commit 62f392f7379828e49f4d2570ead916b7b104ee8a Author: Kak Date: Mon May 17 01:15:13 2021 +0200 Initial commit... again diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..b05571e --- /dev/null +++ b/.gitattributes @@ -0,0 +1,7 @@ +* text=false + +*.bin binary +*.evt binary +*.evp binary +*.rlc binary +*.rls binary \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ca1540f --- /dev/null +++ b/.gitignore @@ -0,0 +1,23 @@ +# trash +trash/ + +# build output +wl.gb +wl.map +wl.o +wl.sav +wl.sym +wl.sn* + +# provide your own comparision rom +original.gb +original.sav +original.sym + +# not necessary +tempconv.txt +tempconv.bin +tempconv.asm +shell.cmd +temp.asm +wl*.asm \ No newline at end of file diff --git a/README.MD b/README.MD new file mode 100644 index 0000000..d3cdd97 --- /dev/null +++ b/README.MD @@ -0,0 +1,12 @@ +# wl +Disassembly of Super Mario Land 3: Wario Land + +This will build a bit-perfect ROM of Wario Land. You can verify this by providing a ROM named "Wario Land - Super Mario Land 3 (W) [!].gb" as "original.gb". + +------------- + +To assemble, run the included batch script "build.cmd" + +------------- + +Thanks to lazigamer for the debug emulator used to generate the initial CDL. \ No newline at end of file diff --git a/build.cmd b/build.cmd new file mode 100644 index 0000000..73542ca --- /dev/null +++ b/build.cmd @@ -0,0 +1,30 @@ +@echo off +echo Assembling... +rgbds\rgbasm -h -L -vo -v -o wl.o main.asm +if %ERRORLEVEL% neq 0 goto assemble_fail + +echo Linking... +rgbds\rgblink -m wl.map -n wl.sym -d -o wl.gb wl.o +if %ERRORLEVEL% neq 0 goto link_fail + +echo ========================== +echo Build Success. +echo ========================== + +if EXIST original.gb ( fc /B wl.gb original.gb ) + +goto end + +:assemble_fail +echo Error while assembling. +goto fail +:link_fail +echo Error while linking. +:fail + +echo ========================== +echo Build failure. +echo ========================== + +:end +pause \ No newline at end of file diff --git a/data/bg/coinbonus/bucket.bin b/data/bg/coinbonus/bucket.bin new file mode 100644 index 0000000..0dcbe96 --- /dev/null +++ b/data/bg/coinbonus/bucket.bin @@ -0,0 +1,2 @@ + +  !" \ No newline at end of file diff --git a/data/bg/coinbonus/bucket_pull.bin b/data/bg/coinbonus/bucket_pull.bin new file mode 100644 index 0000000..a3044ad --- /dev/null +++ b/data/bg/coinbonus/bucket_pull.bin @@ -0,0 +1 @@ +#$%&'(*+,012345 \ No newline at end of file diff --git a/data/bg/coinbonus/mainbg.rls b/data/bg/coinbonus/mainbg.rls new file mode 100644 index 0000000..27b3444 Binary files /dev/null and b/data/bg/coinbonus/mainbg.rls differ diff --git a/data/bg/coinbonus/round2.bin b/data/bg/coinbonus/round2.bin new file mode 100644 index 0000000..c27b11c --- /dev/null +++ b/data/bg/coinbonus/round2.bin @@ -0,0 +1 @@ +stu \ No newline at end of file diff --git a/data/bg/coinbonus/round3.bin b/data/bg/coinbonus/round3.bin new 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a/data/bg/heartbonus/midprizes.bin b/data/bg/heartbonus/midprizes.bin new file mode 100644 index 0000000..483b795 Binary files /dev/null and b/data/bg/heartbonus/midprizes.bin differ diff --git a/data/bg/heartbonus/midtitle.bin b/data/bg/heartbonus/midtitle.bin new file mode 100644 index 0000000..639fb81 --- /dev/null +++ b/data/bg/heartbonus/midtitle.bin @@ -0,0 +1 @@ +ÎĎŢß \ No newline at end of file diff --git a/data/bg/heartbonus/results.rls b/data/bg/heartbonus/results.rls new file mode 100644 index 0000000..53339f9 Binary files /dev/null and b/data/bg/heartbonus/results.rls differ diff --git a/data/bg/level/ssteacupboss_beakclosed.bin b/data/bg/level/ssteacupboss_beakclosed.bin new file mode 100644 index 0000000..5353105 --- /dev/null +++ b/data/bg/level/ssteacupboss_beakclosed.bin @@ -0,0 +1 @@ +BCD diff --git a/data/bg/level/ssteacupboss_beakopen.bin b/data/bg/level/ssteacupboss_beakopen.bin new file mode 100644 index 0000000..dd2fcda Binary files /dev/null and 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a/data/gfx/maps/ssteacup_anim.bin b/data/gfx/maps/ssteacup_anim.bin new file mode 100644 index 0000000..2ec8b79 Binary files /dev/null and b/data/gfx/maps/ssteacup_anim.bin differ diff --git a/data/gfx/maps/stovecanyon_anim.bin b/data/gfx/maps/stovecanyon_anim.bin new file mode 100644 index 0000000..3be95ed Binary files /dev/null and b/data/gfx/maps/stovecanyon_anim.bin differ diff --git a/data/gfx/maps/stovecanyon_ssteacup.rlc b/data/gfx/maps/stovecanyon_ssteacup.rlc new file mode 100644 index 0000000..7269e92 Binary files /dev/null and b/data/gfx/maps/stovecanyon_ssteacup.rlc differ diff --git a/data/gfx/maps/submap_obj.bin b/data/gfx/maps/submap_obj.bin new file mode 100644 index 0000000..6294958 Binary files /dev/null and b/data/gfx/maps/submap_obj.bin differ diff --git a/data/gfx/maps/syrupcastle.rlc b/data/gfx/maps/syrupcastle.rlc new file mode 100644 index 0000000..9b8d2d8 Binary files /dev/null and b/data/gfx/maps/syrupcastle.rlc differ diff --git a/data/gfx/saveselect.rlc b/data/gfx/saveselect.rlc new file mode 100644 index 0000000..82f84cb Binary files /dev/null and b/data/gfx/saveselect.rlc differ diff --git a/data/gfx/title.rlc b/data/gfx/title.rlc new file mode 100644 index 0000000..1a85665 Binary files /dev/null and b/data/gfx/title.rlc differ diff --git a/data/gfx/trroom.rlc b/data/gfx/trroom.rlc new file mode 100644 index 0000000..d5ca897 Binary files /dev/null and b/data/gfx/trroom.rlc differ diff --git a/data/lvl/c01a/actor_group_code.asm b/data/lvl/c01a/actor_group_code.asm new file mode 100644 index 0000000..94476d8 --- /dev/null +++ b/data/lvl/c01a/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C01A_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C01A_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigHeart;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C01A_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_MoleCutscene + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c01a/actor_group_gfx.asm b/data/lvl/c01a/actor_group_gfx.asm new file mode 100644 index 0000000..bf2a672 --- /dev/null +++ b/data/lvl/c01a/actor_group_gfx.asm @@ -0,0 +1,12 @@ +ActGroupGFXDef_C01A_Room10: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C01A_Room1C: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigHeart, $0C + mActGFX_End +ActGroupGFXDef_C01A_Room1E: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c01a/actor_group_init_code.asm b/data/lvl/c01a/actor_group_init_code.asm new file mode 100644 index 0000000..674a467 --- /dev/null +++ b/data/lvl/c01a/actor_group_init_code.asm @@ -0,0 +1,10 @@ +ActGroup_C01A_Room10: + mActGroup C01A_Room10 + ret +ActGroup_C01A_Room1C: + mActGroup C01A_Room1C + mActGroup_BigItem BIGITEM_HEART + ret +ActGroup_C01A_Room1E: + mActGroup C01A_Room1E + ret diff --git a/data/lvl/c01a/actor_layout.bin b/data/lvl/c01a/actor_layout.bin new file mode 100644 index 0000000..53723d6 Binary files /dev/null and b/data/lvl/c01a/actor_layout.bin differ diff --git a/data/lvl/c01a/demo.bin b/data/lvl/c01a/demo.bin new file mode 100644 index 0000000..7d3109b Binary files /dev/null and b/data/lvl/c01a/demo.bin differ diff --git a/data/lvl/c01a/door_headers.asm b/data/lvl/c01a/door_headers.asm new file mode 100644 index 0000000..633530f --- /dev/null +++ b/data/lvl/c01a/door_headers.asm @@ -0,0 +1,56 @@ +Door_C01A_1A: + dc $01E0,$0C48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C01A_Room1C ; Actor Setup code +Door_C01A_1C: + dc $01F0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A30 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C01A_Room10 ; Actor Setup code +Door_C01A_1B: + dc $01E0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C01A_Room1E ; Actor Setup code +Door_C01A_1E: + dc $0160,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C01A_Room10 ; Actor Setup code diff --git a/data/lvl/c01a/doors_assoc.asm b/data/lvl/c01a/doors_assoc.asm new file mode 100644 index 0000000..588d2d4 --- /dev/null +++ b/data/lvl/c01a/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_C01A_1A ; $1A + dw Door_C01A_1B ; $1B + dw Door_C01A_1C ; $1C + dw Door_None ; $1D + dw Door_C01A_1E ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c01a/header.asm b/data/lvl/c01a/header.asm new file mode 100644 index 0000000..6aaeb11 --- /dev/null +++ b/data/lvl/c01a/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $10,$01 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C01A_Room10 ; Actor Setup code diff --git a/data/lvl/c01a/layout.bin b/data/lvl/c01a/layout.bin new file mode 100644 index 0000000..95c8f92 Binary files /dev/null and b/data/lvl/c01a/layout.bin differ diff --git a/data/lvl/c01a/scroll_locks.bin b/data/lvl/c01a/scroll_locks.bin new file mode 100644 index 0000000..38dc7c4 Binary files /dev/null and b/data/lvl/c01a/scroll_locks.bin differ diff --git a/data/lvl/c01b/actor_group_code.asm b/data/lvl/c01b/actor_group_code.asm new file mode 100644 index 0000000..56608dd --- /dev/null +++ b/data/lvl/c01b/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C01B_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C01B_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigHeart + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C01B_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c01b/actor_group_gfx.asm b/data/lvl/c01b/actor_group_gfx.asm new file mode 100644 index 0000000..5cf85e0 --- /dev/null +++ b/data/lvl/c01b/actor_group_gfx.asm @@ -0,0 +1,13 @@ +ActGroupGFXDef_C01B_Room10: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C01B_Room1C: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigHeart, $0C + mActGFX_End +ActGroupGFXDef_C01B_Room1E: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c01b/actor_group_init_code.asm b/data/lvl/c01b/actor_group_init_code.asm new file mode 100644 index 0000000..e3a1ae9 --- /dev/null +++ b/data/lvl/c01b/actor_group_init_code.asm @@ -0,0 +1,10 @@ +ActGroup_C01B_Room10: + mActGroup C01B_Room10 + ret +ActGroup_C01B_Room1C: + mActGroup C01B_Room1C + mActGroup_BigItem BIGITEM_HEART + ret +ActGroup_C01B_Room1E: + mActGroup C01B_Room1E + ret diff --git a/data/lvl/c01b/actor_layout.bin b/data/lvl/c01b/actor_layout.bin new file mode 100644 index 0000000..8402540 Binary files /dev/null and b/data/lvl/c01b/actor_layout.bin differ diff --git a/data/lvl/c01b/door_headers.asm b/data/lvl/c01b/door_headers.asm new file mode 100644 index 0000000..bcee7f0 --- /dev/null +++ b/data/lvl/c01b/door_headers.asm @@ -0,0 +1,56 @@ +Door_C01B_1A: + dc $01E0,$0C48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C01B_Room1C ; Actor Setup code +Door_C01B_1C: + dc $01F0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A30 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C01B_Room10 ; Actor Setup code +Door_C01B_1B: + dc $01E0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C01B_Room1E ; Actor Setup code +Door_C01B_1E: + dc $0160,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C01B_Room10 ; Actor Setup code diff --git a/data/lvl/c01b/doors_assoc.asm b/data/lvl/c01b/doors_assoc.asm new file mode 100644 index 0000000..0cb40db --- /dev/null +++ b/data/lvl/c01b/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_C01B_1A ; $1A + dw Door_C01B_1B ; $1B + dw Door_C01B_1C ; $1C + dw Door_None ; $1D + dw Door_C01B_1E ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c01b/header.asm b/data/lvl/c01b/header.asm new file mode 100644 index 0000000..09b0b32 --- /dev/null +++ b/data/lvl/c01b/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $16,$04 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $01 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C01B_Room10 ; Actor Setup code diff --git a/data/lvl/c01b/layout.bin b/data/lvl/c01b/layout.bin new file mode 100644 index 0000000..b1bd5f1 Binary files /dev/null and b/data/lvl/c01b/layout.bin differ diff --git a/data/lvl/c01b/scroll_locks.bin b/data/lvl/c01b/scroll_locks.bin new file mode 100644 index 0000000..38dc7c4 Binary files /dev/null and b/data/lvl/c01b/scroll_locks.bin differ diff --git a/data/lvl/c02/actor_group_code.asm b/data/lvl/c02/actor_group_code.asm new file mode 100644 index 0000000..44e7923 --- /dev/null +++ b/data/lvl/c02/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C02_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Driller + dw ActCodeDef_Togemaru + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C02_Room0D: + dw ActCodeDef_Null;X + dw ActCodeDef_Helmut + dw ActCodeDef_Driller + dw ActCodeDef_Puff + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C02_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_PouncerDrop + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C02_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c02/actor_group_gfx.asm b/data/lvl/c02/actor_group_gfx.asm new file mode 100644 index 0000000..49bf10c --- /dev/null +++ b/data/lvl/c02/actor_group_gfx.asm @@ -0,0 +1,19 @@ +ActGroupGFXDef_C02_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Driller, $0A + mActGFXDef GFX_Act_Togemaru, $0E + mActGFX_End +ActGroupGFXDef_C02_Room0D: + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_Driller, $0A + mActGFXDef GFX_Act_Puff, $10 + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C02_Room00: + mActGFXDef GFX_Act_Pouncer, $0A + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C02_Room06: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c02/actor_group_init_code.asm b/data/lvl/c02/actor_group_init_code.asm new file mode 100644 index 0000000..54a477d --- /dev/null +++ b/data/lvl/c02/actor_group_init_code.asm @@ -0,0 +1,12 @@ +ActGroup_C02_Room10: + mActGroup C02_Room10 + ret +ActGroup_C02_Room0D: + mActGroup C02_Room0D + ret +ActGroup_C02_Room00: + mActGroup C02_Room00 + ret +ActGroup_C02_Room06: + mActGroup C02_Room06 + ret diff --git a/data/lvl/c02/actor_layout.bin b/data/lvl/c02/actor_layout.bin new file mode 100644 index 0000000..057018c Binary files /dev/null and b/data/lvl/c02/actor_layout.bin differ diff --git a/data/lvl/c02/door_headers.asm b/data/lvl/c02/door_headers.asm new file mode 100644 index 0000000..09dc197 --- /dev/null +++ b/data/lvl/c02/door_headers.asm @@ -0,0 +1,140 @@ +Door_C02_13: + dc $00E0,$0D48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C02_Room0D ; Actor Setup code +Door_C02_0D: + dc $0190,$0388 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0330 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C02_Room10 ; Actor Setup code +Door_C02_1F: + dc $01E0,$0668 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0610 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C02_Room10 ; Actor Setup code +Door_C02_16: + dc $0160,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0F20 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C02_Room0D ; Actor Setup code +Door_C02_15: + dc $00B0,$0068 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0010 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C02_Room00 ; Actor Setup code +Door_C02_00: + dc $0160,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0510 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C02_Room10 ; Actor Setup code +Door_C02_03: + dc $0130,$0878 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0820 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C02_Room10 ; Actor Setup code +Door_C02_18: + dc $00E0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0320 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C02_Room00 ; Actor Setup code +Door_C02_1C: + dc $00E0,$0648 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C02_Room06 ; Actor Setup code +Door_C02_06: + dc $01E0,$0CC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0C50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C02_Room10 ; Actor Setup code diff --git a/data/lvl/c02/doors_assoc.asm b/data/lvl/c02/doors_assoc.asm new file mode 100644 index 0000000..439f3a2 --- /dev/null +++ b/data/lvl/c02/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C02_00 ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_C02_03 ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C02_06 ; $06 + dw Door_LevelClear ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_C02_0D ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C02_13 ; $13 + dw Door_None ; $14 + dw Door_C02_15 ; $15 + dw Door_C02_16 ; $16 + dw Door_None ; $17 + dw Door_C02_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_C02_1C ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_C02_1F ; $1F diff --git a/data/lvl/c02/header.asm b/data/lvl/c02/header.asm new file mode 100644 index 0000000..c53bfd8 --- /dev/null +++ b/data/lvl/c02/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $13,$03 ; Level Layout ID + dw LevelBlock_Sand ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $1F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C02_Room10 ; Actor Setup code diff --git a/data/lvl/c02/header_checkpoint.asm b/data/lvl/c02/header_checkpoint.asm new file mode 100644 index 0000000..489816f --- /dev/null +++ b/data/lvl/c02/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $13,$03 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$60 ; Player X + db $0F,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $0F,$40 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C02_Room0D ; Actor Setup code diff --git a/data/lvl/c02/layout.bin b/data/lvl/c02/layout.bin new file mode 100644 index 0000000..b20ad95 Binary files /dev/null and b/data/lvl/c02/layout.bin differ diff --git a/data/lvl/c02/scroll_locks.bin b/data/lvl/c02/scroll_locks.bin new file mode 100644 index 0000000..a39007e Binary files /dev/null and b/data/lvl/c02/scroll_locks.bin differ diff --git a/data/lvl/c03a/actor_group_code.asm b/data/lvl/c03a/actor_group_code.asm new file mode 100644 index 0000000..ac71a8d --- /dev/null +++ b/data/lvl/c03a/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C03A_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_HermitCrab + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03A_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03A_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03A_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c03a/actor_group_gfx.asm b/data/lvl/c03a/actor_group_gfx.asm new file mode 100644 index 0000000..cf5b63c --- /dev/null +++ b/data/lvl/c03a/actor_group_gfx.asm @@ -0,0 +1,15 @@ +ActGroupGFXDef_C03A_Room10: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C03A_Room1C: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C03A_Room1E: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C03A_Room0C: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c03a/actor_group_init_code.asm b/data/lvl/c03a/actor_group_init_code.asm new file mode 100644 index 0000000..dcd4d78 --- /dev/null +++ b/data/lvl/c03a/actor_group_init_code.asm @@ -0,0 +1,12 @@ +ActGroup_C03A_Room10: + mActGroup C03A_Room10 + ret +ActGroup_C03A_Room1C: + mActGroup C03A_Room1C + ret +ActGroup_C03A_Room1E: + mActGroup C03A_Room1E + ret +ActGroup_C03A_Room0C: + mActGroup C03A_Room0C + ret diff --git a/data/lvl/c03a/actor_layout.bin b/data/lvl/c03a/actor_layout.bin new file mode 100644 index 0000000..16f19ef Binary files /dev/null and b/data/lvl/c03a/actor_layout.bin differ diff --git a/data/lvl/c03a/door_headers.asm b/data/lvl/c03a/door_headers.asm new file mode 100644 index 0000000..5505d36 --- /dev/null +++ b/data/lvl/c03a/door_headers.asm @@ -0,0 +1,140 @@ +Door_C03A_15: + dc $01B0,$0C28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C03A_Room1C ; Actor Setup code +Door_C03A_1C: + dc $01E0,$0578 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0520 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03A_Room10 ; Actor Setup code +Door_C03A_1D: + dc $01E0,$0848 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03A_Room10 ; Actor Setup code +Door_C03A_18: + dc $01E0,$0DD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0D50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C03A_Room1C ; Actor Setup code +Door_C03A_16: + dc $01E0,$0E98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E40 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C03A_Room1E ; Actor Setup code +Door_C03A_1E: + dc $0160,$0698 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0640 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03A_Room10 ; Actor Setup code +Door_C03A_17: + dc $01E0,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0F10 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C03A_Room1E ; Actor Setup code +Door_C03A_1F: + dc $0160,$0768 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0710 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03A_Room10 ; Actor Setup code +Door_C03A_1B: + dc $00E0,$0C28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C03A_Room0C ; Actor Setup code +Door_C03A_0C: + dc $0160,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03A_Room10 ; Actor Setup code diff --git a/data/lvl/c03a/doors_assoc.asm b/data/lvl/c03a/doors_assoc.asm new file mode 100644 index 0000000..0951f2e --- /dev/null +++ b/data/lvl/c03a/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C03A_0C ; $0C + dw Door_LevelClear ; $0D + dw Door_LevelClearAlt ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C03A_15 ; $15 + dw Door_C03A_16 ; $16 + dw Door_C03A_17 ; $17 + dw Door_C03A_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C03A_1B ; $1B + dw Door_C03A_1C ; $1C + dw Door_C03A_1D ; $1D + dw Door_C03A_1E ; $1E + dw Door_C03A_1F ; $1F diff --git a/data/lvl/c03a/header.asm b/data/lvl/c03a/header.asm new file mode 100644 index 0000000..d0dd858 --- /dev/null +++ b/data/lvl/c03a/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_01 ; Animated tiles GFX + db $13,$02 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C03A_Room10 ; Actor Setup code diff --git a/data/lvl/c03a/header_checkpoint.asm b/data/lvl/c03a/header_checkpoint.asm new file mode 100644 index 0000000..f91b711 --- /dev/null +++ b/data/lvl/c03a/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + db $13,$02 ; Level Layout ID + dw LevelBlock_WaterCave ; 16x16 Blocks + db $01,$A0 ; Player X + db $0F,$18 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0E,$B0 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C03A_Room1E ; Actor Setup code diff --git a/data/lvl/c03a/layout.bin b/data/lvl/c03a/layout.bin new file mode 100644 index 0000000..e87b909 Binary files /dev/null and b/data/lvl/c03a/layout.bin differ diff --git a/data/lvl/c03a/scroll_locks.bin b/data/lvl/c03a/scroll_locks.bin new file mode 100644 index 0000000..c0785f1 Binary files /dev/null and b/data/lvl/c03a/scroll_locks.bin differ diff --git a/data/lvl/c03b/actor_group_code.asm b/data/lvl/c03b/actor_group_code.asm new file mode 100644 index 0000000..c2426f5 --- /dev/null +++ b/data/lvl/c03b/actor_group_code.asm @@ -0,0 +1,40 @@ +ActGroupCodeDef_C03B_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_ExitSkull + dw ActCodeDef_HermitCrab + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03B_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03B_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C03B_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureA: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c03b/actor_group_gfx.asm b/data/lvl/c03b/actor_group_gfx.asm new file mode 100644 index 0000000..23c56f3 --- /dev/null +++ b/data/lvl/c03b/actor_group_gfx.asm @@ -0,0 +1,21 @@ +ActGroupGFXDef_C03B_Room10: + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_C03B_Room1C: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C03B_Room1E: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C03B_Room0C: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_TreasureA: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureA, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c03b/actor_group_init_code.asm b/data/lvl/c03b/actor_group_init_code.asm new file mode 100644 index 0000000..9547f8b --- /dev/null +++ b/data/lvl/c03b/actor_group_init_code.asm @@ -0,0 +1,17 @@ +ActGroup_C03B_Room10: + mActGroup C03B_Room10 + mActGroup_CheckTreasure TREASURE_A + ret +ActGroup_C03B_Room1C: + mActGroup C03B_Room1C + ret +ActGroup_C03B_Room1E: + mActGroup C03B_Room1E + ret +ActGroup_C03B_Room0C: + mActGroup C03B_Room0C + ret +ActGroup_TreasureA: + mActGroup TreasureA + mActGroup_Treasure TREASURE_A + ret diff --git a/data/lvl/c03b/actor_layout.bin b/data/lvl/c03b/actor_layout.bin new file mode 100644 index 0000000..add2f94 Binary files /dev/null and b/data/lvl/c03b/actor_layout.bin differ diff --git a/data/lvl/c03b/door_headers.asm b/data/lvl/c03b/door_headers.asm new file mode 100644 index 0000000..00a524b --- /dev/null +++ b/data/lvl/c03b/door_headers.asm @@ -0,0 +1,168 @@ +Door_C03B_15: + dc $01B0,$0C28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C03B_Room1C ; Actor Setup code +Door_C03B_1C: + dc $01E0,$0578 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0528 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code +Door_C03B_1D: + dc $01E0,$0848 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$07F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code +Door_C03B_18: + dc $01E0,$0DD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0D50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C03B_Room1C ; Actor Setup code +Door_C03B_16: + dc $01E0,$0E98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E48 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C03B_Room1E ; Actor Setup code +Door_C03B_1E: + dc $0160,$0698 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0648 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code +Door_C03B_17: + dc $01E0,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0F18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C03B_Room1E ; Actor Setup code +Door_C03B_1F: + dc $0160,$0768 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0718 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code +Door_C03B_1B: + dc $00E0,$0C28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C03B_Room0C ; Actor Setup code +Door_C03B_0C: + dc $0160,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code +Door_C03B_11: + dc $00E0,$0F28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0F00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_0E ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureA ; Actor Setup code +Door_C03B_0F: + dc $0160,$01C8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0178 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C03B_Room10 ; Actor Setup code diff --git a/data/lvl/c03b/door_treasure.asm b/data/lvl/c03b/door_treasure.asm new file mode 100644 index 0000000..fa5a52a --- /dev/null +++ b/data/lvl/c03b/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0F78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0F28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_0E ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureA ; Actor Setup code diff --git a/data/lvl/c03b/doors_assoc.asm b/data/lvl/c03b/doors_assoc.asm new file mode 100644 index 0000000..de9fdae --- /dev/null +++ b/data/lvl/c03b/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C03B_0C ; $0C + dw Door_LevelClear ; $0D + dw Door_LevelClearAlt ; $0E + dw Door_C03B_0F ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C03B_11 ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C03B_15 ; $15 + dw Door_C03B_16 ; $16 + dw Door_C03B_17 ; $17 + dw Door_C03B_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C03B_1B ; $1B + dw Door_C03B_1C ; $1C + dw Door_C03B_1D ; $1D + dw Door_C03B_1E ; $1E + dw Door_C03B_1F ; $1F diff --git a/data/lvl/c03b/header.asm b/data/lvl/c03b/header.asm new file mode 100644 index 0000000..9166fbc --- /dev/null +++ b/data/lvl/c03b/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $1C,$00 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $01 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C03B_Room10 ; Actor Setup code diff --git a/data/lvl/c03b/header_checkpoint.asm b/data/lvl/c03b/header_checkpoint.asm new file mode 100644 index 0000000..1f00e76 --- /dev/null +++ b/data/lvl/c03b/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $1C,$00 ; Level Layout ID + dw LevelBlock_WaterCave ; 16x16 Blocks + db $01,$A0 ; Player X + db $0F,$18 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0E,$C8 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C03B_Room1E ; Actor Setup code diff --git a/data/lvl/c03b/layout.bin b/data/lvl/c03b/layout.bin new file mode 100644 index 0000000..92db4fb Binary files /dev/null and b/data/lvl/c03b/layout.bin differ diff --git a/data/lvl/c03b/scroll_locks.bin b/data/lvl/c03b/scroll_locks.bin new file mode 100644 index 0000000..4170298 Binary files /dev/null and b/data/lvl/c03b/scroll_locks.bin differ diff --git a/data/lvl/c04/actor_group_code.asm b/data/lvl/c04/actor_group_code.asm new file mode 100644 index 0000000..89049d6 --- /dev/null +++ b/data/lvl/c04/actor_group_code.asm @@ -0,0 +1,16 @@ +ActGroupCodeDef_C04_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_PouncerFollow + dw ActCodeDef_Bat + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C04_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_PouncerDrop + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c04/actor_group_gfx.asm b/data/lvl/c04/actor_group_gfx.asm new file mode 100644 index 0000000..c8ba074 --- /dev/null +++ b/data/lvl/c04/actor_group_gfx.asm @@ -0,0 +1,9 @@ +ActGroupGFXDef_C04_Room10: + mActGFXDef GFX_Act_Pouncer, $0A + mActGFXDef GFX_Act_Bat, $0D + mActGFX_End +ActGroupGFXDef_C04_Room1B: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Pouncer, $0A + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c04/actor_group_init_code.asm b/data/lvl/c04/actor_group_init_code.asm new file mode 100644 index 0000000..40508a5 --- /dev/null +++ b/data/lvl/c04/actor_group_init_code.asm @@ -0,0 +1,7 @@ +ActGroup_C04_Room10: + mActGroup C04_Room10 + ret +ActGroup_C04_Room1B: + mActGroup C04_Room1B + mActGroup_OpenExit + ret diff --git a/data/lvl/c04/actor_layout.bin b/data/lvl/c04/actor_layout.bin new file mode 100644 index 0000000..b0933ba Binary files /dev/null and b/data/lvl/c04/actor_layout.bin differ diff --git a/data/lvl/c04/demo.bin b/data/lvl/c04/demo.bin new file mode 100644 index 0000000..253f9db --- /dev/null +++ b/data/lvl/c04/demo.bin @@ -0,0 +1,7 @@ +F        , + +    +  +  @           8 +     + \ No newline at end of file diff --git a/data/lvl/c04/door_headers.asm b/data/lvl/c04/door_headers.asm new file mode 100644 index 0000000..6d8a320 --- /dev/null +++ b/data/lvl/c04/door_headers.asm @@ -0,0 +1,28 @@ +Door_C04_1A: + dc $01E0,$0B48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0B00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C04_Room1B ; Actor Setup code +Door_C04_1B: + dc $0140,$0AB8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0A50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C04_Room10 ; Actor Setup code diff --git a/data/lvl/c04/doors_assoc.asm b/data/lvl/c04/doors_assoc.asm new file mode 100644 index 0000000..15251e5 --- /dev/null +++ b/data/lvl/c04/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_C04_1A ; $1A + dw Door_C04_1B ; $1B + dw Door_LevelClear ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c04/header.asm b/data/lvl/c04/header.asm new file mode 100644 index 0000000..0b00b09 --- /dev/null +++ b/data/lvl/c04/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + db $13,$00 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $01,$70 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C04_Room10 ; Actor Setup code diff --git a/data/lvl/c04/layout.bin