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Romhacking => ROM Hacking Discussion => Topic started by: tigrou on October 11, 2015, 10:10:01 am

Title: Super Mario Land 2 (GB) level format
Post by: tigrou on October 11, 2015, 10:10:01 am
Does anyone have information about internal level format used in this game (which is similar to SML3)

I remember there was some information on that page  (in german) but unfortunately it seems to be gone :
http://magicstone.de/rhwiki/article/Super_Mario_Land_2

I checked with wayback machine but no luck.

All I found is this :
http://raccoonsam.byethost8.com/?ckattempt=1

(which we should probably put on data crystal until it's gone forever as well)
Title: Re: Super Mario Land 2 (GB) level format
Post by: Drenn on October 11, 2015, 07:09:57 pm
Moojelly is on google code, though I'm not sure if its entire source code is there: https://code.google.com/p/moojelly/

Although I have no first-hand experience, I believe its format is also similar to Wario Land 3 which I worked with. That game stores its maps as horizontal strips of tiles compressed with Run-Length Encoding.

I'm also 99% sure its level data is stored in SRAM while playing the game, so that's a decent place to poke around in with a debugger.
Title: Re: Super Mario Land 2 (GB) level format
Post by: tigrou on October 13, 2015, 03:08:14 am
Quote
I'm also 99% sure its level data is stored in SRAM while playing the game, so that's a decent place to poke around in with a debugger.

Good idea. All blocks are dumped around C000-DFFF, as stated here : http://datacrystal.romhacking.net/wiki/Wario_Land:_Super_Mario_Land_3:RAM_map (that table was written by me some years ago btw  :))

I took a look at moojelly code, and it is really a mess (although some interesting stuff can be found)

I was expecting someone to give a copy of the german document, but maybe it is forever lost.

EDIT : Found something interesting on this topic (http://jul.rustedlogic.net/thread.php?id=15144). I wish i would have found this before starting hacking WL / SML3.