine by blackhole89) + Empty Level Card BIN file (add the compressed data, and it's ready to use !) :
UPDATED, Fixed by CaitSith2 :
http://www.mediafire.com/?a4uyhjzcrxm

SMA4 Level Card Decompressor (by Parasyte and DJ Bouche) + Uncompressed and compressed level files :
http://www.kodewerx.org/forum/download/file.php?id=548

Now, you can create Level Cards, here's some docs for the uncompressed e-levels :
http://acmlm.kafuka.org/archive2/thread.php?id=10412
http://acmlm.no-ip.org/archive3/thread.php?pid=117236&r=1

(And say thanks to me, because if i didn't ask blackhole89 to do the main routine, no compressor for today)

--------------------

My Bandcamp, with my albums!
Originally posted by LuigiBlood

(And say thanks to me, because if i didn't ask blackhole89 to do the main routine, no compressor for today)


Thanks for all you've done man. Granted, I thank everyone who works on this everyday :) Please keep up the amazing work!

IMO, It's nice that all of those sprites come along in the ROM, not neaded to be inserted. But if this game does get its own Lunar Magic, I won't switch over until more customization is possible. Exgfx, Custom music, custom blocks, sprites, we won't be able to insert those. It makes me realize how SMW hacking has advanced....
Derp



...
You'll gonna like this eCard Maker i made by myself :
Solar Magic Advance 0.5 :
http://www.mediafire.com/?mynjuljz0dr

DOES NOT MAKE LEVEL CARDS YET.

Blog about the editor (working on Level Cards right now) :
http://sma4ecard.blogspot.com/

--------------------

My Bandcamp, with my albums!
Originally posted by LuigiBlood
You'll gonna like this eCard Maker i made by myself :
Solar Magic Advance 0.5 :
http://www.mediafire.com/?mynjuljz0dr

DOES NOT MAKE LEVEL CARDS YET.

Blog about the editor (working on Level Cards right now) :
http://sma4ecard.blogspot.com/

Wow, an update. Nice to see you're still working on this.

It's a damn shame that they made a whole other mario game inside super mario bros. 3 that combined everything we loved about mario, jampacked with awesome level design to boot too, however most of us never got to see them because Nintendo thought it was a good idea to make them e-reader.
What a waste..


Although good luck with the editor.

--------------------





This is pretty cool
Another update. A new guy, UpaLuppa has joined in on the efforts. He's trying to make an editor that can create Level Cards for World-e. I recorded some of the hex edits he experimented with in the main game. This video shows how some of the SMA4 stuff interacts with other game elements. Enjoy...

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/kNJfpA2N6uU&hl=en_US&fs=1&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/kNJfpA2N6uU&hl=en_US&fs=1&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

For the most recent updates and stuff, check out the acmlm topic...

http://acmlm.no-ip.org/board/thread.php?id=5226


Thanks for reading!
A level editor for this game would be like, really, really amazing.

--------------------
PSN, Skype, Steam: YamiMario
Really nice. Though, why does the POW block flip horizontally for a few frames around 2:01? o_O
blah
Layout by Counterfeit.
Originally posted by YamiMario
A level editor for this game would be like, really, really amazing.

Agreed. Progress so far on this has been great, and I've always wanted to be able to Edit SMA4.Free counters!
Pages: « 1 2 3 4 5 »
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario Advance 4 Editor Efforts (Video & Links Inside)

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