Register - Login
Views: 96182104
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
12-13-18 10:50:35 AM

Jul - The Cutting Room Floor - Instruction Manual sub-map leftovers? (Wario Land 1) New poll - New thread - New reply
Pages: 1 2 3Next newer thread | Next older thread
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1105/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-28-12 05:12:05 PM Link | Quote
I was wondering if its considered kosher to include leftovers that are implied by the instruction manuals. I unfortunately lack the ability to hack deep in to Wario Land (it seems to use the same compression as SML2, a format I have zero familiarity with) to confirm if any leftovers of these exist--what I'm referring to of course is three "unused" locations that the instruction book, both in English and Japanese (the latter of which is the only I can find online )

Now the map mainly refers to the location of the individual sub-maps such as Rice Beach, Stove Canyon, etc...but also refers to three additional locations you never access as a sub-map--these are Fork Tree, Capri Sea, and Asparagus Lake. Now I'm more than fairly certain that "Fork Tree" had eventually been relegated as an individual stage within Parsley Woods (I'm not 100% if that tree stage was meant to be though) and its possible Asparagus lake received the same treatment...it's been a while so I don't remember off hand if you actually play a stage in the lake beneath Mt. Teapot. Fact is, the artwork implies there would be whole submaps dedicated to these places (otherwise, why point them out...?) Is this something we should mention in the wiki? or hell, is it even possible that leftovers from these would exist in the game?

Here is a link to the Japanese overworld map artwork, again I apologize for not being able to find the English version but its the exact same thing, just translated.
Sheeza
Member
Level: 15


Posts: 4/45
EXP: 14759
For next: 1625

Since: 05-27-12


Since last post: 3.5 years
Last activity: 6.2 years

Posted on 05-28-12 05:27:53 PM Link | Quote
I think not. We removed similar information from the Pokemon Red page already that were based on instruction manual screenshots.
GuyPerfect
Catgirl
Level: 65


Posts: 751/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-28-12 06:14:24 PM Link | Quote
Doesn't mean we can't hack the game anyway to see what's in there. When I poked at it years ago, I found the levels were encoded with a simple RLE format.

Man, Wario Land keeps chasing me down, doesn't it? Lemme spend an hour or two poking at again it to see what happens.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1106/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-28-12 06:27:10 PM Link | Quote
oh sweet I'm curious to see what you'll find! I always suspected there was more to this game than met the eye.
GuyPerfect
Catgirl
Level: 65


Posts: 752/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-28-12 08:46:29 PM (last edited by GuyPerfect at 06-01-12 11:04:57 AM) Link | Quote
At 0x040002 (10:4002) in the ROM is the number $481E, at which address in bank 16 (0x04081E) is Course No. 1's world data. No objects are defined in that area. The world data is comprised of 2x2 tile (16x16 pixel) "blocks." For any given level, a master map of "blocks" exists in memory at all times and the player, enemies and other objects interact with it.

The world data is encoded with the following format:
  • The width and height of the world map are defined elsewhere. For Course No. 1, width is 256 and height is 48.
  • Blocks are defined elsewhere. For this experiment I just took screenshots of all 128 loaded in the first part of the first level.
  • Tiles are loaded one byte at a time from the data, left-to-right then top-to-bottom.
    • If the high bit is clear (< 0x80), the byte represents the block index and an implicit count of 1 of that block.
    • If the high bit is set, the low 7 bits represent the block index and the next byte in the data is the count - 1 (add 1 to the byte value for the count).
The following is a thumbnail of a decoded Course No. 1. Click it for the full version:



