11/5/2022 0 Comments Super mario kart rom hackIts vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. If you've ever played a Mario game, you should know how this works. Sprite-Based Objects Classic Piranha PlantĪ classic Piranha Plant. Even more stuff from earlier builds of Super Mario World can be found in the SNES Test Program and SNES Burn-In Test Cart. Same as 0C (horizontal dark BG level), but uses a vertical layout.Ī gigantic number of unused graphics and objects can be found hidden in the ROM. It's possible that a set of sprite graphics existed in this bank at one point during development. GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. As a result, all tileset-specific objects are scrambled, making the index mostly unusable. Graphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. Unused Background and Sprite Graphics Indexes It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development.Įarly screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. The game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). It only functions in levels with the layout mode set to 05 or 06. When this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. Unused Level Modes Layer 1 horizontal into Layer 2 vertical Used in the ys_romX_0 build for when the player stomps on Georgette Jellies.
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