MARIO IMPROVEMENT v0.41 By _Demo_ and D]ab-om[B This is the LEVEL EDITOR for the NES Super Mario Bros. New Features: 0.41 Major Bug fixed. Load button added: "L" Garbage on the bricks were fixed. 0.40 Cleaned up the code Major and minor bugs fixed 0.35 (This was a few weeks old when it got released, _Demo_ went on vacation and he sent it to my email. The mailserver screwed up the file, and I was unable to post it.) Great speed fix And some bug fix 0.30 ALL the levels can now be edited Many wall types working now More keys 0.22 Stairs fixed Bugs fixed 0.20 Mouse functions added Bugs fixed More blocks added/fixed 0.18 4 Added keys MOST IMPORTANTLY, a FULL GUI! What you see is what you get! Requirements: The NES rom of SMB -WITH- the title screen (rename it to Marioed.nes) An emulator, to play the level An imagination */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/* */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/* */*/ */*/ /*/* WARNING! BEFORE MAKING A NEW WORLD, READ THIS! /*/* */*/ */*/ /*/* FIRST! You must save on each level! /*/* */*/ */*/ /*/* Many items are recycled in SMB1. You know where you come /*/* */*/ out of the pipe in 1-2. That's level 1-1 's ending, it is */*/ /*/* reused (I don't know how many times). The Cloud Bonus levels /*/* */*/ and underground pipes you go into for coins are also reused */*/ /*/* many times. Also entire levels are used twice in the game, /*/* */*/ just with more enemies. */*/ /*/* /*/* */*/ 1-4 = 6-4 */*/ /*/* 1-3 = 5-3 /*/* */*/ 2-4 = 5-4 */*/ /*/* 2-2 = 7-2 /*/* */*/ 2-3 = 7-3 */*/ /*/* /*/* */*/ There is another problem with editing SMB. There are "space */*/ /*/* saver" areas where the block genorates a certain length of /*/* */*/ nothing instead of having a certain length take up space. */*/ /*/* /*/* */*/ Also a warning about castles, try not to edit them much, */*/ /*/* it's extremely dangerous to edit them. Especially 4-4, 7-4, /*/* */*/ and 8-8 because they are "pattern" castles, where you have to */*/ /*/* go a certain path to continue on. So remember to edit at your /*/* */*/ own risk. Make backups before you edit the levels that might */*/ /*/* harm the game. /*/* */*/ */*/ /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/* */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/* */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ How to use: --Make sure NUM LOCK is ON.-- Click left mouse button to select item Hold right mouse button to move item + Changes the item Up - Changes the item Down 8 (up on your numerical pad) moves the item upward 4 moves the item leftward 6 moves the item right 2 moves the item down 7 moves the view up 1 moves the view down 0 moves the view left . moves the view right 9 Does a whole page to the right (like page up and down, but sideways) 3 Does a whole page to the left / Jumps -16 blocks * Jumps +16 blocks S Saves level 1 to marioed.nes REMEMBER, Save a level at a time! W Jumps to World, then Level (0 is for special levels, i.e. bonus levels) Limitations: There are many limitations to the Super Mario Bros. engine. You may just have to find them yourself. We'd like to have a FAQ with all the limitations. Email us if you can make one! How to: To make a hole in the ground, look at the level, see how the ? marks are in the ground? Starting with the first block it means 1 gap. For each + you add it gets bigger, I believe the biggest size is 9. To create special items, you must place objects in the ground. When they are there, they don't behave the same way. Explanation: here is an example on how to do the level end. On level D, 65 is a flag and on level F 38 is a castle and 56 are the end of level stairs. When mario hits the flag he walk until he enter in a castle. 