 |
|
 |
|
| Unused map16 tiles |
|
Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Unused map16 tiles |
|
Pages: 1 2  |
|
|
|
| Posted on 2010-02-24 04:40:39 AM |
Link | Quote |
|
Just documenting some completely unused map16 tiles. By "unused," I mean one not referenced by any object and cannot be turned into using a block from an object (such as 152). In other words, ones that must be inserted through direct map16 to be seen in the game at all, barring custom blocks/objects.
EDIT: Decided to add a couple related lists to this topic: blocks unused in certain tilesets, and blocks used but always glitchy looking in certain tilesets. They're related and potentially useful so...
These would all be in page 0 and 1, for obvious reasons.
Concerning Tilesets:
Tileset is NOT the same thing as the GFX header! The GFX header is the number you pick in Lunar Magic; the tileset is an attribute of that number. Here's how tilesets and GFX headers relate:
Tileset 0 = GFX header 0, 7, C
Tileset 1 = GFX header 1
Tileset 2 = GFX header 2, 6, 8
Tileset 3 = GFX header 3, 9, A, B, E
Tileset 4 = GFX header 4, 5, D
Tileset determines behavior and graphics. If a tileset specific block uses graphics in GFX header 0, it will use the same graphics in 7 and C. There are a few exceptions to this (1C4-1C7 and 1EB-1EF, which are unique to GFX header 0 and 7 only), but most tileset specific blocks in an unedited ROM follow the tileset instead of the GFX header for their attributes.
Completely Unused Blocks:
Map16 number:
01D (acts exactly the same as 25)
01E (acts exactly the same as 25)
024 (invisible note block, see below)
0EB (acts exactly the same as 25. can have different graphics for each tileset)
115 (note block, see below)
131 (acts exactly the same as 130)
140 (acts exactly the same as 130)
You can overwrite these without worry.
Unused Blocks in Certain Tilesets:
Unused in tileset 0:
10B (ledge)
10C (ledge) ;10C and 10D are conveyor belts in tileset 2, but act like ledges everywhere else
10D (ledge)
10F (ledge)
Tileset 1:
10A (ledge)
10B (ledge) ; these are ALL ledges, by the way...
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 2:
10F (ledge)
Tileset 3:
107 (ledge)
108 (ledge)
109 (ledge)
10A (ledge)
10B (ledge)
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 4:
None?
You can change the graphics of these without worry, but don't change the "acts like" value. It isn't tileset specific and changes will carry over to other blocks.
Used, But The Objects That Use These Blocks Always Look Glitchy When Using An Unedited Map16:
Tileset 0:
0C7-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
166-167 (both act like solid blocks)
Tileset 1:
08F (line guide)
09F-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
154-158 (all act like solid blocks)
Tileset 2:
0A4-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
167 (solid block)
Tileset 3:
087-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
Tileset 4:
None?
You can edit these without worry of screwing anything up more than it already is, but don't change the "acts like" value. It is NOT tileset specific and will affect every tile that uses that map16 number.
Some interesting (and completely unused) blocks would be tiles 024 and 115. 024 is one of those blocks that reveals another block when hit from below, like invisible coin blocks or invisible 1up blocks. 024 spawns 115, a noteblock. 115 is also unused, and behaves exactly the same way 113 (another noteblock) does. In fact, 115 turns into 113 after bouncing.
What's interesting about these? well...
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
You can overwrite 115 with whatever you want, and 024 will turn into it. So, without any custom blocks or sacrificing unique blocks, you can make any block be invisible until revealed by hitting it from below. I turned it into a green switch block in the video, but of course you can turn it into any SMW block... or a custom block of your own.
