SMB3_All_Stars_Map_Tiles_Index_v1.00 By Gethin ("Dream Weaver") @thefossillibrary.freeforums.org ©2013 Dream Weaver. All rights reserved. Dream Weaver is in no way affiliated with Nintendo. Version v1.00 created 13th Jan 2013 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PREAMBLE: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The aim of this document - which will be one of a series - is to provide a partial (albeit naive) breakdown of the SMB3 All-Stars RAM Map. Eventually, I would hope to use the analysis of this and many other SMB3 banks toward creating a comprehensive SMB3 game editor. That will take a while though, as I've lots to learn before then. But in the mean time, I thought others might find this series/document useful. If you have any tips, suggestions, or corrections, I'd really appreciate you taking the time to fire off a quick PM. Also, if you happen to be working on an SMB3 All-Stars ROM hack, I'd love to hear about it. And it goes without saying - but nonetheless needs saying - that anyone who has contributions to future revisions of this document will receive full and unequivocal credit for their contributions (unless they mention things I've since deciphered on my own, in which case they will get a name-drop with shared credit). If you want to to post this on your website, just PM me at Dream Weaver: thefossillibrary.freeforums.org You can also email me at: rockpervert@yahoo.co.uk, but I rarely check it, so as I say, the best way to reach me is on the fossil-hunting forum I run: thefossillibrary.freeforums.org. Membership is quick and automatic (no awaiting my/admin's approval - and it really is very quick to join. If you don't want to give your real details on registration, then don't. You can call yourself Captain Haddock for all I care). And if you insist on using email, please title it "SMB3" (that's all) and expect a long wait. Fair watning and all... Incidentally, the answer will be yes, but please ask anyway: if this interests you, what's on your site might well interest me. Don't try to pass this off as your own work... It isn't. And whilst I personally couldn't give a damn, you should have more respect for yourself and just create something all of your own. It's not rocket science... Thanks Gethin %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% MAP TILES INDEX/TABLE FOR SMB3 ALL-STARS: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% More work to follow on this, and at some point I'll get around to adding all the Map Pointers (World by World, Screen/Zone by Screen/Zone). But until then... ================== Notes about tiles: ================== LHS = Left Hand Side RHS = Right Hand Side The vast majority of the tiles marked N/A* between 0D and 7F don't do anything, although there is a slim chance one or two might be functional in certain Worlds, or certain zones of certain Worlds. Some of the later values marked N/A* - beyond 7F - are quite likely to have a purpose that has yet to be discovered (I just need to test each one in each zone of each World - updates will follow). Either way, I'm not going to rush it, as it seems I already have pretty much every (possible) usable tile already accounted for below. I will get around to it eventually though. Tiles marked M** or L** are duplicates of the "M" (xx=00) and "L" (xx=01) tiles, for stages already completed by Mario/Luigi respectively. One or two of the N/A* tiles also do this. Stage icons like 08 for Stage 6 and E0 for a Red Mushroom House are just that - stage icons. Placing a Stage 6 or Red Mushroom House at a random Map location will not make said location into an extra stage. However, setting 08 on the exact location of Stage 6 will mean you can (must, unless you have a Cloud) re-enter Stage 6 over and over. Similarly, setting E0 over an actual red Mushroom house will mean you can go in and collect the treasure over and over. F0-FC = These are described below as "Bubbling water/lava", as they appear like bubbling water in the test world - World 4. They are, however, the tiles for the Lava Pools used in World 8 (Zones 1 and 2). They could still be used for other Worlds - in ROM hacks - without bugs or any loss of graphical congruency. 