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Unfinished engineering

Matt Greer edited this page Apr 10, 2021 · 33 revisions

here are some unfinished discoveries

Objects

p-switch

just out in the open 0 y x 0x28

question block

shoe payload -> bank 0, id 0x43
p-wing -> bank 0, id 0x55
coin snake -> bank 0, id 0x47
mushroom then cape feather -> bank 0, id 0x44

brick with coin cache

0 y x 0x1a

corner terrain piece

0x11 y x 0x1 -- seems id 1 is terrain related, the 0x11 value seems like it can be anything and not make a difference.

But this was also a corner terrain piece 0x10 y x 0 ... hmmm....

0 y x 4 --- upper left corner terrain, ie

 ____
/   |
|   |
|   |
|___|

0 y x 0xb -- lower right terrain, but with a blue tint ???
0 y x 0xa -- lower right terrain, no tint
0 y x 0x8 -- lower left terrain, blue tint
0 y x 0x7 -- lower left terrain, no tint
0 y x 0x5 -- upper right terrain, blue tint
0 y x 0x4 -- upper right terrain, no tint
0 y x 0x3 -- upper right terrain, has a bit of a dip?
0 y x 0x2 -- upper left terrain, blue tint
0 y x 0x1 -- upper left terrain, no tint, bit of a dip?
0 y x 0x0 -- upper left terrain, no tint

pink triangle "run on walls"

0x16 y x 0x52 -- this is one of those pink triangles that lets mario run on walls, it is the upper right corner variant, ie

....
 ...
  ..
   .

so far changing the initial 0x16 seems to make no difference

0 y x 0x53 -- upper left pink triangle, same with 0x52
0 y x 0x51 -- lower left pink triangle
0 y x 0x50 -- lower right pink triangle

music blocks

mushroom then fireflower -> bank 0, id 0x21
mushroom then leaf -> bank 0, id 0x22
starman -> bank 0, id 0x23

hidden blocks

invisible then orange-ish music block upon hit -> bank 0, id 0x27
-- orange music blocks transport to bonus rooms invisible then music block upon hit -> bank 0, id 0x20
invisible then 1up mushroom upon hit -> bank 0, id 0x1f
invisible then coin upon hit -> bank 0, id 0x1e

bricks

p-block payload -> bank 0, id 0x1d
climbing vine -> bank 0, d 0x1c

muncher

0 y x 0x15

single question blocks (not strips)

coin cache -> bank 0, id 0x14
single coin -> bank 0, id 0x13
starman -> bank 0, id 0x12
mushroom then leaf -> bank 0, id 0x11
mushroom then fireflower -> bank 0, id 0x10

doors

0 y x 0xf -- regular door
0 y x 0x46 -- a metal door? has "knobs" on it

completely invisible block

0 y x 0x9 -- it doesn't reveal anything upon being hit, seems to just be terrain
0 y x 0x6 -- same

some kind of terrain?

0 y x 0x4f looks like a small piece of a building?

camera

0 y x 0x4e -- creates a 16x16 (single tile) space that when mario goes through it, it pushes the camera up

Spikes

0 y x 0x4d -- big red balls with white spikes all around, I think they are normally in water

arrow signs

pointing left 0 y x 0x4c
pointing right 0 y x 0x4b

errors

0 y x 0x4a -- completely wiped out the area in its vicinity, including Mario
0 y x 0x2f -- completely fills the background with a metal grate texture, entire level!

static stalactite

0 y x 0x49 also 0x48

tall pillar

kinda looks like one side of the goalpost from SMW 0 y x 0x45

pipes, maybe?

bank 0, ids 0x41 and 0x42 seem like they might be parts of pipes

tiny cloud

can't stand on it 0 y x 0x40

wooden block

0 y x 0x26, 0x25, 0x24

giant terrain, whoa

these are really weird, they feel like undefined behavior maybe? why do these exist?

two hills, two tiny bodies of water, takes up about 1/4 of the screen or more
0 y x 0x3f
0 y x 0x3e -- similar, but facing other direction
0x3d -- similar, two pools of water, but all flat, no slopes
0x3c -- basically four corner terrains together as a 2x2 square
0x3b -- terrain that is a staircase going down to the right
0x3a -- staircase going up to the right
0x39 -- triangular, pointy slopes, shallow, pointing up
0x38 -- triangular, pointy slopes, shallow, pointing down
0x37 -- sloping downwards to right, but is a narrow "slit" of terrain
0x36 -- same as above, but upwards right
0x35 -- vertical wall
0x34 -- horizontal terrain, about 2/3 screen width?
0x33 -- downward slope to right with notch cut out at top
0x32 -- same, but upward slope to right
0x31 -- big chunk of terrain with a downward "tunnel"
0x30 -- mirror of above

background

0x2c -- giant, purplish snow hill
0x2b -- small, purplish snow hill
0x2a -- medium, purplish snow hill

Sprites

floating purple flute enemy

0 x y 0x5 -- floats around and attacks
0x4 -- static, stays in original x/y location
0x1 -- something throws a flute at mario

floating platform

id 0x3

This is the platform that arcs back and forth, hammer bros ride on it in SMW it is garbled in underground levels