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How to use custom music in super mario bros x 1.4.4
How to use custom music in super mario bros x 1.4.4











how to use custom music in super mario bros x 1.4.4

Powerup y pos within current screen (vertical screens always offset at 0?) Player y pos within current screen (vertical screens always offset at 0?)Įnemy y pos within current screen (vertical screens always offset at 0?) Powerup x pos within current screen offset Player x pos within current screen offset Score tiles (the floating numbers when you get points, this tells which number should be shown, it's a palette, surprise surprise.) Sound Effect Register 3 (jumping, bumping head, stomping, kicking, others) Sound Effect Register 2 (coin collect, powerup/vine emerge, powering-up, 1-Up, bullet blase, Bowser's plummet, others) Sound Effect Register 1 (brick shatter, Bowser flame, others?) Y of air bubbles when under water :p I think their x is equal to the player, not sure. Powerup sprite y (multiply with value at 0x00BB to get level y pos) Player y pos on screen (multiply with value at 0x00B5 to get level y pos)Įnemy y pos on screen (multiply with value at 0x00B6/A to get level y pos) Powerup vertical screen position (same as player) (when falling down a pit this will increase up to 5)Įnemy vertical screen position (same as player).

how to use custom music in super mario bros x 1.4.4

Hammers (correspond with last 9 hitbox coordaintes, 0x04D0-0x04F3), when not 0Ĭoins (corresponds with last three coordinates, 0x04E0, 0x04EC, 0x04F0), when not 0

  • 0x80 - When powerup moving right (or not moving at all)įireball drawn (corresponds with hitbox coordinates 0x04C8/C) when not 0.
  • 0x02-0x06 - 'question block' hit sequence.
  • how to use custom music in super mario bros x 1.4.4

    Powerup state/heading (there's probably another register to check) 0xFF - Will kill them off (like getting hit by a star).0x84 - koopa or buzzyBeetle Stomped and moving.0x20 - BulletBill / CheepCheep / hammer_bro stomped.0x01 - falling_enemy or Bullet_Bill drawn(not killed yet).0x00 - Does _not_ mean they don't exist.0x2D - Bowser (special), will try to set previous addr to 2D as well, if unable only his ass shows :) He also tries to reach a certain height, if not there already, before starting his routine.0x2B/0x2C - Halves of double lift (like 1.2).0x2A - Horizontal forward moving lift with strange hitbox.0x29 - Static lift (Will Fall if Player stays on it for too long).0x21 - Long Firebar (castle) AND sets previous enemy slot to 0x20 or else only half of the line shows.You can see this in 1.1, get the star and open the powerup at the top. If a powerup is on screen and a second one would appear, the first one disappears (completely). Powerup drawn? (Corresponds with hitbox at 0x04C4). 1 - Yes (not so much drawn as "active" or something).0x0C - Transforming to Fire Mario (cannot move).0x0A - Transforming from Large to Small (cannot move).0x09 - Transforming from Small to Large (cannot move).Something to do with player x (same as 0x0002) Something to do with player y (but it skips to 0 every x frames, even when you dont move) Is used in vertical physics for gravity acceleration (value copied from 0x0709). Most (but not all?) of these addresses apply to the Japanese version of Lost Levels, otherwise known as Super Mario Bros. (JU) (PRG0) and may not be correct for other dumps. This data is relevant to Super Mario Bros. The following article is a RAM map for Super Mario Bros.













    How to use custom music in super mario bros x 1.4.4