From this, we can discern a few details about the game's level engine:
  • It's possible that every level is the same hight, and shorter levels simply don't use all of the vertical space.
  • When you go through a door, you're teleporting to another location in the level. Everything is loaded at once.
  • As the picture shows, the areas behind doors use different graphics. The entire level can't reliably be expressed as a single image without an intelligent data processor.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1107/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-28-12 09:05:53 PM Link | Quote
Awesome! This explains why in the second stage, if you use the Jet helmet to fly along the extreme top of certain parts you can see "garbage" above the ceiling that resembled level parts (but is likely just garbage, having seen this) ...the apparent "gap" in the "wave" garbage in this screenshot also strikes me as kind of odd, but I imagine good housekeeping was not kept in mind for things they presumed would never be seen excellent work though, this should definitely help in exploring for possible hidden levels or unused junk in existing ones.
GuyPerfect
Catgirl
Level: 65


Posts: 753/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-28-12 09:37:19 PM Link | Quote
For the record, you're supposed to take what I've found and run with it. I think it's a pretty good starting point, even if just to figure out the rest of level 1.

Otherwise, don't wait for me to hack the whole game and make a level editor, 'cause that's not on my to-do list.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1108/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-28-12 10:05:08 PM (last edited by Keitaro at 05-28-12 10:51:13 PM) Link | Quote
Yeah, I sorta figured that was the point like I said, this should definitely help with exploring the levels themselves, so great work.

edit: quickly glancing through an old save, it does appear both Asparagus Lake and Fork Tree were truncated into incidental, individual levels within Mt. Teapot and Parsely [sic] Woods, respectively. The sheer insignificance of these levels in their current form bears absolutely no reasoning towards their representation on an overworld map however, so my theory about them originally intending to be sub-maps with multiple stages of their own still stands. This will definitely be fun for me to look in to once I get my PC up and running (unless anyone knows of practical Mac rom hacking tools/emulators that is, then by all means )
GuyPerfect
Catgirl
Level: 65


Posts: 754/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-28-12 11:25:30 PM Link | Quote
I was using VisualBoyAdvance for testing. You'll have to scroll down a bit, but version 1.7 has a build for Mac OS X.

Other than that, I was just using a hex editor.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1111/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-29-12 12:45:10 AM Link | Quote
oh sweet. VBA has always remained my favorite GB/A emulator for its memory functions, so that's perfect.
Aoi
Member
Level: 29


Posts: 181/181
EXP: 134933
For next: 12952

Since: 07-18-10


Since last post: 6.5 years
Last activity: 6.5 years

Posted on 05-29-12 02:38:40 AM (last edited by Aoi at 05-29-12 02:40:01 AM) Link | Quote
Originally posted by GuyPurrrfect
I was using VisualBoyAdvance for testing. You'll have to scroll down a bit, but version 1.7 has a build for Mac OS X.

Other than that, I was just using a hex editor.


The latest version of VBA for OS X on that page is 1.7.2, though - and, as I recall, that particular version (the build on ngemu's VBA download page) is not Universal, so it'll only work on Snow Leopard (with Rosetta installed) or earlier.
There's builds of 1.7.6 and 1.7.5 at http://sourceforge.net/projects/macboyadvance/ that should work with Lion. I'm not sure if there are any more recent versions, anywhere else.
The OS X builds of VBA have tended to be a little buggy for me, though. I'm surprised nobody's really attempted to build an OS X version of VBA-M (aside from the fact that they now seem to be using wxWidgets, which a number of Mac users don't seem to like )
Edit: I'm not sure how much of the memory/cheat functions you can use in the OS X versions. I can't test it at the moment (my Mac is down for the time being).