0 1 2 3 4 5 6 You do your level then you put : 7 8 9 A B C D 65 E F 56 38 Level 0 to B are normal objects and level C to D are specials things. Level C change the floor until another C is found in the level. Experiment, experiment, experiment. Bugs and kinks: Badguys and embedded items in the sourcecode CAN NOT be edited. It is currently IMPOSSIBLE. They are no where to be found, they must be in the source code of SMB. If you can find them, please tell us. Extra Stuff: Please, when you make a level, keep the MADE WITH MI on your game. We just want credit for the editor, and that's all! We're not asking for much. We need help: We need help with getting the Title Screen hacked to say Mario Improvement like the logo when the editor starts up (looks like Home Improvement, you know). Any knowledge that you can share would help a great deal. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- KNIGHT'S Block Defenitions Special Thanks to Knight for this info! Corrections : In Row 4, Block #38 is the normal castle, not #39 Block Definitions for screen stops are somewhat fixed (69,70,71) In Row 2, Block #74 also makes lakitu go away Changed the name in Row 1, Block #0-15 to match with the limitation notes Row 1 (2nd row of cracked blocks) --------------------------------- 0 - 15 = non-continuous hole 16 - 31 : it is the top of platform scale mostly found in 3-3 & 4-3 32 - 47 = flying cheap cheap level platform (upper) 48 - 63 = flying cheap cheap level platform (middle) 64 - 79 = flying cheap cheap level platform (lower) 80 - 95 = water hole 96 - 111 = coin boxes on upper half of screen 112 - 127 = coin boxes on lower half of screen Row 2 (3rd row of cracked blocks) --------------------------------- 0 - 63 = Weird tile. Adding this one makes the game skip certain number of columns which depends on where you place this tile. 64 = end pipe 65 = flag 66 = axe 67 = slant(on bowser's platform) 68 = bowser's platform (2 blank rows below platform) 69 = screen stops (warp zone stop) 70 = screen stops (???) 71 = screen stops (standard screen stop) 72 = cheap cheap frenzy (this one is a bit mean to add in =) ) 73 = bullet bill frenzy (this one is also mean =) ) 74 = stop either cheap cheap, bullet bill, or lakitu frenzy 75 = nothing? 76 = night time 77 = freezes game 78 = nothing? 79 - 80 = freezes game 81 = messed up tile 82 - 104 = freezes game 105 = weird tiles 106 - 111 = freezes game 112 = nothing? 113 - 116 = freezes game 117 = nothing? 118 - 119 = freezes game 120 - 121 = nothing? 122 = shows a tile containing 0 123 = nothing? 124 = Repeat tile. This one causes that area to be repeated twice. 125 - 127 = freezes Row 3 (4th row of cracked blocks) --------------------------------- 0 = begin hole (continuous) 1 = stop hole and blocks 2 = continuous blocks (1 row of block at top of screen) note : the blocks appear as cracked blocks, but act like bricks 3 = continuous blocks (3 rows of blocks at top of screen) 4 = continuous blocks (4 rows of blocks at top of screen) 5 = continuous blocks (5 rows of blocks at top of screen) 6 = continuous blocks (1 row at top & 3 at bottom) 7 = continuous blocks (3 rows at top & 3 at bottom) 8 = continuous blocks (4 at top & 3 at bottom) 9 = continuous blocks (1 at top & 4 at bottom) 10 = continuous blocks (1 at top & hole at bottom) 11 = continuous blocks (4 at top & 4 at bottom) 12 = continuous blocks (1 at top & 7 at bottom) 13 = continuous blocks (1 at top, 2 spaces, 5 at middle) 14 = continuous blocks (1 at top & 3 spaces, 4 at middle) 15 = continuous blocks (all blocks filled) Note : Blocks # 0 to 15 have no background 16 - 31 = Same as 0 to 15 except with a cloudy background 32 - 47 = Same as 0 to 15 except with the normal background 48 - 63 = Same as 0 to 15 except with a background with fences and shrubs 64 = normal day 65 = screen filled with water 66 = brick wall at background 67 = stop background/water 68 = night 69 = day with snow 70 = night with snow 71 = black and white with red water (in-castle palette) 72 - 79 = seems the same as 64 - 71 80 - 87 = seems the same as 64 - 71 88 - 95 = seems the same as 64 - 71 96 - 103 = seems the same as 64 - 71 104 - 111 = seems the same as 64 - 71 112 - 119 = seems the same as 64 - 71 120 - 127 = seems the same as 64 - 71 Row 4 (5th row of cracked blocks) --------------------------------- 0 = long line (for platform scale, mostly found in 3-3 & 4-3) 17 - 31 = line 