Pretty easy to simulate this with custom blocks, but eh. (suggestion to kaizo hackers: change all your invisible coin block traps into invisible 3up moon traps. Or have invisible munchers! )
I'm not totally finished browsing through all the block code, so I may find some more completely unused ones. If I missed any, feel free to fill me in too.
|
| Last edited on 2010-03-11 05:16:05 AM by Kaijyuu. |
|
| Posted on 2010-02-24 07:55:25 AM |
Link | Quote |
|
|
wow that is cool =) now you don't have to make a custom block for invisible stuff like that, if you only need one of it.
|
|
| Posted on 2010-02-24 01:59:40 PM |
Link | Quote |
|
|
So wait, you didn't put the two objects over eachother (as I asked you on youtube)
|
|
| Posted on 2010-02-24 02:02:45 PM |
Link | Quote |
|
|
In Tileset C, there are unused nonsolid forest ledge edge tiles. Tiles C4, C5, 10F and 110. I wonder why Nintendo never bothered using them...
|
|
| Posted on 2010-02-24 03:37:14 PM |
Link | Quote |
|
Theres one problem with using 24 and 115... When you hit 24, the animation that is shown is the noteblock's animation, so it doesn't have a very good transition from invisible to visible.
Also, Wiimeiser: I'm assuming they planned to have some special use for them, but never got around to it.
|
| Last edited on 2010-02-24 03:38:27 PM by Thomas. |
|
| Posted on 2010-02-24 09:08:09 PM |
Link | Quote |
|
QuoteSo wait, you didn't put the two objects over eachother (as I asked you on youtube)
Nope. All I did was overwrite 115 with a green switch block, and placed 24 in the level.
QuoteWhen you hit 24, the animation that is shown is the noteblock's animation, so it doesn't have a very good transition from invisible to visible.
This could be good or bad. The noteblock sprite tile is easy to overwrite with exgfx, but of course other stuff uses that tile too.
QuoteIn Tileset C, there are unused nonsolid forest ledge edge tiles. Tiles C4, C5, 10F and 110. I wonder why Nintendo never bothered using them...
You mean tileset 0? (hate to be nitpicky, but there's a big difference between tileset and GFX header number)
Added 10F to the unused tiles list. 110 is used in switch palaces, specifically in switch rooms as a corner tile (the invisible block sprite is placed over it).
C4 and C5 are used in the ghost house entrance.
|
| Last edited on 2010-02-27 12:06:12 AM by Kaijyuu. |
|
| Posted on 2010-02-24 11:27:28 PM |
Link | Quote |
|
Kaijyuu:
I mean the Forest Object tileset.
Kaizoman666:
One could always edit the bounce tables somehow, and make it use a different graphic.
|
|
| Posted on 2010-02-24 11:46:04 PM |
Link | Quote |
|

That's the tileset number. Cloud/forest and normal are all the same tileset.
The distinction is necessary because the tileset changes the map16. Many tiles will use different graphics (and more importantly, behavior) depending on that number. Everything else in the GFX header means squat since LM has a GFX bypass.
Well, that's not entirely true. GFX header 0 and 7 are unique in that they change map16 tiles 1C4-1C7 and 1EC-1EF for the slanted pipe (graphics and interaction are changed), while everything else uses those tiles as slanted ceilings. The "normal" tileset specific map16 tiles are the same for GFX header 0, 7, and C though.
Also, page 2 (which LM inserts) has 15 different sets of map16 graphics, one for each GFX header. Huge waste of space if you ask me, but worth noting.
|
| Last edited on 2010-02-25 02:51:48 AM by Kaijyuu. |
|
| Posted on 2010-02-25 02:52:39 PM |
Link | Quote |
|
Wait, what about tile 1F0, is that one used?
Edit: Also,
127
128
129
12A
12B
140
|
| Last edited on 2010-02-25 02:56:03 PM by The Blue Yoshi. |
|
| Posted on 2010-02-25 02:54:55 PM |
Link | Quote |
|
Originally posted by The Blue YoshiWait, what about tile 1F0, is that one used?