Eon

Hammer Brother
MLB
Level: 65


Posts: 919/1081
EXP: 2293010
For next: 42618

Since: 07-22-07


Since last post: 5 days
Last activity: 3 hours

Posted on 05-29-12 04:28:46 AM Link | Quote
Instruction manual leftovers... That takes me back. Any sign at all of "records mode" in WWF No Mercy?
GuyPerfect
Catgirl
Level: 65


Posts: 756/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-29-12 01:32:35 PM (last edited by GuyPurrrfect at 05-29-12 01:34:50 PM) Link | Quote
Originally posted by Keitaro
oh sweet. VBA has always remained my favorite GB/A emulator for its memory functions, so that's perfect.
A few things to keep in mind:


  • Looks like all of the world tiles are loaded into the $9800-$9FFF range, so there's only 128 of them for any given "room."
  • When looking for "block" definitions, you'll ultimately have to find information that describes exactly which four characters are used. There's possibly information pertinent to flipping, but looking at the tiles present, I suspect no flipping is involved.
  • Hacker's Intuition: If all world characters are in fact in the upper half of the background bank, they may be indexed without the upper bit set. The tile at $9900, for instance, might just be indexed as 0x10.
While playing around in the data, I found that all "blocks" have behavior defined in the programming, and are alike in all levels where they're used. There's actually one block in the first level, on the far left just next to the wall on the second screen up, that, while invisible, clearly acts like a conveyor belt. In fact, if you come back to the level at high tide with the Jet hat on, you can go stand on it:



It pulls to the left. This would support the hypothesis that every level has access to every kind of "block" in the game, but not all of them have corresponding graphics. Therefore, a "master list" of all 128 different block values can be constructed to represent the behavior of world data.

It would also appear that the first 32 world characters are "common tiles" used in all levels. They contain the coins, and various blocks. I expect these are always loaded, probably explicitly, then the remaining characters are read from an address to the data in ROM somewhere. These are easy enough to search for:
  • Tile Molester (Java) can be used to locate the file addresses of tiles if they're uncompressed (and they most likely are in this game). Just arrange the display so that the first tile in question is at the top-left corner, and the address is displayed in the status bar.
  • Wario Land uses the MBC1 mapper, which maps 16 KB at a time to the $4000-$7FFF range. If you have a tile address T, you can resolve its CPU memory address A with the following formula:
    A = (T Mod 0x4000) + 0x4000
  • Once you have the memory address of the tiles in question, you'll be able to search the ROM data for the 16 bit value specifying that address. If there are any results, they'll hopefully be useful for connecting graphics with level data.
Rena

Star Mario
Fennel
Level: 129


Posts: 4801/5258
EXP: 24597078
For next: 452576

Since: 07-22-07

Pronouns: he/him/whatever
From: RSP Segment 6

Since last post: 50 days
Last activity: 1 day

Posted on 05-30-12 06:00:43 AM Link | Quote
Doesn't this game use the same engine as Metroid 2? I know from glitching, in that game, tile behaviours are associated with tilesets. If you get into a room with the wrong tileset and the floor appears as lava, it will act as lava too.

IIRC only the GBC supported flipping of background tiles. The tile palette (3 bits), X and Y flip (1 bit each), and priority (1 bit?) are in the second VRAM bank... don't remember what the other bits did.
GuyPerfect
Catgirl
Level: 65


Posts: 758/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-30-12 11:02:27 AM Link | Quote
Originally posted by Renyan
Doesn't this game use the same engine as Metroid 2?
It's similar. I know Metroid used some 1x1 tile blocks for terrain, whereas Wario uses only 2x2 blocks. A ton of the sound effects are the same, though. Damaging a boss is the same sound as when you shoot a Metroid with a missile, for instance.
Xkeeper

Level: 251


Posts: 20219/24725
EXP: 251397072
For next: 2642804

Since: 07-03-07

Pronouns: they/them, she/her, etc.

Since last post: 21 hours
Last activity: 9 hours

Posted on 05-30-12 12:19:46 PM Link | Quote
I'd guess that WL1's engine is more along the lines of SML2's.
GuyPerfect
Catgirl
Level: 65


Posts: 759/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-30-12 04:58:42 PM Link | Quote
Alright, Keitaro (or whoever else feels like poking around), got some easy work for ya that needs only a hex editor.