82 - BA = below these are described as "Water" with various bits of land in them, but the same graphics apply in the World 5 Cloud Zone, with the Sky background here being identical in appearance to the Water background of, for example, Worlds 3 and 4. These tiles function, therefore, as both Water with bits of land and Sky with bits of land. 42 and 43 are described below as "Grassland" In World 9 - Warp Zone - the onscreen numbers 2-8 above the Warp Pipes are written over the background Map Tiles, and thus not found in this tile set. The Map border surrounding each screen/zone of a given World is generated elsewhere, not in these codes (although it is overwritten on black/blank squares, or half black/blank squares - see xx=02 or xx=E7 below). The vast majority of the tiles below - excluding the N/A* tiles - are universal, and so will function in any World (or any world but World 5 Cloud Zone and parts of World 8). For example, the BB an B4 tiles usually occur as shown below, but work perfectly in most Worlds: BB = Dancing Palm Tree - used in Worlds 2 and 3. B4 = Dancing Plant - used in Worlds 1, 3, 5 (Zone 1 - Land Zone), and 6. ==================== The Map Tiles index: ==================== 00 = "M" (Stage completed by Mario) 01 = "L" (Stage completed by Luigi) 02 = Black/blank square - used as underlay for Map-World Screen Borders 03 = Stage "1" icon 04 = Stage "2" icon 05 = Stage "3" icon 06 = Stage "4" icon 07 = Stage "5" icon 08 = Stage "6" icon 09 = Stage "7" icon 0A = Stage "8" icon 0B = Stage "9" icon 0C = Stage "10" icon 0D = N/A* 0E = N/A* 0F = N/A* 10 = N/A* 11 = N/A* 12 = N/A* 13 = N/A* 14 = N/A* 15 = N/A* 16 = N/A* 17 = N/A* 18 = N/A* 19 = N/A* 1A = N/A* 1B = N/A* 1C = N/A* 1D = N/A* 1E = N/A* 1F = N/A* 20 = N/A* 21 = N/A* 22 = N/A* 23 = N/A* 24 = N/A* 25 = N/A* 26 = N/A* 27 = N/A* 28 = N/A* 28 = N/A* 2A = N/A* 2B = N/A* 2C = N/A* 2D = N/A* 2E = N/A* 2F = N/A* 30 = N/A* 31 = N/A* 32 = N/A* 33 = N/A* 34 = N/A* 35 = N/A* 36 = N/A* 37 = N/A* 38 = N/A* 39 = N/A* 3A = N/A* 3B = N/A* 3C = N/A* 3D = N/A* 3E = N/A* 3F = N/A* 40 = M** 41 = L** 42 = Grassland (main land background) - this one is "native" to World 4 43 = Grassland (main land background) 44 = Horizontal path along bottom, and path junction on bottom RHS 45 = 90-degree path junction; horizontal path along top, and vertical path along RHS. 46 = Horizontal path along bottom, and path junction on bottom LHS 47 = Horizontal path along bottom, and path junction on bottom LHS 48 = Vertical path along RHS, and path junction on bottom RHS 49 = Horizontal path along bottom 4A = 90-degree path junction; hotizontal path along bottom, and vertical path along RHS 4B = Jetty - this is where you catch the raft from in World 3, to get to the treasure Islands with Spade and Mushroom Houses on. 4C = N/A* 4D = N/A* 4E = N/A* 4F = Black/blank bottom half, land/grassland on top half (used as bottom border in World 1 etc) 50 = Toad Mushroom House 51 = Map Rock type #1 - smash with Hammer to reveal horizontal path 52 = Map Rock type #2 - smash with Hammer to reveal vertical path 53 = Map Rock type #3 - map decoration ONLY; cannot smash with Hammer 54 = Map Lock type #1 (linked to Sub-Fortresses) - clear this Map Lock to reveal a vertical path 55 = N/A* 56 = Map Lock type #2 (linked to Sub-Fortresses) - clear this Map Lock to reveal a hotizontal path 57 = World 5 mini (see Figure 1.0 below) 58 = World 5 mini (see Figure 1.0 below) 59 = World 5 mini (see Figure 1.0 below) 5A = World 5 mini (see Figure 1.0 below) 5B = World 5 mini (see Figure 1.0 below) 5C = World 5 mini (see Figure 1.0 below) 5D = World 5 mini (see Figure 1.0 below) 5E = Same as 5D above but never used in World 5 5F = Cloud Zone Sub-Fortress (leads from Zone 1 to Zone 2 in World 5) 60 = Completed Sub-Fortress 61 = Battlement Turret (top of horizontal wall) - World 8 Zone 4 62 = Battlement wall (horizontal lower part) - World 8 Zone 4 63 = Battlement wall (horizontal upper part) - World 8 Zone 4 64 = Battlement wall (vertical part) - World 8 Zone 4 65 = N/A* 66 = N/A* 67 = Sub-Fortress 68 = Quicksand Stage (World 2) 69 = Pyramid Stage (World 2 - also used as a Map decoration) 6A = N/A* 6B = N/A* 6C = N/A* 6D = N/A* 6E = N/A* 6F = N/A* 70 = N/A* 71 = N/A* 72 = N/A* 73 = N/A* 74 = N/A* 75 = N/A* 76 = N/A* 77 = N/A* 78 = N/A* 79 = N/A* 7A = N/A* 7B = N/A* 7C = N/A* 7D = N/A* 7E = N/A* 7F = N/A* 80 = M** 81 = L** 82 = Water (inverted T-junction stream) with land along the bottom, and land corners on the top LHS and RHS 83 = Water (T-junction stream) with land along the top, and land corners on the bottom LHS and RHS 84 = Water with thin strip of (joined) land on top and LHS edges 85 = Water with thin