I've discovered some settings for some sprites:
126, Draw Bridge Platform:
ID ID 0A B0 CD EF
ID: There are two IDs.
A: 0 = stop at up position, 1 = stop at down position (only if B = 1)
B: 0 = dont move, 1 = move
C: Amount of time the bridge stays open
D: Degree of openness. 8 = straight up.
E: Length of each side.
F: Time stays closed, 0 = doesn't open
119, Pendulum Platform:
00 00 00 00 AC BA
A: Speed. Second A first, then first A (ex: Fx x2 = Speed of 2F).
B: Size Scale
C: Starting position. 0 = Bottom, heading right. 4 = Far Right. 8 = Bottom, heading left. F = Far left.
78, Moving Platform On Touch:
ID ID 0A 0D CB SS
ID: Two id slots.
A: Length in tiles
B: Direction. 0 = up, 1 = down, 2 = right, 3 = left
C: Stops at top of screen. 0 = no, 1 = yes.
D: 0 = show, 1 = hide until activated
SS: Speed
187, Manual Control Platform:
00 00 DA C0 B0 00
A: Displayed Arrows.
- 0 = Left, Up, Right
- 1 = Left, Down, Right
- 2 = Left, Up, Right
- 3 = Left, Right
B: 0 = Show, 1 = hide (no ID, apparently)
C: 0 = normal, 1 = flash and disappear after a while
D: 0 = normal, 1 = Auto Start
249, Wall Jump Platform:
00 00 0C B0 A0 0D
A: Wait to be touched before moving
B: Length = 4 + B
C: Width = 2 + C
D: Speed
174, Moving Mushroom:
00 00 XY AB CD EF
F: Horizontal Speed
E: 0 = Normal. 1 = Falls when landed on
D: Verticle Offset. Moves E tiles down from
C: ?? Something to do with Up-and-Down effect
B: Degree of tilting angle
A: Width in Tiles
Y: Speed of verticle bounce effect
X: ?? Something to do with Up-and-Down effect
238, Purple Tilt Mushroom:
00 00 AB 00 00 00
A: Width
B: ??
239, Raising / Lowering Mushroom:
00 00 AB CD 00 00
A: Distance Mushroom will go down when Mario stands on it. Also, stalk height = A + 2.
B: Width (0 is same width as 1, but Mushroom is colored red)
c: After Maio gets off, 0 = Stay where it ends up, 1 = return to initial level
D: Distance Mushroom will go up when Mario stands on it. Net direction and distance = D - A
242, Expand / Contract Mushroom:
00 00 AB 0C 00 00
A: 0 = starts extended then retracts, 1 = Starts Small then extends
B: Length of Stalk
C: 0 = Wider when extended, 1 = shorter when extended
244, Bouncing Mushroom:
00 00 0A 00 00 00
A: Length of Stalk
99, Manual Moving Wheel:
ID ID 00 00 A0 B0
ID: Two ID Slots
A: Stick to Line
B: 1 = Hide until activated
283, Swinging Pole:
00 00 CB 0A 00 00
A: 1 = Stick to line, 0 = no line needed
B: Length = B + 3
C: 0 = Don't Move, 1 = Move Along Line
289, Expandable Block:
00 00 0A 00 00 00
A: After the fourth block comes out, all four turn to hard blocks if A is not 0
279, 1-Way Door:
00 00 0A 00 00 00
A: Direction
0 = Up, Right Arrow
1 = Up, Left Arrow
2 = Down, Right Arrow
3 = Down, Left Arrow
4 = Right, Up Arrow
5 = Right, Down Arrow
6 = Left, Up Arrow
7 = Left, Down Arrow
256, Rotating-Carry-Through-Wall Platform (Ghost House):
00 00 00 00 A0 00
A: 0 = start on left side, 1 = start on right side.
278, Ground Pound Ghost House Goo:
00 00 AB 00 00 00
A: Height = A + 1
B: Width = B + 1
260, 261, 262, 263, Long Castle Spikes:
00 00 AA BB CC D0
AA: Time stays in 'out' position
BB: Time stays in 'in' position, after first extension
CC: Speed of extension and retraction
D: 0 = slow start, 1 = no slow start
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