Thank you! I'm trying to work on this whenever I have time/not tired. Combined with my internship it's pretty difficult.
I'm hoping to finish up the last pieces of important data of SMB1:
- Background map16s. There's a map16 page for every type of background (e.g. underwater, castle, etc.)
- Background tilemaps. I mean, besides map16 the background has to be built somewhere of course
- Above two, but for layer 3
- Object generation during levels. I found two pointer tables regarding generation of objects. One is for vertically extendable rectangle objects (like bricks, pipes, etc.) but I can't figure out what the other one is for. The other one has stuff like stairs, castles at the beginning/end of the levels, and ??? SWR should have this information
- Palette data SWR should have this information
- DMA routines so they can be hacked for our own needs
- Sprite routines and tables. It's a mess in SMB1 but in case we want custom sprites in the future...
- Level data is already covered in the ROM map. As for the format, it shouldn't matter because it's going to get changed with MushROMs. It's only useful for level editor developers. SWR should have this information
I'm not going to bother with trivial stuff too much anymore like rescuing toad, how the game over screen is built, etc. I'd like to focus on things people really want: editing levels.
After all of this, I'd like to move on to SMB3 or SMB2.
As for MushROMs, yeah SWR did make it open source, along with the ASM hacks used for ExGFX and all. Come to think of it, I could check his ASM hacks to find more data.
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My blog. I could post stuff now and then
My
Assembly for the SNES tutorial (it's actually finished now!)
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