hotizontal strip of land across the top 86 = Water with thin strip of (joined) land on top and RHS edges 87 = Water with small corner of land in bottom RHS corner 88 = Water with small corner of land in bottom LHS corner 89 = Water with small corners of land in bottom LHS and RHS (used near Map Bridges) 8A = Water (sideways T-junction stream) with land along the LHS, and land corners on the top and bottom RHS 8B = Water (sideways T-junction stream) with land along the RHS, and land corners on the top and bottom LHS 8C = Water with small vertical strip of land on LHS 8D = Water 8E = Water with small vertical strip of land on RHS 8F = Water with small corner of land in the top RHS 90 = Water with small corner of land in top LHS corner 91 = Water with small corners of land in top LHS and RHS (used near Map Bridges) 92 = Water with small corners of land in top and bottom RHS 93 = Water with small corners of land in top and bottom LHS 94 = Water with thin strip of (joined) land on bottom and LHS edges 95 = Water with thin horizontal strip of land across the bottom 96 = Water with thin strip of (joined) land on bottom and RHS edges 97 = Water with vertical land strip along LHS, and land corner on bottom RHS 98 = Water with vertical land strip along RHS, and land corner on bottom LHS 99 = 90-degree bend in water channel: joined land strip along LHS and top, and land corner on bottom RHS 9A = 90-degree bend in water channel: joined land strip along RHS and top, and land corner on bottom LHS 9B = Water with thin hotizontal strip of land across the top, and land corner on the bottom RHS 9C = As above but with land corner on bottom LHS 9D = Vertical water channel (stream) with land along LHS and RHS 9E = Water with land corners on top LHS and bottom RHS 9F = Water with land corners on top RHS and bottom LHS A0 = Four-way water channel (X-junction) with four land corners A1 = Water (horizontal stream) that terminates on the LHS A2 = Water (horizontal stream) with land edge on top and bottom A3 = As above, but termination of such a stream (terminates on RHS) A4 = Water with land along the LHS and a land corner on the top RHS A5 = Water with land along the RHS and a land corner on the top LHS A6 = 90-degree bend in water channel: joined land strip along LHS and bottom, and land corner on top RHS A7 = 90-degree bend in water channel: joined land strip along RHS and bottom, and land corner on top LHS A8 = Water with land along bottom and land corner in top RHS A9 = Water with land along bottom and land corner in top LHS AA = Water: land along top, and vertical path along RHS edge AB = Water: land along bottom, and vertical path along LHS edge AC = Water with horizontal path along bottom AD = Water with a micro Island in the middle AE = Water with hotizontal path along bottom (straight junction) AF = Water with 90-degree path: path along bottom and RHS with junction on bottom RHS B0 = Water with vertical path along RHS edge B1 = Horizontal water channel with Draw Bridge across it B2 = Vertical water channel with Draw Bridge across it B3 = Horizontal Map-Bridge over water (land on LHS and RHS edges) B4 = Dancing Plant (World 1 Map decoration) B5 = Water with vertical map path on RHS (junction on bottom RHS) B6 = N/A* B7 = Water with land along LHS edge and horizontal map path along bottom B8 = Water with land along RHS edge and horizontal map path along bottom B9 = Vertical water channel with horizontal map path along bottom BA = Horizontal water channel with vertical map path along RHS edge BB = Dancing Palm Tree (World 4 decoration) BC = Map Pipe BD = Dancing Flower/Plant (World 4 decoration) BE = Snapper Plant (World 7 decoration) BF = Grassland with small pond (also functions as small Lava Pool in World 8) C0 = M** C1 = L** C2 = Cloud in bottom RHS corner with Sky beneath - World 5 C3 = Cloud along bottom with Sky beneath type #1 - World 5 C4 = Cloud along bottom with Sky beneath type #2 - World 5 C5 = Cloud in bottom LHS corner with Sky beneath - World 5 C6 = N/A* - checked all! C7 = N/A* - checked all! C8 = End-of-World Castle (top half) C9 = End-of-World Castle (bottom half) CA = Upper LHS of (World 8) Bowser Castle CB = Upper RHS of (World 8) Bowser Castle CC = Lower LHS of (World 8) Bowser Castle CD = Lower RHS of (World 8) Bowser Castle CE = Cloud along RHS edge with Sky beneath type #1 - World 5 CF = N/A* - checked all! D0 = Cloud (joined) along bottom and RHS with Sky beneath - World 