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05-03-22 04:53:11 AM
Jul - General Game/ROM Hacking - Super Mario Land 2 Overworld format documented and explained New poll - New thread - New reply
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Raccoon Sam
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Posted on 10-26-07 09:44:55 PM Link | Quote
//copypasta from acmlm's board
Yeah. Thought I'd make my contribution to the hacking community, so here's the SML2 Overworld format, oven-fresh. Have a great time hacking.

The main overworld is built from Chunks. One Chunk is 1024 bytes, and is composed from 32 rows, each containing 32 bytes. One byte is one tile.
0x37000 - 0x373FF | Chunk 1
0x37400 - 0x377FF | Chunk 2
0x37800 - 0x37BFF | Chunk 3
0x37C00 - 0x37FFF | Chunk 4
For extra reference, please see this.

Besides the main overworld, there are the submaps. Submaps are stored like chunks, but there are only 20 rows, each one having 32 tiles but only 20 shown onscreen, since the submaps never involve scrolling. (Again, for extra reference, please see this.)
The submaps are stored in locations listed below.
0x3B000 - 0x3B23F | Pumpkin Zone
0x3B240 - 0x2B47F | Tree Zone
0x3B480 - 0x3B6BF | Space Zone
0x3B6C0 - 0x3B8FF | Macro Zone
0x3B900 - 0x3BB3F | Turtle Zone
0x3BB40 - 0x3BD7F | Mario Zone
0x3BD80 - 0x3BFBF | Wario's Castle
0x43000 - 0x4323F | Minigame Hill

The minigames are also stored like submaps.
0x43240 - 0x4347F | The 30 Coin Game
0x43480 - 0x436BF | The 50 Coin Game
0x436C0 - 0x438FF | The 200 Coin Game
0x43900 - 0x43B3F | The 999 Coin Game
0x47800 - 0x47A3F | Conveyor Game
0x47A40 - 0x47C7F | Rat Game


"But how do I know what tile is what?"
All the tiles are inside tilesets. To view tilesets, you need a tile viewing program like Tile Molester or Tile Layer PRO. The tilesets are located in the locations listed below. Be sure to have canvas set to 16 x 16 tiles!
0x34800 - 0x357FF | Overworld Tileset
0x36000 - 0x36FFF | Macro Zone Tilest
0x38500 - 0x387FF | Pumpkin Zone Tileset (only used after completion)
0x38800 - 0x397FF | Pumpkin Zone Tileset (includes also the Minigame Hill Tileset)
0x3A000 - 0x3AFFF | Tree Zone Tileset
0x40800 - 0x417FF | Space Zone Tileset
0x42000 - 0x42FFF | Mario's Castle Tileset
0x44800 - 0x457FF | Mario Zone Tileset
0x46000 - 0x46FFF | Wario's Castle Tileset
0x64000 - 0x64FFF | Coin Games Tileset
0x65000 - 0x65FFF | End-of-level Bonus Game Tileset

However, there's a catch. When you've chosen the tile you want to have in the overworld, you'd normally get its coordinate from the tileset (FA Being tile 11 from row 16). The thing is, rows don't start from 0, but 8. Columns are normally from 0 to F, but rows go 8, 9, A, B, C, D, E, F, 0, 1, 2, 3, 4, 5, 6, 7. It isn't all that complicated. For extra reference, please see this.

So how about some new MarCas now?
The Ultimate Koopa
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Posted on 11-28-07 09:10:53 AM Link | Quote
Wait so... there's more to SML2 than meets the eye?
Apofisu

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Posted on 11-29-07 09:26:30 PM Link | Quote
Originally posted by The Ultimate Koopa
Wait so... there's more to SML2 than meets the eye?


I don't get what you mean. Are you saying you're surprised it contains code?
The Ultimate Koopa
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Posted on 11-30-07 09:47:33 AM Link | Quote
No I mean
Apofisu

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Posted on 11-30-07 01:37:27 PM Link | Quote
Oh.
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Jul - General Game/ROM Hacking - Super Mario Land 2 Overworld format documented and explained New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 2 query cache hits.
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