b/data/lvl/c04/layout.bin new file mode 100644 index 0000000..822d58d --- /dev/null +++ b/data/lvl/c04/layout.bin @@ -0,0 +1,7 @@ +˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙Ş—˙N˙Ş˙˙N˙Ş˙˙N˙…˙Ü˙N˙;˙˙%˙˙Ü˙O˙;˙˙%˙˙Ü˙O˙;˙˙%˙˙Ü˙O—Ü˙˙%˙ܝ˙Ü˙Oacr~— + gopjigjigjigkigifpkigigjigigęigopig˙jkjęigigjigękjigęigj— +—Ţ˙O`as~jDo˙Š˙ ßhfpjopkjohgopkjohfpjohfhgkohfhgjohfpopkjiggjohfpjohgęigohgęigohgigjif˙Špięigęß_ß˙/s~ ߝߝjDf˙Š˙ —ABhgopigopopigoĆpifĆpjoĆpifĆpopjkjohhgo˙hgogifhfjoh(pohgo˙Špo—ßigohgjß_ß˙/sqߝ +— jD’˙ ţnhfpopopo(opoĆpoĆhgoĆpoĆhfh(igohf˙hfhf˙go˙hfhf’hfŠpjßęohf}piß_ß˙/cd—jo˙ŠpigD˙—ţn˙poŢpohfpohf˙po˙hf˙hf˙pohfŢ˙FŢFFŢhf˙˙Špi—igo˙Hhfß_ß˙/{ajif˙Špi—if˙Špo—pD˙Špi—ţ’˙hf˙hf˙hf˙hf˙hf˙ĆĆ˙˙’po—hgo˙Šhgohf ˙ß_ß˙/}`hgo˙ŠpoŠpo’hfŠhD˙ŠhfŠmţőI hfŠhf˙Šhf˙ß +Üß _ß˙/H˙hf’hfŠhf˙ŠD’(˙ŠmţÜI ˙Š˙(’(˙ß +Üß _ß˙/’’’’ ’I ’’ ß—_ß˙/Żß`a`a`a`pcd`a`cdo`a`a`a_ß˙/Żßg`iaj`ha`j`ja`op`ia`_ß˙/Żßhgo`jo˙`igig`ifhgo`}_ß˙/Żßhfhgo˙pohfhgo˙hf˙H_ß˙/Żß}˙hf˙hf˙hf˙’_ß˙/ŻßH˙’˙__˙/Żß’ß’_ß˙/Żß +_ß˙/ \ No newline at end of file diff --git a/data/lvl/c04/scroll_locks.bin b/data/lvl/c04/scroll_locks.bin new file mode 100644 index 0000000..3df7d15 Binary files /dev/null and b/data/lvl/c04/scroll_locks.bin differ diff --git a/data/lvl/c05/actor_group_code.asm b/data/lvl/c05/actor_group_code.asm new file mode 100644 index 0000000..48d190a --- /dev/null +++ b/data/lvl/c05/actor_group_code.asm @@ -0,0 +1,40 @@ +ActGroupCodeDef_C05_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C05_Room12: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_PouncerDrop + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C05_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Spark + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C05_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C05_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_RiceBeachBoss + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c05/actor_group_gfx.asm b/data/lvl/c05/actor_group_gfx.asm new file mode 100644 index 0000000..78395d9 --- /dev/null +++ b/data/lvl/c05/actor_group_gfx.asm @@ -0,0 +1,18 @@ +ActGroupGFXDef_C05_Room10: + mActGFXDef GFX_Act_Wolf, $25 + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C05_Room12: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Pouncer, $0A + mActGFX_End +ActGroupGFXDef_C05_Room16: + mActGFXDef GFX_Act_Spark, $0C + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C05_Room18: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C05_Room00: + mActGFXDef GFX_Act_RiceBeachBoss, $40 + mActGFX_End diff --git a/data/lvl/c05/actor_group_init_code.asm b/data/lvl/c05/actor_group_init_code.asm new file mode 100644 index 0000000..f8b820d --- /dev/null +++ b/data/lvl/c05/actor_group_init_code.asm @@ -0,0 +1,31 @@ +ActGroup_C05_Room10: + mActGroup C05_Room10 + ret +ActGroup_C05_Room12: + mActGroup C05_Room12 + ret +ActGroup_C05_Room16: + mActGroup C05_Room16 + ret +ActGroup_C05_Room18: + mActGroup C05_Room18 + ret +ActGroup_C05_Room1C: + mActGroup C05_Room18 + ret +ActGroup_C05_Room00: + mActGroup_CheckBoss sMapRiceBeachCompletion, 5 + mActGroup C05_Room00 + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ret diff --git a/data/lvl/c05/actor_layout.bin b/data/lvl/c05/actor_layout.bin new file mode 100644 index 0000000..f308768 Binary files /dev/null and b/data/lvl/c05/actor_layout.bin differ diff --git a/data/lvl/c05/door_headers.asm b/data/lvl/c05/door_headers.asm new file mode 100644 index 0000000..5d8e86c --- /dev/null +++ b/data/lvl/c05/door_headers.asm @@ -0,0 +1,126 @@ +Door_C05_11: + dc $01E0,$0248 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C05_Room12 ; Actor Setup code +Door_C05_12: + dc $01E0,$01B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0150 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C05_Room10 ; Actor Setup code +Door_C05_15: + dc $01E0,$0688 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0630 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C05_Room16 ; Actor Setup code +Door_C05_16: + dc $01D0,$05B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C05_Room12 ; Actor Setup code +Door_C05_17: + dc $01E0,$0858 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C05_Room18 ; Actor Setup code +Door_C05_18: + dc $01E0,$0778 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0720 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C05_Room16 ; Actor Setup code +Door_C05_1A: + dc $01E0,$0C58 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C05_Room1C ; Actor Setup code +Door_C05_1C: + dc $01E0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A30 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C05_Room18 ; Actor Setup code +Door_C05_1B: + dc $00D0,$0028 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_RiceBeachBoss ; Main GFX + dw GFX_LevelShared_0B ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + dw LevelBlock_Boss0 ; 16x16 Blocks + dw ActGroup_C05_Room00 ; Actor Setup code diff --git a/data/lvl/c05/doors_assoc.asm b/data/lvl/c05/doors_assoc.asm new file mode 100644 index 0000000..cfaf762 --- /dev/null +++ b/data/lvl/c05/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C05_11 ; $11 + dw Door_C05_12 ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C05_15 ; $15 + dw Door_C05_16 ; $16 + dw Door_C05_17 ; $17 + dw Door_C05_18 ; $18 + dw Door_None ; $19 + dw Door_C05_1A ; $1A + dw Door_C05_1B ; $1B + dw Door_C05_1C ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c05/header.asm b/data/lvl/c05/header.asm new file mode 100644 index 0000000..67a0ef9 --- /dev/null +++ b/data/lvl/c05/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $19,$00 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C05_Room10 ; Actor Setup code diff --git a/data/lvl/c05/header_checkpoint.asm b/data/lvl/c05/header_checkpoint.asm new file mode 100644 index 0000000..37f8fd5 --- /dev/null +++ b/data/lvl/c05/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + db $19,$00 ; Level Layout ID + dw LevelBlock_StoneCastle ; 16x16 Blocks + db $01,$E0 ; Player X + db $07,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $07,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C05_Room16 ; Actor Setup code diff --git a/data/lvl/c05/layout.bin b/data/lvl/c05/layout.bin new file mode 100644 index 0000000..eecddd0 Binary files /dev/null and b/data/lvl/c05/layout.bin differ diff --git a/data/lvl/c05/scroll_locks.bin b/data/lvl/c05/scroll_locks.bin new file mode 100644 index 0000000..5b7652c Binary files /dev/null and b/data/lvl/c05/scroll_locks.bin differ diff --git a/data/lvl/c06/actor_group_code.asm b/data/lvl/c06/actor_group_code.asm new file mode 100644 index 0000000..0c97fbc --- /dev/null +++ b/data/lvl/c06/actor_group_code.asm @@ -0,0 +1,16 @@ +ActGroupCodeDef_C06_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinCrab;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C06_Room12: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinLock + dw ActCodeDef_CoinCrab + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c06/actor_group_gfx.asm b/data/lvl/c06/actor_group_gfx.asm new file mode 100644 index 0000000..fb98f5b --- /dev/null +++ b/data/lvl/c06/actor_group_gfx.asm @@ -0,0 +1,7 @@ +ActGroupGFXDef_C06_Room10: + mActGFXDef GFX_Act_CoinCrab, $1B + mActGFX_End +ActGroupGFXDef_C06_Room12: + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_CoinCrab, $1B + mActGFX_End diff --git a/data/lvl/c06/actor_group_init_code.asm b/data/lvl/c06/actor_group_init_code.asm new file mode 100644 index 0000000..718403f --- /dev/null +++ b/data/lvl/c06/actor_group_init_code.asm @@ -0,0 +1,6 @@ +ActGroup_C06_Room10: + mActGroup C06_Room10 + ret +ActGroup_C06_Room12: + mActGroup C06_Room12 + ret diff --git a/data/lvl/c06/actor_layout.bin b/data/lvl/c06/actor_layout.bin new file mode 100644 index 0000000..022e5a6 Binary files /dev/null and b/data/lvl/c06/actor_layout.bin differ diff --git a/data/lvl/c06/door_headers.asm b/data/lvl/c06/door_headers.asm new file mode 100644 index 0000000..198ffe9 --- /dev/null +++ b/data/lvl/c06/door_headers.asm @@ -0,0 +1,28 @@ +Door_C06_11: + dc $01D0,$0228 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C06_Room12 ; Actor Setup code +Door_C06_12: + dc $01E0,$0158 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$00F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C06_Room10 ; Actor Setup code diff --git a/data/lvl/c06/doors_assoc.asm b/data/lvl/c06/doors_assoc.asm new file mode 100644 index 0000000..29107da --- /dev/null +++ b/data/lvl/c06/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C06_11 ; $11 + dw Door_C06_12 ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_LevelClear ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c06/header.asm b/data/lvl/c06/header.asm new file mode 100644 index 0000000..2eb5e09 --- /dev/null +++ b/data/lvl/c06/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1C,$05 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C06_Room10 ; Actor Setup code diff --git a/data/lvl/c06/layout.bin b/data/lvl/c06/layout.bin new file mode 100644 index 0000000..c023eab Binary files /dev/null and b/data/lvl/c06/layout.bin differ diff --git a/data/lvl/c06/scroll_locks.bin b/data/lvl/c06/scroll_locks.bin new file mode 100644 index 0000000..50ce414 Binary files /dev/null and b/data/lvl/c06/scroll_locks.bin differ diff --git a/data/lvl/c07/actor_group_code.asm b/data/lvl/c07/actor_group_code.asm new file mode 100644 index 0000000..17b82d8 --- /dev/null +++ b/data/lvl/c07/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C07_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Watch + dw ActCodeDef_Bomb + dw ActCodeDef_Seahorse + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C07_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Watch + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C07_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C07_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigHeart;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c07/actor_group_gfx.asm b/data/lvl/c07/actor_group_gfx.asm new file mode 100644 index 0000000..d9f1826 --- /dev/null +++ b/data/lvl/c07/actor_group_gfx.asm @@ -0,0 +1,16 @@ +ActGroupGFXDef_C07_Room10: + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_Bomb, $0D + mActGFXDef GFX_Act_Seahorse, $13 + mActGFX_End +ActGroupGFXDef_C07_Room1C: + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C07_Room0A: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C07_Room1B: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigHeart, $0C + mActGFX_End diff --git a/data/lvl/c07/actor_group_init_code.asm b/data/lvl/c07/actor_group_init_code.asm new file mode 100644 index 0000000..18172b7 --- /dev/null +++ b/data/lvl/c07/actor_group_init_code.asm @@ -0,0 +1,13 @@ +ActGroup_C07_Room10: + mActGroup C07_Room10 + ret +ActGroup_C07_Room1C: + mActGroup C07_Room1C + ret +ActGroup_C07_Room0A: + mActGroup C07_Room0A + ret +ActGroup_C07_Room1B: + mActGroup C07_Room1B + mActGroup_BigItem BIGITEM_HEART + ret diff --git a/data/lvl/c07/actor_layout.bin b/data/lvl/c07/actor_layout.bin new file mode 100644 index 0000000..3cf9904 Binary files /dev/null and b/data/lvl/c07/actor_layout.bin differ diff --git a/data/lvl/c07/door_headers.asm b/data/lvl/c07/door_headers.asm new file mode 100644 index 0000000..f1bc8f2 --- /dev/null +++ b/data/lvl/c07/door_headers.asm @@ -0,0 +1,112 @@ +Door_C07_19: + dc $01B0,$0C38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C07_Room1C ; Actor Setup code +Door_C07_1C: + dc $0130,$09D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0950 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C07_Room10 ; Actor Setup code +Door_C07_14: + dc $01D0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C07_Room0A ; Actor Setup code +Door_C07_1A: + dc $0190,$04B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0140,$0458 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C07_Room10 ; Actor Setup code +Door_C07_04: + dc $00D0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0A38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C07_Room0A ; Actor Setup code +Door_C07_0A: + dc $00A0,$04B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0050,$0458 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C07_Room10 ; Actor Setup code +Door_C07_13: + dc $01E0,$0B58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C07_Room1B ; Actor Setup code +Door_C07_1B: + dc $01D0,$0368 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0308 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C07_Room10 ; Actor Setup code diff --git a/data/lvl/c07/doors_assoc.asm b/data/lvl/c07/doors_assoc.asm new file mode 100644 index 0000000..38c4f7b --- /dev/null +++ b/data/lvl/c07/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_C07_04 ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_C07_0A ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C07_13 ; $13 + dw Door_C07_14 ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_C07_19 ; $19 + dw Door_C07_1A ; $1A + dw Door_C07_1B ; $1B + dw Door_C07_1C ; $1C + dw Door_LevelClear ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c07/header.asm b/data/lvl/c07/header.asm new file mode 100644 index 0000000..8edd177 --- /dev/null +++ b/data/lvl/c07/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + db $10,$00 ; Level Layout ID + dw LevelBlock_Mountain ; 16x16 Blocks + db $01,$30 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C07_Room10 ; Actor Setup code diff --git a/data/lvl/c07/header_checkpoint.asm b/data/lvl/c07/header_checkpoint.asm new file mode 100644 index 0000000..5d46ce5 --- /dev/null +++ b/data/lvl/c07/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $10,$00 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$50 ; Player X + db $0A,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $0A,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C07_Room0A ; Actor Setup code diff --git a/data/lvl/c07/layout.bin b/data/lvl/c07/layout.bin new file mode 100644 index 0000000..77920cb Binary files /dev/null and b/data/lvl/c07/layout.bin differ diff --git a/data/lvl/c07/scroll_locks.bin b/data/lvl/c07/scroll_locks.bin new file mode 100644 index 0000000..0b141f4 Binary files /dev/null and b/data/lvl/c07/scroll_locks.bin differ diff --git a/data/lvl/c08/actor_group_code.asm b/data/lvl/c08/actor_group_code.asm new file mode 100644 index 0000000..5f5de28 --- /dev/null +++ b/data/lvl/c08/actor_group_code.asm @@ -0,0 +1,40 @@ +ActGroupCodeDef_C08_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_HermitCrab + dw ActCodeDef_Watch + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C08_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C08_Room17: + dw ActCodeDef_Null;X + dw ActCodeDef_Pelican + dw ActCodeDef_Bomb;X + dw ActCodeDef_Helmut + dw ActCodeDef_DoorFrame + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C08_Room1A: + dw ActCodeDef_Null;X + dw ActCodeDef_Helmut + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C08_Room1D: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c08/actor_group_gfx.asm b/data/lvl/c08/actor_group_gfx.asm new file mode 100644 index 0000000..8a0d94a --- /dev/null +++ b/data/lvl/c08/actor_group_gfx.asm @@ -0,0 +1,23 @@ +ActGroupGFXDef_C08_Room10: + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C08_Room16: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C08_Room17: + mActGFXDef GFX_Act_Pelican, $0E + mActGFXDef GFX_Act_Bomb, $0D + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_DoorFrame, $02 + mActGFX_End +ActGroupGFXDef_C08_Room1A: + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C08_Room1D: + mActGFXDef GFX_Act_Wolf, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c08/actor_group_init_code.asm b/data/lvl/c08/actor_group_init_code.asm new file mode 100644 index 0000000..cb7754b --- /dev/null +++ b/data/lvl/c08/actor_group_init_code.asm @@ -0,0 +1,15 @@ +ActGroup_C08_Room10: + mActGroup C08_Room10 + ret +ActGroup_C08_Room16: + mActGroup C08_Room16 + ret +ActGroup_C08_Room17: + mActGroup C08_Room17 + ret +ActGroup_C08_Room1A: + mActGroup C08_Room1A + ret +ActGroup_C08_Room1D: + mActGroup C08_Room1D + ret diff --git a/data/lvl/c08/actor_layout.bin b/data/lvl/c08/actor_layout.bin new file mode 100644 index 0000000..364b692 Binary files /dev/null and b/data/lvl/c08/actor_layout.bin differ diff --git a/data/lvl/c08/door_headers.asm b/data/lvl/c08/door_headers.asm new file mode 100644 index 0000000..c4e3e54 --- /dev/null +++ b/data/lvl/c08/door_headers.asm @@ -0,0 +1,112 @@ +Door_C08_14: + dc $01D0,$0688 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0628 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C08_Room16 ; Actor Setup code +Door_C08_16: + dc $01F0,$04B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0458 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C08_Room10 ; Actor Setup code +Door_C08_06: + dc $01A0,$0738 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0700 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C08_Room17 ; Actor Setup code +Door_C08_17: + dc $0050,$0668 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0608 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C08_Room16 ; Actor Setup code +Door_C08_19: + dc $01D0,$0A38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0A00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C08_Room1A ; Actor Setup code +Door_C08_1A: + dc $01D0,$0998 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0938 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C08_Room17 ; Actor Setup code +Door_C08_1C: + dc $0170,$0D68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0D08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C08_Room1D ; Actor Setup code +Door_C08_1D: + dc $01D0,$0CE8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0C50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C08_Room1A ; Actor Setup code diff --git a/data/lvl/c08/doors_assoc.asm b/data/lvl/c08/doors_assoc.asm new file mode 100644 index 0000000..bf19be4 --- /dev/null +++ b/data/lvl/c08/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C08_06 ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_LevelClearAlt ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_C08_14 ; $14 + dw Door_None ; $15 + dw Door_C08_16 ; $16 + dw Door_C08_17 ; $17 + dw Door_None ; $18 + dw Door_C08_19 ; $19 + dw Door_C08_1A ; $1A + dw Door_None ; $1B + dw Door_C08_1C ; $1C + dw Door_C08_1D ; $1D + dw Door_None ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c08/header.asm b/data/lvl/c08/header.asm new file mode 100644 index 0000000..8948656 --- /dev/null +++ b/data/lvl/c08/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + db $13,$04 ; Level Layout ID + dw LevelBlock_WaterCave ; 16x16 Blocks + db $01,$C0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C08_Room10 ; Actor Setup code diff --git a/data/lvl/c08/header_checkpoint.asm b/data/lvl/c08/header_checkpoint.asm new file mode 100644 index 0000000..ebaba81 --- /dev/null +++ b/data/lvl/c08/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $13,$04 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $00,$70 ; Player X + db $06,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$20 ; Scroll Y + db $06,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C08_Room16 ; Actor Setup code diff --git a/data/lvl/c08/layout.bin b/data/lvl/c08/layout.bin new file mode 100644 index 0000000..4e4b766 Binary files /dev/null and b/data/lvl/c08/layout.bin differ diff --git a/data/lvl/c08/scroll_locks.bin b/data/lvl/c08/scroll_locks.bin new file mode 100644 index 0000000..1dcad09 Binary files /dev/null and b/data/lvl/c08/scroll_locks.bin differ diff --git a/data/lvl/c09/actor_group_code.asm b/data/lvl/c09/actor_group_code.asm new file mode 100644 index 0000000..6f8a888 --- /dev/null +++ b/data/lvl/c09/actor_group_code.asm @@ -0,0 +1,72 @@ +ActGroupCodeDef_C09_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Helmut + dw ActCodeDef_DoorFrame + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room13: + dw ActCodeDef_Null;X + dw ActCodeDef_HermitCrab + dw ActCodeDef_Seahorse + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room02: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_DoorFrame + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room14: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_DoorFrame + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_StickBomb + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room15: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C09_Room05: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigCoin + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureB: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c09/actor_group_gfx.asm b/data/lvl/c09/actor_group_gfx.asm new file mode 100644 index 0000000..fd0a6b1 --- /dev/null +++ b/data/lvl/c09/actor_group_gfx.asm @@ -0,0 +1,37 @@ +ActGroupGFXDef_C09_Room10: + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_DoorFrame, $02 + mActGFX_End +ActGroupGFXDef_C09_Room13: + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_Seahorse, $13 + mActGFX_End +ActGroupGFXDef_C09_Room02: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_DoorFrame, $02 + mActGFX_End +ActGroupGFXDef_C09_Room14: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C09_Room16: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_DoorFrame, $02 + mActGFX_End +ActGroupGFXDef_C09_Room19: + mActGFXDef GFX_Act_StickBomb, $0F + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C09_Room15: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C09_Room05: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigCoin, $10 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_TreasureB: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureB, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c09/actor_group_init_code.asm b/data/lvl/c09/actor_group_init_code.asm new file mode 100644 index 0000000..4e85d57 --- /dev/null +++ b/data/lvl/c09/actor_group_init_code.asm @@ -0,0 +1,31 @@ +ActGroup_C09_Room10: + mActGroup C09_Room10 + mActGroup_CheckTreasure TREASURE_B + ret +ActGroup_C09_Room13: + mActGroup C09_Room13 + ret +ActGroup_C09_Room02: + mActGroup C09_Room02 + ret +ActGroup_C09_Room14: + mActGroup C09_Room14 + ret +ActGroup_C09_Room16: + mActGroup C09_Room16 + mActGroup_CheckTreasure TREASURE_B + ret +ActGroup_C09_Room19: + mActGroup C09_Room19 + ret +ActGroup_C09_Room15: + mActGroup C09_Room15 + ret +ActGroup_C09_Room05: + mActGroup C09_Room05 + mActGroup_CheckTreasure TREASURE_B + ret +ActGroup_TreasureB: + mActGroup TreasureB + mActGroup_CheckTreasure TREASURE_B + ret diff --git a/data/lvl/c09/actor_layout.bin b/data/lvl/c09/actor_layout.bin new file mode 100644 index 0000000..d977ef4 Binary files /dev/null and b/data/lvl/c09/actor_layout.bin differ diff --git a/data/lvl/c09/demo.bin b/data/lvl/c09/demo.bin new file mode 100644 index 0000000..0f7c520 Binary files /dev/null and b/data/lvl/c09/demo.bin differ diff --git a/data/lvl/c09/door_headers.asm b/data/lvl/c09/door_headers.asm new file mode 100644 index 0000000..35db643 --- /dev/null +++ b/data/lvl/c09/door_headers.asm @@ -0,0 +1,224 @@ +Door_C09_12: + dc $01A0,$0358 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0308 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C09_Room13 ; Actor Setup code +Door_C09_13: + dc $01C0,$02C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0250 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room10 ; Actor Setup code +Door_C09_02: + dc $00B0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0328 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C09_Room13 ; Actor Setup code +Door_C09_03: + dc $00D0,$02C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0250 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room02 ; Actor Setup code +Door_C09_00: + dc $01E0,$0468 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0408 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C09_Room14 ; Actor Setup code +Door_C09_14: + dc $00D0,$0048 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room02 ; Actor Setup code +Door_C09_04: + dc $01D0,$0658 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0608 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room16 ; Actor Setup code +Door_C09_16: + dc $0040,$0458 ; Player pos (Y / X) + db $06 ; Scroll lock + dc $0000,$0400 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C09_Room14 ; Actor Setup code +Door_C09_18: + dc $01A0,$0968 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0918 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C09_Room19 ; Actor Setup code +Door_C09_19: + dc $01D0,$08B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0850 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room16 ; Actor Setup code +Door_C09_01: + dc $01E0,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0518 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C09_Room15 ; Actor Setup code +Door_C09_15: + dc $0090,$0178 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0128 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room02 ; Actor Setup code +Door_C09_17: + dc $00E0,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0518 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C09_Room05 ; Actor Setup code +Door_C09_05: + dc $0190,$0778 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0728 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C09_Room16 ; Actor Setup code +Door_C09_06: + dc $00E0,$0728 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0700 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureB ; Actor Setup code +Door_C09_07: + dc $00E0,$0668 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0608 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C09_Room05 ; Actor Setup code diff --git a/data/lvl/c09/door_treasure.asm b/data/lvl/c09/door_treasure.asm new file mode 100644 index 0000000..0733dfc --- /dev/null +++ b/data/lvl/c09/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0768 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0708 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureB ; Actor Setup code diff --git a/data/lvl/c09/doors_assoc.asm b/data/lvl/c09/doors_assoc.asm new file mode 100644 index 0000000..19f3825 --- /dev/null +++ b/data/lvl/c09/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C09_00 ; $00 + dw Door_C09_01 ; $01 + dw Door_C09_02 ; $02 + dw Door_C09_03 ; $03 + dw Door_C09_04 ; $04 + dw Door_C09_05 ; $05 + dw Door_C09_06 ; $06 + dw Door_C09_07 ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_C09_12 ; $12 + dw Door_C09_13 ; $13 + dw Door_C09_14 ; $14 + dw Door_C09_15 ; $15 + dw Door_C09_16 ; $16 + dw Door_C09_17 ; $17 + dw Door_C09_18 ; $18 + dw Door_C09_19 ; $19 + dw Door_LevelClear ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c09/header.asm b/data/lvl/c09/header.asm new file mode 100644 index 0000000..c3c5b49 --- /dev/null +++ b/data/lvl/c09/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + db $13,$01 ; Level Layout ID + dw LevelBlock_MountainCave ; 16x16 Blocks + db $01,$C0 ; Player X + db $00,$48 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $A0 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C09_Room10 ; Actor Setup code diff --git a/data/lvl/c09/header_checkpoint.asm b/data/lvl/c09/header_checkpoint.asm new file mode 100644 index 0000000..c3656e1 --- /dev/null +++ b/data/lvl/c09/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $13,$01 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$E0 ; Player X + db $05,$B8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $05,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C09_Room15 ; Actor Setup code diff --git a/data/lvl/c09/layout.bin b/data/lvl/c09/layout.bin new file mode 100644 index 0000000..6c009ff Binary files /dev/null and b/data/lvl/c09/layout.bin differ diff --git a/data/lvl/c09/scroll_locks.bin b/data/lvl/c09/scroll_locks.bin new file mode 100644 index 0000000..44d012b Binary files /dev/null and b/data/lvl/c09/scroll_locks.bin differ diff --git a/data/lvl/c10/actor_group_code.asm b/data/lvl/c10/actor_group_code.asm new file mode 100644 index 0000000..00cb931 --- /dev/null +++ b/data/lvl/c10/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C10_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_HermitCrab + dw ActCodeDef_Watch + dw ActCodeDef_Seahorse + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C10_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C10_Room1D: + dw ActCodeDef_Null;X + dw ActCodeDef_PouncerDrop + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c10/actor_group_gfx.asm b/data/lvl/c10/actor_group_gfx.asm new file mode 100644 index 0000000..6a2a4ca --- /dev/null +++ b/data/lvl/c10/actor_group_gfx.asm @@ -0,0 +1,12 @@ +ActGroupGFXDef_C10_Room10: + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_Seahorse, $13 + mActGFX_End +ActGroupGFXDef_C10_Room1C: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C10_Room1D: + mActGFXDef GFX_Act_Pouncer, $0A + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c10/actor_group_init_code.asm b/data/lvl/c10/actor_group_init_code.asm new file mode 100644 index 0000000..93e6281 --- /dev/null +++ b/data/lvl/c10/actor_group_init_code.asm @@ -0,0 +1,9 @@ +ActGroup_C10_Room10: + mActGroup C10_Room10 + ret +ActGroup_C10_Room1C: + mActGroup C10_Room1C + ret +ActGroup_C10_Room1D: + mActGroup C10_Room1D + ret diff --git a/data/lvl/c10/actor_layout.bin b/data/lvl/c10/actor_layout.bin new file mode 100644 index 0000000..74a34ba Binary files /dev/null and b/data/lvl/c10/actor_layout.bin differ diff --git a/data/lvl/c10/demo.bin b/data/lvl/c10/demo.bin new file mode 100644 index 0000000..d903bd0 Binary files /dev/null and b/data/lvl/c10/demo.bin differ diff --git a/data/lvl/c10/door_headers.asm b/data/lvl/c10/door_headers.asm new file mode 100644 index 0000000..957ce28 --- /dev/null +++ b/data/lvl/c10/door_headers.asm @@ -0,0 +1,56 @@ +Door_C10_06: + dc $0140,$0C58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0C08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C10_Room1C ; Actor Setup code +Door_C10_1C: + dc $00C0,$0648 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$05F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C10_Room10 ; Actor Setup code +Door_C10_1B: + dc $01B0,$0D78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0D18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C10_Room1D ; Actor Setup code +Door_C10_1D: + dc $01A0,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_Mountain ; 16x16 Blocks + dw ActGroup_C10_Room10 ; Actor Setup code diff --git a/data/lvl/c10/doors_assoc.asm b/data/lvl/c10/doors_assoc.asm new file mode 100644 index 0000000..3a5da66 --- /dev/null +++ b/data/lvl/c10/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C10_06 ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C10_1B ; $1B + dw Door_C10_1C ; $1C + dw Door_C10_1D ; $1D + dw Door_LevelClear ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c10/header.asm b/data/lvl/c10/header.asm new file mode 100644 index 0000000..37f50a3 --- /dev/null +++ b/data/lvl/c10/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + db $0A,$05 ; Level Layout ID + dw LevelBlock_Mountain ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C10_Room10 ; Actor Setup code diff --git a/data/lvl/c10/header_checkpoint.asm b/data/lvl/c10/header_checkpoint.asm new file mode 100644 index 0000000..f5e6795 --- /dev/null +++ b/data/lvl/c10/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $0A,$05 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$40 ; Player X + db $0C,$C8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $0C,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C10_Room1C ; Actor Setup code diff --git a/data/lvl/c10/layout.bin b/data/lvl/c10/layout.bin new file mode 100644 index 0000000..5d817f7 Binary files /dev/null and b/data/lvl/c10/layout.bin differ diff --git a/data/lvl/c10/scroll_locks.bin b/data/lvl/c10/scroll_locks.bin new file mode 100644 index 0000000..6b23647 Binary files /dev/null and b/data/lvl/c10/scroll_locks.bin differ diff --git a/data/lvl/c11/actor_group_code.asm b/data/lvl/c11/actor_group_code.asm new file mode 100644 index 0000000..24bcf83 --- /dev/null +++ b/data/lvl/c11/actor_group_code.asm @@ -0,0 +1,64 @@ +ActGroupCodeDef_C11_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Seahorse + dw ActCodeDef_Watch + dw ActCodeDef_DoorFrame + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room02: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room14: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Togemaru + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room08: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureC: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_Floater + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C11_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c11/actor_group_gfx.asm b/data/lvl/c11/actor_group_gfx.asm new file mode 100644 index 0000000..854e5b4 --- /dev/null +++ b/data/lvl/c11/actor_group_gfx.asm @@ -0,0 +1,33 @@ +ActGroupGFXDef_C11_Room00: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C11_Room16: + mActGFXDef GFX_Act_Seahorse, $13 + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_DoorFrame, $02 + mActGFX_End +ActGroupGFXDef_C11_Room02: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_C11_Room14: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_Togemaru, $0E + mActGFX_End +ActGroupGFXDef_C11_Room08: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_TreasureC: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureC, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End +ActGroupGFXDef_C11_Room19: + mActGFXDef GFX_Act_Floater, $16 + mActGFX_End +ActGroupGFXDef_C11_Room06: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c11/actor_group_init_code.asm b/data/lvl/c11/actor_group_init_code.asm new file mode 100644 index 0000000..521aad9 --- /dev/null +++ b/data/lvl/c11/actor_group_init_code.asm @@ -0,0 +1,28 @@ +ActGroup_C11_Room00: + mActGroup C11_Room00 + mActGroup_CheckTreasure TREASURE_C + ret +ActGroup_C11_Room16: + mActGroup C11_Room16 + ret +ActGroup_C11_Room02: + mActGroup C11_Room02 + mActGroup_CheckTreasure TREASURE_C + ret +ActGroup_C11_Room14: + mActGroup C11_Room14 + ret +ActGroup_C11_Room08: + mActGroup C11_Room08 + ret +ActGroup_TreasureC: + mActGroup TreasureC + mActGroup_Treasure TREASURE_C + ret +ActGroup_C11_Room19: + mActGroup C11_Room19 + ret +ActGroup_C11_Room06: + mActGroup C11_Room06 + mActGroup_OpenExit + ret diff --git a/data/lvl/c11/actor_layout.bin b/data/lvl/c11/actor_layout.bin new file mode 100644 index 0000000..9ed8906 Binary files /dev/null and b/data/lvl/c11/actor_layout.bin differ diff --git a/data/lvl/c11/door_headers.asm b/data/lvl/c11/door_headers.asm new file mode 100644 index 0000000..71dc270 --- /dev/null +++ b/data/lvl/c11/door_headers.asm @@ -0,0 +1,196 @@ +Door_C11_11: + dc $01A0,$0648 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C11_Room16 ; Actor Setup code +Door_C11_16: + dc $0180,$0138 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0130,$00D8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room00 ; Actor Setup code +Door_C11_17: + dc $0050,$0258 ; Player pos (Y / X) + db $06 ; Scroll lock + dc $0000,$0200 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room02 ; Actor Setup code +Door_C11_02: + dc $01A0,$07B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0750 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $01 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Mountain ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_04 ; Animated tiles GFX + dw LevelBlock_MountainCave ; 16x16 Blocks + dw ActGroup_C11_Room16 ; Actor Setup code +Door_C11_03: + dc $00E0,$0428 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0400 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureC ; Actor Setup code +Door_C11_04: + dc $0070,$0388 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0020,$0328 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room02 ; Actor Setup code +Door_C11_13: + dc $01E0,$0478 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0418 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C11_Room14 ; Actor Setup code +Door_C11_14: + dc $01E0,$0318 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$02B8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room02 ; Actor Setup code +Door_C11_15: + dc $01E0,$0958 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C11_Room19 ; Actor Setup code +Door_C11_19: + dc $01E0,$0588 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0528 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $1F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Sand ; 16x16 Blocks + dw ActGroup_C11_Room14 ; Actor Setup code +Door_C11_1B: + dc $00B0,$0868 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0808 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room08 ; Actor Setup code +Door_C11_08: + dc $01E0,$0BA8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B48 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C11_Room19 ; Actor Setup code +Door_C11_18: + dc $00E0,$0638 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C11_Room06 ; Actor Setup code +Door_C11_06: + dc $01D0,$0848 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0800 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C11_Room08 ; Actor Setup code diff --git a/data/lvl/c11/door_treasure.asm b/data/lvl/c11/door_treasure.asm new file mode 100644 index 0000000..96e022e --- /dev/null +++ b/data/lvl/c11/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0468 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0408 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureC ; Actor Setup code diff --git a/data/lvl/c11/doors_assoc.asm b/data/lvl/c11/doors_assoc.asm new file mode 100644 index 0000000..c67a5c5 --- /dev/null +++ b/data/lvl/c11/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_LevelEntrance ; $00 + dw Door_None ; $01 + dw Door_C11_02 ; $02 + dw Door_C11_03 ; $03 + dw Door_C11_04 ; $04 + dw Door_None ; $05 + dw Door_C11_06 ; $06 + dw Door_LevelClear ; $07 + dw Door_C11_08 ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_C11_11 ; $11 + dw Door_None ; $12 + dw Door_C11_13 ; $13 + dw Door_C11_14 ; $14 + dw Door_C11_15 ; $15 + dw Door_C11_16 ; $16 + dw Door_C11_17 ; $17 + dw Door_C11_18 ; $18 + dw Door_C11_19 ; $19 + dw Door_None ; $1A + dw Door_C11_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c11/header.asm b/data/lvl/c11/header.asm new file mode 100644 index 0000000..a086262 --- /dev/null +++ b/data/lvl/c11/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + db $13,$05 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $00,$60 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$10 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C11_Room00 ; Actor Setup code diff --git a/data/lvl/c11/header_checkpoint.asm b/data/lvl/c11/header_checkpoint.asm new file mode 100644 index 0000000..b620a10 --- /dev/null +++ b/data/lvl/c11/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Sand ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $13,$05 ; Level Layout ID + dw LevelBlock_Sand ; 16x16 Blocks + db $01,$90 ; Player X + db $05,$58 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $04,$F8 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $1F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C11_Room14 ; Actor Setup code diff --git a/data/lvl/c11/layout.bin b/data/lvl/c11/layout.bin new file mode 100644 index 0000000..c4b4e0a Binary files /dev/null and b/data/lvl/c11/layout.bin differ diff --git a/data/lvl/c11/scroll_locks.bin b/data/lvl/c11/scroll_locks.bin new file mode 100644 index 0000000..188153c Binary files /dev/null and b/data/lvl/c11/scroll_locks.bin differ diff --git a/data/lvl/c12/actor_group_code.asm b/data/lvl/c12/actor_group_code.asm new file mode 100644 index 0000000..89eb4fd --- /dev/null +++ b/data/lvl/c12/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C12_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_ChickenDuck + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C12_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_GhostGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C12_Room1A: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C12_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_BigSwitchBlock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c12/actor_group_gfx.asm b/data/lvl/c12/actor_group_gfx.asm new file mode 100644 index 0000000..769d788 --- /dev/null +++ b/data/lvl/c12/actor_group_gfx.asm @@ -0,0 +1,14 @@ +ActGroupGFXDef_C12_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_ChickenDuck, $19 + mActGFX_End +ActGroupGFXDef_C12_Room16: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_GhostGoom, $09 + mActGFX_End +ActGroupGFXDef_C12_Room1A: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C12_Room1B: + mActGFXDef GFX_Act_BigSwitchBlock, $0B + mActGFX_End diff --git a/data/lvl/c12/actor_group_init_code.asm b/data/lvl/c12/actor_group_init_code.asm new file mode 100644 index 0000000..3987b5e --- /dev/null +++ b/data/lvl/c12/actor_group_init_code.asm @@ -0,0 +1,12 @@ +ActGroup_C12_Room10: + mActGroup C12_Room10 + ret +ActGroup_C12_Room16: + mActGroup C12_Room16 + ret +ActGroup_C12_Room1A: + mActGroup C12_Room1A + ret +ActGroup_C12_Room1B: + mActGroup C12_Room1B + ret diff --git a/data/lvl/c12/actor_layout.bin b/data/lvl/c12/actor_layout.bin new file mode 100644 index 0000000..1930ff9 Binary files /dev/null and b/data/lvl/c12/actor_layout.bin differ diff --git a/data/lvl/c12/door_headers.asm b/data/lvl/c12/door_headers.asm new file mode 100644 index 0000000..99983ef --- /dev/null +++ b/data/lvl/c12/door_headers.asm @@ -0,0 +1,70 @@ +Door_C12_15: + dc $01E0,$0648 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C12_Room16 ; Actor Setup code +Door_C12_16: + dc $0190,$05E8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C12_Room10 ; Actor Setup code +Door_C12_19: + dc $01C0,$0A58 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0A00 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C12_Room1A ; Actor Setup code +Door_C12_1A: + dc $01E0,$09C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0950 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C12_Room16 ; Actor Setup code +Door_C12_0A: + dc $01E0,$0B68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C12_Room1B ; Actor Setup code diff --git a/data/lvl/c12/doors_assoc.asm b/data/lvl/c12/doors_assoc.asm new file mode 100644 index 0000000..a5fc13b --- /dev/null +++ b/data/lvl/c12/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_C12_0A ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C12_15 ; $15 + dw Door_C12_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_C12_19 ; $19 + dw Door_C12_1A ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c12/header.asm b/data/lvl/c12/header.asm new file mode 100644 index 0000000..d8fce7e --- /dev/null +++ b/data/lvl/c12/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + db $10,$03 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C12_Room10 ; Actor Setup code diff --git a/data/lvl/c12/layout.bin b/data/lvl/c12/layout.bin new file mode 100644 index 0000000..fa828bf Binary files /dev/null and b/data/lvl/c12/layout.bin differ diff --git a/data/lvl/c12/scroll_locks.bin b/data/lvl/c12/scroll_locks.bin new file mode 100644 index 0000000..fb18191 Binary files /dev/null and b/data/lvl/c12/scroll_locks.bin differ diff --git a/data/lvl/c13/actor_group_code.asm b/data/lvl/c13/actor_group_code.asm new file mode 100644 index 0000000..64770ea --- /dev/null +++ b/data/lvl/c13/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C13_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_HermitCrab + dw ActCodeDef_StickBomb + dw ActCodeDef_Seahorse + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C13_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C13_Room1A: + dw ActCodeDef_Null;X + dw ActCodeDef_PouncerFollow + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C13_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_MtTeapotBoss + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c13/actor_group_gfx.asm b/data/lvl/c13/actor_group_gfx.asm new file mode 100644 index 0000000..5134324 --- /dev/null +++ b/data/lvl/c13/actor_group_gfx.asm @@ -0,0 +1,14 @@ +ActGroupGFXDef_C13_Room10: + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_StickBomb, $0F + mActGFXDef GFX_Act_Seahorse, $13 + mActGFX_End +ActGroupGFXDef_C13_Room18: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C13_Room1A: + mActGFXDef GFX_Act_Pouncer, $0A + mActGFX_End +ActGroupGFXDef_C13_Room19: + mActGFXDef GFX_Act_MtTeapotBoss, $40 + mActGFX_End diff --git a/data/lvl/c13/actor_group_init_code.asm b/data/lvl/c13/actor_group_init_code.asm new file mode 100644 index 0000000..dc4b61f --- /dev/null +++ b/data/lvl/c13/actor_group_init_code.asm @@ -0,0 +1,31 @@ +ActGroup_C13_Room10: + mActGroup C13_Room10 + ret +ActGroup_C13_Room18: + mActGroup C13_Room18 + ret +ActGroup_C13_Room1A: + mActGroup C13_Room1A + ret +ActGroup_C13_Room19: + mActGroup_CheckBoss sMapMtTeapotCompletion, 7 + mActGroup C13_Room19 + ; Start boss music + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ret +ActGroup_C13_Unused_Room19: +; [TCRF] Unused Actor Group +; Identical to ActGroup_C13_Room19, but does not do any extra processing. + mActGroup C13_Room19 + ret diff --git a/data/lvl/c13/actor_layout.bin b/data/lvl/c13/actor_layout.bin new file mode 100644 index 0000000..4f37c00 Binary files /dev/null and b/data/lvl/c13/actor_layout.bin differ diff --git a/data/lvl/c13/door_headers.asm b/data/lvl/c13/door_headers.asm new file mode 100644 index 0000000..216279a --- /dev/null +++ b/data/lvl/c13/door_headers.asm @@ -0,0 +1,70 @@ +Door_C13_06: + dc $0140,$0858 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0808 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C13_Room18 ; Actor Setup code +Door_C13_18: + dc $00C0,$0648 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$05F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C13_Room10 ; Actor Setup code +Door_C13_16: + dc $01A0,$0A88 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0A28 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C13_Room1A ; Actor Setup code +Door_C13_1A: + dc $01E0,$0678 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0628 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C13_Room10 ; Actor Setup code +Door_C13_0C: + dc $01D0,$0938 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0900 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_MtTeapotBoss ; Main GFX + dw GFX_LevelShared_09 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Boss0 ; 16x16 Blocks + dw ActGroup_C13_Room19 ; Actor Setup code diff --git a/data/lvl/c13/doors_assoc.asm b/data/lvl/c13/doors_assoc.asm new file mode 100644 index 0000000..afdff28 --- /dev/null +++ b/data/lvl/c13/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C13_06 ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C13_0C ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C13_16 ; $16 + dw Door_None ; $17 + dw Door_C13_18 ; $18 + dw Door_None ; $19 + dw Door_C13_1A ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c13/header.asm b/data/lvl/c13/header.asm new file mode 100644 index 0000000..a3a851e --- /dev/null +++ b/data/lvl/c13/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $10,$04 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C13_Room10 ; Actor Setup code diff --git a/data/lvl/c13/header_checkpoint.asm b/data/lvl/c13/header_checkpoint.asm new file mode 100644 index 0000000..d51c523 --- /dev/null +++ b/data/lvl/c13/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $10,$04 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$40 ; Player X + db $08,$C8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $08,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C13_Room18 ; Actor Setup code diff --git a/data/lvl/c13/layout.bin b/data/lvl/c13/layout.bin new file mode 100644 index 0000000..9a43125 Binary files /dev/null and b/data/lvl/c13/layout.bin differ diff --git a/data/lvl/c13/scroll_locks.bin b/data/lvl/c13/scroll_locks.bin new file mode 100644 index 0000000..6605ed8 Binary files /dev/null and b/data/lvl/c13/scroll_locks.bin differ diff --git a/data/lvl/c14/actor_group_code.asm b/data/lvl/c14/actor_group_code.asm new file mode 100644 index 0000000..d641e8b --- /dev/null +++ b/data/lvl/c14/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C14_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Watch + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C14_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C14_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c14/actor_group_gfx.asm b/data/lvl/c14/actor_group_gfx.asm new file mode 100644 index 0000000..baf54be --- /dev/null +++ b/data/lvl/c14/actor_group_gfx.asm @@ -0,0 +1,12 @@ +ActGroupGFXDef_C14_Room10: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Watch, $0D + mActGFX_End +ActGroupGFXDef_C14_Room00: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C14_Room01: + mActGFXDef GFX_Act_Snowman, $26 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c14/actor_group_init_code.asm b/data/lvl/c14/actor_group_init_code.asm new file mode 100644 index 0000000..50801f8 --- /dev/null +++ b/data/lvl/c14/actor_group_init_code.asm @@ -0,0 +1,10 @@ +ActGroup_C14_Room10: + mActGroup C14_Room10 + ret +ActGroup_C14_Room00: + mActGroup C14_Room00 + ret +ActGroup_C14_Room01: + mActGroup C14_Room01 + mActGroup_OpenExit + ret diff --git a/data/lvl/c14/actor_layout.bin b/data/lvl/c14/actor_layout.bin new file mode 100644 index 0000000..1415011 Binary files /dev/null and b/data/lvl/c14/actor_layout.bin differ diff --git a/data/lvl/c14/door_headers.asm b/data/lvl/c14/door_headers.asm new file mode 100644 index 0000000..2b0bc25 --- /dev/null +++ b/data/lvl/c14/door_headers.asm @@ -0,0 +1,56 @@ +Door_C14_16: + dc $00E0,$0078 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0028 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C14_Room00 ; Actor Setup code +Door_C14_00: + dc $01E0,$0658 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0608 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C14_Room10 ; Actor Setup code +Door_C14_1E: + dc $00E0,$0158 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0108 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C14_Room01 ; Actor Setup code +Door_C14_01: + dc $01E0,$0EA8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0E50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C14_Room10 ; Actor Setup code diff --git a/data/lvl/c14/doors_assoc.asm b/data/lvl/c14/doors_assoc.asm new file mode 100644 index 0000000..a56198d --- /dev/null +++ b/data/lvl/c14/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C14_00 ; $00 + dw Door_C14_01 ; $01 + dw Door_LevelClear ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C14_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_C14_1E ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c14/header.asm b/data/lvl/c14/header.asm new file mode 100644 index 0000000..5352cb0 --- /dev/null +++ b/data/lvl/c14/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1A,$02 ; Level Layout ID + dw LevelBlock_SkyCastle ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C14_Room10 ; Actor Setup code diff --git a/data/lvl/c14/header_checkpoint.asm b/data/lvl/c14/header_checkpoint.asm new file mode 100644 index 0000000..cfe1608 --- /dev/null +++ b/data/lvl/c14/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1A,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $00,$B8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C14_Room00 ; Actor Setup code diff --git a/data/lvl/c14/layout.bin b/data/lvl/c14/layout.bin new file mode 100644 index 0000000..ffb6e1f Binary files /dev/null and b/data/lvl/c14/layout.bin differ diff --git a/data/lvl/c14/scroll_locks.bin b/data/lvl/c14/scroll_locks.bin new file mode 100644 index 0000000..e38fd9a Binary files /dev/null and b/data/lvl/c14/scroll_locks.bin differ diff --git a/data/lvl/c15/actor_group_code.asm b/data/lvl/c15/actor_group_code.asm new file mode 100644 index 0000000..e1b2149 --- /dev/null +++ b/data/lvl/c15/actor_group_code.asm @@ -0,0 +1,48 @@ +ActGroupCodeDef_C15_Room11: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C15_Room02: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_Hedgehog + dw ActCodeDef_PouncerDrop + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C15_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C15_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C15_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C15_Room05: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c15/actor_group_gfx.asm b/data/lvl/c15/actor_group_gfx.asm new file mode 100644 index 0000000..a240db2 --- /dev/null +++ b/data/lvl/c15/actor_group_gfx.asm @@ -0,0 +1,25 @@ +ActGroupGFXDef_C15_Room11: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C15_Room02: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_Hedgehog, $10 + mActGFXDef GFX_Act_Pouncer, $0A + mActGFX_End +ActGroupGFXDef_C15_Room16: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFX_End +ActGroupGFXDef_C15_Room18: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C15_Room0A: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C15_Room05: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c15/actor_group_init_code.asm b/data/lvl/c15/actor_group_init_code.asm new file mode 100644 index 0000000..0ff25c6 --- /dev/null +++ b/data/lvl/c15/actor_group_init_code.asm @@ -0,0 +1,18 @@ +ActGroup_C15_Room11: + mActGroup C15_Room11 + ret +ActGroup_C15_Room02: + mActGroup C15_Room02 + ret +ActGroup_C15_Room16: + mActGroup C15_Room16 + ret +ActGroup_C15_Room18: + mActGroup C15_Room18 + ret +ActGroup_C15_Room0A: + mActGroup C15_Room0A + ret +ActGroup_C15_Room05: + mActGroup C15_Room05 + ret diff --git a/data/lvl/c15/actor_layout.bin b/data/lvl/c15/actor_layout.bin new file mode 100644 index 0000000..59be719 Binary files /dev/null and b/data/lvl/c15/actor_layout.bin differ diff --git a/data/lvl/c15/door_headers.asm b/data/lvl/c15/door_headers.asm new file mode 100644 index 0000000..4710a73 --- /dev/null +++ b/data/lvl/c15/door_headers.asm @@ -0,0 +1,196 @@ +Door_C15_11: + dc $00E0,$0258 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room02 ; Actor Setup code +Door_C15_02: + dc $01E0,$01A8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0150 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C15_Room11 ; Actor Setup code +Door_C15_15: + dc $01E0,$0638 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C15_Room16 ; Actor Setup code +Door_C15_16: + dc $01E0,$05B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room02 ; Actor Setup code +Door_C15_17: + dc $01E0,$0858 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room18 ; Actor Setup code +Door_C15_18: + dc $01E0,$0758 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0700 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C15_Room16 ; Actor Setup code +Door_C15_1D: + dc $00E0,$0D48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C15_Room18 ; Actor Setup code +Door_C15_0D: + dc $01E0,$0D58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room18 ; Actor Setup code +Door_C15_08: + dc $00E0,$0A78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0A20 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C15_Room0A ; Actor Setup code +Door_C15_0A: + dc $00E0,$0898 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0840 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room18 ; Actor Setup code +Door_C15_0B: + dc $00A0,$0558 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0500 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room05 ; Actor Setup code +Door_C15_05: + dc $00E0,$0B88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0B30 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C15_Room0A ; Actor Setup code +Door_C15_07: + dc $00E0,$0C38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C15_Room05 ; Actor Setup code +Door_C15_0C: + dc $00A0,$0778 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0720 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C15_Room05 ; Actor Setup code diff --git a/data/lvl/c15/doors_assoc.asm b/data/lvl/c15/doors_assoc.asm new file mode 100644 index 0000000..591d72f --- /dev/null +++ b/data/lvl/c15/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_LevelEntrance ; $00 + dw Door_None ; $01 + dw Door_C15_02 ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_C15_05 ; $05 + dw Door_LevelClearAlt ; $06 + dw Door_C15_07 ; $07 + dw Door_C15_08 ; $08 + dw Door_None ; $09 + dw Door_C15_0A ; $0A + dw Door_C15_0B ; $0B + dw Door_C15_0C ; $0C + dw Door_C15_0D ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_C15_11 ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C15_15 ; $15 + dw Door_C15_16 ; $16 + dw Door_C15_17 ; $17 + dw Door_C15_18 ; $18 + dw Door_None ; $19 + dw Door_LevelClear ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_C15_1D ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c15/header.asm b/data/lvl/c15/header.asm new file mode 100644 index 0000000..f93cac5 --- /dev/null +++ b/data/lvl/c15/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $0A,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C15_Room11 ; Actor Setup code diff --git a/data/lvl/c15/header_checkpoint.asm b/data/lvl/c15/header_checkpoint.asm new file mode 100644 index 0000000..70b1405 --- /dev/null +++ b/data/lvl/c15/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $0A,$02 ; Level Layout ID + dw LevelBlock_StoneCastle ; 16x16 Blocks + db $01,$A0 ; Player X + db $06,$D8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $06,$78 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C15_Room16 ; Actor Setup code diff --git a/data/lvl/c15/layout.bin b/data/lvl/c15/layout.bin new file mode 100644 index 0000000..65369ca Binary files /dev/null and b/data/lvl/c15/layout.bin differ diff --git a/data/lvl/c15/scroll_locks.bin b/data/lvl/c15/scroll_locks.bin new file mode 100644 index 0000000..e28c4a5 Binary files /dev/null and b/data/lvl/c15/scroll_locks.bin differ diff --git a/data/lvl/c16/actor_group_code.asm b/data/lvl/c16/actor_group_code.asm new file mode 100644 index 0000000..a93d72a --- /dev/null +++ b/data/lvl/c16/actor_group_code.asm @@ -0,0 +1,49 @@ +ActGroupCodeDef_C16_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C16_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Driller + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C16_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C16_Unused_Room09: + ; [TCRF] See ActGroupGFXDef_C16_Unused_Room09 + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman;X + dw ActCodeDef_CoinLock;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C16_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureD: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c16/actor_group_gfx.asm b/data/lvl/c16/actor_group_gfx.asm new file mode 100644 index 0000000..4e1c822 --- /dev/null +++ b/data/lvl/c16/actor_group_gfx.asm @@ -0,0 +1,28 @@ +ActGroupGFXDef_C16_Room10: + mActGFXDef GFX_Act_Penguin, $2D + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C16_Room06: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Driller, $0A + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C16_Room18: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C16_Unused_Room09: + ; [TCRF] Unused actor group, very likely for Room09 since it has the coin lock, + ; is stored right after Room18, and Room09 uses Room18's actor group. + mActGFXDef GFX_Act_Snowman, $26 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C16_Room1C: + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_TreasureD: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureD, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c16/actor_group_init_code.asm b/data/lvl/c16/actor_group_init_code.asm new file mode 100644 index 0000000..9ce9fd0 --- /dev/null +++ b/data/lvl/c16/actor_group_init_code.asm @@ -0,0 +1,21 @@ +ActGroup_C16_Room10: + mActGroup C16_Room10 + mActGroup_CheckTreasure TREASURE_D + ret +ActGroup_C16_Room06: + mActGroup C16_Room06 + ret +ActGroup_C16_Room18: + mActGroup C16_Room18 + ret +ActGroup_C16_Room09: + mActGroup C16_Room18 + ret +ActGroup_C16_Room1C: + mActGroup C16_Room1C + mActGroup_CheckTreasure TREASURE_D + ret +ActGroup_TreasureD: + mActGroup TreasureD + mActGroup_Treasure TREASURE_D + ret diff --git a/data/lvl/c16/actor_layout.bin b/data/lvl/c16/actor_layout.bin new file mode 100644 index 0000000..8310f40 Binary files /dev/null and b/data/lvl/c16/actor_layout.bin differ diff --git a/data/lvl/c16/door_headers.asm b/data/lvl/c16/door_headers.asm new file mode 100644 index 0000000..1f786d4 --- /dev/null +++ b/data/lvl/c16/door_headers.asm @@ -0,0 +1,168 @@ +Door_C16_15: + dc $00E0,$0688 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0630 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C16_Room06 ; Actor Setup code +Door_C16_06: + dc $01D0,$05D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C16_Room10 ; Actor Setup code +Door_C16_17: + dc $01F0,$0878 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0820 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C16_Room18 ; Actor Setup code +Door_C16_18: + dc $01C0,$07A8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0750 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C16_Room06 ; Actor Setup code +Door_C16_1B: + dc $00E0,$0878 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0820 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C16_Room18 ; Actor Setup code +Door_C16_08: + dc $01D0,$0BA8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C16_Room18 ; Actor Setup code +Door_C16_07: + dc $00E0,$0938 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C16_Room09 ; Actor Setup code +Door_C16_09: + dc $00E0,$0788 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0730 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C16_Room06 ; Actor Setup code +Door_C16_13: + dc $01E0,$0C68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0C08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C16_Room1C ; Actor Setup code +Door_C16_1C: + dc $01C0,$03C8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0368 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C16_Room10 ; Actor Setup code +Door_C16_1D: + dc $01E0,$0E28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0E00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureD ; Actor Setup code +Door_C16_1E: + dc $01E0,$0D98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0D38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C16_Room1C ; Actor Setup code diff --git a/data/lvl/c16/door_treasure.asm b/data/lvl/c16/door_treasure.asm new file mode 100644 index 0000000..b692464 --- /dev/null +++ b/data/lvl/c16/door_treasure.asm @@ -0,0 +1,13 @@ + dc $01C0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureD ; Actor Setup code diff --git a/data/lvl/c16/doors_assoc.asm b/data/lvl/c16/doors_assoc.asm new file mode 100644 index 0000000..9fbcee0 --- /dev/null +++ b/data/lvl/c16/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C16_06 ; $06 + dw Door_C16_07 ; $07 + dw Door_C16_08 ; $08 + dw Door_C16_09 ; $09 + dw Door_LevelClearAlt ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C16_13 ; $13 + dw Door_None ; $14 + dw Door_C16_15 ; $15 + dw Door_None ; $16 + dw Door_C16_17 ; $17 + dw Door_C16_18 ; $18 + dw Door_LevelClear ; $19 + dw Door_None ; $1A + dw Door_C16_1B ; $1B + dw Door_C16_1C ; $1C + dw Door_C16_1D ; $1D + dw Door_C16_1E ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c16/header.asm b/data/lvl/c16/header.asm new file mode 100644 index 0000000..7adeb56 --- /dev/null +++ b/data/lvl/c16/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + db $0A,$04 ; Level Layout ID + dw LevelBlock_Ice ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C16_Room10 ; Actor Setup code diff --git a/data/lvl/c16/header_checkpoint.asm b/data/lvl/c16/header_checkpoint.asm new file mode 100644 index 0000000..4b0f0b3 --- /dev/null +++ b/data/lvl/c16/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $0A,$04 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$B0 ; Player X + db $06,$E8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $06,$88 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C16_Room06 ; Actor Setup code diff --git a/data/lvl/c16/layout.bin b/data/lvl/c16/layout.bin new file mode 100644 index 0000000..b25d2ef Binary files /dev/null and b/data/lvl/c16/layout.bin differ diff --git a/data/lvl/c16/scroll_locks.bin b/data/lvl/c16/scroll_locks.bin new file mode 100644 index 0000000..1890989 Binary files /dev/null and b/data/lvl/c16/scroll_locks.bin differ diff --git a/data/lvl/c17/actor_group_code.asm b/data/lvl/c17/actor_group_code.asm new file mode 100644 index 0000000..fac94e7 --- /dev/null +++ b/data/lvl/c17/actor_group_code.asm @@ -0,0 +1,56 @@ +ActGroupCodeDef_C17_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_ThunderCloud + dw ActCodeDef_Hedgehog + dw ActCodeDef_Watch + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C17_Room0B: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C17_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Hedgehog + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C17_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_KeyLock + dw ActCodeDef_Floater + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C17_Room0F: + dw ActCodeDef_Null;X + dw ActCodeDef_Bomb + dw ActCodeDef_Seahorse + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C17_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinLock + dw ActCodeDef_Seal + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureE: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c17/actor_group_gfx.asm b/data/lvl/c17/actor_group_gfx.asm new file mode 100644 index 0000000..cf78843 --- /dev/null +++ b/data/lvl/c17/actor_group_gfx.asm @@ -0,0 +1,31 @@ +ActGroupGFXDef_C17_Room10: + mActGFXDef GFX_Act_ThunderCloud, $08 + mActGFXDef GFX_Act_Hedgehog, $10 + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C17_Room0B: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C17_Room1C: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_Hedgehog, $10 + mActGFX_End +ActGroupGFXDef_C17_Room1E: + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_Floater, $16 + mActGFX_End +ActGroupGFXDef_C17_Room0F: + mActGFXDef GFX_Act_Bomb, $0D + mActGFXDef GFX_Act_Seahorse, $13 + mActGFX_End +ActGroupGFXDef_C17_Room01: + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_Seal, $1B + mActGFX_End +ActGroupGFXDef_TreasureE: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureE, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c17/actor_group_init_code.asm b/data/lvl/c17/actor_group_init_code.asm new file mode 100644 index 0000000..a62af5d --- /dev/null +++ b/data/lvl/c17/actor_group_init_code.asm @@ -0,0 +1,24 @@ +ActGroup_C17_Room10: + mActGroup C17_Room10 + mActGroup_CheckTreasure TREASURE_E + ret +ActGroup_C17_Room0B: + mActGroup C17_Room0B + ret +ActGroup_C17_Room1C: + mActGroup C17_Room1C + ret +ActGroup_C17_Room1E: + mActGroup C17_Room1E + mActGroup_CheckTreasure TREASURE_E + ret +ActGroup_C17_Room0F: + mActGroup C17_Room0F + ret +ActGroup_C17_Room01: + mActGroup C17_Room01 + ret +ActGroup_TreasureE: + mActGroup TreasureE + mActGroup_CheckTreasure TREASURE_E + ret diff --git a/data/lvl/c17/actor_layout.bin b/data/lvl/c17/actor_layout.bin new file mode 100644 index 0000000..f1dd363 Binary files /dev/null and b/data/lvl/c17/actor_layout.bin differ diff --git a/data/lvl/c17/door_headers.asm b/data/lvl/c17/door_headers.asm new file mode 100644 index 0000000..c3707ee --- /dev/null +++ b/data/lvl/c17/door_headers.asm @@ -0,0 +1,196 @@ +Door_C17_13: + dc $01E0,$0B98 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0B38 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room0B ; Actor Setup code +Door_C17_1B: + dc $01E0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0318 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C17_Room10 ; Actor Setup code +Door_C17_0B: + dc $01F0,$0E88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCastle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCastle ; 16x16 Blocks + dw ActGroup_C17_Room1E ; Actor Setup code +Door_C17_1E: + dc $0050,$0B78 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0B18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room0B ; Actor Setup code +Door_C17_16: + dc $01D0,$0C58 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0C00 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room1C ; Actor Setup code +Door_C17_1C: + dc $01E0,$0688 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0628 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C17_Room10 ; Actor Setup code +Door_C17_19: + dc $01B0,$0D78 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0D18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room1E ; Actor Setup code +Door_C17_1D: + dc $01E0,$0968 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0908 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C17_Room10 ; Actor Setup code +Door_C17_0D: + dc $00E0,$0028 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureE ; Actor Setup code +Door_C17_00: + dc $0070,$0D78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0020,$0D18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room1E ; Actor Setup code +Door_C17_1A: + dc $00E0,$0F38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0090,$0F00 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room0F ; Actor Setup code +Door_C17_0F: + dc $01C0,$0AD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0A50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C17_Room10 ; Actor Setup code +Door_C17_1F: + dc $00E0,$0188 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0128 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C17_Room01 ; Actor Setup code +Door_C17_01: + dc $01E0,$0F58 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0F00 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C17_Room0F ; Actor Setup code diff --git a/data/lvl/c17/door_treasure.asm b/data/lvl/c17/door_treasure.asm new file mode 100644 index 0000000..b5f11d6 --- /dev/null +++ b/data/lvl/c17/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0068 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0008 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureE ; Actor Setup code \ No newline at end of file diff --git a/data/lvl/c17/doors_assoc.asm b/data/lvl/c17/doors_assoc.asm new file mode 100644 index 0000000..320962d --- /dev/null +++ b/data/lvl/c17/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C17_00 ; $00 + dw Door_C17_01 ; $01 + dw Door_LevelClear ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_C17_0B ; $0B + dw Door_None ; $0C + dw Door_C17_0D ; $0D + dw Door_None ; $0E + dw Door_C17_0F ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C17_13 ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C17_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_C17_19 ; $19 + dw Door_C17_1A ; $1A + dw Door_C17_1B ; $1B + dw Door_C17_1C ; $1C + dw Door_C17_1D ; $1D + dw Door_C17_1E ; $1E + dw Door_C17_1F ; $1F diff --git a/data/lvl/c17/header.asm b/data/lvl/c17/header.asm new file mode 100644 index 0000000..70a20b6 --- /dev/null +++ b/data/lvl/c17/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $10,$02 ; Level Layout ID + dw LevelBlock_Ice ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$48 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C17_Room10 ; Actor Setup code diff --git a/data/lvl/c17/header_checkpoint.asm b/data/lvl/c17/header_checkpoint.asm new file mode 100644 index 0000000..6befb02 --- /dev/null +++ b/data/lvl/c17/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $10,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$90 ; Player X + db $0C,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$40 ; Scroll Y + db $0C,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C17_Room1C ; Actor Setup code diff --git a/data/lvl/c17/layout.bin b/data/lvl/c17/layout.bin new file mode 100644 index 0000000..77c44f3 Binary files /dev/null and b/data/lvl/c17/layout.bin differ diff --git a/data/lvl/c17/scroll_locks.bin b/data/lvl/c17/scroll_locks.bin new file mode 100644 index 0000000..04aaaa0 Binary files /dev/null and b/data/lvl/c17/scroll_locks.bin differ diff --git a/data/lvl/c18/actor_group_code.asm b/data/lvl/c18/actor_group_code.asm new file mode 100644 index 0000000..89e7058 --- /dev/null +++ b/data/lvl/c18/actor_group_code.asm @@ -0,0 +1,56 @@ +ActGroupCodeDef_C18_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Hedgehog + dw ActCodeDef_KeyLock + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C18_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C18_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C18_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_PouncerDrop + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C18_Room0E: + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C18_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureF: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c18/actor_group_gfx.asm b/data/lvl/c18/actor_group_gfx.asm new file mode 100644 index 0000000..92eb2ea --- /dev/null +++ b/data/lvl/c18/actor_group_gfx.asm @@ -0,0 +1,28 @@ +ActGroupGFXDef_C18_Room10: + mActGFXDef GFX_Act_Hedgehog, $10 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C18_Room0A: + mActGFXDef GFX_Act_Snowman, $26 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C18_Room0C: + mActGFXDef GFX_Act_Snowman, $26 + mActGFX_End +ActGroupGFXDef_C18_Room1C: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Pouncer, $0A + mActGFX_End +ActGroupGFXDef_C18_Room0E: + mActGFXDef GFX_Act_Snowman, $26 + mActGFX_End +ActGroupGFXDef_C18_Room1F: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_TreasureF: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureF, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c18/actor_group_init_code.asm b/data/lvl/c18/actor_group_init_code.asm new file mode 100644 index 0000000..d0ba3ab --- /dev/null +++ b/data/lvl/c18/actor_group_init_code.asm @@ -0,0 +1,27 @@ +ActGroup_C18_Room10: + mActGroup C18_Room10 + mActGroup_CheckTreasure TREASURE_F + ret +ActGroup_C18_Room0A: + mActGroup C18_Room0A + ret +ActGroup_C18_Room0C: + mActGroup C18_Room0C + ret +ActGroup_C18_Room1C: + mActGroup C18_Room1C + mActGroup_CheckTreasure TREASURE_F + ret +ActGroup_C18_Room0E: + mActGroup C18_Room0E + ret +ActGroup_C18_Room1F: + mActGroup C18_Room1F + ret +ActGroup_C18_Room07: + mActGroup C18_Room1F + ret +ActGroup_TreasureF: + mActGroup TreasureF + mActGroup_CheckTreasure TREASURE_F + ret diff --git a/data/lvl/c18/actor_layout.bin b/data/lvl/c18/actor_layout.bin new file mode 100644 index 0000000..f65a7d9 Binary files /dev/null and b/data/lvl/c18/actor_layout.bin differ diff --git a/data/lvl/c18/demo.bin b/data/lvl/c18/demo.bin new file mode 100644 index 0000000..2a171d3 Binary files /dev/null and b/data/lvl/c18/demo.bin differ diff --git a/data/lvl/c18/door_headers.asm b/data/lvl/c18/door_headers.asm new file mode 100644 index 0000000..bdd677f --- /dev/null +++ b/data/lvl/c18/door_headers.asm @@ -0,0 +1,224 @@ +Door_C18_11: + dc $00E0,$0028 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureF ; Actor Setup code +Door_C18_00: + dc $01E0,$0178 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0128 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code +Door_C18_12: + dc $00E0,$0C88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0C38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C18_Room0C ; Actor Setup code +Door_C18_0C: + dc $01E0,$0288 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0238 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code +Door_C18_13: + dc $00E0,$0D78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0D28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C18_Room0C ; Actor Setup code +Door_C18_0D: + dc $01E0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0328 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code +Door_C18_14: + dc $01E0,$0C48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C18_Room1C ; Actor Setup code +Door_C18_1C: + dc $0140,$0478 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0428 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code +Door_C18_1D: + dc $0070,$0EA8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0020,$0E50 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room0E ; Actor Setup code +Door_C18_0E: + dc $01E0,$0DC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0D50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C18_Room1C ; Actor Setup code +Door_C18_1E: + dc $01E0,$0F78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0F28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C18_Room1F ; Actor Setup code +Door_C18_1F: + dc $01B0,$0E88 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0E28 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room0E ; Actor Setup code +Door_C18_17: + dc $00E0,$0758 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0708 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C18_Room07 ; Actor Setup code +Door_C18_07: + dc $01B0,$0778 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0728 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code +Door_C18_1B: + dc $00E0,$0A98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0A48 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C18_Room0A ; Actor Setup code +Door_C18_0A: + dc $01E0,$0BC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C18_Room10 ; Actor Setup code diff --git a/data/lvl/c18/door_treasure.asm b/data/lvl/c18/door_treasure.asm new file mode 100644 index 0000000..9e71f46 --- /dev/null +++ b/data/lvl/c18/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0068 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0018 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureF ; Actor Setup code diff --git a/data/lvl/c18/doors_assoc.asm b/data/lvl/c18/doors_assoc.asm new file mode 100644 index 0000000..3141279 --- /dev/null +++ b/data/lvl/c18/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C18_00 ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_C18_07 ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_C18_0A ; $0A + dw Door_LevelClear ; $0B + dw Door_C18_0C ; $0C + dw Door_C18_0D ; $0D + dw Door_C18_0E ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C18_11 ; $11 + dw Door_C18_12 ; $12 + dw Door_C18_13 ; $13 + dw Door_C18_14 ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_C18_17 ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C18_1B ; $1B + dw Door_C18_1C ; $1C + dw Door_C18_1D ; $1D + dw Door_C18_1E ; $1E + dw Door_C18_1F ; $1F diff --git a/data/lvl/c18/header.asm b/data/lvl/c18/header.asm new file mode 100644 index 0000000..4c0ab69 --- /dev/null +++ b/data/lvl/c18/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $1A,$01 ; Level Layout ID + dw LevelBlock_Ice ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C18_Room10 ; Actor Setup code diff --git a/data/lvl/c18/header_checkpoint.asm b/data/lvl/c18/header_checkpoint.asm new file mode 100644 index 0000000..090f4a8 --- /dev/null +++ b/data/lvl/c18/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1A,$01 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $07,$C8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $07,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C18_Room07 ; Actor Setup code diff --git a/data/lvl/c18/layout.bin b/data/lvl/c18/layout.bin new file mode 100644 index 0000000..6f7e8e1 Binary files /dev/null and b/data/lvl/c18/layout.bin differ diff --git a/data/lvl/c18/scroll_locks.bin b/data/lvl/c18/scroll_locks.bin new file mode 100644 index 0000000..b0b5e98 Binary files /dev/null and b/data/lvl/c18/scroll_locks.bin differ diff --git a/data/lvl/c19/actor_group_code.asm b/data/lvl/c19/actor_group_code.asm new file mode 100644 index 0000000..9dbf9d8 --- /dev/null +++ b/data/lvl/c19/actor_group_code.asm @@ -0,0 +1,56 @@ +ActGroupCodeDef_C19_Room11: + dw ActCodeDef_Null;X + dw ActCodeDef_Hedgehog + dw ActCodeDef_Pelican + dw ActCodeDef_Bomb;X + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room07: + dw ActCodeDef_Null;X + dw ActCodeDef_HermitCrab + dw ActCodeDef_SpikePillarL + dw ActCodeDef_SpikePillarR + dw ActCodeDef_SpikePillarD + dw ActCodeDef_SpikePillarU + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_Snowman + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_SherbetLandBoss + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room1D: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C19_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigCoin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c19/actor_group_gfx.asm b/data/lvl/c19/actor_group_gfx.asm new file mode 100644 index 0000000..9a03d84 --- /dev/null +++ b/data/lvl/c19/actor_group_gfx.asm @@ -0,0 +1,29 @@ +ActGroupGFXDef_C19_Room11: + mActGFXDef GFX_Act_Hedgehog, $10 + mActGFXDef GFX_Act_Pelican, $0E + mActGFXDef GFX_Act_Bomb, $0D + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C19_Room06: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C19_Room07: + mActGFXDef GFX_Act_HermitCrab, $0D + mActGFXDef GFX_Act_SpikePillarH, $08 + mActGFXDef GFX_Act_SpikePillarH, $08 + mActGFXDef GFX_Act_SpikePillarV, $08 + mActGFXDef GFX_Act_SpikePillarV, $08 + mActGFX_End +ActGroupGFXDef_C19_Room1B: + mActGFXDef GFX_Act_Snowman, $26 + mActGFX_End +ActGroupGFXDef_C19_Room00: + mActGFXDef GFX_Act_SherbetLandBoss, $3C + mActGFX_End +ActGroupGFXDef_C19_Room1D: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C19_Room1E: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigCoin, $10 + mActGFX_End diff --git a/data/lvl/c19/actor_group_init_code.asm b/data/lvl/c19/actor_group_init_code.asm new file mode 100644 index 0000000..064c4de --- /dev/null +++ b/data/lvl/c19/actor_group_init_code.asm @@ -0,0 +1,34 @@ +ActGroup_C19_Room11: + mActGroup C19_Room11 + ret +ActGroup_C19_Room06: + mActGroup C19_Room06 + ret +ActGroup_C19_Room07: + mActGroup C19_Room07 + ret +ActGroup_C19_Room1B: + mActGroup C19_Room1B + ret +ActGroup_C19_Room00: + ; Sherbet Land boss can be re-fought + mActGroup C19_Room00 + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ret +ActGroup_C19_Room1D: + mActGroup C19_Room1D + ret +ActGroup_C19_Room1E: + mActGroup C19_Room1E + ret diff --git a/data/lvl/c19/actor_layout.bin b/data/lvl/c19/actor_layout.bin new file mode 100644 index 0000000..b0e6f24 Binary files /dev/null and b/data/lvl/c19/actor_layout.bin differ diff --git a/data/lvl/c19/door_headers.asm b/data/lvl/c19/door_headers.asm new file mode 100644 index 0000000..c418055 --- /dev/null +++ b/data/lvl/c19/door_headers.asm @@ -0,0 +1,154 @@ +Door_C19_15: + dc $0060,$06C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0010,$0650 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C19_Room06 ; Actor Setup code +Door_C19_06: + dc $0150,$0558 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0508 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C19_Room11 ; Actor Setup code +Door_C19_16: + dc $0060,$0738 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0010,$0700 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C19_Room07 ; Actor Setup code +Door_C19_07: + dc $01D0,$0638 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0600 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C19_Room06 ; Actor Setup code +Door_C19_0A: + dc $01E0,$0B68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C19_Room1B ; Actor Setup code +Door_C19_1B: + dc $0080,$0A78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0000,$0A18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C19_Room07 ; Actor Setup code +Door_C19_1C: + dc $00E0,$0028 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SherbetLandBoss ; Main GFX + dw GFX_LevelShared_0A ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Boss0 ; 16x16 Blocks + dw ActGroup_C19_Room00 ; Actor Setup code +Door_C19_18: + dc $01E0,$0D58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0D08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C19_Room1D ; Actor Setup code +Door_C19_1D: + dc $0170,$0888 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0120,$0828 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C19_Room07 ; Actor Setup code +Door_C19_13: + dc $01E0,$0E58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C19_Room1E ; Actor Setup code +Door_C19_1E: + dc $01F0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0328 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Ice ; 16x16 Blocks + dw ActGroup_C19_Room11 ; Actor Setup code diff --git a/data/lvl/c19/doors_assoc.asm b/data/lvl/c19/doors_assoc.asm new file mode 100644 index 0000000..3accaac --- /dev/null +++ b/data/lvl/c19/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_LevelClear ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C19_06 ; $06 + dw Door_C19_07 ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_C19_0A ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_LevelEntrance ; $11 + dw Door_None ; $12 + dw Door_C19_13 ; $13 + dw Door_None ; $14 + dw Door_C19_15 ; $15 + dw Door_C19_16 ; $16 + dw Door_None ; $17 + dw Door_C19_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C19_1B ; $1B + dw Door_C19_1C ; $1C + dw Door_C19_1D ; $1D + dw Door_C19_1E ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c19/header.asm b/data/lvl/c19/header.asm new file mode 100644 index 0000000..884edf8 --- /dev/null +++ b/data/lvl/c19/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ice ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $16,$05 ; Level Layout ID + dw LevelBlock_Ice ; 16x16 Blocks + db $01,$70 ; Player X + db $01,$48 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $01,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C19_Room11 ; Actor Setup code diff --git a/data/lvl/c19/header_checkpoint.asm b/data/lvl/c19/header_checkpoint.asm new file mode 100644 index 0000000..ef268b3 --- /dev/null +++ b/data/lvl/c19/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $16,$05 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$E0 ; Player X + db $0D,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0D,$58 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C19_Room1D ; Actor Setup code diff --git a/data/lvl/c19/layout.bin b/data/lvl/c19/layout.bin new file mode 100644 index 0000000..bbb5ff1 Binary files /dev/null and b/data/lvl/c19/layout.bin differ diff --git a/data/lvl/c19/scroll_locks.bin b/data/lvl/c19/scroll_locks.bin new file mode 100644 index 0000000..96161a2 Binary files /dev/null and b/data/lvl/c19/scroll_locks.bin differ diff --git a/data/lvl/c20/actor_group_code.asm b/data/lvl/c20/actor_group_code.asm new file mode 100644 index 0000000..ae5889e --- /dev/null +++ b/data/lvl/c20/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C20_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_LavaWall + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C20_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_KeyLock + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureG: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c20/actor_group_gfx.asm b/data/lvl/c20/actor_group_gfx.asm new file mode 100644 index 0000000..253fbd0 --- /dev/null +++ b/data/lvl/c20/actor_group_gfx.asm @@ -0,0 +1,16 @@ +ActGroupGFXDef_C20_Room10: + mActGFXDef GFX_Act_LavaWall, $04 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C20_Room19: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_TreasureG: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureG, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c20/actor_group_init_code.asm b/data/lvl/c20/actor_group_init_code.asm new file mode 100644 index 0000000..4bfba40 --- /dev/null +++ b/data/lvl/c20/actor_group_init_code.asm @@ -0,0 +1,13 @@ +ActGroup_C20_Room10: + mActGroup C20_Room10 + mActGroup_CheckTreasure TREASURE_G + ret +ActGroup_C20_Room19: + mActGroup C20_Room19 + mActGroup_OpenExit + mActGroup_CheckTreasure TREASURE_G + ret +ActGroup_TreasureG: + mActGroup TreasureG + mActGroup_Treasure TREASURE_G + ret diff --git a/data/lvl/c20/actor_layout.bin b/data/lvl/c20/actor_layout.bin new file mode 100644 index 0000000..f3bc04d Binary files /dev/null and b/data/lvl/c20/actor_layout.bin differ diff --git a/data/lvl/c20/door_headers.asm b/data/lvl/c20/door_headers.asm new file mode 100644 index 0000000..336f6c7 --- /dev/null +++ b/data/lvl/c20/door_headers.asm @@ -0,0 +1,42 @@ +Door_C20_18: + dc $0160,$0948 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $00E0,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C20_Room19 ; Actor Setup code +Door_C20_09: + dc $01E0,$0B28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0B00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureG ; Actor Setup code +Door_C20_1B: + dc $00E0,$0988 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0928 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C20_Room19 ; Actor Setup code diff --git a/data/lvl/c20/door_treasure.asm b/data/lvl/c20/door_treasure.asm new file mode 100644 index 0000000..b0b2b21 --- /dev/null +++ b/data/lvl/c20/door_treasure.asm @@ -0,0 +1,13 @@ + dc $01C0,$0B68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureG ; Actor Setup code diff --git a/data/lvl/c20/doors_assoc.asm b/data/lvl/c20/doors_assoc.asm new file mode 100644 index 0000000..8cbaa8e --- /dev/null +++ b/data/lvl/c20/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_C20_09 ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_C20_18 ; $18 + dw Door_None ; $19 + dw Door_LevelClear ; $1A + dw Door_C20_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c20/header.asm b/data/lvl/c20/header.asm new file mode 100644 index 0000000..e94b721 --- /dev/null +++ b/data/lvl/c20/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + db $0A,$03 ; Level Layout ID + dw LevelBlock_Lava ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E4 ; BG Palette + dw ActGroup_C20_Room10 ; Actor Setup code diff --git a/data/lvl/c20/layout.bin b/data/lvl/c20/layout.bin new file mode 100644 index 0000000..f8bb353 Binary files /dev/null and b/data/lvl/c20/layout.bin differ diff --git a/data/lvl/c20/scroll_locks.bin b/data/lvl/c20/scroll_locks.bin new file mode 100644 index 0000000..ab3f207 Binary files /dev/null and b/data/lvl/c20/scroll_locks.bin differ diff --git a/data/lvl/c21/actor_group_code.asm b/data/lvl/c21/actor_group_code.asm new file mode 100644 index 0000000..32fdffd --- /dev/null +++ b/data/lvl/c21/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C21_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_StoveCanyonPlatform + dw ActCodeDef_Bat + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C21_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C21_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_CoinLock + dw ActCodeDef_LavaBubble + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c21/actor_group_gfx.asm b/data/lvl/c21/actor_group_gfx.asm new file mode 100644 index 0000000..5207372 --- /dev/null +++ b/data/lvl/c21/actor_group_gfx.asm @@ -0,0 +1,14 @@ +ActGroupGFXDef_C21_Room10: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_StoveCanyonPlatform, $06 + mActGFXDef GFX_Act_Bat, $0D + mActGFX_End +ActGroupGFXDef_C21_Room00: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C21_Room01: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_LavaBubble, $08 + mActGFX_End diff --git a/data/lvl/c21/actor_group_init_code.asm b/data/lvl/c21/actor_group_init_code.asm new file mode 100644 index 0000000..b9b85b0 --- /dev/null +++ b/data/lvl/c21/actor_group_init_code.asm @@ -0,0 +1,9 @@ +ActGroup_C21_Room10: + mActGroup C21_Room10 + ret +ActGroup_C21_Room00: + mActGroup C21_Room00 + ret +ActGroup_C21_Room01: + mActGroup C21_Room01 + ret diff --git a/data/lvl/c21/actor_layout.bin b/data/lvl/c21/actor_layout.bin new file mode 100644 index 0000000..87bb11e Binary files /dev/null and b/data/lvl/c21/actor_layout.bin differ diff --git a/data/lvl/c21/door_headers.asm b/data/lvl/c21/door_headers.asm new file mode 100644 index 0000000..0423081 --- /dev/null +++ b/data/lvl/c21/door_headers.asm @@ -0,0 +1,56 @@ +Door_C21_15: + dc $00E0,$0058 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C21_Room00 ; Actor Setup code +Door_C21_00: + dc $01E0,$05B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0558 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C21_Room10 ; Actor Setup code +Door_C21_1B: + dc $00B0,$0178 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0118 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C21_Room01 ; Actor Setup code +Door_C21_01: + dc $01C0,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C21_Room10 ; Actor Setup code diff --git a/data/lvl/c21/doors_assoc.asm b/data/lvl/c21/doors_assoc.asm new file mode 100644 index 0000000..1909aa3 --- /dev/null +++ b/data/lvl/c21/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C21_00 ; $00 + dw Door_C21_01 ; $01 + dw Door_LevelClear ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C21_15 ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C21_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c21/header.asm b/data/lvl/c21/header.asm new file mode 100644 index 0000000..67c14a0 --- /dev/null +++ b/data/lvl/c21/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + db $16,$02 ; Level Layout ID + dw LevelBlock_Lava ; 16x16 Blocks + db $01,$D0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E4 ; BG Palette + dw ActGroup_C21_Room10 ; Actor Setup code diff --git a/data/lvl/c21/header_checkpoint.asm b/data/lvl/c21/header_checkpoint.asm new file mode 100644 index 0000000..c3dc871 --- /dev/null +++ b/data/lvl/c21/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $16,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $00,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C21_Room00 ; Actor Setup code diff --git a/data/lvl/c21/layout.bin b/data/lvl/c21/layout.bin new file mode 100644 index 0000000..40c8b15 Binary files /dev/null and b/data/lvl/c21/layout.bin differ diff --git a/data/lvl/c21/scroll_locks.bin b/data/lvl/c21/scroll_locks.bin new file mode 100644 index 0000000..caddb92 Binary files /dev/null and b/data/lvl/c21/scroll_locks.bin differ diff --git a/data/lvl/c22/actor_group_code.asm b/data/lvl/c22/actor_group_code.asm new file mode 100644 index 0000000..8092185 --- /dev/null +++ b/data/lvl/c22/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C22_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_LavaBubble + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C22_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C22_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_Watch + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c22/actor_group_gfx.asm b/data/lvl/c22/actor_group_gfx.asm new file mode 100644 index 0000000..856df82 --- /dev/null +++ b/data/lvl/c22/actor_group_gfx.asm @@ -0,0 +1,12 @@ +ActGroupGFXDef_C22_Room10: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_LavaBubble, $08 + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C22_Room00: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C22_Room01: + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c22/actor_group_init_code.asm b/data/lvl/c22/actor_group_init_code.asm new file mode 100644 index 0000000..4982988 --- /dev/null +++ b/data/lvl/c22/actor_group_init_code.asm @@ -0,0 +1,9 @@ +ActGroup_C22_Room10: + mActGroup C22_Room10 + ret +ActGroup_C22_Room00: + mActGroup C22_Room00 + ret +ActGroup_C22_Room01: + mActGroup C22_Room01 + ret diff --git a/data/lvl/c22/actor_layout.bin b/data/lvl/c22/actor_layout.bin new file mode 100644 index 0000000..af81ebf Binary files /dev/null and b/data/lvl/c22/actor_layout.bin differ diff --git a/data/lvl/c22/demo.bin b/data/lvl/c22/demo.bin new file mode 100644 index 0000000..1551ed4 Binary files /dev/null and b/data/lvl/c22/demo.bin differ diff --git a/data/lvl/c22/door_headers.asm b/data/lvl/c22/door_headers.asm new file mode 100644 index 0000000..9120928 --- /dev/null +++ b/data/lvl/c22/door_headers.asm @@ -0,0 +1,56 @@ +Door_C22_15: + dc $00E0,$0058 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C22_Room00 ; Actor Setup code +Door_C22_00: + dc $01D0,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0508 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C22_Room10 ; Actor Setup code +Door_C22_1B: + dc $00E0,$0158 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0100 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C22_Room01 ; Actor Setup code +Door_C22_01: + dc $01B0,$0BD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C22_Room10 ; Actor Setup code diff --git a/data/lvl/c22/doors_assoc.asm b/data/lvl/c22/doors_assoc.asm new file mode 100644 index 0000000..929db9d --- /dev/null +++ b/data/lvl/c22/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C22_00 ; $00 + dw Door_C22_01 ; $01 + dw Door_LevelClear ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C22_15 ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C22_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c22/header.asm b/data/lvl/c22/header.asm new file mode 100644 index 0000000..f093039 --- /dev/null +++ b/data/lvl/c22/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + db $16,$03 ; Level Layout ID + dw LevelBlock_Lava ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$18 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E4 ; BG Palette + dw ActGroup_C22_Room10 ; Actor Setup code diff --git a/data/lvl/c22/header_checkpoint.asm b/data/lvl/c22/header_checkpoint.asm new file mode 100644 index 0000000..0347d8c --- /dev/null +++ b/data/lvl/c22/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + db $16,$03 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $00,$E0 ; Player X + db $00,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C22_Room00 ; Actor Setup code diff --git a/data/lvl/c22/layout.bin b/data/lvl/c22/layout.bin new file mode 100644 index 0000000..1a55c77 Binary files /dev/null and b/data/lvl/c22/layout.bin differ diff --git a/data/lvl/c22/scroll_locks.bin b/data/lvl/c22/scroll_locks.bin new file mode 100644 index 0000000..caddb92 Binary files /dev/null and b/data/lvl/c22/scroll_locks.bin differ diff --git a/data/lvl/c23/actor_group_code.asm b/data/lvl/c23/actor_group_code.asm new file mode 100644 index 0000000..ec93626 --- /dev/null +++ b/data/lvl/c23/actor_group_code.asm @@ -0,0 +1,16 @@ +ActGroupCodeDef_C23_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Cart + dw ActCodeDef_Bat + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C23_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c23/actor_group_gfx.asm b/data/lvl/c23/actor_group_gfx.asm new file mode 100644 index 0000000..6282d0c --- /dev/null +++ b/data/lvl/c23/actor_group_gfx.asm @@ -0,0 +1,8 @@ +ActGroupGFXDef_C23_Room10: + mActGFXDef GFX_Act_Cart, $0A + mActGFXDef GFX_Act_Bat, $0D + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C23_Room00: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End diff --git a/data/lvl/c23/actor_group_init_code.asm b/data/lvl/c23/actor_group_init_code.asm new file mode 100644 index 0000000..e859deb --- /dev/null +++ b/data/lvl/c23/actor_group_init_code.asm @@ -0,0 +1,6 @@ +ActGroup_C23_Room10: + mActGroup C23_Room10 + ret +ActGroup_C23_Room00: + mActGroup C23_Room00 + ret diff --git a/data/lvl/c23/actor_layout.bin b/data/lvl/c23/actor_layout.bin new file mode 100644 index 0000000..8900de2 Binary files /dev/null and b/data/lvl/c23/actor_layout.bin differ diff --git a/data/lvl/c23/door_headers.asm b/data/lvl/c23/door_headers.asm new file mode 100644 index 0000000..228765b --- /dev/null +++ b/data/lvl/c23/door_headers.asm @@ -0,0 +1,28 @@ +Door_C23_17: + dc $00E0,$0058 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C23_Room00 ; Actor Setup code +Door_C23_00: + dc $0160,$0798 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0738 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C23_Room10 ; Actor Setup code diff --git a/data/lvl/c23/doors_assoc.asm b/data/lvl/c23/doors_assoc.asm new file mode 100644 index 0000000..559ab10 --- /dev/null +++ b/data/lvl/c23/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C23_00 ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_LevelClearAlt ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_C23_17 ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c23/header.asm b/data/lvl/c23/header.asm new file mode 100644 index 0000000..9e8a921 --- /dev/null +++ b/data/lvl/c23/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + db $1C,$03 ; Level Layout ID + dw LevelBlock_Cave ; 16x16 Blocks + db $01,$B0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C23_Room10 ; Actor Setup code diff --git a/data/lvl/c23/header_checkpoint.asm b/data/lvl/c23/header_checkpoint.asm new file mode 100644 index 0000000..0a9eef2 --- /dev/null +++ b/data/lvl/c23/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1C,$03 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $00,$B8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C23_Room00 ; Actor Setup code diff --git a/data/lvl/c23/layout.bin b/data/lvl/c23/layout.bin new file mode 100644 index 0000000..b8905ff Binary files /dev/null and b/data/lvl/c23/layout.bin differ diff --git a/data/lvl/c23/scroll_locks.bin b/data/lvl/c23/scroll_locks.bin new file mode 100644 index 0000000..04fd26b Binary files /dev/null and b/data/lvl/c23/scroll_locks.bin differ diff --git a/data/lvl/c24/actor_group_code.asm b/data/lvl/c24/actor_group_code.asm new file mode 100644 index 0000000..843245d --- /dev/null +++ b/data/lvl/c24/actor_group_code.asm @@ -0,0 +1,80 @@ +ActGroupCodeDef_C24_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_KeyLock + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room13: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigCoin;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room08: + dw ActCodeDef_Null;X + dw ActCodeDef_StoveCanyonPlatform + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C24_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureH: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c24/actor_group_gfx.asm b/data/lvl/c24/actor_group_gfx.asm new file mode 100644 index 0000000..2f914f0 --- /dev/null +++ b/data/lvl/c24/actor_group_gfx.asm @@ -0,0 +1,38 @@ +ActGroupGFXDef_C24_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C24_Room13: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C24_Room0A: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C24_Room1B: + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C24_Room18: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C24_Room16: + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C24_Room06: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigCoin, $10 + mActGFX_End +ActGroupGFXDef_C24_Room08: + mActGFXDef GFX_Act_StoveCanyonPlatform, $06 + mActGFX_End +ActGroupGFXDef_C24_Room01: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_TreasureH: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureH, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c24/actor_group_init_code.asm b/data/lvl/c24/actor_group_init_code.asm new file mode 100644 index 0000000..3355001 --- /dev/null +++ b/data/lvl/c24/actor_group_init_code.asm @@ -0,0 +1,34 @@ +ActGroup_C24_Room10: + mActGroup C24_Room10 + mActGroup_CheckTreasure TREASURE_H + ret +ActGroup_C24_Room13: + mActGroup C24_Room13 + ret +ActGroup_C24_Room0A: + mActGroup C24_Room0A + ret +ActGroup_C24_Room1B: + mActGroup C24_Room1B + mActGroup_CheckTreasure TREASURE_H + ret +ActGroup_C24_Room18: + mActGroup C24_Room18 + ret +ActGroup_C24_Room16: + mActGroup C24_Room16 + mActGroup_CheckTreasure TREASURE_H + ret +ActGroup_C24_Room06: + mActGroup C24_Room06 + ret +ActGroup_C24_Room08: + mActGroup C24_Room08 + ret +ActGroup_C24_Room01: + mActGroup C24_Room01 + ret +ActGroup_TreasureH: + mActGroup TreasureH + mActGroup_CheckTreasure TREASURE_H + ret diff --git a/data/lvl/c24/actor_layout.bin b/data/lvl/c24/actor_layout.bin new file mode 100644 index 0000000..8fdb602 Binary files /dev/null and b/data/lvl/c24/actor_layout.bin differ diff --git a/data/lvl/c24/door_headers.asm b/data/lvl/c24/door_headers.asm new file mode 100644 index 0000000..623c007 --- /dev/null +++ b/data/lvl/c24/door_headers.asm @@ -0,0 +1,280 @@ +Door_C24_12: + dc $0160,$0368 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0308 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_13: + dc $01E0,$0258 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$01F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room10 ; Actor Setup code +Door_C24_03: + dc $00B0,$0AC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0A50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room0A ; Actor Setup code +Door_C24_0A: + dc $00E0,$03A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0348 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_04: + dc $0190,$0B78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0140,$0B18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room1B ; Actor Setup code +Door_C24_1B: + dc $00E0,$0478 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0418 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_05: + dc $01B0,$0848 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room18 ; Actor Setup code +Door_C24_18: + dc $00E0,$0548 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$04E8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_15: + dc $0170,$0698 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0120,$0638 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room16 ; Actor Setup code +Door_C24_16: + dc $0160,$0588 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0528 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_09: + dc $00E0,$0638 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C24_Room06 ; Actor Setup code +Door_C24_06: + dc $00B0,$0938 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room0A ; Actor Setup code +Door_C24_0B: + dc $00E0,$0848 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C24_Room08 ; Actor Setup code +Door_C24_08: + dc $00B0,$0B98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0B38 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room1B ; Actor Setup code +Door_C24_1A: + dc $00E0,$0748 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0700 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C24_Room08 ; Actor Setup code +Door_C24_07: + dc $01E0,$0A88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room18 ; Actor Setup code +Door_C24_14: + dc $00E0,$01A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0148 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room01 ; Actor Setup code +Door_C24_01: + dc $0140,$0478 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0418 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Cave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Cave ; 16x16 Blocks + dw ActGroup_C24_Room13 ; Actor Setup code +Door_C24_11: + dc $00E0,$0028 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureH ; Actor Setup code +Door_C24_00: + dc $01D0,$0188 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0128 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C24_Room10 ; Actor Setup code diff --git a/data/lvl/c24/door_treasure.asm b/data/lvl/c24/door_treasure.asm new file mode 100644 index 0000000..7965fda --- /dev/null +++ b/data/lvl/c24/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0068 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0008 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureH ; Actor Setup code diff --git a/data/lvl/c24/doors_assoc.asm b/data/lvl/c24/doors_assoc.asm new file mode 100644 index 0000000..bd16e90 --- /dev/null +++ b/data/lvl/c24/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C24_00 ; $00 + dw Door_C24_01 ; $01 + dw Door_LevelClear ; $02 + dw Door_C24_03 ; $03 + dw Door_C24_04 ; $04 + dw Door_C24_05 ; $05 + dw Door_C24_06 ; $06 + dw Door_C24_07 ; $07 + dw Door_C24_08 ; $08 + dw Door_C24_09 ; $09 + dw Door_C24_0A ; $0A + dw Door_C24_0B ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C24_11 ; $11 + dw Door_C24_12 ; $12 + dw Door_C24_13 ; $13 + dw Door_C24_14 ; $14 + dw Door_C24_15 ; $15 + dw Door_C24_16 ; $16 + dw Door_None ; $17 + dw Door_C24_18 ; $18 + dw Door_None ; $19 + dw Door_C24_1A ; $1A + dw Door_C24_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c24/header.asm b/data/lvl/c24/header.asm new file mode 100644 index 0000000..543455d --- /dev/null +++ b/data/lvl/c24/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $19,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C24_Room10 ; Actor Setup code diff --git a/data/lvl/c24/layout.bin b/data/lvl/c24/layout.bin new file mode 100644 index 0000000..d457c53 Binary files /dev/null and b/data/lvl/c24/layout.bin differ diff --git a/data/lvl/c24/scroll_locks.bin b/data/lvl/c24/scroll_locks.bin new file mode 100644 index 0000000..cc9588b Binary files /dev/null and b/data/lvl/c24/scroll_locks.bin differ diff --git a/data/lvl/c25/actor_group_code.asm b/data/lvl/c25/actor_group_code.asm new file mode 100644 index 0000000..c3b04a6 --- /dev/null +++ b/data/lvl/c25/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C25_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_StoveCanyonPlatform + dw ActCodeDef_SpearGoom + dw ActCodeDef_LavaBubble + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C25_Room1D: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C25_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_StoveCanyonBoss + dw ActCodeDef_StoveCanyonBossEyes + dw ActCodeDef_StoveCanyonBossTongue + dw ActCodeDef_StoveCanyonBossBall;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c25/actor_group_gfx.asm b/data/lvl/c25/actor_group_gfx.asm new file mode 100644 index 0000000..8a9bc0a --- /dev/null +++ b/data/lvl/c25/actor_group_gfx.asm @@ -0,0 +1,12 @@ +ActGroupGFXDef_C25_Room10: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_StoveCanyonPlatform, $06 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_LavaBubble, $08 + mActGFX_End +ActGroupGFXDef_C25_Room1D: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C25_Room00: + mActGFXDef GFX_Act_StoveCanyonBoss, $36 + mActGFX_End diff --git a/data/lvl/c25/actor_group_init_code.asm b/data/lvl/c25/actor_group_init_code.asm new file mode 100644 index 0000000..c2b8da0 --- /dev/null +++ b/data/lvl/c25/actor_group_init_code.asm @@ -0,0 +1,22 @@ +ActGroup_C25_Room10: + mActGroup C25_Room10 + ret +ActGroup_C25_Room1D: + mActGroup C25_Room1D + ret +ActGroup_C25_Room00: + mActGroup_CheckBoss sMapStoveCanyonCompletion, 6 + mActGroup C25_Room00 + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ret diff --git a/data/lvl/c25/actor_layout.bin b/data/lvl/c25/actor_layout.bin new file mode 100644 index 0000000..b3d80a6 Binary files /dev/null and b/data/lvl/c25/actor_layout.bin differ diff --git a/data/lvl/c25/door_headers.asm b/data/lvl/c25/door_headers.asm new file mode 100644 index 0000000..aa30fcc --- /dev/null +++ b/data/lvl/c25/door_headers.asm @@ -0,0 +1,42 @@ +Door_C25_15: + dc $01E0,$0D48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C25_Room1D ; Actor Setup code +Door_C25_1D: + dc $01D0,$05A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0548 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + dw LevelBlock_Lava ; 16x16 Blocks + dw ActGroup_C25_Room10 ; Actor Setup code +Door_C25_1C: + dc $00E0,$0028 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $D2 ; Palette + dp GFX_Level_StoveCanyonBoss ; Main GFX + dw GFX_LevelShared_0D ; Shared Block GFX + dw GFX_StatusBar_02 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Boss1 ; 16x16 Blocks + dw ActGroup_C25_Room00 ; Actor Setup code diff --git a/data/lvl/c25/doors_assoc.asm b/data/lvl/c25/doors_assoc.asm new file mode 100644 index 0000000..0b05968 --- /dev/null +++ b/data/lvl/c25/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C25_15 ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_C25_1C ; $1C + dw Door_C25_1D ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c25/header.asm b/data/lvl/c25/header.asm new file mode 100644 index 0000000..9c7967c --- /dev/null +++ b/data/lvl/c25/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Lava ; Main GFX + dw GFX_LevelShared_04 ; Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_09 ; Animated tiles GFX + db $19,$03 ; Level Layout ID + dw LevelBlock_Lava ; 16x16 Blocks + db $01,$D0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E4 ; BG Palette + dw ActGroup_C25_Room10 ; Actor Setup code diff --git a/data/lvl/c25/header_checkpoint.asm b/data/lvl/c25/header_checkpoint.asm new file mode 100644 index 0000000..5f9155e --- /dev/null +++ b/data/lvl/c25/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $19,$03 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $01,$E0 ; Player X + db $0D,$88 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0D,$28 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C25_Room1D ; Actor Setup code diff --git a/data/lvl/c25/layout.bin b/data/lvl/c25/layout.bin new file mode 100644 index 0000000..af7aeb4 Binary files /dev/null and b/data/lvl/c25/layout.bin differ diff --git a/data/lvl/c25/scroll_locks.bin b/data/lvl/c25/scroll_locks.bin new file mode 100644 index 0000000..707a8b8 Binary files /dev/null and b/data/lvl/c25/scroll_locks.bin differ diff --git a/data/lvl/c26/actor_group_code.asm b/data/lvl/c26/actor_group_code.asm new file mode 100644 index 0000000..90d66a4 --- /dev/null +++ b/data/lvl/c26/actor_group_code.asm @@ -0,0 +1,48 @@ +ActGroupCodeDef_C26_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_ChickenDuck + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C26_Room14: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C26_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_Croc + dw ActCodeDef_CoinLock + dw ActCodeDef_Fly + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C26_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_BigFruit + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C26_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureI: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c26/actor_group_gfx.asm b/data/lvl/c26/actor_group_gfx.asm new file mode 100644 index 0000000..66bde65 --- /dev/null +++ b/data/lvl/c26/actor_group_gfx.asm @@ -0,0 +1,26 @@ +ActGroupGFXDef_C26_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_ChickenDuck, $19 + mActGFX_End +ActGroupGFXDef_C26_Room14: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C26_Room16: + mActGFXDef GFX_Act_Croc, $1B + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_Fly, $08 + mActGFX_End +ActGroupGFXDef_C26_Room06: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_BigFruit, $10 + mActGFX_End +ActGroupGFXDef_C26_Room1C: + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_TreasureI: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureI, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c26/actor_layout.bin b/data/lvl/c26/actor_layout.bin new file mode 100644 index 0000000..2418a79 Binary files /dev/null and b/data/lvl/c26/actor_layout.bin differ diff --git a/data/lvl/c26/door_headers.asm b/data/lvl/c26/door_headers.asm new file mode 100644 index 0000000..af52a0e --- /dev/null +++ b/data/lvl/c26/door_headers.asm @@ -0,0 +1,224 @@ +Door_C26_13: + dc $01E0,$0448 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0400 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room14 ; Actor Setup code +Door_C26_14: + dc $01E0,$03D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0350 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C26_Room10 ; Actor Setup code +Door_C26_15: + dc $01E0,$0628 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C26_Room16 ; Actor Setup code +Door_C26_16: + dc $01E0,$05B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room14 ; Actor Setup code +Door_C26_05: + dc $00E0,$0628 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C26_Room06 ; Actor Setup code +Door_C26_06: + dc $00E0,$0588 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0530 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room14 ; Actor Setup code +Door_C26_07: + dc $01F0,$0C98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0C40 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_1C: + dc $00E0,$07D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0750 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C26_Room06 ; Actor Setup code +Door_C26_1E: + dc $0170,$0AA8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0120,$0A48 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_1A: + dc $01B0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E10 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_1B: + dc $00E0,$0878 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0820 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_08: + dc $0170,$0B58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0120,$0AF8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_0B: + dc $00E0,$0988 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0930 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_09: + dc $0070,$0B58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0020,$0AF8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code +Door_C26_1D: + dc $00E0,$0C28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureI ; Actor Setup code +Door_C26_0C: + dc $01C0,$0D78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0D20 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C26_Room1C ; Actor Setup code diff --git a/data/lvl/c26/door_treasure.asm b/data/lvl/c26/door_treasure.asm new file mode 100644 index 0000000..16dd055 --- /dev/null +++ b/data/lvl/c26/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0C68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0C18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureI ; Actor Setup code diff --git a/data/lvl/c26/doors_assoc.asm b/data/lvl/c26/doors_assoc.asm new file mode 100644 index 0000000..c3feb4c --- /dev/null +++ b/data/lvl/c26/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_C26_05 ; $05 + dw Door_C26_06 ; $06 + dw Door_C26_07 ; $07 + dw Door_C26_08 ; $08 + dw Door_C26_09 ; $09 + dw Door_None ; $0A + dw Door_C26_0B ; $0B + dw Door_C26_0C ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C26_13 ; $13 + dw Door_C26_14 ; $14 + dw Door_C26_15 ; $15 + dw Door_C26_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_LevelClear ; $19 + dw Door_C26_1A ; $1A + dw Door_C26_1B ; $1B + dw Door_C26_1C ; $1C + dw Door_C26_1D ; $1D + dw Door_C26_1E ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c26/header.asm b/data/lvl/c26/header.asm new file mode 100644 index 0000000..4e25fb8 --- /dev/null +++ b/data/lvl/c26/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + db $0A,$00 ; Level Layout ID + dw LevelBlock_Forest ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $0F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C26_Room10 ; Actor Setup code \ No newline at end of file diff --git a/data/lvl/c26/header_unused.asm b/data/lvl/c26/header_unused.asm new file mode 100644 index 0000000..927e1f8 --- /dev/null +++ b/data/lvl/c26/header_unused.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + db $0A,$00 ; Level Layout ID + dw LevelBlock_Treasure ; 16x16 Blocks + db $00,$E0 ; Player X + db $0C,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $0C,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $63 ; BG Palette + dw ActGroup_TreasureI ; Actor Setup code diff --git a/data/lvl/c26/layout.bin b/data/lvl/c26/layout.bin new file mode 100644 index 0000000..9025786 Binary files /dev/null and b/data/lvl/c26/layout.bin differ diff --git a/data/lvl/c26/scroll_locks.bin b/data/lvl/c26/scroll_locks.bin new file mode 100644 index 0000000..5aaf2e2 Binary files /dev/null and b/data/lvl/c26/scroll_locks.bin differ diff --git a/data/lvl/c27/actor_group_code.asm b/data/lvl/c27/actor_group_code.asm new file mode 100644 index 0000000..a184d0f --- /dev/null +++ b/data/lvl/c27/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C27_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Seal + dw ActCodeDef_Helmut + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C27_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C27_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_Fly + dw ActCodeDef_SpearGoom + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C27_Room09: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigCoin + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c27/actor_group_gfx.asm b/data/lvl/c27/actor_group_gfx.asm new file mode 100644 index 0000000..5efaa07 --- /dev/null +++ b/data/lvl/c27/actor_group_gfx.asm @@ -0,0 +1,19 @@ +ActGroupGFXDef_C27_Room10: + mActGFXDef GFX_Act_Seal, $1B + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C27_Room16: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C27_Room19: + mActGFXDef GFX_Act_Fly, $08 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C27_Room09: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigCoin, $10 + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End diff --git a/data/lvl/c27/actor_group_init_code.asm b/data/lvl/c27/actor_group_init_code.asm new file mode 100644 index 0000000..cd2bf26 --- /dev/null +++ b/data/lvl/c27/actor_group_init_code.asm @@ -0,0 +1,12 @@ +ActGroup_C27_Room10: + mActGroup C27_Room10 + ret +ActGroup_C27_Room16: + mActGroup C27_Room16 + ret +ActGroup_C27_Room19: + mActGroup C27_Room19 + ret +ActGroup_C27_Room09: + mActGroup C27_Room09 + ret diff --git a/data/lvl/c27/actor_layout.bin b/data/lvl/c27/actor_layout.bin new file mode 100644 index 0000000..d5be747 Binary files /dev/null and b/data/lvl/c27/actor_layout.bin differ diff --git a/data/lvl/c27/door_headers.asm b/data/lvl/c27/door_headers.asm new file mode 100644 index 0000000..420de45 --- /dev/null +++ b/data/lvl/c27/door_headers.asm @@ -0,0 +1,84 @@ +Door_C27_15: + dc $01D0,$0638 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C27_Room16 ; Actor Setup code +Door_C27_16: + dc $01A0,$0588 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0528 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C27_Room10 ; Actor Setup code +Door_C27_18: + dc $01E0,$0938 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C27_Room19 ; Actor Setup code +Door_C27_19: + dc $0140,$08B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $00E0,$0850 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C27_Room16 ; Actor Setup code +Door_C27_17: + dc $00E0,$0948 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C27_Room09 ; Actor Setup code +Door_C27_09: + dc $0150,$0798 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0740 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0B ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C27_Room16 ; Actor Setup code diff --git a/data/lvl/c27/doors_assoc.asm b/data/lvl/c27/doors_assoc.asm new file mode 100644 index 0000000..1db4673 --- /dev/null +++ b/data/lvl/c27/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_C27_09 ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C27_15 ; $15 + dw Door_C27_16 ; $16 + dw Door_C27_17 ; $17 + dw Door_C27_18 ; $18 + dw Door_C27_19 ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c27/header.asm b/data/lvl/c27/header.asm new file mode 100644 index 0000000..0672310 --- /dev/null +++ b/data/lvl/c27/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $19,$05 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$40 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$F0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C27_Room10 ; Actor Setup code diff --git a/data/lvl/c27/header_checkpoint.asm b/data/lvl/c27/header_checkpoint.asm new file mode 100644 index 0000000..81f5f02 --- /dev/null +++ b/data/lvl/c27/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $19,$05 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $0A,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $0A,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C27_Room09 ; Actor Setup code diff --git a/data/lvl/c27/layout.bin b/data/lvl/c27/layout.bin new file mode 100644 index 0000000..8ecdac0 Binary files /dev/null and b/data/lvl/c27/layout.bin differ diff --git a/data/lvl/c27/scroll_locks.bin b/data/lvl/c27/scroll_locks.bin new file mode 100644 index 0000000..8c09d85 Binary files /dev/null and b/data/lvl/c27/scroll_locks.bin differ diff --git a/data/lvl/c28/actor_group_code.asm b/data/lvl/c28/actor_group_code.asm new file mode 100644 index 0000000..0b03847 --- /dev/null +++ b/data/lvl/c28/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C28_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Watch + dw ActCodeDef_ExitSkull + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C28_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_Bridge;X + dw ActCodeDef_Seal + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C28_Room08: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c28/actor_group_gfx.asm b/data/lvl/c28/actor_group_gfx.asm new file mode 100644 index 0000000..0b69170 --- /dev/null +++ b/data/lvl/c28/actor_group_gfx.asm @@ -0,0 +1,13 @@ +ActGroupGFXDef_C28_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_ExitSkull, $02 + mActGFX_End +ActGroupGFXDef_C28_Room18: + mActGFXDef GFX_Act_Bridge, $01 + mActGFXDef GFX_Act_Seal, $1B + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C28_Room08: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End diff --git a/data/lvl/c28/actor_group_init_code.asm b/data/lvl/c28/actor_group_init_code.asm new file mode 100644 index 0000000..f004ed6 --- /dev/null +++ b/data/lvl/c28/actor_group_init_code.asm @@ -0,0 +1,9 @@ +ActGroup_C28_Room10: + mActGroup C28_Room10 + ret +ActGroup_C28_Room18: + mActGroup C28_Room18 + ret +ActGroup_C28_Room08: + mActGroup C28_Room08 + ret diff --git a/data/lvl/c28/actor_layout.bin b/data/lvl/c28/actor_layout.bin new file mode 100644 index 