The sprite set now takes up 8 bits, which has resulted in some bits in the header being shifted slightly from the SNES version. BBB BTTT TPPP PPII III2 2222 2333 333e eeee e SSS SSSS pppp OOOO Ox tt tEEE EEEE 2233 4mmm mMMx xxxx BBB BTTT TPPP PPII III2 2222 2333 333e eeee e S SS SSSS Sx pp ppOO OOOx tttE EEEE EE22 334m mmmM Mxxx This is the first bit of Eggvine's 'music' value, which affects layer 3, not music. I labeled it as '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. The newest version of the SNES/GBA info document is available just in case there are multiple versions. I'll be updating this post with anything I find. By 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. Anyway, 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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