At 0x030560 in the ROM file, aka 0C:4560 in CPU memory, is a list of 86 16-bit addresses (low byte first). These addresses refer to ROM data in the same bank (0x0C), so you can resolve the ROM file address by taking whatever value is in there and adding 0x02C000. For instance, the address at 0x03056E belongs to Course No. 1 at low tide, and specifies a CPU address of $4792. This makes the ROM file address of the data it's pointing to equal to 0x4792 + 0x02C000 = 0x030792.

At the corresponding address for each entry is a block of data 30 bytes in size. I've partially discerned the significance of the bytes therein:
030560   0C:4560   Table of world definitions (86 entries)


World Entry (30 bytes each)
Byte Bank containing world tiles
Int16 Address of world tiles - 96 at $9200
Int16 Address of Block/Coin tiles - 32 at $9000, bank 0x11
Int16 Address of GUI, Coin Sprite tiles - 32 at $8B00, bank 0x11
Int16 Address of animated world tiles - 4 at $9200, bank 0x11
(21 bytes remain)
For any address A in bank B, you can resolve the ROM file address R with the following formula: R = (B * 0x4000) OR (A AND 0x3FFF)

The animated world tiles are used for water and "chompers," and consist of 4 consecutive groups of 4 tiles to copy into $9200.

I've observed the following information is present in these "World Entry" blocks:
  • World data width, in "blocks," possibly referenced indirectly
  • Enemy placement
  • The compressed world data is referenced somehow
However, the following information is decidedly not part of these elements:
  • Course number
  • Music
  • Scrolling boundaries (camera)
  • Door behavior
  • Something that pertains to enemy placement, but I can't tell what it is at this point
As soon as somebody can fill in the rest of the blanks, we should at the very least have sufficient information for peering into the level data to see if there's any unused stuff in there.
GuyPerfect
Catgirl
Level: 65


Posts: 760/1094
EXP: 2334042
For next: 1586

Since: 07-23-07


Since last post: 241 days
Last activity: 126 days

Posted on 05-30-12 08:44:46 PM (last edited by GuyPurrrfect at 05-30-12 09:05:12 PM) Link | Quote
So I was bored. Shut up!

Decoded data element for level 1:
0x030792


03 00 52 00 54 00 72 00 4A 10 01 0A 46 01
60 00 28 08 20 00 E0 00 00 02 00 00 07 E1 CF 44

03 World tile bank
00 52 World tile address 0x0C1200 -- 96 at $9200
00 54 Block/Coin tile address 0x045400 -- 32 at $9000
00 72 GUI, Coin Sprite tile address 0x047200 -- 32 at $8B00
00 4A Animated world tile address 0x044A00 -- 4 at $9200
10 Bank number of world data
01 Index of world data 0x040002 -> 0x04081E
0A 46 Block definition address 0x02C60A
01 (Unknown Y scroller; screen start Y?)
60 Wario starting screen Y
00 (Unknown X scroller; screen start X?)
28 Wario starting screen X
08 (Unknown)
20 Graphics modifier
Bits 0-3 = (Unknown/no effect)
Bit 4 = Wario's colors inverted
Bit 5 = Wario is right-facing
Bit 6 = Wario is vertically flipped
Bit 7 = All sprites behind background
00 (Unknown scroller? camera? objects?)
E0 (Relates to initial camera Y coordinate)
00 (Relates to maximum camera X scroll)
00 (Appears to scroll background but not sprites)
02 (Relates to minimum camera X scroll)
00 Camera Type
Bit 0 = Train bumps
Bits 1-3 = (Unknown/no effect)
Bit 4 = Wario stays center screen
Bits 5-7 = Auto-scrolling (all three identical?)
00 Wario start status
00 = Standing
** = Swimming
07 (Unknown)
E1 Background palette
Bits 0-1 = Color 0 = 1
Bits 2-3 = Color 1 = 0
Bits 4-5 = Color 2 = 2
Bits 6-7 = Color 3 = 3
CF 44 (Pointer to enemy definitions of some sort; bank?)
Tile addresses are in bank 0x11
World index address is calculated as $4000 + Index * 2
Block definition addresses are in bank 0x0B

It would seem that all levels are 256 blocks wide and 48 blocks tall. Convenient!

