You're very welcome. No worries. It's understandable. Nice to meet you.

The original and maximum numbers differ for each level/area. They're not originally all the same size. Similar to when you see the numbers of 3-byte objects, 4-byte objects, enemies, and total bytes used for 1-1, when you select another level, you'll see what all of the numbers originally are for the currently loaded, unmodified level.
I put together the
SMB3 Level and Pointer Data document to show the original numbers of 3-byte objects, 4-byte objects, and enemies in each level so that the hacker has a reference in case they've already cleared everything out and don't remember the numbers that they shouldn't exceed.
Similarly, the
SMB3 Object Data & Enemy Data Orders document organizes the data sets for all of the levels to show which levels are side-by-side, in case a hacker intends to exceed the original number of bytes used for objects and/or enemies, so that they can see the other specific level(s) that they'll be cutting into. This way, they'll know that they shouldn't open those levels from their original starting points anymore, or else they'll be cutting into their extended levels.
You're very welcome again.

The board will merge your posts together if you double post before 7 days have passed, but you can also edit your original post to add on anything else that you think of after you initially submit it.
The enemies available will always be the same between Object Sets. However, you should also keep in mind that not all enemies share the same graphical banks, and if you try to combine incompatible enemies, they'll function as they should, but they won't appear as they should, because they can't be displayed together. There is an enemies document/HTML file included with SMB3 Workshop that should help you learn which enemies can appear with others.
For 3-byte and 4-byte objects, they will differ depending on the Object Set. For example, for "1 - Plains" levels, the only real 4-byte objects are:
- Flat Ground (Bank 0, Type 192-207 (C0-CF); C0 is 1 block high and C1 is 2 blocks high; if you want to make larger ground appear, place one C1 Flat Ground object down, and then place the bottom row of another C1 Flat Ground object over the top row of the bottom one, and repeat for as high up as you would like the ground to display, making sure that all of the grounds are the same length, so they all appear as one large ground object.)
- Underwater Flat Ground (Bank 0, Type 208-223 (D0-DF); same as above concerning height, although this object is usually reserved for ground within water boundaries.)
- Waterfall (Bank 2, Type 96-111 (60-6F))
- Water (moves to left) (Bank 2, Type 112-127 (70-7F))
- Water (still) (Bank 2, Type 128-143 (80-8F); this is almost always, if not always, the water object that is used in levels in the original SMB3, except for "6 - Water" levels, as there's actually a 3-byte object (Bank 0, Type 13 (0D) in Water levels only) that sets the water level throughout the whole area.)
- Water (moves to right) (Bank 2, Type 144-159 (90-9F))
- Background used in Bowser's Castle (Bank 2, Type 160-175 (A0-AF); this acts like water in Object Sets other than "2 - Dungeon", and unless it's part of a gimmick that you plan to use, it's probably best not to bother using it.)
- Blue X-Blocks (Bank 2, Type 176-191 (B0-BF); you might discover yourself using these a lot!)
- Weird Quicksand (doesn't act like it) (Bank 2, Type 192-207 (C0-CF); quicksand only functions as it should in "3 - Hilly" and "E - Underground" levels; in other Object Sets, the "weird" quicksand behaves more like regular ground or "Blue X-Blocks"; so if you have a gimmick in mind, you can probably get away with using it; otherwise, maybe avoid it instead.)
- Weird Orange Background (Bank 2, Type 208-223 (D0-DF); honestly, I didn't even remember that this was accessible through "1-Plains" levels, if it is even anything functional, that is; "weird" is probably a good enough reason to avoid using it.)
For "3 - Hilly" and "E - Underground" levels, there are many objects available to draw the large areas of grass/ground (4-byte objects), including all the little details like corners and walls (3-byte objects). Over time and with practice, you will eventually begin to more easily remember where each specific object is in every Object Set, and then it'll be second nature as you instinctively build your levels on the spot.
When it comes to music...
Long answer:
Generally, yes, it's not a straight forward task. Having musical knowledge and awareness definitely helps. However, the difficulty comes into play since most games all use a different musical format, so you can't simply copy and paste music data from one game to another and expect it to play and sound the same.
Back in the past, I was in the process of changing the music by referring to piano sheet music for the song that I wanted to implement, and having the hex representations for the music notes in SMB3 on hand. However, I ended up not bothering in the end, since I usually grow tired of doing everything by myself, and it's never that great anyways.
There is an available SMB3 Music Editor program by JaSp at the following download link:
http://klikechange.free.fr/romhack/smb3asm/smb3me.exeHere are the SMB3 notes, obtained through the utility:
7E: Rest
7C: D-7
7A: C#7
78: B-6
76: A#6
74: A-6
72: G#6
70: G-6
6E: F#6
6C: F-6
6A: E-6
68: D#6
66: D-6
64: C#6
62: C-6
60: B-5
5E: A#5
5C: A-5
5A: G#5
58: G-5
56: F#5
54: F-5
52: E-5
50: D#5
4E: D-5
4C: C#5
4A: C-5
48: B-4
46: A#4
44: A-4
42: G#4
40: G-4
3E: F#4
3C: F-4
3A: E-4
38: D#4
36: D-4
34: C#4
32: C-4
30: B-3
2E: A#3
2C: A-3
2A: G#3
28: G-3
26: F#3
24: F-3
22: E-3
20: D#3
1E: D-3
1C: C#3
1A: C-3
18: B-2
16: A#2
14: A-2
12: G#2
10: G-2
0E: F#2
0C: F-2
0A: E-2
08: D#2
06: D-2
04: C#2
02: C-2
00: End Channel
*100% accuracy not guaranteed.This is a quote from a post I made back in 2009, probably while consuming something past the best before date:
<=7E are notes, as seen in JaSp's awesome and extremely helpful document.
80 - 8F, as well as 90 - 9F, determine the type of notes that follow. (You might see 8C and 9C, but not necessarily 8F and 9F. I'm just using the full range as an example.) The range you use depends on the specific music data that you're editing. As you'll see with some music like the Dungeon (I think), you'll see ranges used like B0 - BF.
81 and 91 = 0.25
82 and 92 = 0.5
83 and 93 = 0.75
84 and 94 = 1
85 and 95 = 1.25?
86 and 96 = 1.5?
87 and 97 = 1.75?
88 and 98 = 2
89 and 99 = 3
8A and 9A = 4
8B and 9B = Undefined / >4
8C and 9C = 8 (Although 1.6 is implied for some reason)
*100% healthiness and sanitation not guaranteed.Short answer:
The music is easy to "change". Just type random numbers and prepare your ears for awesomeness!
