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Super Mario World (SNES): Difference between revisions
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==External Links== | ==External Links== | ||
* [http://board.acmlm.org/archive/thread.php?id=10318 | * [http://board.acmlm.org/archive/thread.php?id=10318 Old forum thread containing ROM addresses] | ||
* [http://board.acmlm.org/thread/php?id=99 New forum thread containing ROM addresses] | |||
* [http://somnolence.ath.cx/memmap/ RAM map] | * [http://somnolence.ath.cx/memmap/ RAM map] | ||
* [http://bmf.rustedmagick.com/smwdr/smwdr.htm Super Mario World Data Repository] New tile sets and a neat ASM hack | * [http://bmf.rustedmagick.com/smwdr/smwdr.htm Super Mario World Data Repository] New tile sets and a neat ASM hack |
Revision as of 05:07, 19 February 2006
Super Mario World was the first SNES game, and is quite possibly the most extensively hacked SNES game.
Utilities
Lunar Magic is the principal Super Mario World hacking utility. It is available here.
See also: List of Super Mario World utilities
Hacks
There are ostensibly many complete hacks of Super Mario World.
See also: List of Super Mario World hacks
Level Format
Super Mario World uses an object-based format to store its levels. These objects are grouped into 4 main categories:
- Standard objects
- Tileset specific Objects
- Extended Objects
- Direct MAP16 Objects
Standard objects Standard objects are such items are concrete blocks or pipes that use mainly the first page of8x8 and 16x16 tiles.
Tileset Specific Objects Tileset specific objects are objects listrs chosen by level tileset, and mainly use graphics from the second 8x8 page, and both normal MAP16 pages. These objects are not as widely available as other objecfts due to memory restraints and SMW's internal coding.
Extended Objects These objects are objects that were so far out to left field, or just used so rarely, they were not used as commonly as other objects, and so stored in their own definition.
Direct MAP16 objects Inclusion of an ASM hack by FuSoYa in Lunar Magic allows hackers to incorpaorate specific tiles in the MAP16 tables into a level. Normally, you would need a special object to do so, which is one reason for the disporportionate number of extended objects with a size of 1x1 16x16 tiles.
Blocktool
Blocktool is a program that allows you to enter your own custom block code and have it executed when certain events happen and when conditions are right. Unfortunately, when you have too many blocks, Super Mario world cannot handle nearly as many sprites onscreen at the same time, and your game experience goes down the drain. This is because of a loop in blocktool that execute once a frame for every custom block you have in your hack. Example: 21 blocks = 21 loops through the blocktool code, every frame. See where the slowdown comes from?
Blocktool Ω
Blocktool Ω is a new version of blocktool under development by Sukasa that aims to elimanate slowdown, regardless of how many custom block you have, by using a (large) 41/2-bank table and the SNES's multiplication registers to save time and CPU cycles.
Miscellaneous
See also: Super Mario World:Fun facts
External Links
- Old forum thread containing ROM addresses
- New forum thread containing ROM addresses
- RAM map
- Super Mario World Data Repository New tile sets and a neat ASM hack
- OK! Impala Translated Super Mario World into Dutch. It can be downloaded here.
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