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Time: 2015-04-21 04:47:11 AM
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Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.
Save RAM stuff.
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Save RAM stuff.
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I was fiddling with stepping though the Save Game thingy at 00:9BC9. I am a bit confused on what exactly it is saveing. It tends to read from loop though and read form $1F49-whatever. Could these be level save flags? does anyone have any more info about what gets saved?
Quick notes:

70:0000-70:008C is copied to 7E:1F49-7E:1FD5, which is in turn copied to 7E:1EA2 - 7E:1F2E. According to the RAM map, that covers...

$7E:1EA2 Unknown Misc. Level flag table (?) - unknown size
$7E:1EEB 1 byte Misc. Special Stage Features handler for both the title screen stage and the normal stages. Hex value 83 enables it.
$7E:1EFB 1 byte Misc. Special World Passed flag
$7E:1F02 15 bytes Misc. Overworld event flags
$7E:1F11 1 byte Misc. Submap (0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star)
$7E:1F17 2 bytes Misc. OW X position of Mario
$7E:1F19 2 bytes Misc. OW Y position of Mario
$7E:1F1B 2 bytes Misc. OW X position of Luigi
$7E:1F1D 2 bytes Misc. OW Y position of Luigi
$7E:1F27 4 bytes Misc. Switch block flags (Green, Yellow, Blue, Red)
$7E:1F2E 1 byte Misc. # of levels beat

Seems to fit the circumstances pretty well.
I see! Interesssssting... I wonder if there is any unused stuff there I could use? Probobly not, but still. Way is it copied twice though I wonder?
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Save RAM stuff.

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