0000000..30c1496 Binary files /dev/null and b/data/lvl/c28/actor_layout.bin differ diff --git a/data/lvl/c28/door_headers.asm b/data/lvl/c28/door_headers.asm new file mode 100644 index 0000000..e302ee3 --- /dev/null +++ b/data/lvl/c28/door_headers.asm @@ -0,0 +1,84 @@ +Door_C28_13: + dc $00E0,$0278 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0220 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C28_Room18 ; Actor Setup code +Door_C28_02: + dc $01C0,$03C8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0370 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C28_Room10 ; Actor Setup code +Door_C28_18: + dc $00E0,$0868 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0810 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C28_Room08 ; Actor Setup code +Door_C28_08: + dc $01F0,$0868 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0810 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C28_Room10 ; Actor Setup code +Door_C28_1C: + dc $01C0,$0D38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_WaterCave ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_WaterCave ; 16x16 Blocks + dw ActGroup_C28_Room18 ; Actor Setup code +Door_C28_1D: + dc $01E0,$0CD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0C50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + dw LevelBlock_Beach ; 16x16 Blocks + dw ActGroup_C28_Room10 ; Actor Setup code diff --git a/data/lvl/c28/doors_assoc.asm b/data/lvl/c28/doors_assoc.asm new file mode 100644 index 0000000..6f8510b --- /dev/null +++ b/data/lvl/c28/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_C28_02 ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_C28_08 ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_C28_13 ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_C28_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_C28_1C ; $1C + dw Door_C28_1D ; $1D + dw Door_None ; $1E + dw Door_LevelClear ; $1F diff --git a/data/lvl/c28/header.asm b/data/lvl/c28/header.asm new file mode 100644 index 0000000..e01e221 --- /dev/null +++ b/data/lvl/c28/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Beach ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0A ; Animated tiles GFX + db $1A,$00 ; Level Layout ID + dw LevelBlock_Beach ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C28_Room10 ; Actor Setup code diff --git a/data/lvl/c28/header_checkpoint.asm b/data/lvl/c28/header_checkpoint.asm new file mode 100644 index 0000000..73d53d3 --- /dev/null +++ b/data/lvl/c28/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $1A,$00 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$B0 ; Player X + db $08,$C8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $08,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C28_Room08 ; Actor Setup code diff --git a/data/lvl/c28/layout.bin b/data/lvl/c28/layout.bin new file mode 100644 index 0000000..fffa725 Binary files /dev/null and b/data/lvl/c28/layout.bin differ diff --git a/data/lvl/c28/scroll_locks.bin b/data/lvl/c28/scroll_locks.bin new file mode 100644 index 0000000..6e7c694 Binary files /dev/null and b/data/lvl/c28/scroll_locks.bin differ diff --git a/data/lvl/c29/actor_group_code.asm b/data/lvl/c29/actor_group_code.asm new file mode 100644 index 0000000..09138cd --- /dev/null +++ b/data/lvl/c29/actor_group_code.asm @@ -0,0 +1,80 @@ +ActGroupCodeDef_C29_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Croc + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room12: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_SpearGoom + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room07: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_SpearGoom + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room0D: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C29_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_DD;X + dw ActCodeDef_PouncerFollow + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureJ: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c29/actor_group_gfx.asm b/data/lvl/c29/actor_group_gfx.asm new file mode 100644 index 0000000..eb6cd79 --- /dev/null +++ b/data/lvl/c29/actor_group_gfx.asm @@ -0,0 +1,39 @@ +ActGroupGFXDef_C29_Room10: + mActGFXDef GFX_Act_Croc, $1B + mActGFX_End +ActGroupGFXDef_C29_Room12: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_C29_Room07: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C29_Room18: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C29_Room1C: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C29_Room0C: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C29_Room0D: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C29_Room1F: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C29_Room1E: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Pouncer, $0A + mActGFX_End +ActGroupGFXDef_TreasureJ: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureJ, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c29/actor_group_init_code.asm b/data/lvl/c29/actor_group_init_code.asm new file mode 100644 index 0000000..a715ce6 --- /dev/null +++ b/data/lvl/c29/actor_group_init_code.asm @@ -0,0 +1,34 @@ +ActGroup_C29_Room10: + mActGroup C29_Room10 + mActGroup_CheckTreasure TREASURE_J + ret +ActGroup_C29_Room12: + mActGroup C29_Room12 + mActGroup_CheckTreasure TREASURE_J + ret +ActGroup_C29_Room07: + mActGroup C29_Room07 + ret +ActGroup_C29_Room18: + mActGroup C29_Room18 + ret +ActGroup_C29_Room1C: + mActGroup C29_Room1C + ret +ActGroup_C29_Room0C: + mActGroup C29_Room0C + ret +ActGroup_C29_Room0D: + mActGroup C29_Room0D + ret +ActGroup_C29_Room1F: + mActGroup C29_Room1F + ret +ActGroup_C29_Room1E: + mActGroup C29_Room1E + mActGroup_CheckTreasure TREASURE_J + ret +ActGroup_TreasureJ: + mActGroup TreasureJ + mActGroup_CheckTreasure TREASURE_J + ret diff --git a/data/lvl/c29/actor_layout.bin b/data/lvl/c29/actor_layout.bin new file mode 100644 index 0000000..a9e7e3e Binary files /dev/null and b/data/lvl/c29/actor_layout.bin differ diff --git a/data/lvl/c29/door_headers.asm b/data/lvl/c29/door_headers.asm new file mode 100644 index 0000000..59478db --- /dev/null +++ b/data/lvl/c29/door_headers.asm @@ -0,0 +1,266 @@ +Door_C29_11: + dc $01E0,$0238 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room12 ; Actor Setup code +Door_C29_12: + dc $01D0,$01C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0150 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room10 ; Actor Setup code +Door_C29_04: + dc $00B0,$07B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0750 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C29_Room07 ; Actor Setup code +Door_C29_07: + dc $00B0,$04B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0450 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room12 ; Actor Setup code +Door_C29_16: + dc $0150,$0368 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0310 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room12 ; Actor Setup code +Door_C29_05: + dc $01E0,$0858 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0800 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room18 ; Actor Setup code +Door_C29_18: + dc $00B0,$0548 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0500 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C29_Room07 ; Actor Setup code +Door_C29_1B: + dc $01E0,$0C58 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C29_Room1C ; Actor Setup code +Door_C29_1C: + dc $0160,$0B78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0B20 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room18 ; Actor Setup code +Door_C29_03: + dc $00E0,$0C38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0C00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C29_Room0C ; Actor Setup code +Door_C29_0C: + dc $00E0,$03B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0360 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room12 ; Actor Setup code +Door_C29_17: + dc $00F0,$0D58 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0D00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C29_Room0D ; Actor Setup code +Door_C29_0D: + dc $01C0,$0758 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0700 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C29_Room07 ; Actor Setup code +Door_C29_19: + dc $0160,$0F48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $00E0,$0F00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C29_Room1F ; Actor Setup code +Door_C29_1F: + dc $0160,$0978 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0920 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room18 ; Actor Setup code +Door_C29_1A: + dc $01F0,$0E48 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0E00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C29_Room1E ; Actor Setup code +Door_C29_1E: + dc $0160,$0A78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0A20 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room18 ; Actor Setup code +Door_C29_02: + dc $00E0,$0128 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0100 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureJ ; Actor Setup code +Door_C29_01: + dc $00E0,$02B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0258 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C29_Room12 ; Actor Setup code diff --git a/data/lvl/c29/door_treasure.asm b/data/lvl/c29/door_treasure.asm new file mode 100644 index 0000000..010b7c5 --- /dev/null +++ b/data/lvl/c29/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0168 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0108 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureJ ; Actor Setup code diff --git a/data/lvl/c29/doors_assoc.asm b/data/lvl/c29/doors_assoc.asm new file mode 100644 index 0000000..d920f8c --- /dev/null +++ b/data/lvl/c29/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_C29_01 ; $01 + dw Door_C29_02 ; $02 + dw Door_C29_03 ; $03 + dw Door_C29_04 ; $04 + dw Door_C29_05 ; $05 + dw Door_None ; $06 + dw Door_C29_07 ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C29_0C ; $0C + dw Door_C29_0D ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C29_11 ; $11 + dw Door_C29_12 ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C29_16 ; $16 + dw Door_C29_17 ; $17 + dw Door_C29_18 ; $18 + dw Door_C29_19 ; $19 + dw Door_C29_1A ; $1A + dw Door_C29_1B ; $1B + dw Door_C29_1C ; $1C + dw Door_LevelClear ; $1D + dw Door_C29_1E ; $1E + dw Door_C29_1F ; $1F diff --git a/data/lvl/c29/header.asm b/data/lvl/c29/header.asm new file mode 100644 index 0000000..a3403de --- /dev/null +++ b/data/lvl/c29/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $10,$05 ; Level Layout ID + dw LevelBlock_Ship ; 16x16 Blocks + db $01,$D0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C29_Room10 ; Actor Setup code diff --git a/data/lvl/c29/header_checkpoint.asm b/data/lvl/c29/header_checkpoint.asm new file mode 100644 index 0000000..312f538 --- /dev/null +++ b/data/lvl/c29/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $10,$05 ; Level Layout ID + dw LevelBlock_Ship ; 16x16 Blocks + db $01,$E0 ; Player X + db $08,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $08,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C29_Room18 ; Actor Setup code diff --git a/data/lvl/c29/layout.bin b/data/lvl/c29/layout.bin new file mode 100644 index 0000000..be36ce3 Binary files /dev/null and b/data/lvl/c29/layout.bin differ diff --git a/data/lvl/c29/scroll_locks.bin b/data/lvl/c29/scroll_locks.bin new file mode 100644 index 0000000..021510f Binary files /dev/null and b/data/lvl/c29/scroll_locks.bin differ diff --git a/data/lvl/c30/actor_group_code.asm b/data/lvl/c30/actor_group_code.asm new file mode 100644 index 0000000..7aef8f9 --- /dev/null +++ b/data/lvl/c30/actor_group_code.asm @@ -0,0 +1,48 @@ +ActGroupCodeDef_C30_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C30_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C30_Room15: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C30_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_KeyLock + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Spider + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureK: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C30_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_SSTeacupBoss + dw ActCodeDef_SSTeacupBossWatch ; Must be after ActCodeDef_SSTeacupBoss! See Act_SSTeacupBoss_SpawnWatch + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c30/actor_group_gfx.asm b/data/lvl/c30/actor_group_gfx.asm new file mode 100644 index 0000000..580ec35 --- /dev/null +++ b/data/lvl/c30/actor_group_gfx.asm @@ -0,0 +1,27 @@ +ActGroupGFXDef_C30_Room10: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C30_Room01: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFX_End +ActGroupGFXDef_C30_Room15: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C30_Room16: + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_Spider, $09 + mActGFX_End +ActGroupGFXDef_TreasureK: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureK, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End +ActGroupGFXDef_C30_Room00: + mActGFXDef ActS_SpawnBigCoin, $01 ; [POI] Blatantly dummy pointer... and it points to code, not GFX! + mActGFXDef GFX_Act_Watch, $0D + mActGFX_End diff --git a/data/lvl/c30/actor_group_init_code.asm b/data/lvl/c30/actor_group_init_code.asm new file mode 100644 index 0000000..15df0bd --- /dev/null +++ b/data/lvl/c30/actor_group_init_code.asm @@ -0,0 +1,29 @@ +ActGroup_C30_Room10: + mActGroup C30_Room10 + mActGroup_CheckTreasure TREASURE_K + ret +ActGroup_C30_Room01: + mActGroup C30_Room01 + ret +ActGroup_C30_Room15: + mActGroup C30_Room15 + ret +ActGroup_C30_Room16: + mActGroup C30_Room16 + mActGroup_CheckTreasure TREASURE_K + ret +ActGroup_C30_Room1B: + mActGroup C30_Room16 + ret +ActGroup_TreasureK: + mActGroup TreasureK + mActGroup_CheckTreasure TREASURE_K + ret +ActGroup_C30_Room00: + mActGroup_CheckBoss sMapSSTeacupCompletion, 4 + mActGroup C30_Room00 + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + call Pl_SetDirRight + ret diff --git a/data/lvl/c30/actor_layout.bin b/data/lvl/c30/actor_layout.bin new file mode 100644 index 0000000..6d348ca Binary files /dev/null and b/data/lvl/c30/actor_layout.bin differ diff --git a/data/lvl/c30/door_headers.asm b/data/lvl/c30/door_headers.asm new file mode 100644 index 0000000..200c116 --- /dev/null +++ b/data/lvl/c30/door_headers.asm @@ -0,0 +1,182 @@ +Door_C30_11: + dc $00E0,$0158 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0100 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room01 ; Actor Setup code +Door_C30_01: + dc $01E0,$0158 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$00F8 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room10 ; Actor Setup code +Door_C30_13: + dc $00E0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0318 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room01 ; Actor Setup code +Door_C30_03: + dc $01E0,$0378 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0318 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room10 ; Actor Setup code +Door_C30_14: + dc $01E0,$0558 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0500 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room15 ; Actor Setup code +Door_C30_15: + dc $01E0,$0478 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0418 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room10 ; Actor Setup code +Door_C30_05: + dc $01B0,$0658 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0600 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room16 ; Actor Setup code +Door_C30_16: + dc $00E0,$05A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0548 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room15 ; Actor Setup code +Door_C30_18: + dc $00E0,$0428 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0400 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureK ; Actor Setup code +Door_C30_04: + dc $01B0,$0888 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0828 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room16 ; Actor Setup code +Door_C30_08: + dc $01B0,$0B88 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0B28 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C30_Room1B ; Actor Setup code +Door_C30_1B: + dc $00A0,$0888 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0050,$0828 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Ship ; 16x16 Blocks + dw ActGroup_C30_Room16 ; Actor Setup code +Door_C30_0B: + dc $00E0,$0028 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E4 ; Palette + dp GFX_Level_SSTeacupBoss ; Main GFX + dw GFX_LevelShared_0E ; Shared Block GFX + dw GFX_StatusBar_00 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Boss1 ; 16x16 Blocks + dw ActGroup_C30_Room00 ; Actor Setup code diff --git a/data/lvl/c30/door_treasure.asm b/data/lvl/c30/door_treasure.asm new file mode 100644 index 0000000..beff15c --- /dev/null +++ b/data/lvl/c30/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0468 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0408 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureK ; Actor Setup code diff --git a/data/lvl/c30/doors_assoc.asm b/data/lvl/c30/doors_assoc.asm new file mode 100644 index 0000000..9ef5053 --- /dev/null +++ b/data/lvl/c30/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_C30_01 ; $01 + dw Door_None ; $02 + dw Door_C30_03 ; $03 + dw Door_C30_04 ; $04 + dw Door_C30_05 ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_C30_08 ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_C30_0B ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C30_11 ; $11 + dw Door_None ; $12 + dw Door_C30_13 ; $13 + dw Door_C30_14 ; $14 + dw Door_C30_15 ; $15 + dw Door_C30_16 ; $16 + dw Door_None ; $17 + dw Door_C30_18 ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_C30_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c30/header.asm b/data/lvl/c30/header.asm new file mode 100644 index 0000000..33e3329 --- /dev/null +++ b/data/lvl/c30/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $16,$01 ; Level Layout ID + dw LevelBlock_Ship ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$48 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C30_Room10 ; Actor Setup code diff --git a/data/lvl/c30/header_checkpoint.asm b/data/lvl/c30/header_checkpoint.asm new file mode 100644 index 0000000..4af487d --- /dev/null +++ b/data/lvl/c30/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Ship ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $16,$01 ; Level Layout ID + dw LevelBlock_Ship ; 16x16 Blocks + db $01,$60 ; Player X + db $05,$78 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $05,$18 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C30_Room15 ; Actor Setup code diff --git a/data/lvl/c30/layout.bin b/data/lvl/c30/layout.bin new file mode 100644 index 0000000..bbfd510 Binary files /dev/null and b/data/lvl/c30/layout.bin differ diff --git a/data/lvl/c30/scroll_locks.bin b/data/lvl/c30/scroll_locks.bin new file mode 100644 index 0000000..99c4e92 Binary files /dev/null and b/data/lvl/c30/scroll_locks.bin differ diff --git a/data/lvl/c31a/actor_group_code.asm b/data/lvl/c31a/actor_group_code.asm new file mode 100644 index 0000000..693ad15 --- /dev/null +++ b/data/lvl/c31a/actor_group_code.asm @@ -0,0 +1,16 @@ +ActGroupCodeDef_C31A_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinLock + dw ActCodeDef_SpikeBall + dw ActCodeDef_GhostGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C31A_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c31a/actor_group_gfx.asm b/data/lvl/c31a/actor_group_gfx.asm new file mode 100644 index 0000000..38f6a83 --- /dev/null +++ b/data/lvl/c31a/actor_group_gfx.asm @@ -0,0 +1,8 @@ +ActGroupGFXDef_C31A_Room10: + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_SpikeBall, $0E + mActGFXDef GFX_Act_GhostGoom, $09 + mActGFX_End +ActGroupGFXDef_C31A_Room1F: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End diff --git a/data/lvl/c31a/actor_group_init_code.asm b/data/lvl/c31a/actor_group_init_code.asm new file mode 100644 index 0000000..33c474a --- /dev/null +++ b/data/lvl/c31a/actor_group_init_code.asm @@ -0,0 +1,6 @@ +ActGroup_C31A_Room10: + mActGroup C31A_Room10 + ret +ActGroup_C31A_Room1F: + mActGroup C31A_Room1F + ret diff --git a/data/lvl/c31a/actor_layout.bin b/data/lvl/c31a/actor_layout.bin new file mode 100644 index 0000000..92706bf Binary files /dev/null and b/data/lvl/c31a/actor_layout.bin differ diff --git a/data/lvl/c31a/door_headers.asm b/data/lvl/c31a/door_headers.asm new file mode 100644 index 0000000..de1d30f --- /dev/null +++ b/data/lvl/c31a/door_headers.asm @@ -0,0 +1,28 @@ +Door_C31A_17: + dc $0160,$0F98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0F38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C31A_Room1F ; Actor Setup code +Door_C31A_1F: + dc $01E0,$07B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0758 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C31A_Room10 ; Actor Setup code diff --git a/data/lvl/c31a/doors_assoc.asm b/data/lvl/c31a/doors_assoc.asm new file mode 100644 index 0000000..86e1fec --- /dev/null +++ b/data/lvl/c31a/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_C31A_17 ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_LevelClear ; $1D + dw Door_None ; $1E + dw Door_C31A_1F ; $1F diff --git a/data/lvl/c31a/header.asm b/data/lvl/c31a/header.asm new file mode 100644 index 0000000..cf5668c --- /dev/null +++ b/data/lvl/c31a/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $1C,$02 ; Level Layout ID + dw LevelBlock_Forest ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C31A_Room10 ; Actor Setup code diff --git a/data/lvl/c31a/header_checkpoint.asm b/data/lvl/c31a/header_checkpoint.asm new file mode 100644 index 0000000..9003c38 --- /dev/null +++ b/data/lvl/c31a/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + db $1C,$02 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$D0 ; Player X + db $0F,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $0F,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C31A_Room1F ; Actor Setup code diff --git a/data/lvl/c31a/layout.bin b/data/lvl/c31a/layout.bin new file mode 100644 index 0000000..3e06608 Binary files /dev/null and b/data/lvl/c31a/layout.bin differ diff --git a/data/lvl/c31a/scroll_locks.bin b/data/lvl/c31a/scroll_locks.bin new file mode 100644 index 0000000..78e14de Binary files /dev/null and b/data/lvl/c31a/scroll_locks.bin differ diff --git a/data/lvl/c31b/actor_group_code.asm b/data/lvl/c31b/actor_group_code.asm new file mode 100644 index 0000000..6bbf31f --- /dev/null +++ b/data/lvl/c31b/actor_group_code.asm @@ -0,0 +1,24 @@ +ActGroupCodeDef_C31B_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinLock + dw ActCodeDef_KeyLock + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C31B_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureL: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X \ No newline at end of file diff --git a/data/lvl/c31b/actor_group_gfx.asm b/data/lvl/c31b/actor_group_gfx.asm new file mode 100644 index 0000000..f1764a5 --- /dev/null +++ b/data/lvl/c31b/actor_group_gfx.asm @@ -0,0 +1,15 @@ +ActGroupGFXDef_C31B_Room10: + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFX_End +ActGroupGFXDef_C31B_Room1F: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_TreasureL: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureL, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End \ No newline at end of file diff --git a/data/lvl/c31b/actor_group_init_code.asm b/data/lvl/c31b/actor_group_init_code.asm new file mode 100644 index 0000000..78fcd31 --- /dev/null +++ b/data/lvl/c31b/actor_group_init_code.asm @@ -0,0 +1,11 @@ +ActGroup_C31B_Room10: + mActGroup C31B_Room10 + mActGroup_CheckTreasure TREASURE_L + ret +ActGroup_C31B_Room1F: + mActGroup C31B_Room1F + ret +ActGroup_TreasureL: + mActGroup TreasureL + mActGroup_CheckTreasure TREASURE_L + ret \ No newline at end of file diff --git a/data/lvl/c31b/actor_layout.bin b/data/lvl/c31b/actor_layout.bin new file mode 100644 index 0000000..4a96cfb Binary files /dev/null and b/data/lvl/c31b/actor_layout.bin differ diff --git a/data/lvl/c31b/door_headers.asm b/data/lvl/c31b/door_headers.asm new file mode 100644 index 0000000..4f8b9ec --- /dev/null +++ b/data/lvl/c31b/door_headers.asm @@ -0,0 +1,56 @@ +Door_C31B_17: + dc $0160,$0F98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0F38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C31B_Room1F ; Actor Setup code +Door_C31B_1F: + dc $0160,$07B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0758 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C31B_Room10 ; Actor Setup code +Door_C31B_1C: + dc $01E0,$0E28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0E00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureL ; Actor Setup code +Door_C31B_1E: + dc $01E0,$0CB8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0C58 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C31B_Room10 ; Actor Setup code \ No newline at end of file diff --git a/data/lvl/c31b/door_treasure.asm b/data/lvl/c31b/door_treasure.asm new file mode 100644 index 0000000..5b8172f --- /dev/null +++ b/data/lvl/c31b/door_treasure.asm @@ -0,0 +1,13 @@ + dc $01C0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureL ; Actor Setup code diff --git a/data/lvl/c31b/doors_assoc.asm b/data/lvl/c31b/doors_assoc.asm new file mode 100644 index 0000000..0729e16 --- /dev/null +++ b/data/lvl/c31b/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_C31B_17 ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_C31B_1C ; $1C + dw Door_LevelClear ; $1D + dw Door_C31B_1E ; $1E + dw Door_C31B_1F ; $1F \ No newline at end of file diff --git a/data/lvl/c31b/header.asm b/data/lvl/c31b/header.asm new file mode 100644 index 0000000..8a73714 --- /dev/null +++ b/data/lvl/c31b/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + db $1C,$06 ; Level Layout ID + dw LevelBlock_Forest ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $0F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C31B_Room10 ; Actor Setup code diff --git a/data/lvl/c31b/header_checkpoint.asm b/data/lvl/c31b/header_checkpoint.asm new file mode 100644 index 0000000..d2c4a39 --- /dev/null +++ b/data/lvl/c31b/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1C,$06 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$D0 ; Player X + db $0F,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $0F,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C31B_Room1F ; Actor Setup code \ No newline at end of file diff --git a/data/lvl/c31b/layout.bin b/data/lvl/c31b/layout.bin new file mode 100644 index 0000000..4c1e8d9 Binary files /dev/null and b/data/lvl/c31b/layout.bin differ diff --git a/data/lvl/c31b/scroll_locks.bin b/data/lvl/c31b/scroll_locks.bin new file mode 100644 index 0000000..5020715 Binary files /dev/null and b/data/lvl/c31b/scroll_locks.bin differ diff --git a/data/lvl/c32/actor_group_code.asm b/data/lvl/c32/actor_group_code.asm new file mode 100644 index 0000000..6f06353 --- /dev/null +++ b/data/lvl/c32/actor_group_code.asm @@ -0,0 +1,16 @@ +ActGroupCodeDef_C32_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Cart + dw ActCodeDef_SpearGoom + dw ActCodeDef_Watch + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C32_Room0E: + dw ActCodeDef_Null;X + dw ActCodeDef_Bomb + dw ActCodeDef_BigSwitchBlock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c32/actor_group_gfx.asm b/data/lvl/c32/actor_group_gfx.asm new file mode 100644 index 0000000..6e610a1 --- /dev/null +++ b/data/lvl/c32/actor_group_gfx.asm @@ -0,0 +1,9 @@ +ActGroupGFXDef_C32_Room10: + mActGFXDef GFX_Act_Cart, $0A + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Watch, $0D + mActGFX_End +ActGroupGFXDef_C32_Room0E: + mActGFXDef GFX_Act_Bomb, $0D + mActGFXDef GFX_Act_BigSwitchBlock, $0B + mActGFX_End diff --git a/data/lvl/c32/actor_group_init_code.asm b/data/lvl/c32/actor_group_init_code.asm new file mode 100644 index 0000000..088cd31 --- /dev/null +++ b/data/lvl/c32/actor_group_init_code.asm @@ -0,0 +1,6 @@ +ActGroup_C32_Room10: + mActGroup C32_Room10 + ret +ActGroup_C32_Room0E: + mActGroup C32_Room0E + ret diff --git a/data/lvl/c32/actor_layout.bin b/data/lvl/c32/actor_layout.bin new file mode 100644 index 0000000..62160aa Binary files /dev/null and b/data/lvl/c32/actor_layout.bin differ diff --git a/data/lvl/c32/door_headers.asm b/data/lvl/c32/door_headers.asm new file mode 100644 index 0000000..3ec4ea0 --- /dev/null +++ b/data/lvl/c32/door_headers.asm @@ -0,0 +1,28 @@ +Door_C32_1D: + dc $00E0,$0E58 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0090,$0E00 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_08 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C32_Room0E ; Actor Setup code +Door_C32_0E: + dc $01D0,$0DD8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0D50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C32_Room10 ; Actor Setup code diff --git a/data/lvl/c32/doors_assoc.asm b/data/lvl/c32/doors_assoc.asm new file mode 100644 index 0000000..8274179 --- /dev/null +++ b/data/lvl/c32/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_C32_0E ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_C32_1D ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c32/header.asm b/data/lvl/c32/header.asm new file mode 100644 index 0000000..49733f1 --- /dev/null +++ b/data/lvl/c32/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $19,$04 ; Level Layout ID + dw LevelBlock_Train ; 16x16 Blocks + db $01,$D0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C32_Room10 ; Actor Setup code diff --git a/data/lvl/c32/layout.bin b/data/lvl/c32/layout.bin new file mode 100644 index 0000000..018f729 Binary files /dev/null and b/data/lvl/c32/layout.bin differ diff --git a/data/lvl/c32/scroll_locks.bin b/data/lvl/c32/scroll_locks.bin new file mode 100644 index 0000000..d21da3d Binary files /dev/null and b/data/lvl/c32/scroll_locks.bin differ diff --git a/data/lvl/c33/actor_group_code.asm b/data/lvl/c33/actor_group_code.asm new file mode 100644 index 0000000..631020f --- /dev/null +++ b/data/lvl/c33/actor_group_code.asm @@ -0,0 +1,48 @@ +ActGroupCodeDef_C33_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C33_Room15: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CartTrain + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C33_Room04: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C33_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_CartTrain + dw ActCodeDef_Watch + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C33_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C33_Room08: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c33/actor_group_gfx.asm b/data/lvl/c33/actor_group_gfx.asm new file mode 100644 index 0000000..2faf395 --- /dev/null +++ b/data/lvl/c33/actor_group_gfx.asm @@ -0,0 +1,22 @@ +ActGroupGFXDef_C33_Room00: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C33_Room15: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Cart, $0A + mActGFX_End +ActGroupGFXDef_C33_Room04: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C33_Room16: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Cart, $0A + mActGFXDef GFX_Act_Watch, $0D + mActGFX_End +ActGroupGFXDef_C33_Room06: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C33_Room08: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c33/actor_group_init_code.asm b/data/lvl/c33/actor_group_init_code.asm new file mode 100644 index 0000000..9d0ec0f --- /dev/null +++ b/data/lvl/c33/actor_group_init_code.asm @@ -0,0 +1,22 @@ +ActGroup_C33_Room00: + mActGroup C33_Room00 + ret +ActGroup_C33_Room03: + mActGroup C33_Room00 + ret +ActGroup_C33_Room15: + mActGroup C33_Room15 + ret +ActGroup_C33_Room04: + mActGroup C33_Room04 + ret +ActGroup_C33_Room16: + mActGroup C33_Room16 + ret +ActGroup_C33_Room06: + mActGroup C33_Room06 + ret +ActGroup_C33_Room08: + mActGroup C33_Room08 + mActGroup_OpenExit + ret diff --git a/data/lvl/c33/actor_layout.bin b/data/lvl/c33/actor_layout.bin new file mode 100644 index 0000000..2ab4f39 Binary files /dev/null and b/data/lvl/c33/actor_layout.bin differ diff --git a/data/lvl/c33/door_headers.asm b/data/lvl/c33/door_headers.asm new file mode 100644 index 0000000..34674e9 --- /dev/null +++ b/data/lvl/c33/door_headers.asm @@ -0,0 +1,84 @@ +Door_C33_00: + dc $00E0,$03C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0350 ; Scroll pos (Y / X) + db $01 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room03 ; Actor Setup code +Door_C33_02: + dc $01E0,$05B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0550 ; Scroll pos (Y / X) + db $31 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room15 ; Actor Setup code +Door_C33_10: + dc $00E0,$05A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0548 ; Scroll pos (Y / X) + db $01 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room04 ; Actor Setup code +Door_C33_04: + dc $01E0,$0BB8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0B50 ; Scroll pos (Y / X) + db $31 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0F ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room16 ; Actor Setup code +Door_C33_16: + dc $00F0,$07C8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0750 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room06 ; Actor Setup code +Door_C33_06: + dc $00D0,$09D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0950 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C33_Room08 ; Actor Setup code diff --git a/data/lvl/c33/doors_assoc.asm b/data/lvl/c33/doors_assoc.asm new file mode 100644 index 0000000..4814276 --- /dev/null +++ b/data/lvl/c33/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C33_00 ; $00 + dw Door_LevelEntrance ; $01 + dw Door_C33_02 ; $02 + dw Door_None ; $03 + dw Door_C33_04 ; $04 + dw Door_None ; $05 + dw Door_C33_06 ; $06 + dw Door_None ; $07 + dw Door_LevelClear ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_C33_10 ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C33_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c33/header.asm b/data/lvl/c33/header.asm new file mode 100644 index 0000000..1e63b46 --- /dev/null +++ b/data/lvl/c33/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + db $0A,$01 ; Level Layout ID + dw LevelBlock_Train ; 16x16 Blocks + db $00,$E0 ; Player X + db $01,$D8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $01,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C33_Room00 ; Actor Setup code diff --git a/data/lvl/c33/header_checkpoint.asm b/data/lvl/c33/header_checkpoint.asm new file mode 100644 index 0000000..cd195ed --- /dev/null +++ b/data/lvl/c33/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + db $0A,$01 ; Level Layout ID + dw LevelBlock_Train ; 16x16 Blocks + db $00,$A0 ; Player X + db $05,$08 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $04,$A8 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C33_Room04 ; Actor Setup code diff --git a/data/lvl/c33/layout.bin b/data/lvl/c33/layout.bin new file mode 100644 index 0000000..26b2e96 Binary files /dev/null and b/data/lvl/c33/layout.bin differ diff --git a/data/lvl/c33/scroll_locks.bin b/data/lvl/c33/scroll_locks.bin new file mode 100644 index 0000000..c5b79c3 Binary files /dev/null and b/data/lvl/c33/scroll_locks.bin differ diff --git a/data/lvl/c34/actor_group_code.asm b/data/lvl/c34/actor_group_code.asm new file mode 100644 index 0000000..7c098db --- /dev/null +++ b/data/lvl/c34/actor_group_code.asm @@ -0,0 +1,56 @@ +ActGroupCodeDef_C34_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_ThunderCloud + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C34_Room12: + dw ActCodeDef_Null;X + dw ActCodeDef_Helmut;X + dw ActCodeDef_Seahorse + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C34_Room14: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_ChickenDuck + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C34_Room17: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Seahorse + dw ActCodeDef_Bomb + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C34_Room1A: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C34_Room1B: + dw ActCodeDef_Null;X + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureM: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame;X + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c34/actor_group_gfx.asm b/data/lvl/c34/actor_group_gfx.asm new file mode 100644 index 0000000..2bc9ca0 --- /dev/null +++ b/data/lvl/c34/actor_group_gfx.asm @@ -0,0 +1,31 @@ +ActGroupGFXDef_C34_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_ThunderCloud, $08 + mActGFX_End +ActGroupGFXDef_C34_Room12: + mActGFXDef GFX_Act_Helmut, $05 + mActGFXDef GFX_Act_Seahorse, $13 + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C34_Room14: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_ChickenDuck, $19 + mActGFX_End +ActGroupGFXDef_C34_Room17: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_Seahorse, $13 + mActGFXDef GFX_Act_Bomb, $0D + mActGFX_End +ActGroupGFXDef_C34_Room1A: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End +ActGroupGFXDef_C34_Room1B: + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_TreasureM: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureM, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c34/actor_group_init_code.asm b/data/lvl/c34/actor_group_init_code.asm new file mode 100644 index 0000000..292bf1f --- /dev/null +++ b/data/lvl/c34/actor_group_init_code.asm @@ -0,0 +1,25 @@ +ActGroup_C34_Room10: + mActGroup C34_Room10 + mActGroup_CheckTreasure TREASURE_M + ret +ActGroup_C34_Room12: + mActGroup C34_Room12 + ret +ActGroup_C34_Room14: + mActGroup C34_Room14 + ret +ActGroup_C34_Room17: + mActGroup C34_Room17 + ret +ActGroup_C34_Room1A: + mActGroup C34_Room1A + mActGroup_CheckTreasure TREASURE_M + ret +ActGroup_C34_Room1B: + mActGroup C34_Room1B + mActGroup_CheckTreasure TREASURE_M + ret +ActGroup_TreasureM: + mActGroup TreasureM + mActGroup_CheckTreasure TREASURE_M + ret diff --git a/data/lvl/c34/actor_layout.bin b/data/lvl/c34/actor_layout.bin new file mode 100644 index 0000000..64cb25b Binary files /dev/null and b/data/lvl/c34/actor_layout.bin differ diff --git a/data/lvl/c34/door_headers.asm b/data/lvl/c34/door_headers.asm new file mode 100644 index 0000000..b6a6992 --- /dev/null +++ b/data/lvl/c34/door_headers.asm @@ -0,0 +1,224 @@ +Door_C34_00: + dc $01A0,$0238 ; Player pos (Y / X) + db $0A ; Scroll lock + dc $0150,$0200 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room12 ; Actor Setup code +Door_C34_12: + dc $0040,$00B8 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0058 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room10 ; Actor Setup code +Door_C34_02: + dc $01B0,$0448 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0150,$03E8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room14 ; Actor Setup code +Door_C34_14: + dc $0050,$02C8 ; Player pos (Y / X) + db $05 ; Scroll lock + dc $0000,$0250 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room12 ; Actor Setup code +Door_C34_04: + dc $01D0,$0748 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$06E8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room17 ; Actor Setup code +Door_C34_17: + dc $00A0,$0448 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0050,$03E8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room14 ; Actor Setup code +Door_C34_03: + dc $0180,$06B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0130,$0658 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room17 ; Actor Setup code +Door_C34_16: + dc $0040,$03B8 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0348 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room14 ; Actor Setup code +Door_C34_07: + dc $01D0,$0A38 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$09D8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room1A ; Actor Setup code +Door_C34_1A: + dc $0060,$07B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0010,$0758 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room17 ; Actor Setup code +Door_C34_06: + dc $01D0,$08C8 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0868 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room1A ; Actor Setup code +Door_C34_18: + dc $0060,$0648 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0010,$0600 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room17 ; Actor Setup code +Door_C34_0A: + dc $01A0,$0BA8 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0B48 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room1B ; Actor Setup code +Door_C34_1B: + dc $00B0,$0A38 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$09D8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room1A ; Actor Setup code +Door_C34_0B: + dc $01E0,$0538 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0500 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureM ; Actor Setup code +Door_C34_15: + dc $00B0,$0B98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0B38 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + dw LevelBlock_Tree ; 16x16 Blocks + dw ActGroup_C34_Room1B ; Actor Setup code diff --git a/data/lvl/c34/door_treasure.asm b/data/lvl/c34/door_treasure.asm new file mode 100644 index 0000000..fd91415 --- /dev/null +++ b/data/lvl/c34/door_treasure.asm @@ -0,0 +1,13 @@ + dc $01C0,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0508 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureM ; Actor Setup code diff --git a/data/lvl/c34/doors_assoc.asm b/data/lvl/c34/doors_assoc.asm new file mode 100644 index 0000000..9886505 --- /dev/null +++ b/data/lvl/c34/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C34_00 ; $00 + dw Door_None ; $01 + dw Door_C34_02 ; $02 + dw Door_C34_03 ; $03 + dw Door_C34_04 ; $04 + dw Door_None ; $05 + dw Door_C34_06 ; $06 + dw Door_C34_07 ; $07 + dw Door_LevelClear ; $08 + dw Door_None ; $09 + dw Door_C34_0A ; $0A + dw Door_C34_0B ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_C34_12 ; $12 + dw Door_None ; $13 + dw Door_C34_14 ; $14 + dw Door_C34_15 ; $15 + dw Door_C34_16 ; $16 + dw Door_C34_17 ; $17 + dw Door_C34_18 ; $18 + dw Door_None ; $19 + dw Door_C34_1A ; $1A + dw Door_C34_1B ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c34/header.asm b/data/lvl/c34/header.asm new file mode 100644 index 0000000..deac7b2 --- /dev/null +++ b/data/lvl/c34/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + db $16,$00 ; Level Layout ID + dw LevelBlock_Tree ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$50 ; Scroll Y + db $00,$00 ; Scroll X + db $0A ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C34_Room10 ; Actor Setup code diff --git a/data/lvl/c34/header_checkpoint.asm b/data/lvl/c34/header_checkpoint.asm new file mode 100644 index 0000000..39dce79 --- /dev/null +++ b/data/lvl/c34/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Tree ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_06 ; Animated tiles GFX + db $16,$00 ; Level Layout ID + dw LevelBlock_Tree ; 16x16 Blocks + db $01,$D0 ; Player X + db $07,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$50 ; Scroll Y + db $06,$C8 ; Scroll X + db $08 ; Screen Lock Flags + db $10 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C34_Room17 ; Actor Setup code diff --git a/data/lvl/c34/layout.bin b/data/lvl/c34/layout.bin new file mode 100644 index 0000000..a7354c5 Binary files /dev/null and b/data/lvl/c34/layout.bin differ diff --git a/data/lvl/c34/scroll_locks.bin b/data/lvl/c34/scroll_locks.bin new file mode 100644 index 0000000..b4c06a1 Binary files /dev/null and b/data/lvl/c34/scroll_locks.bin differ diff --git a/data/lvl/c35/actor_group_code.asm b/data/lvl/c35/actor_group_code.asm new file mode 100644 index 0000000..53a8736 --- /dev/null +++ b/data/lvl/c35/actor_group_code.asm @@ -0,0 +1,56 @@ +ActGroupCodeDef_C35_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room08: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CartTrain + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room03: + dw ActCodeDef_Null;X + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room16: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CartTrain + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C35_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_CoinLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c35/actor_group_gfx.asm b/data/lvl/c35/actor_group_gfx.asm new file mode 100644 index 0000000..ad419a7 --- /dev/null +++ b/data/lvl/c35/actor_group_gfx.asm @@ -0,0 +1,26 @@ +ActGroupGFXDef_C35_Room00: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C35_Room08: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C35_Room10: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Cart, $0A + mActGFX_End +ActGroupGFXDef_C35_Room03: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C35_Room16: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_Cart, $0A + mActGFX_End +ActGroupGFXDef_C35_Room0A: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C35_Room06: + mActGFXDef GFX_Act_DD, $25 + mActGFXDef GFX_Act_CoinLock, $09 + mActGFX_End diff --git a/data/lvl/c35/actor_group_init_code.asm b/data/lvl/c35/actor_group_init_code.asm new file mode 100644 index 0000000..0e372ee --- /dev/null +++ b/data/lvl/c35/actor_group_init_code.asm @@ -0,0 +1,22 @@ +ActGroup_C35_Room00: + mActGroup C35_Room00 + ret +ActGroup_C35_Room08: + mActGroup C35_Room08 + ret +ActGroup_C35_Room10: + mActGroup C35_Room10 + ret +ActGroup_C35_Room03: + mActGroup C35_Room03 + ret +ActGroup_C35_Room16: + mActGroup C35_Room16 + ret +ActGroup_C35_Room0A: + mActGroup C35_Room0A + ret +ActGroup_C35_Room06: + mActGroup C35_Room06 + mActGroup_OpenExit + ret diff --git a/data/lvl/c35/actor_layout.bin b/data/lvl/c35/actor_layout.bin new file mode 100644 index 0000000..8592fd0 Binary files /dev/null and b/data/lvl/c35/actor_layout.bin differ diff --git a/data/lvl/c35/door_headers.asm b/data/lvl/c35/door_headers.asm new file mode 100644 index 0000000..4f16d42 --- /dev/null +++ b/data/lvl/c35/door_headers.asm @@ -0,0 +1,84 @@ +Door_C35_01: + dc $00E0,$0838 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0800 ; Scroll pos (Y / X) + db $01 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room08 ; Actor Setup code +Door_C35_09: + dc $01E0,$0038 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0000 ; Scroll pos (Y / X) + db $30 ; Scroll mode + db $00 ; BG Priority + db $03 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room10 ; Actor Setup code +Door_C35_14: + dc $00E0,$0338 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0300 ; Scroll pos (Y / X) + db $01 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room03 ; Actor Setup code +Door_C35_05: + dc $01E0,$0668 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0600 ; Scroll pos (Y / X) + db $30 ; Scroll mode + db $00 ; BG Priority + db $03 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room16 ; Actor Setup code +Door_C35_1F: + dc $00E0,$0A38 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0A00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room0A ; Actor Setup code +Door_C35_0B: + dc $00E0,$0638 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0600 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + dw LevelBlock_Train ; 16x16 Blocks + dw ActGroup_C35_Room06 ; Actor Setup code diff --git a/data/lvl/c35/doors_assoc.asm b/data/lvl/c35/doors_assoc.asm new file mode 100644 index 0000000..688c472 --- /dev/null +++ b/data/lvl/c35/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_LevelEntrance ; $00 + dw Door_C35_01 ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_C35_05 ; $05 + dw Door_None ; $06 + dw Door_LevelClear ; $07 + dw Door_None ; $08 + dw Door_C35_09 ; $09 + dw Door_None ; $0A + dw Door_C35_0B ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_None ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_C35_14 ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_C35_1F ; $1F diff --git a/data/lvl/c35/header.asm b/data/lvl/c35/header.asm new file mode 100644 index 0000000..1f2ad12 --- /dev/null +++ b/data/lvl/c35/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + db $13,$06 ; Level Layout ID + dw LevelBlock_Train ; 16x16 Blocks + db $00,$F0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C35_Room00 ; Actor Setup code diff --git a/data/lvl/c35/header_checkpoint.asm b/data/lvl/c35/header_checkpoint.asm new file mode 100644 index 0000000..319dc89 --- /dev/null +++ b/data/lvl/c35/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Train ; Main GFX + dw GFX_LevelShared_02 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_07 ; Animated tiles GFX + db $13,$06 ; Level Layout ID + dw LevelBlock_Train ; 16x16 Blocks + db $00,$B0 ; Player X + db $03,$68 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $03,$08 ; Scroll X + db $00 ; Screen Lock Flags + db $01 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C35_Room03 ; Actor Setup code diff --git a/data/lvl/c35/layout.bin b/data/lvl/c35/layout.bin new file mode 100644 index 0000000..7e89551 Binary files /dev/null and b/data/lvl/c35/layout.bin differ diff --git a/data/lvl/c35/scroll_locks.bin b/data/lvl/c35/scroll_locks.bin new file mode 100644 index 0000000..9939925 Binary files /dev/null and b/data/lvl/c35/scroll_locks.bin differ diff --git a/data/lvl/c36/actor_group_code.asm b/data/lvl/c36/actor_group_code.asm new file mode 100644 index 0000000..4546c50 --- /dev/null +++ b/data/lvl/c36/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C36_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpikeBall + dw ActCodeDef_ThunderCloud + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C36_Room02: + dw ActCodeDef_Null;X + dw ActCodeDef_BigItemBox + dw ActCodeDef_BigHeart + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C36_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C36_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_ParsleyWoodsBoss + dw ActCodeDef_ParsleyWoodsBossGhostGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c36/actor_group_gfx.asm b/data/lvl/c36/actor_group_gfx.asm new file mode 100644 index 0000000..776bb04 --- /dev/null +++ b/data/lvl/c36/actor_group_gfx.asm @@ -0,0 +1,15 @@ +ActGroupGFXDef_C36_Room10: + mActGFXDef GFX_Act_SpikeBall, $0E + mActGFXDef GFX_Act_ThunderCloud, $08 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C36_Room02: + mActGFXDef GFX_Act_BigItemBox, $12 + mActGFXDef GFX_Act_BigHeart, $0C + mActGFX_End +ActGroupGFXDef_C36_Room01: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_C36_Room00: + mActGFXDef GFX_Act_ParsleyWoodsBoss, $40 + mActGFX_End diff --git a/data/lvl/c36/actor_group_init_code.asm b/data/lvl/c36/actor_group_init_code.asm new file mode 100644 index 0000000..8bd1fb5 --- /dev/null +++ b/data/lvl/c36/actor_group_init_code.asm @@ -0,0 +1,26 @@ +ActGroup_C36_Room10: + mActGroup C36_Room10 + ret +ActGroup_C36_Room02: + mActGroup C36_Room02 + mActGroup_BigItem BIGITEM_HEART + ret +ActGroup_C36_Room01: + mActGroup C36_Room01 + ret +ActGroup_C36_Room00: + mActGroup_CheckBoss sMapParsleyWoodsCompletion, 5 + mActGroup C36_Room00 + ld a, BGM_BOSS + ld [sBGMSet], a + ld [sHurryUpBGM], a + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ret diff --git a/data/lvl/c36/actor_layout.bin b/data/lvl/c36/actor_layout.bin new file mode 100644 index 0000000..61eda30 Binary files /dev/null and b/data/lvl/c36/actor_layout.bin differ diff --git a/data/lvl/c36/door_headers.asm b/data/lvl/c36/door_headers.asm new file mode 100644 index 0000000..041b777 --- /dev/null +++ b/data/lvl/c36/door_headers.asm @@ -0,0 +1,70 @@ +Door_C36_15: + dc $00E0,$0248 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C36_Room02 ; Actor Setup code +Door_C36_02: + dc $01C0,$0568 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0508 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C36_Room10 ; Actor Setup code +Door_C36_16: + dc $00E0,$0168 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0108 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C36_Room01 ; Actor Setup code +Door_C36_01: + dc $01E0,$06A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0648 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C36_Room10 ; Actor Setup code +Door_C36_1F: + dc $00F0,$0028 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_ParsleyWoodsBoss ; Main GFX + dw GFX_LevelShared_0C ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Boss1 ; 16x16 Blocks + dw ActGroup_C36_Room00 ; Actor Setup code diff --git a/data/lvl/c36/doors_assoc.asm b/data/lvl/c36/doors_assoc.asm new file mode 100644 index 0000000..05c2ccb --- /dev/null +++ b/data/lvl/c36/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_C36_01 ; $01 + dw Door_C36_02 ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_C36_15 ; $15 + dw Door_C36_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_None ; $1D + dw Door_None ; $1E + dw Door_C36_1F ; $1F diff --git a/data/lvl/c36/header.asm b/data/lvl/c36/header.asm new file mode 100644 index 0000000..c0ab1ef --- /dev/null +++ b/data/lvl/c36/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + db $19,$01 ; Level Layout ID + dw LevelBlock_Forest ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $0F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C36_Room10 ; Actor Setup code diff --git a/data/lvl/c36/header_checkpoint.asm b/data/lvl/c36/header_checkpoint.asm new file mode 100644 index 0000000..16a2ba2 --- /dev/null +++ b/data/lvl/c36/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $19,$01 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$E0 ; Player X + db $01,$A8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $01,$48 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C36_Room01 ; Actor Setup code diff --git a/data/lvl/c36/layout.bin b/data/lvl/c36/layout.bin new file mode 100644 index 0000000..738bd64 Binary files /dev/null and b/data/lvl/c36/layout.bin differ diff --git a/data/lvl/c36/scroll_locks.bin b/data/lvl/c36/scroll_locks.bin new file mode 100644 index 0000000..337d6d0 Binary files /dev/null and b/data/lvl/c36/scroll_locks.bin differ diff --git a/data/lvl/c37/actor_group_code.asm b/data/lvl/c37/actor_group_code.asm new file mode 100644 index 0000000..0edaf38 --- /dev/null +++ b/data/lvl/c37/actor_group_code.asm @@ -0,0 +1,32 @@ +ActGroupCodeDef_C37_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_SpikeBall + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C37_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_CoinLock + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_FireMissile + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C37_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureN: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure;X + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c37/actor_group_gfx.asm b/data/lvl/c37/actor_group_gfx.asm new file mode 100644 index 0000000..d221932 --- /dev/null +++ b/data/lvl/c37/actor_group_gfx.asm @@ -0,0 +1,20 @@ +ActGroupGFXDef_C37_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_SpikeBall, $0E + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_C37_Room0C: + mActGFXDef GFX_Act_CoinLock, $09 + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_FireMissile, $0A + mActGFX_End +ActGroupGFXDef_C37_Room1F: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End +ActGroupGFXDef_TreasureN: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureN, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c37/actor_group_init_code.asm b/data/lvl/c37/actor_group_init_code.asm new file mode 100644 index 0000000..a3ee177 --- /dev/null +++ b/data/lvl/c37/actor_group_init_code.asm @@ -0,0 +1,14 @@ +ActGroup_C37_Room10: + mActGroup C37_Room10 + mActGroup_CheckTreasure TREASURE_N + ret +ActGroup_C37_Room0C: + mActGroup C37_Room0C + ret +ActGroup_C37_Room1F: + mActGroup C37_Room1F + ret +ActGroup_TreasureN: + mActGroup TreasureN + mActGroup_CheckTreasure TREASURE_N + ret diff --git a/data/lvl/c37/actor_layout.bin b/data/lvl/c37/actor_layout.bin new file mode 100644 index 0000000..0172dcd Binary files /dev/null and b/data/lvl/c37/actor_layout.bin differ diff --git a/data/lvl/c37/door_headers.asm b/data/lvl/c37/door_headers.asm new file mode 100644 index 0000000..6dbde8a --- /dev/null +++ b/data/lvl/c37/door_headers.asm @@ -0,0 +1,84 @@ +Door_C37_16: + dc $0150,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0F08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_StoneCave ; 16x16 Blocks + dw ActGroup_C37_Room1F ; Actor Setup code +Door_C37_1F: + dc $01D0,$0678 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0618 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C37_Room10 ; Actor Setup code +Door_C37_1D: + dc $00E0,$0C78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0C18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C37_Room0C ; Actor Setup code +Door_C37_0C: + dc $01B0,$0DC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0D50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C37_Room10 ; Actor Setup code +Door_C37_1E: + dc $00E0,$0E28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0E00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureN ; Actor Setup code +Door_C37_0E: + dc $01F0,$0E88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0E28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + dw LevelBlock_Forest ; 16x16 Blocks + dw ActGroup_C37_Room10 ; Actor Setup code diff --git a/data/lvl/c37/door_treasure.asm b/data/lvl/c37/door_treasure.asm new file mode 100644 index 0000000..1bf7f2b --- /dev/null +++ b/data/lvl/c37/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0E68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0E18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureN ; Actor Setup code diff --git a/data/lvl/c37/doors_assoc.asm b/data/lvl/c37/doors_assoc.asm new file mode 100644 index 0000000..2fa3cfc --- /dev/null +++ b/data/lvl/c37/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C37_0C ; $0C + dw Door_LevelClear ; $0D + dw Door_C37_0E ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C37_16 ; $16 + dw Door_None ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_C37_1D ; $1D + dw Door_C37_1E ; $1E + dw Door_C37_1F ; $1F diff --git a/data/lvl/c37/header.asm b/data/lvl/c37/header.asm new file mode 100644 index 0000000..998c02d --- /dev/null +++ b/data/lvl/c37/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Forest ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0C ; Animated tiles GFX + db $1C,$01 ; Level Layout ID + dw LevelBlock_Forest ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$28 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $0F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C37_Room10 ; Actor Setup code diff --git a/data/lvl/c37/header_checkpoint.asm b/data/lvl/c37/header_checkpoint.asm new file mode 100644 index 0000000..d9c7799 --- /dev/null +++ b/data/lvl/c37/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_StoneCave ; Main GFX + dw GFX_LevelShared_03 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1C,$01 ; Level Layout ID + dw LevelBlock_StoneCave ; 16x16 Blocks + db $00,$D0 ; Player X + db $0F,$78 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $0F,$18 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C37_Room1F ; Actor Setup code diff --git a/data/lvl/c37/layout.bin b/data/lvl/c37/layout.bin new file mode 100644 index 0000000..5dd830f Binary files /dev/null and b/data/lvl/c37/layout.bin differ diff --git a/data/lvl/c37/scroll_locks.bin b/data/lvl/c37/scroll_locks.bin new file mode 100644 index 0000000..435d4a3 Binary files /dev/null and b/data/lvl/c37/scroll_locks.bin differ diff --git a/data/lvl/c38/actor_group_code.asm b/data/lvl/c38/actor_group_code.asm new file mode 100644 index 0000000..d163160 --- /dev/null +++ b/data/lvl/c38/actor_group_code.asm @@ -0,0 +1,64 @@ +ActGroupCodeDef_C38_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_Goom + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room04: + dw ActCodeDef_Null;X + dw ActCodeDef_Wolf + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room1E: + dw ActCodeDef_Null;X + dw ActCodeDef_Watch + dw ActCodeDef_FireMissile + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room06: + dw ActCodeDef_Null;X + dw ActCodeDef_ChickenDuck + dw ActCodeDef_Driller + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room14: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room0A: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room1A: + dw ActCodeDef_Null;X + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_BigSwitchBlock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C38_Room1C: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c38/actor_group_gfx.asm b/data/lvl/c38/actor_group_gfx.asm new file mode 100644 index 0000000..c23cbf4 --- /dev/null +++ b/data/lvl/c38/actor_group_gfx.asm @@ -0,0 +1,29 @@ +ActGroupGFXDef_C38_Room10: + mActGFXDef GFX_Act_Goom, $10 + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C38_Room04: + mActGFXDef GFX_Act_Wolf, $25 + mActGFX_End +ActGroupGFXDef_C38_Room1E: + mActGFXDef GFX_Act_Watch, $0D + mActGFXDef GFX_Act_FireMissile, $0A + mActGFX_End +ActGroupGFXDef_C38_Room06: + mActGFXDef GFX_Act_ChickenDuck, $19 + mActGFXDef GFX_Act_Driller, $0A + mActGFX_End +ActGroupGFXDef_C38_Room14: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C38_Room0A: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C38_Room1A: + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFXDef GFX_Act_BigSwitchBlock, $0B + mActGFX_End +ActGroupGFXDef_C38_Room1C: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFX_End diff --git a/data/lvl/c38/actor_group_init_code.asm b/data/lvl/c38/actor_group_init_code.asm new file mode 100644 index 0000000..f030d23 --- /dev/null +++ b/data/lvl/c38/actor_group_init_code.asm @@ -0,0 +1,30 @@ +ActGroup_C38_Room10: + mActGroup C38_Room10 + ret +ActGroup_C38_Room08: + mActGroup C38_Room10 + ret +ActGroup_C38_Room04: + mActGroup C38_Room04 + ret +ActGroup_C38_Room1E: + mActGroup C38_Room1E + ret +ActGroup_C38_Room06: + mActGroup C38_Room06 + ret +ActGroup_C38_Room14: + mActGroup C38_Room14 + ret +ActGroup_C38_Room0A: + mActGroup C38_Room0A + ret +ActGroup_C38_Room19: + mActGroup C38_Room0A + ret +ActGroup_C38_Room1A: + mActGroup C38_Room1A + ret +ActGroup_C38_Room1C: + mActGroup C38_Room1C + ret diff --git a/data/lvl/c38/actor_layout.bin b/data/lvl/c38/actor_layout.bin new file mode 100644 index 0000000..c42669b Binary files /dev/null and b/data/lvl/c38/actor_layout.bin differ diff --git a/data/lvl/c38/door_headers.asm b/data/lvl/c38/door_headers.asm new file mode 100644 index 0000000..def6254 --- /dev/null +++ b/data/lvl/c38/door_headers.asm @@ -0,0 +1,252 @@ +Door_C38_11: + dc $00E0,$0878 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0818 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C38_Room08 ; Actor Setup code +Door_C38_08: + dc $0160,$01B8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0158 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room10 ; Actor Setup