![]() Similarly, I only labeled the Midring bits that actually affect the Middle Rings, the rest being labeled "x". The sprite set now takes up 8 bits as a result, some bits in the header have been shifted slightly from the SNES version.īBBB BTTT TPPP PPII III2 2222 2333 333e eeee e SSS SSSS pppp OOOO Ox tt tEEE EEEE 2233 4mmm mMMx xxxxīBBB BTTT TPPP PPII III2 2222 2333 333e eeee e S SS SSSS Sx pp ppOO OOOx tttE EEEE EE22 334m mmmM MxxxĪs the first bit of Eggvine's "music" value affects layer 3, not music, I labeled it "4" instead of "m". The first 10 bytes of level data are the header. X1C1D54: Level 38 (data looks entirely different from the other levels) This document contains information towards making a SNES/GBA editor, but it may also be useful in general. Newest version of SNES/GBA info document: Just in case there are multiple versions. I'll be updating this post with anything I find.īy the way, I'm pretty sure I'm using "Super Mario Advance 3 - Yoshi's Island (U). (It should also prevent those topics of "Why can't I hack the GBA version?" that appear every so often.) ![]() Note: See adolif2's SNES-to-GBA level converter thread for more information relating to SMA3 hacking.Īnyway, I decided to create a topic for Super Mario Advance 3 hacking, to avoid crowding the SMW2 Offsets thread with information irrelevant to hacking the SNES version. ![]()
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