5 D1 = Bonfire (World 8 Zone 1 decoration) D2 = Cloud along RHS edge with Sky beneath type #2 - World 5 D3 = Cloud along top edge with Sky beneath - World 5 D4 = Cloud corner on top LHS with Sky beneath - World 5 D5 = N/A* D6 = N/A* D7 = End-of-World Castle (World 5 Cloud Zone ONLY - bottom half is C9, same as other Worlds, since the bottom half takes up the entire tile area, and so no clashes on surrounding background) D8 = N/A* D9 = Cloud with map path junction/terminal in bottom RHS corner - World 5 Cloud Zone DA = Sky with horizontal map path along bottom edge - World 5 Cloud Zone DB = Cloud with vertical map path along RHS edge - World 5 Cloud Zone DC = Cloud with horizontal map path along bottom, and junction/ termination on bottom RHS corner - World 5 Cloud Zone DD = Cloud with vertical map path along bottom, and junction/termination on bottom RHS corner - World 5 Cloud Zone DE = Cloud with 90-degree path junction: path along bottom and RHS edge, and junction on bottom RHS corner DF = Cloud Zone Sub-Fortress: same type as 5F, which leads from Zone 1 to Zone 2 in World 5, only this one (a) has a Cloudy background, and (b) was never used. Had it been used, it would be the return path from Zone 2 (Clouds) back to Zone 1 (Land) in World 5. Instead, a regular Map Pipe is used... E0 = Red Mushroom House E1 = Map Mushroom (World 8 Zone 4 decoration) E2 = Map Skull (World 8 decoration) E3 = Blue Sub-Fortress - completed (used in World 6 Zone 2 ONLY) E4 = Map Lock (World 6 Zone 2 ONLY - reveals horizontal path when cleared E5 = "START" point E6 = Hand Stage (World 8 Zone 2) E7 = Bottom half black/blank and top half white (Cloud) - used on bottom border of World 5 Cloud Zone E8 = Spade House (Bonus Game) E9 = Map Star (World 5 Cloud Zone decoration) EA = Icy Rock (World 6 decoration) EB = Blue Sub-Fortress (used in World 6 Zone 2 ONLY) EC = N/A* ED = Water/Sky on top half, and black/blank on bottom half (used as bottom border in World 9 - Warp World) EE = N/A* EF = N/A* F0 = Bubbling water/lava with (joined) land along LHS and top F1 = Bubbling water/lava with land along top F2 = Bubbling water/lava with (joined) land along RHS and top F3 = Bubbling water/lava with land corners on bottom LHS and RHS F4 = Bubbling water/lava with land corner on top RHS F5 = Bubbling water/lava with land corners on top LHS and RHS F6 = Bubbling water/lava with (joined) land along LHS and bottom F7 = Bubbling water/lava with land along bottom edge F8 = Bubbling water/lava with (joined) land along RHS and bottom F9 = Bubbling water/lava with land along LHS edge and land corner on bottom RHS FA = Bubbling water/lava with land along RHS edge and land corner on bottom LHS FB = Bubbling water/lava with land along top and land corner on bottom RHS FC = Bubbling water/lava with land along RHS edge and land corner on top LHS FD = N/A* FE = N/A* FF = N/A* In the top LHS corner of World 5 Zone 2 - "Cloud Zone" - there is a mini version of World 5 Zone 1 - "The Land Zone". Below is the tile array for this, where the 8D tiles are ALL solid Water/Sky surroundings, the next layer in (85s, 90s, and an 8C) is the Water/Sky border with bits of land, and 57 to 5D are the actual mini World tiles. 57 58 59 5A 84 90 8D : | 5B..5C..5D..5D 8C 8D--8D | 85 85 85 85 90 8D 8D | 8D--8D--8D--8D--8D--8D 8D Figure 1.0 - Mini version of Land Zone in World 5 Cloud Zone: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% APPENDIX 1 - MAP SPRITES: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% I'll cover these in more detail with my (in-progress) disassembly of the 7E1F Bank, but just in case anyone is curious, here are the basic Map Sprite codes: 7E1F19xx = selects Map-based Sprite #1 7E1F1Axx = selects Map-based Sprite #2 7E1F1Bxx = selects Map-based Sprite #3 7E1F1Cxx = selects Map-based Sprite #4 00 = nothing/Stage complete 01 = "Help!" (speech bubble; End-of-World Castle) 02 = End-of-World Ship 03 = Hammer Brother 04 = Boomerang Brother 05 = Giant Hammer Brother 06 = Fire Brother 07 = Snapper (enter it and it's just an empty Hammer Brother Stage) 08 = N-Spade (enter it and it's just an empty Hammer Brother Stage) 09 = N-Spade 0A = Blue Mushroom House 0B = White Treasure Ship 0C = Other Treasure Ship 0D = World 8 Tank Stage (empty Hammer Brother Stage) 0E = Tank Stage (strange Hammer Brother Stage) 0F = Airship Stage (strange Hammer Brother Stage) 10 = Raft (used in World 3 Map-World to reach the treasure islands)