-
Notifications
You must be signed in to change notification settings - Fork 8
Unfinished engineering
Almost everything in here is now obsolete as it's been added fully into Smaghetti. TODO: look through this and see if any findings are still to be added - Matt June 30, 2021
here are some unfinished discoveries
gray metal block with bolts in corners: 40 | <height> y x 30 <width>
, object set [10,10]
palm tree: 0 y x 4
with object set [9, 9]
cool stair step kinda blocks: 40 | <count> y x 4
with object set [9, 9]
just out in the open
0 y x 0x28
shoe payload -> bank 0, id 0x43
p-wing -> bank 0, id 0x55
coin snake -> bank 0, id 0x47
mushroom then cape feather -> bank 0, id 0x44
0 y x 0x1a
0x11 y x 0x1
-- seems id 1 is terrain related, the 0x11
value seems like it can be anything and not make a difference.
But this was also a corner terrain piece 0x10 y x 0
... hmmm....
0 y x 4
--- upper left corner terrain, ie
____
/ |
| |
| |
|___|
0 y x 0xb
-- lower right terrain, but with a blue tint ???
0 y x 0xa
-- lower right terrain, no tint
0 y x 0x8
-- lower left terrain, blue tint
0 y x 0x7
-- lower left terrain, no tint
0 y x 0x5
-- upper right terrain, blue tint
0 y x 0x4
-- upper right terrain, no tint
0 y x 0x3
-- upper right terrain, has a bit of a dip?
0 y x 0x2
-- upper left terrain, blue tint
0 y x 0x1
-- upper left terrain, no tint, bit of a dip?
0 y x 0x0
-- upper left terrain, no tint
0x16 y x 0x52
-- this is one of those pink triangles that lets mario run on walls, it is the upper right corner variant, ie
....
...
..
.
so far changing the initial 0x16
seems to make no difference
0 y x 0x53
-- upper left pink triangle, same with 0x52
0 y x 0x51
-- lower left pink triangle
0 y x 0x50
-- lower right pink triangle
mushroom then fireflower -> bank 0, id 0x21
mushroom then leaf -> bank 0, id 0x22
starman -> bank 0, id 0x23
invisible then orange-ish music block upon hit -> bank 0, id 0x27
-- orange music blocks transport to bonus rooms
invisible then music block upon hit -> bank 0, id 0x20
invisible then 1up mushroom upon hit -> bank 0, id 0x1f
invisible then coin upon hit -> bank 0, id 0x1e
p-block payload -> bank 0, id 0x1d
climbing vine -> bank 0, d 0x1c
0 y x 0x15
coin cache -> bank 0, id 0x14
single coin -> bank 0, id 0x13
starman -> bank 0, id 0x12
mushroom then leaf -> bank 0, id 0x11
mushroom then fireflower -> bank 0, id 0x10
0 y x 0xf
-- regular door
0 y x 0x46
-- a metal door? has "knobs" on it
0 y x 0x9
-- it doesn't reveal anything upon being hit, seems to just be terrain
0 y x 0x6
-- same
0 y x 0x4f
looks like a small piece of a building?
0 y x 0x4e
-- creates a 16x16 (single tile) space that when mario goes through it, it pushes the camera up
0 y x 0x4d
-- big red balls with white spikes all around, I think they are normally in water
pointing left 0 y x 0x4c
pointing right 0 y x 0x4b
0 y x 0x4a
-- completely wiped out the area in its vicinity, including Mario
0 y x 0x2f
-- completely fills the background with a metal grate texture, entire level!
0 y x 0x49
also 0x48
kinda looks like one side of the goalpost from SMW
0 y x 0x45
bank 0, ids 0x41 and 0x42 seem like they might be parts of pipes
can't stand on it 0 y x 0x40
0 y x 0x26
, 0x25, 0x24
these are really weird, they feel like undefined behavior maybe? why do these exist?
two hills, two tiny bodies of water, takes up about 1/4 of the screen or more
0 y x 0x3f
0 y x 0x3e
-- similar, but facing other direction
0x3d
-- similar, two pools of water, but all flat, no slopes
0x3c
-- basically four corner terrains together as a 2x2 square
0x3b
-- terrain that is a staircase going down to the right
0x3a
-- staircase going up to the right
0x39
-- triangular, pointy slopes, shallow, pointing up
0x38
-- triangular, pointy slopes, shallow, pointing down
0x37
-- sloping downwards to right, but is a narrow "slit" of terrain
0x36
-- same as above, but upwards right
0x35
-- vertical wall
0x34
-- horizontal terrain, about 2/3 screen width?
0x33
-- downward slope to right with notch cut out at top
0x32
-- same, but upward slope to right
0x31
-- big chunk of terrain with a downward "tunnel"
0x30
-- mirror of above
0x2c
-- giant, purplish snow hill
0x2b
-- small, purplish snow hill
0x2a
-- medium, purplish snow hill
0 x y 0x5
-- floats around and attacks
0x4
-- static, stays in original x/y location
0x1
-- something throws a flute at mario
id 0x3
This is the platform that arcs back and forth, hammer bros ride on it in SMW it is garbled in underground levels
0x0, 0x7e, x y
-- giant green paratroopa