4 platform scale (starts w/ length 1 then incrementing) 32 - 42 = starting from a full castle, keep decrementing height by one note : 32 = big castle, 38 = small castle to make a full big castle, you must add Block #66 of Row 3 43 - 47 = freezes game 48 - 63 = ascending hill 64 = part ascending pipe (fills 3 rows from top) 65 = ascending pipe (messed up, fills 3 rows from top) 66 = ascending pipe, with enter area (fills 3 rows from top) 67 - 79 = ascending pipe, starting with 4 rows from top and incrementing 80 - 95 = flag balls (used for climbing), 1 flag ball from start and incrementing note : flag balls start on the 4th row and grow downwards 96 - 127 = nothing ? Limitations in Super Mario Bros: -------------------------------- Object Limitations: ------------------- Super Mario Bros has this big limitation where you cannot have more than 3 objects in the background per column. Objects such as a long row of coins, blocks, non-continuous holes, or tubes take up multiple column spaces. The number of rows an object takes up affects nothing to the limitation so a tube of any size will count as 1 object in any column it uses. Blocks such as Continuous holes, continuous blocks, continuous stops, and enemy frenzies blocks (such as starting flying cheep cheeps and continuous bullet bills) only use up one column. Here's a sample of what I mean : | BBBBBBBB | CCCCCCCCCCCCCCC BBBBBBBB | CCCCC BBBBBBBB | | TT | TT BBBBBBBB | TT BBBBBBBB |----- ---------------------- ---- |----- ----------------------N ---- |----- ---------------------- ---- |----H E-----------S-------E-- ---- |----- ---------------------- ---- # of Objects/Column : 00112113233211111001000000010011110000 - = floor, H = start continuous hole S = start continuous blocks E = end any continuous blocks/hole N = non-continuous hole C = grabable coins, T = tube Now let's trace through this diagram. The first object, the long set of coins (C) takes up 15 columns The second object, the continuous hole (H) takes only 1 column The third object, the short set of coins (C) takes up 5 columns The fourth object, the continuous stop (E) takes only 1 column The fifth object, the tube (T) takes up 2 columns The sixth object, the continuous blocks (S) takes only 1 column The seventh object, the continuous stop (E) takes only 1 column The eigth object, the non-continuous hole (N) takes up 4 columns * Note that the number of Objects/Column in that diagram never exceeds 3. That means that this diagram is valid. Maximum number of background objects/level : -------------------------------------------- At the moment, the only way to edit a level is to move and modify existing background objects on the level that you are working on. The limitation of that is there are only a limited number of objects in that level. Here are the number of objects that you can use in the first few levels : Level 1-1 = 49 background objects Level 1-2 = 60 background objects Level 1-3 = 41 background objects Level 1-4 = 47 background objects * A single background object is any moveable object such as long row of blocks, holes, background changing blocks, tubes, etc. Other Limitations : ------------------- - Objects such as moving platforms appear as sprites which is also what enemies are - Objects such as paliboos (jumping fireballs) or rotating fireballs cannot be modified at this moment since they are also classified as sprites - The mushroom platform block (Block #16 - 31) appear as bullet bill machines in levels 5-1, 5-2, 7-1, 8-2, and 8-3. This cannot be modified at the moment. Here's an updated list plus some limitation notes. Any apologies for any incorrect blocks, unclear definitions, or any incorrect explanation of the limitation of the Super Mario Bros engine. - Knight -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Email the MI Team: MarioImp@hotmail.com DO NOT ASK FOR THE ROM OR ANY OTHER ROM, all rom request will be ignored and forwarded to piracy@nintendo.com !!!! How do you like them apples? Get the latest update at: http://www.geocities.com/SiliconValley/Bay/2628/