(restricted)
xkas patch
Using this .asm file, you can select which room (well, I just prefer calling it room in YI) uses Brown Chomp Rock.
I say, rooms are diffrent from levels. Levelas are, 1-1, 1-2, 1-3 and so on, like Golden Yoshi mentioned.
Rooms are,
00 1-1 Main
01 1-2 Main
02 1-3 Main
...
...
3A 1-1 Bonus Room
...
DD Baby Bowser
You can know what value is for what room, from the dialog of Egg Vine. ( Level -> "Load Level by Index" )
In the .asm file, a long table contains many 0's is there. You can specify 0 or 1 for each bit.
The room list whose values are 00-DD is corresponding to the actual table above. Refer to the room list to know which bit is for which room. A bit being 1 means a Brown Chomp Rock appears in that room. If it's 0, it won't.
e.g.
As you can see, a red bit and a yellow bit are set to 1.
This means, in the room-00 and the room-3A, a Brown Chomp Rock appears.
You can patch the .asm file as many times as you want. So, after you modify the table values, you can repatch it.
But don't forget to make a back-up.
[EDIT] Oops, forgot to mention.
I used SRAM $70:1FFE and $70:1FFF for storeing an actual room number so that the game can load the number during game-play. But I'm not sure if the RAM is free at all. If something is screwed up, you can change the RAM to another address.
Code
.table db #%10000000 ; 00 db #%00000000 ; 08 db #%00000000 ; 10 db #%00000000 ; 18 db #%00000000 ; 20 db #%00000000 ; 28 db #%00000000 ; 30 db #%00100000 ; 38 db #%00000000 ; 40 db #%00000000 ; 48 db #%00000000 ; 50 db #%00000000 ; 58 db #%00000000 ; 60 db #%00000000 ; 68 db #%00000000 ; 70 db #%00000000 ; 78 db #%00000000 ; 80 db #%00000000 ; 88 db #%00000000 ; 90 db #%00000000 ; 98 db #%00000000 ; A0 db #%00000000 ; A8 db #%00000000 ; B0 db #%00000000 ; B8 db #%00000000 ; C0 db #%00000000 ; C8 db #%00000000 ; D0 db #%00000000 ; D8 ; Room List ; db (00)(01)(02)(03)(04)(05)(06)(07) ; 00 ; db (08)(09)(0A)(0B)(0C)(0D)(0E)(0F) ; 08 ; db (10)(11)(12)(13)(14)(15)(16)(17) ; 10 ; db (18)(19)(1A)(1B)(1C)(1D)(1E)(1F) ; 18 ; db (20)(21)(22)(23)(24)(25)(26)(27) ; 20 ; db (28)(29)(2A)(2B)(2C)(2D)(2E)(2F) ; 28 ; db (30)(31)(32)(33)(34)(35)(36)(37) ; 30 ; db (38)(39)(3A)(3B)(3C)(3D)(3E)(3F) ; 38 ; db (40)(41)(42)(43)(44)(45)(46)(47) ; 40 ; db (48)(49)(4A)(4B)(4C)(4D)(4E)(4F) ; 48 ; db (50)(51)(52)(53)(54)(55)(56)(57) ; 50 ; db (58)(59)(5A)(5B)(5C)(5D)(5E)(5F) ; 58 ; db (60)(61)(62)(63)(64)(65)(66)(67) ; 60 ; db (68)(69)(6A)(6B)(6C)(6D)(6E)(6F) ; 68 ; db (70)(71)(72)(73)(74)(75)(76)(77) ; 70 ; db (78)(79)(7A)(7B)(7C)(7D)(7E)(7F) ; 78 ; db (80)(81)(82)(83)(84)(85)(86)(87) ; 80 ; db (88)(89)(8A)(8B)(8C)(8D)(8E)(8F) ; 88 ; db (90)(91)(92)(93)(94)(95)(96)(97) ; 90 ; db (98)(99)(9A)(9B)(9C)(9D)(9E)(9F) ; 98 ; db (A0)(A1)(A2)(A3)(A4)(A5)(A6)(A7) ; A0 ; db (A8)(A9)(AA)(AB)(AC)(AD)(AE)(AF) ; A8 ; db (B0)(B1)(B2)(B3)(B4)(B5)(B6)(B7) ; B0 ; db (B8)(B9)(BA)(BB)(BC)(BD)(BE)(BF) ; B8 ; db (C0)(C1)(C2)(C3)(C4)(C5)(C6)(C7) ; C0 ; db (C8)(C9)(CA)(CB)(CC)(CD)(CE)(CF) ; C8 ; db (D0)(D1)(D2)(D3)(D4)(D5)(D6)(D7) ; D0 ; db (D8)(D9)(DA)(DB)(DC)(DD)(**)(**) ; D8 ; ** is unused