The grand list of level dumps:

0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
30, 31, 32, 33, 34, 35, 36, 37, 38, 39,
40, 41, 42, 43, 44, 45, 46, 47, 48, 49,
50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
60, 61, 62, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
80, 81, 82, 83, 84, 85

As before, only the graphics for the first room or area in each level are correct. I can strongarm individual images to look correct if need-be.

This appears to be every level in the game, with occasional copies. I'd have to look through them more thoroughly, but for now I'm not sure there's any unused level data after all, at least data that isn't a copy of other data.

I did, however, see a distinctly fork-shaped tree.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 67


Posts: 1112/1191
EXP: 2515872
For next: 77000

Since: 09-09-08

From: California

Since last post: 275 days
Last activity: 160 days

Posted on 05-30-12 09:17:43 PM Link | Quote
Woah, you rock! I was gonna go through it myself but it looks like you beat me to it. As for the fork shaped tree, I believe that they made it in to a level of its own within Parsley Woods, but again I'm not entirely sure if that tree stage was in fact the one in question. As it stands, I half wonder if even though the levels may be gone that the actual submap data (at least the tile layout--I poked through the graphics and didn't immediately see anything unused) might still have existed at some point, considering SML2 also had some overworld map leftovers. Doing a quick check, the data format for SML2 and Wario Land's overworld submaps appears to be different however, so I'll have to play with that more. Still this is amazing and I'm looking through the dumps now to see if there's any oddities.
GoldS
Member
Level: 39


Posts: 252/366
EXP: 395785
For next: 8986

Since: 03-15-10


Since last post: 199 days
Last activity: 13 hours

Posted on 05-30-12 11:23:38 PM (last edited by GoldS at 05-31-12 04:04:02 PM) Link | Quote
In that set of maps (thanks for that, by the way) I found at least one unused room. It's in Mt. Teapot 1 (Or Map 6).


This might have been the original checkpoint room. I'm guessing that the break in the water is where the checkpoint would be.

Here's what each map corresponds to. Maps past 42 are duplicates of the first 43 maps. The duplicates might be used for the exclamation point switch effect.


00: Course 26 (SS Teacup 1)

