Posts for alberich2k5

Experienced Forum User
Joined: 12/5/2015
Posts: 3
Thank you so much lord Tom, I'm going to check it right now!!
Experienced Forum User
Joined: 12/5/2015
Posts: 3
scrimpeh wrote:
Knowing how Mario games work, there's a good chance different tiles do different things depending on tileset. Can't really tell you anything more precise than that, unfortunately. So, your best bet is to do more research, going to different types of levels, changing things, and seeing if you can see a pattern emerge.
Any chance you know (or have some clue) where tileset for each map is stored? thank you for your quick replay
Post subject: Mario Bros 3 NES
Experienced Forum User
Joined: 12/5/2015
Posts: 3
Hi! I'm quite newbie to nesdev forum and in development in general. I'm trying to understand how super mario bros 3 collision works. Right now I'm using fceux hexedit to see RAM and ROM. My previous thoughts was collision map was embedded in the map info starting at 0x6000. But this seems not to be correct or something is missing. In world 1-1, one of the first boxes you can jump (address 0x6303) has the hex value 0xE3. In world 1-castle (not the ship one), the solid silver tiles are 0xE4. If I change it to 0XE3 if mario touches it, is killed. So obviously, the values does not mean the same thing. Is there any other table/address I should look at? thank you very much!