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Transports
Matt Greer edited this page Jun 1, 2021
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10 revisions
The transport data in the level file tells the game how to move mario after going down a pipe, through a door, etc
header -- first two bytes, number of transports in the room. transports are not 0xff terminated. crazy that it's two bytes, will one room ever have more than 255 transports?? so it's possible the second byte actually means something else
from there, each transport is ten bytes
byte | meaning |
---|---|
0 | source Y (note this is backwards from all other info out there, but verified this is correct!) |
1 | source X |
2 | dest room number |
3 | an unknown byte |
4 | dest Y (similarly backwards as source y/x) |
5 | dest X |
6 | center screen Y (also backwards) |
7 | center screen X |
8 | an unknown byte |
9 | exit type |
In general, Y comes before X, all previous docs had this the other way around.
locks on doors are done with the sprite 0 y x ce
. Just place them on top of a door. The player must unlock the lock with a key before the door can be used.
It seems zero means door exit, 1 means pipe exit
value | exit |
---|---|
0 | fall down |
1 | up from pipe |
2 | fall down |
3 | horizontal exit pipe traveling right |
4 | horizontal exit pipe traveling left |