No, it's a clone of 1EB.
|
|
| Posted on 2010-02-25 06:21:10 PM |
Link | Quote |
|
|
What are tiles C7, C8, C9, CA, EA, EB FC, FD, FE, and FF do? They don't seem to be used...
|
|
| Posted on 2010-02-26 04:23:45 AM |
Link | Quote |
|
1F0: added to list EDIT: Used in upside down slopes (ceilings)
140: added to list (though I swear I saw it used somewhere... can't find anything though)
All the other turnblocks/question blocks (such as 127-12B) have objects associated with them. 12B doesn't, but 12A (which does) turns into it after bouncing.
Not directly related to this topic, but 127 and 128 appear to be exactly the same... They each have their own object, though. I guess one could delete one or the other and have a free object and map16 block.
QuoteWhat are tiles C7, C8, C9, CA, EA, EB FC, FD, FE, and FF do? They don't seem to be used...
C7-CA: Animated water weed (extended object 81)
EA: Part of the ledge object used in Yoshi's house. (tileset specific object 30)
EB: Seems unused. Added. (probably was intended to be used for the berries in yoshi's house)
FC-FF: Ghost house window (extended object 8F)
|
| Last edited on 2010-02-26 04:52:14 AM by Kaijyuu. |
|
| Posted on 2010-02-26 05:02:12 AM |
Link | Quote |
|
Originally posted by Kaijyuu[img]Also, page 2 (which LM inserts) has 15 different sets of map16 graphics, one for each GFX header. Huge waste of space if you ask me, but worth noting.
Actually you can insert here whole text for cutscenes, so you won't have to use both Layer 1 & 2. I don't know what you can do also, however.
EDIT: Yes, I know about that limitation. But for me only cutscenes looks like to can be seriously put here (these can take really big about of Map16) and nobody interest what "Acts like" is. But with Romi cutscene tool it's questionable somewhat.
|
| Last edited on 2010-02-28 01:30:24 AM by GlitchMr. |
|
| Posted on 2010-02-26 05:07:48 AM |
Link | Quote |
|
|
You can insert a lot of things there. The big limitation though is each tile number HAS to have the same "acts like" value. IMO fusoya should've dumped the gfx header specific thing and used the space for additional map16 pages. Could've fit nearly ~11 additional pages (since you'd have to consider additional space for the "acts like" data) instead of ONE page with graphical options.
|
| Last edited on 2010-02-26 05:09:46 AM by Kaijyuu. |
|
| Posted on 2010-02-26 11:31:40 AM |
Link | Quote |
|
|
Actually, the new Lunar Magic will have an option to turn off the tileset-specific behavior of page 2. (In fact, I think it's off by default, although I'll probably turn it back on.) As far as unused Map16 tiles go, I don't know, but I might as well mention that all of the non-exit-enabled pipe tiles also act like a solid block.
|
|
| Posted on 2010-02-26 02:10:23 PM |
Link | Quote |
|
Originally posted by KaijyuuC7-CA: Animated water weed (extended object 81)
The weeds are background only. I don't think they're ever used on layer 1/2.
|
| Last edited on 2010-02-26 02:10:36 PM by Thomas. |
|
| Posted on 2010-02-26 07:44:48 PM |
Link | Quote |
|
Originally posted by Kaijyuu10F (acts exactly like a ledge. can have different graphics for each tileset)
Tile 10F is used in GFX header 4.
Tileset specific object 30: Grass ledge 1.
|
|
| Posted on 2010-02-26 08:08:36 PM |
Link | Quote |
|
|
Anyone know what tile 152 does? I don't feel like testing it.
|
|
| Posted on 2010-02-26 08:25:02 PM |
Link | Quote |
|
ME NEITHER
|
|
| Posted on 2010-02-26 08:32:05 PM |
Link | Quote |
|
Huh, Tile 152 acts like a cement block, but I don't know what it looks like in all tilesets, only tested it in the Rope tileset.
EDIT: Checked, it's invisible in all of them.
|
| Last edited on 2010-02-26 08:40:37 PM by randoguy101. |
|
|
Pages: 1 2  |
|
|
|
|
Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Unused map16 tiles |
|
|
 |
|
 |
The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.
Copyright © 2005 - 2013 - SMW Central Legal Information - Link To UsTotal queries: 27
|
|
|
|