01: Course 33 (Parsley Woods 3)
02: Course 15 (Sherbet Land 2)
03: Course 20 (Stove Canyon 1)
04: Course 16 (Sherbet Land 3)
05: Course 10 (Mt. Teapot 4)
06: Course 07 (Mt. Teapot 1)
07: Course 01 (Rice Beach 1)
08: Course 17 (Sherbet Land 4)
09: Course 12 (Mt. Teapot 6)
10: Course 13 (Mt. Teapot 7)
11: Course 29 (SS Teacup 4)
12: Course 04 (Rice Beach 4)
13: Course 09 (Mt. Teapot 3)
14: Course 03 (Rice Beach 3)
15: Course 02 (Rice Beach 2)
16: Course 08 (Mt. Teapot 2)
17: Course 11 (Mt. Teapot 5)
18: Course 35 (Parsley Woods 5)
19: Course 34 (Parsley Woods 4)
20: Course 30 (SS Teacup 5)
21: Course 21 (Stove Canyon 2)
22: Course 22 (Stove Canyon 3)
23: Course 01 (Rice Beach 1 - FLOODED)
24: Course 19 (Sherbet Land 6)
25: Course 05 (Rice Beach 5)
26: Course 36 (Parsley Woods 6)
27: Course 24 (Stove Canyon 5)
28: Course 25 (Stove Canyon 6)
29: Course 32 (Parsley Woods 2)
30: Course 27 (SS Teacup 2)
31: Course 28 (SS Teacup 3)
32: Course 18 (Sherbet Land 5)
33: Course 14 (Sherbet Land 1)
34: Course 38 (Syrup Castle 2)
35: Course 39 (Syrup Castle 3)
36: Course 03 (Rice Beach 3 - FLOODED)
37: Course 37 (Syrup Castle 1)
38: Course 31 (Parsley Woods 1 - FLOODED)
39: Course 23 (Stove Canyon 4)
40: Course 40 (Syrup Castle 4)
41: Course 06 (Rice Beach 6)
42: Course 31 (Parsley Woods 1 - DRAINED)
43: DUPLICATE - Course 26 (SS Teacup 1)
44: DUPLICATE - Course 33 (Parsley Woods 3)
45: DUPLICATE - Course 15 (Sherbet Land 2)
46: DUPLICATE - Course 20 (Stove Canyon 1)
47: DUPLICATE - Course 16 (Sherbet Land 3)
48: DUPLICATE - Course 10 (Mt. Teapot 4)
49: DUPLICATE - Course 07 (Mt. Teapot 1)
50: DUPLICATE - Course 01 (Rice Beach 1)
51: DUPLICATE - Course 17 (Sherbet Land 4)
52: DUPLICATE - Course 12 (Mt. Teapot 6)
53: DUPLICATE - Course 13 (Mt. Teapot 7)
54: DUPLICATE - Course 29 (SS Teacup 4)
55: DUPLICATE - Course 04 (Rice Beach 4)
56: DUPLICATE - Course 09 (Mt. Teapot 3)
57: DUPLICATE - Course 03 (Rice Beach 3)
58: DUPLICATE - Course 02 (Rice Beach 2)
59: DUPLICATE - Course 08 (Mt. Teapot 2)
60: DUPLICATE - Course 11 (Mt. Teapot 5)
61: DUPLICATE - Course 35 (Parsley Woods 5)
62: DUPLICATE - Course 34 (Parsley Woods 4)
63: DUPLICATE - Course 30 (SS Teacup 5)
64: DUPLICATE - Course 21 (Stove Canyon 2)
65: DUPLICATE - Course 22 (Stove Canyon 3)
66: DUPLICATE - Course 01 (Rice Beach 1 - FLOODED)
67: DUPLICATE - Course 19 (Sherbet Land 6)
68: DUPLICATE - Course 05 (Rice Beach 5)
69: DUPLICATE - Course 36 (Parsley Woods 6)
70: DUPLICATE - Course 24 (Stove Canyon 5)
71: DUPLICATE - Course 25 (Stove Canyon 6)
72: DUPLICATE - Course 32 (Parsley Woods 2)
73: DUPLICATE - Course 27 (SS Teacup 2)
74: DUPLICATE - Course 28 (SS Teacup 3)
75: DUPLICATE - Course 18 (Sherbet Land 5)
76: DUPLICATE - Course 14 (Sherbet Land 1)
77: DUPLICATE - Course 38 (Syrup Castle 2)
78: DUPLICATE - Course 39 (Syrup Castle 3)
79: DUPLICATE - Course 03 (Rice Beach 3 - FLOODED)
80: DUPLICATE - Course 37 (Syrup Castle 1)
81: DUPLICATE - Course 31 (Parsley Woods 1 - FLOODED)
82: DUPLICATE - Course 23 (Stove Canyon 4)
83: DUPLICATE - Course 40 (Syrup Castle 4)
84: DUPLICATE - Course 06 (Rice Beach 6)
85: DUPLICATE - Course 31 (Parsley Woods 1 - DRAINED)

Pages: 1 2 3Next newer thread | Next older thread
Jul - The Cutting Room Floor - Instruction Manual sub-map leftovers? (Wario Land 1) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 6fc366a [2018-12-11]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

32 database queries, 12 query cache hits.
Query execution time: 0.192134 seconds
Script execution time: 0.047848 seconds
Total render time: 0.239982 seconds