code +Door_C38_12: + dc $00E0,$0458 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0400 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C38_Room04 ; Actor Setup code +Door_C38_04: + dc $01E0,$0278 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0218 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room10 ; Actor Setup code +Door_C38_05: + dc $01D0,$0E48 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0DE8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room1E ; Actor Setup code +Door_C38_1E: + dc $00E0,$05A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0548 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C38_Room04 ; Actor Setup code +Door_C38_0E: + dc $00E0,$0668 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0608 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C38_Room06 ; Actor Setup code +Door_C38_06: + dc $0060,$0EC8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0010,$0E50 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room1E ; Actor Setup code +Door_C38_07: + dc $01E0,$0448 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0400 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room14 ; Actor Setup code +Door_C38_14: + dc $00E0,$0798 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0738 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C38_Room06 ; Actor Setup code +Door_C38_18: + dc $00E0,$0A68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0A08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C38_Room0A ; Actor Setup code +Door_C38_0A: + dc $01E0,$08A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0848 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room14 ; Actor Setup code +Door_C38_0B: + dc $01E0,$0938 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room19 ; Actor Setup code +Door_C38_19: + dc $00E0,$0B98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0B38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C38_Room0A ; Actor Setup code +Door_C38_09: + dc $01E0,$0A58 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0A00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C38_Room1A ; Actor Setup code +Door_C38_1A: + dc $00B0,$09D8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0950 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room19 ; Actor Setup code +Door_C38_0D: + dc $01E0,$0C68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0C08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C38_Room1C ; Actor Setup code +Door_C38_1C: + dc $0060,$0DA8 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0D48 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C38_Room1E ; Actor Setup code diff --git a/data/lvl/c38/doors_assoc.asm b/data/lvl/c38/doors_assoc.asm new file mode 100644 index 0000000..1683df0 --- /dev/null +++ b/data/lvl/c38/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_None ; $01 + dw Door_None ; $02 + dw Door_None ; $03 + dw Door_C38_04 ; $04 + dw Door_C38_05 ; $05 + dw Door_C38_06 ; $06 + dw Door_C38_07 ; $07 + dw Door_C38_08 ; $08 + dw Door_C38_09 ; $09 + dw Door_C38_0A ; $0A + dw Door_C38_0B ; $0B + dw Door_None ; $0C + dw Door_C38_0D ; $0D + dw Door_C38_0E ; $0E + dw Door_None ; $0F + dw Door_LevelEntrance ; $10 + dw Door_C38_11 ; $11 + dw Door_C38_12 ; $12 + dw Door_None ; $13 + dw Door_C38_14 ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_None ; $17 + dw Door_C38_18 ; $18 + dw Door_C38_19 ; $19 + dw Door_C38_1A ; $1A + dw Door_LevelClear;X ; $1B + dw Door_C38_1C ; $1C + dw Door_None ; $1D + dw Door_C38_1E ; $1E + dw Door_None ; $1F diff --git a/data/lvl/c38/header.asm b/data/lvl/c38/header.asm new file mode 100644 index 0000000..fc65ec2 --- /dev/null +++ b/data/lvl/c38/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + db $1A,$03 ; Level Layout ID + dw LevelBlock_DarkCastle ; 16x16 Blocks + db $01,$60 ; Player X + db $00,$48 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $00,$E0 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C38_Room10 ; Actor Setup code diff --git a/data/lvl/c38/header_checkpoint.asm b/data/lvl/c38/header_checkpoint.asm new file mode 100644 index 0000000..fa5a064 --- /dev/null +++ b/data/lvl/c38/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + db $1A,$03 ; Level Layout ID + dw LevelBlock_Castle ; 16x16 Blocks + db $01,$E0 ; Player X + db $0C,$98 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0C,$38 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $0F ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C38_Room1C ; Actor Setup code diff --git a/data/lvl/c38/layout.bin b/data/lvl/c38/layout.bin new file mode 100644 index 0000000..1274d2b Binary files /dev/null and b/data/lvl/c38/layout.bin differ diff --git a/data/lvl/c38/scroll_locks.bin b/data/lvl/c38/scroll_locks.bin new file mode 100644 index 0000000..c5a7e16 Binary files /dev/null and b/data/lvl/c38/scroll_locks.bin differ diff --git a/data/lvl/c39/actor_group_code.asm b/data/lvl/c39/actor_group_code.asm new file mode 100644 index 0000000..fc38eed --- /dev/null +++ b/data/lvl/c39/actor_group_code.asm @@ -0,0 +1,72 @@ +ActGroupCodeDef_C39_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Watch + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room19: + dw ActCodeDef_Null;X + dw ActCodeDef_DD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room02: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_FireMissile + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room03: + dw ActCodeDef_Null;X + dw ActCodeDef_SyrupCastlePlatformU + dw ActCodeDef_SyrupCastlePlatformD + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room0C: + dw ActCodeDef_Null;X + dw ActCodeDef_Penguin + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_BigSwitchBlock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C39_Room18: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_KeyLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_TreasureO: + dw ActCodeDef_Null;X + dw ActCodeDef_TreasureChestLid + dw ActCodeDef_TorchFlame + dw ActCodeDef_Treasure + dw ActCodeDef_TreasureShine;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c39/actor_group_gfx.asm b/data/lvl/c39/actor_group_gfx.asm new file mode 100644 index 0000000..d65c747 --- /dev/null +++ b/data/lvl/c39/actor_group_gfx.asm @@ -0,0 +1,34 @@ +ActGroupGFXDef_C39_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Watch, $0D + mActGFX_End +ActGroupGFXDef_C39_Room00: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C39_Room19: + mActGFXDef GFX_Act_DD, $25 + mActGFX_End +ActGroupGFXDef_C39_Room02: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_FireMissile, $0A + mActGFX_End +ActGroupGFXDef_C39_Room03: + mActGFXDef GFX_Act_SyrupCastlePlatform, $05 + mActGFXDef GFX_Act_SyrupCastlePlatform, $05 + mActGFX_End +ActGroupGFXDef_C39_Room0C: + mActGFXDef GFX_Act_Penguin, $2D + mActGFX_End +ActGroupGFXDef_C39_Room1F: + mActGFXDef GFX_Act_BigSwitchBlock, $0B + mActGFX_End +ActGroupGFXDef_C39_Room18: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_KeyLock, $0A + mActGFX_End +ActGroupGFXDef_TreasureO: + mActGFXDef GFX_Act_TreasureChestLid, $10 + mActGFXDef GFX_Act_TorchFlame, $04 + mActGFXDef GFX_Act_TreasureO, $04 + mActGFXDef GFX_Act_TreasureShine, $03 + mActGFX_End diff --git a/data/lvl/c39/actor_group_init_code.asm b/data/lvl/c39/actor_group_init_code.asm new file mode 100644 index 0000000..e3f993a --- /dev/null +++ b/data/lvl/c39/actor_group_init_code.asm @@ -0,0 +1,30 @@ +ActGroup_C39_Room10: + mActGroup C39_Room10 + mActGroup_CheckTreasure TREASURE_O + ret +ActGroup_C39_Room00: + mActGroup C39_Room00 + ret +ActGroup_C39_Room19: + mActGroup C39_Room19 + ret +ActGroup_C39_Room02: + mActGroup C39_Room02 + ret +ActGroup_C39_Room03: + mActGroup C39_Room03 + ret +ActGroup_C39_Room0C: + mActGroup C39_Room0C + ret +ActGroup_C39_Room1F: + mActGroup C39_Room1F + ret +ActGroup_C39_Room18: + mActGroup C39_Room18 + mActGroup_CheckTreasure TREASURE_O + ret +ActGroup_TreasureO: + mActGroup TreasureO + mActGroup_CheckTreasure TREASURE_O + ret diff --git a/data/lvl/c39/actor_layout.bin b/data/lvl/c39/actor_layout.bin new file mode 100644 index 0000000..18522f7 Binary files /dev/null and b/data/lvl/c39/actor_layout.bin differ diff --git a/data/lvl/c39/door_headers.asm b/data/lvl/c39/door_headers.asm new file mode 100644 index 0000000..fcfe2b7 --- /dev/null +++ b/data/lvl/c39/door_headers.asm @@ -0,0 +1,225 @@ +Door_C39_16: + dc $00E0,$0058 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0008 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C39_Room00 ; Actor Setup code +Door_C39_00: + dc $01E0,$06A8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0650 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room10 ; Actor Setup code +Door_C39_01: + dc $01E0,$0938 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0160,$0900 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room19 ; Actor Setup code +Door_C39_19: + dc $00E0,$01B8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0060,$0150 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C39_Room00 ; Actor Setup code +Door_C39_1A: + dc $00E0,$0248 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0200 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C39_Room02 ; Actor Setup code +Door_C39_02: + dc $01E0,$0A58 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0A08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room19 ; Actor Setup code +Door_C39_1D: + dc $0130,$0848 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$07E8 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C39_Room18 ; Actor Setup code +Door_C39_18: + dc $0160,$0D98 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0D48 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room19 ; Actor Setup code +Door_C39_07: + dc $00E0,$0F28 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0F00 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureO ; Actor Setup code +Door_C39_0F: + dc $0070,$0748 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0020,$0700 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle2 ; 16x16 Blocks + dw ActGroup_C39_Room18 ; Actor Setup code +Door_C39_0D: + dc $01E0,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0F18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C39_Room1F ; Actor Setup code +Door_C39_Unused_1F: + ; [TCRF] Unused exit in the ! Block Room of C39 + dc $00E0,$0D78 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0D28 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room0C ; Actor Setup code +Door_C39_1E: + dc $00E0,$0358 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0308 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C39_Room03 ; Actor Setup code +Door_C39_03: + dc $01E0,$0EA8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0E50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room19 ; Actor Setup code +Door_C39_06: + dc $00E0,$0C88 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0C38 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C39_Room0C ; Actor Setup code +Door_C39_0C: + dc $00E0,$0668 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0618 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_05 ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C39_Room03 ; Actor Setup code diff --git a/data/lvl/c39/door_treasure.asm b/data/lvl/c39/door_treasure.asm new file mode 100644 index 0000000..0f74cb6 --- /dev/null +++ b/data/lvl/c39/door_treasure.asm @@ -0,0 +1,13 @@ + dc $00C0,$0F68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0F18 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $63 ; Palette + dp GFX_Level_Treasure ; Main GFX + dw GFX_LevelShared_07 ; Shared Block GFX + dw GFX_StatusBar_03 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_Treasure ; 16x16 Blocks + dw ActGroup_TreasureO ; Actor Setup code diff --git a/data/lvl/c39/doors_assoc.asm b/data/lvl/c39/doors_assoc.asm new file mode 100644 index 0000000..f7dc54f --- /dev/null +++ b/data/lvl/c39/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_C39_00 ; $00 + dw Door_C39_01 ; $01 + dw Door_C39_02 ; $02 + dw Door_C39_03 ; $03 + dw Door_None ; $04 + dw Door_None ; $05 + dw Door_C39_06 ; $06 + dw Door_C39_07 ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_C39_0C ; $0C + dw Door_C39_0D ; $0D + dw Door_None ; $0E + dw Door_C39_0F ; $0F + dw Door_LevelEntrance ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_C39_16 ; $16 + dw Door_None ; $17 + dw Door_C39_18 ; $18 + dw Door_C39_19 ; $19 + dw Door_C39_1A ; $1A + dw Door_None ; $1B + dw Door_None ; $1C + dw Door_C39_1D ; $1D + dw Door_C39_1E ; $1E + dw Door_C39_Unused_1F ; $1F diff --git a/data/lvl/c39/header.asm b/data/lvl/c39/header.asm new file mode 100644 index 0000000..a8cc14c --- /dev/null +++ b/data/lvl/c39/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1A,$04 ; Level Layout ID + dw LevelBlock_SkyCastle ; 16x16 Blocks + db $01,$E0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C39_Room10 ; Actor Setup code diff --git a/data/lvl/c39/header_checkpoint.asm b/data/lvl/c39/header_checkpoint.asm new file mode 100644 index 0000000..1ff03e3 --- /dev/null +++ b/data/lvl/c39/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + db $1A,$04 ; Level Layout ID + dw LevelBlock_DarkCastle ; 16x16 Blocks + db $00,$E0 ; Player X + db $02,$D8 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $00 ; OBJLst Flags + db $00,$60 ; Scroll Y + db $02,$50 ; Scroll X + db $01 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C39_Room02 ; Actor Setup code diff --git a/data/lvl/c39/layout.bin b/data/lvl/c39/layout.bin new file mode 100644 index 0000000..90cfab8 Binary files /dev/null and b/data/lvl/c39/layout.bin differ diff --git a/data/lvl/c39/scroll_locks.bin b/data/lvl/c39/scroll_locks.bin new file mode 100644 index 0000000..c7b8080 Binary files /dev/null and b/data/lvl/c39/scroll_locks.bin differ diff --git a/data/lvl/c40/actor_group_code.asm b/data/lvl/c40/actor_group_code.asm new file mode 100644 index 0000000..3f95fd0 --- /dev/null +++ b/data/lvl/c40/actor_group_code.asm @@ -0,0 +1,48 @@ +ActGroupCodeDef_C40_Room10: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C40_Room01: + dw ActCodeDef_Null;X + dw ActCodeDef_Knight + dw ActCodeDef_MiniBossLock + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C40_Room1F: + dw ActCodeDef_Null;X + dw ActCodeDef_FireMissile + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C40_Room03: + dw ActCodeDef_Null;X + dw ActCodeDef_SpearGoom + dw ActCodeDef_Mole + dw ActCodeDef_MoleSpike;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C40_Room1D: + dw ActCodeDef_Null;X + dw ActCodeDef_Checkpoint + dw ActCodeDef_FireMissile + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X +ActGroupCodeDef_C40_Room00: + dw ActCodeDef_Null;X + dw ActCodeDef_CaptainSyrup + dw ActCodeDef_Lamp + dw ActCodeDef_LampSmoke + dw ActCodeDef_MiniGenie;X ; [POI] Not used directly, but must be at this location + dw ActCodeDef_Null;X + dw ActCodeDef_Null;X diff --git a/data/lvl/c40/actor_group_gfx.asm b/data/lvl/c40/actor_group_gfx.asm new file mode 100644 index 0000000..7d3c65d --- /dev/null +++ b/data/lvl/c40/actor_group_gfx.asm @@ -0,0 +1,22 @@ +ActGroupGFXDef_C40_Room10: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFX_End +ActGroupGFXDef_C40_Room01: + mActGFXDef GFX_Act_Knight, $2B + mActGFXDef GFX_Act_MiniBossLock, $04 + mActGFX_End +ActGroupGFXDef_C40_Room1F: + mActGFXDef GFX_Act_FireMissile, $0A + mActGFX_End +ActGroupGFXDef_C40_Room03: + mActGFXDef GFX_Act_SpearGoom, $14 + mActGFXDef GFX_Act_Mole, $19 + mActGFXDef GFX_Act_MoleSpike, $02 + mActGFX_End +ActGroupGFXDef_C40_Room1D: + mActGFXDef GFX_Act_Checkpoint, $0B + mActGFXDef GFX_Act_FireMissile, $0A + mActGFX_End +ActGroupGFXDef_C40_Room00: + mActGFXDef GFX_Act_SyrupCastleBossIntro, $40 + mActGFX_End diff --git a/data/lvl/c40/actor_group_init_code.asm b/data/lvl/c40/actor_group_init_code.asm new file mode 100644 index 0000000..a0728e9 --- /dev/null +++ b/data/lvl/c40/actor_group_init_code.asm @@ -0,0 +1,41 @@ +ActGroup_C40_Room10: + mActGroup C40_Room10 + ret +ActGroup_C40_Room01: + mActGroup C40_Room01 + ret +ActGroup_C40_Room1F: + mActGroup C40_Room1F + ret +ActGroup_C40_Room03: + mActGroup C40_Room03 + ret +ActGroup_C40_Room1D: + mActGroup C40_Room1D + ret +ActGroup_C40_Room00: + ; Final boss can be re-fought + mActGroup C40_Room00 + ; The VRAM location of actors is fixed for boss rooms + xor a + ld hl, sActTileBaseIndexTbl + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + ldi [hl], a + call Pl_SetDirRight + ; If sActSyrupCastleBossDead is set, we're reloading the room after defeating the final boss. + ; The BGM is handled elsewhere in this case. + ; + ; We are doing this here since music plays during the fade-in, which is before actors are processed. + ld a, [sActSyrupCastleBossDead] + or a + jr nz, .customMusic + ld a, BGM_FINALBOSSINTRO + ld [sBGMSet], a + ld [sHurryUpBGM], a + ret +.customMusic: + ret diff --git a/data/lvl/c40/actor_layout.bin b/data/lvl/c40/actor_layout.bin new file mode 100644 index 0000000..8033aeb Binary files /dev/null and b/data/lvl/c40/actor_layout.bin differ diff --git a/data/lvl/c40/door_headers.asm b/data/lvl/c40/door_headers.asm new file mode 100644 index 0000000..c79499a --- /dev/null +++ b/data/lvl/c40/door_headers.asm @@ -0,0 +1,126 @@ +Door_C40_1C: + dc $00E0,$0158 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0100 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C40_Room01 ; Actor Setup code +Door_C40_01: + dc $01D0,$0CB8 ; Player pos (Y / X) + db $01 ; Scroll lock + dc $0160,$0C50 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C40_Room10 ; Actor Setup code +Door_C40_02: + dc $01E0,$0F78 ; Player pos (Y / X) + db $08 ; Scroll lock + dc $0150,$0F18 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C40_Room1F ; Actor Setup code +Door_C40_1F: + dc $00E0,$02A8 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0248 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C40_Room01 ; Actor Setup code +Door_C40_0F: + dc $00E0,$0358 ; Player pos (Y / X) + db $02 ; Scroll lock + dc $0060,$0300 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $0F ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_Castle ; Main GFX + dw GFX_LevelShared_00 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_0D ; Animated tiles GFX + dw LevelBlock_Castle ; 16x16 Blocks + dw ActGroup_C40_Room03 ; Actor Setup code +Door_C40_03: + dc $0050,$0F98 ; Player pos (Y / X) + db $04 ; Scroll lock + dc $0000,$0F38 ; Scroll pos (Y / X) + db $10 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C40_Room1F ; Actor Setup code +Door_C40_04: + dc $00F0,$0038 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0060,$0000 ; Scroll pos (Y / X) + db $FF ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SyrupCastleBoss ; Main GFX + dw GFX_LevelShared_0F ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SyrupCastleBoss ; 16x16 Blocks + dw ActGroup_C40_Room00 ; Actor Setup code +Door_C40_17: + dc $0160,$0D68 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $00E0,$0D08 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $07 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + dw LevelBlock_DarkCastle ; 16x16 Blocks + dw ActGroup_C40_Room1D ; Actor Setup code +Door_C40_1D: + dc $01A0,$0788 ; Player pos (Y / X) + db $00 ; Scroll lock + dc $0160,$0728 ; Scroll pos (Y / X) + db $00 ; Scroll mode + db $00 ; BG Priority + db $00 ; Tile animation speed + db $E1 ; Palette + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Shared Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + dw LevelBlock_SkyCastle ; 16x16 Blocks + dw ActGroup_C40_Room10 ; Actor Setup code diff --git a/data/lvl/c40/doors_assoc.asm b/data/lvl/c40/doors_assoc.asm new file mode 100644 index 0000000..ae8d20b --- /dev/null +++ b/data/lvl/c40/doors_assoc.asm @@ -0,0 +1,32 @@ + dw Door_None ; $00 + dw Door_C40_01 ; $01 + dw Door_C40_02 ; $02 + dw Door_C40_03 ; $03 + dw Door_C40_04 ; $04 + dw Door_None ; $05 + dw Door_None ; $06 + dw Door_None ; $07 + dw Door_None ; $08 + dw Door_None ; $09 + dw Door_None ; $0A + dw Door_None ; $0B + dw Door_None ; $0C + dw Door_None ; $0D + dw Door_None ; $0E + dw Door_C40_0F ; $0F + dw Door_LevelEntrance;X ; $10 + dw Door_None ; $11 + dw Door_None ; $12 + dw Door_None ; $13 + dw Door_None ; $14 + dw Door_None ; $15 + dw Door_None ; $16 + dw Door_C40_17 ; $17 + dw Door_None ; $18 + dw Door_None ; $19 + dw Door_None ; $1A + dw Door_None ; $1B + dw Door_C40_1C ; $1C + dw Door_C40_1D ; $1D + dw Door_None ; $1E + dw Door_C40_1F ; $1F diff --git a/data/lvl/c40/header.asm b/data/lvl/c40/header.asm new file mode 100644 index 0000000..1eaaa00 --- /dev/null +++ b/data/lvl/c40/header.asm @@ -0,0 +1,18 @@ + dp GFX_Level_SkyCastle ; Main GFX + dw GFX_LevelShared_05 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_00 ; Animated tiles GFX + db $1C,$04 ; Level Layout ID + dw LevelBlock_SkyCastle ; 16x16 Blocks + db $01,$D0 ; Player X + db $00,$38 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $00,$00 ; Scroll X + db $02 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $00 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C40_Room10 ; Actor Setup code diff --git a/data/lvl/c40/header_checkpoint.asm b/data/lvl/c40/header_checkpoint.asm new file mode 100644 index 0000000..ab8d2c7 --- /dev/null +++ b/data/lvl/c40/header_checkpoint.asm @@ -0,0 +1,18 @@ + dp GFX_Level_DarkCastle ; Main GFX + dw GFX_LevelShared_01 ; Block GFX + dw GFX_StatusBar_01 ; Status Bar GFX + dw GFX_LevelAnim_02 ; Animated tiles GFX + db $1C,$04 ; Level Layout ID + dw LevelBlock_DarkCastle ; 16x16 Blocks + db $01,$E0 ; Player X + db $0D,$68 ; Player Y + db OBJ_WARIO_STAND ; OBJLst Frame + db $20 ; OBJLst Flags + db $01,$60 ; Scroll Y + db $0D,$08 ; Scroll X + db $00 ; Screen Lock Flags + db $00 ; Screen Scroll Mode + db $00 ; Spawn in swim action + db $07 ; Tile animation speed + db $E1 ; BG Palette + dw ActGroup_C40_Room1D ; Actor Setup code diff --git a/data/lvl/c40/layout.bin b/data/lvl/c40/layout.bin new file mode 100644 index 0000000..de0a9b1 Binary files /dev/null and b/data/lvl/c40/layout.bin differ diff --git a/data/lvl/c40/scroll_locks.bin b/data/lvl/c40/scroll_locks.bin new file mode 100644 index 0000000..0351638 Binary files /dev/null and b/data/lvl/c40/scroll_locks.bin differ diff --git a/data/objlst/actor/10coin0.bin b/data/objlst/actor/10coin0.bin new file mode 100644 index 0000000..7fdfdf7 Binary files /dev/null and b/data/objlst/actor/10coin0.bin differ diff --git a/data/objlst/actor/10coin1.bin b/data/objlst/actor/10coin1.bin new file mode 100644 index 0000000..2f49b7f Binary files /dev/null and b/data/objlst/actor/10coin1.bin differ diff --git a/data/objlst/actor/10coin2.bin b/data/objlst/actor/10coin2.bin new file mode 100644 index 0000000..f75db1e Binary files /dev/null and b/data/objlst/actor/10coin2.bin differ diff --git a/data/objlst/actor/bat_movel0.bin b/data/objlst/actor/bat_movel0.bin new file mode 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b/data/objlst/heartbonus/duck_hitl.bin differ diff --git a/data/objlst/heartbonus/duck_hitr.bin b/data/objlst/heartbonus/duck_hitr.bin new file mode 100644 index 0000000..1ec30db Binary files /dev/null and b/data/objlst/heartbonus/duck_hitr.bin differ diff --git a/data/objlst/heartbonus/duck_walkl0.bin b/data/objlst/heartbonus/duck_walkl0.bin new file mode 100644 index 0000000..4bc1527 --- /dev/null +++ b/data/objlst/heartbonus/duck_walkl0.bin @@ -0,0 +1 @@ +÷ň°€÷úą€÷˛€˙ňł€˙ú´€˙ľ€ňś€úˇ€¸ \ No newline at end of file diff --git a/data/objlst/heartbonus/duck_walkl1.bin b/data/objlst/heartbonus/duck_walkl1.bin new file mode 100644 index 0000000..726fc7f --- /dev/null +++ b/data/objlst/heartbonus/duck_walkl1.bin @@ -0,0 +1 @@ +ňź€ú˝€ž€ \ No newline at end of file diff --git a/data/objlst/heartbonus/duck_walkl1_body.bin b/data/objlst/heartbonus/duck_walkl1_body.bin new file mode 100644 index 0000000..27406c9 Binary files /dev/null and b/data/objlst/heartbonus/duck_walkl1_body.bin differ 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100644 index 0000000..5e2daab Binary files /dev/null and b/data/objlst/heartbonus/goom_walkl1.bin differ diff --git a/data/objlst/heartbonus/goom_walkl1_body.bin b/data/objlst/heartbonus/goom_walkl1_body.bin new file mode 100644 index 0000000..ce78430 Binary files /dev/null and b/data/objlst/heartbonus/goom_walkl1_body.bin differ diff --git a/data/objlst/heartbonus/goom_walkl2_feet.bin b/data/objlst/heartbonus/goom_walkl2_feet.bin new file mode 100644 index 0000000..8a2265e --- /dev/null +++ b/data/objlst/heartbonus/goom_walkl2_feet.bin @@ -0,0 +1 @@ +ó€űž€Ÿ \ No newline at end of file diff --git a/data/objlst/heartbonus/goom_walkr0.bin b/data/objlst/heartbonus/goom_walkr0.bin new file mode 100644 index 0000000..70666a8 Binary files /dev/null and b/data/objlst/heartbonus/goom_walkr0.bin differ diff --git a/data/objlst/heartbonus/goom_walkr1.bin b/data/objlst/heartbonus/goom_walkr1.bin new file mode 100644 index 0000000..62af501 Binary files /dev/null and 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a/data/objlst/heartbonus/mole_hitr.bin b/data/objlst/heartbonus/mole_hitr.bin new file mode 100644 index 0000000..7139a3b Binary files /dev/null and b/data/objlst/heartbonus/mole_hitr.bin differ diff --git a/data/objlst/heartbonus/mole_walkl0.bin b/data/objlst/heartbonus/mole_walkl0.bin new file mode 100644 index 0000000..c2196f7 --- /dev/null +++ b/data/objlst/heartbonus/mole_walkl0.bin @@ -0,0 +1 @@ +÷ôŕ€÷üá€÷â€˙ôă€˙üä€˙ĺ€ôć€üç€č \ No newline at end of file diff --git a/data/objlst/heartbonus/mole_walkl1.bin b/data/objlst/heartbonus/mole_walkl1.bin new file mode 100644 index 0000000..146a50e --- /dev/null +++ b/data/objlst/heartbonus/mole_walkl1.bin @@ -0,0 +1 @@ +ôě€üí€î€ \ No newline at end of file diff --git a/data/objlst/heartbonus/mole_walkl2_body.bin b/data/objlst/heartbonus/mole_walkl2_body.bin new file mode 100644 index 0000000..6cf56be Binary files /dev/null and b/data/objlst/heartbonus/mole_walkl2_body.bin differ diff --git a/data/objlst/heartbonus/mole_walkl2_feet.bin 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0000000..23adf65 Binary files /dev/null and b/data/objlst/wario/watersplash2.bin differ diff --git a/lua/wl-hitbox-view.lua b/lua/wl-hitbox-view.lua new file mode 100644 index 0000000..39d8437 --- /dev/null +++ b/lua/wl-hitbox-view.lua @@ -0,0 +1,239 @@ +-- Collision box viewer script +-- requires bit.lua from luabit 0.4 (http://files.luaforge.net/releases/bit/bit) + + +-- Keybinding +--unlockScrollKey = "A" + +-- Options +config = {} +config['show-object-coords'] = false; -- Show X and Y absolute coordinates of objects + +-- Do not touch the rest +require 'bit' + +--require 'wl-ram' +-- Ram addresses +ram = {} +ram['scroll'] = 0xACE0 +ram['scroll-end'] = 0xAD00 +ram['block-def'] = 0xAD00 +ram['level-layout'] = 0xC000 +ram['powerup'] = 0xA80A +ram['lives'] = 0xA809 +ram['debug'] = 0xA8C7 +ram['actors'] = 0xA200 +ram['actors-end'] = 0xA300 +ram['level-id'] = 0xA804 +ram['level-y'] = 0xA900 -- word +ram['level-x'] = 0xA902 -- word +ram['pl-y'] = 0xA911 +ram['pl-x'] = 0xA913 +ram['pl-y-rel'] = 0xA91C +ram['pl-x-rel'] = 0xA91D +ram['pl-coli-l'] = 0xA920 +ram['pl-coli-r'] = 0xA921 +ram['pl-coli-u'] = 0xA922 +ram['pl-coli-d'] = 0xA923 +ram['time'] = 0xA964 +-- ----DULR +scroll = {} +scroll['right'] = 0x01 --0b0001, +scroll['left'] = 0x02 --0b0010, +scroll['down'] = 0x08 --0b0100, +scroll['up'] = 0x04 --0b1000 +-- Convenience +scroll['all'] = 0x0F --0b1111 + + +--holdingLeft = false; +--heldObjects = {}; + +function in_range(val, min, max) + return val >= min and val <= max; +end + +function num_range(val, min, max) + return math.min(math.max(val, min), max); +end + +function memory.readsignedbyte(memAddr) + local x = memory.readbyte(memAddr) + if x <= 0x80 then + return x + else + return -(0x100 - x) + end +end + +function memory.readwordinv(memAddr) + return (memory.readbyte(memAddr) * 0x100) + memory.readbyte(memAddr+1) +end + +function get_actor_info(slotNum) + if (slotNum >= 0x07) then + return; + end + local baseAddr = ram['actors'] + (0x20 * slotNum); + return { + active = memory.readbyte(baseAddr), + x = memory.readword(baseAddr + 0x01), + y = memory.readword(baseAddr + 0x03), + coliType = memory.readbyte(baseAddr + 0x05), + coliBoxU = memory.readsignedbyte(baseAddr + 0x06), + coliBoxD = memory.readsignedbyte(baseAddr + 0x07), + coliBoxL = memory.readsignedbyte(baseAddr + 0x08), + coliBoxR = memory.readsignedbyte(baseAddr + 0x09), + relY = memory.readbyte(baseAddr + 0x0A), + relX = memory.readbyte(baseAddr + 0x0B), + objLstTablePtr = memory.readword(baseAddr + 0x0C), + dir = memory.readbyte(baseAddr + 0x0E), + objLstId = memory.readbyte(baseAddr + 0x0F), + id = memory.readbyte(baseAddr + 0x10), + rtnId = memory.readbyte(baseAddr + 0x11), + codePtr = memory.readword(baseAddr + 0x12), + timer1 = memory.readbyte(baseAddr + 0x14), + timer2 = memory.readbyte(baseAddr + 0x15), + timer3 = memory.readbyte(baseAddr + 0x16), + timer4 = memory.readbyte(baseAddr + 0x17), + timer5 = memory.readbyte(baseAddr + 0x18), + timer6 = memory.readbyte(baseAddr + 0x19), + timer7 = memory.readbyte(baseAddr + 0x1A), + flags = memory.readbyte(baseAddr + 0x1B), + levelLayoutPtr = memory.readword(baseAddr + 0x1C), + objLstSharedTablePtr = memory.readword(baseAddr + 0x1E), + } +end + +function get_player_info(slotNum) + return { + active = 2, + y = memory.readwordinv(ram['pl-y']), + x = memory.readwordinv(ram['pl-x']), + coliBoxU = memory.readsignedbyte(ram['pl-coli-u']), + coliBoxD = memory.readsignedbyte(ram['pl-coli-d']), + coliBoxL = memory.readsignedbyte(ram['pl-coli-l']), + coliBoxR = memory.readsignedbyte(ram['pl-coli-r']), + relY = memory.readbyte(ram['pl-y-rel']), + relX = memory.readbyte(ram['pl-x-rel']), + } +end + +--function get_object_pos(baseAddr) +-- return { +-- x = memory.readword(baseAddr + 3), +-- y = memory.readword(baseAddr + 1), +-- } +--end +--function set_object_pos(baseAddr, x, y) +-- memory.writeword(baseAddr + 1, num_range(keys['ymouse'] + 0x08, 0, 0xFF)); --0x90)); +-- memory.writeword(baseAddr + 3, num_range(keys['xmouse'], 0, 0xFF)); --0x9F)); +--end +-- Absolute coordinates for the level +function get_level_pos() + return { + -- accounts for the LVLSCROLL_YOFFSET and LVLSCROLL_XOFFSET + x = memory.readwordinv(ram['level-x']) - 0x50, + y = memory.readwordinv(ram['level-y']) - 0x48, + } +end +-- Absolute position for coord display +--function get_abs_object_pos(baseAddr) +-- local screenPos = get_level_pos(); +-- local objectPos = get_object_pos(baseAddr); +-- return { +-- x = objectPos['x'] + screenPos['x'], +-- y = objectPos['y'] + screenPos['y'], +-- } +--end +-- +--function object_mouse_range(baseAddr, mouse_x, mouse_y) +-- return false +-- --local pos = get_object_pos(baseAddr); -- get the object position relative to the screen +-- ---- Unlike Sonic 1 where the hitbox size is sometimes specified in the object's SST +-- ---- everything is hardcoded here, which means a 16x16 box is what everything will be getting (even though it's offsetted really weird) +-- --return (in_range(mouse_x, pos['x'] - 0x08, pos['x'] + 0x08) and in_range(mouse_y, pos['y'] - 0x10, pos['y'])); +--end + +function object_render_hitbox(act, i, isPlayer) + local screenPos = get_level_pos(); + + -- magic constants to force the origin to the correct location. + local yOrigin = act['relY'] - 0x10; + local xOrigin = act['relX'] - 0x08; + + local xReal = act['x'] - screenPos['x']; + local yReal = act['y'] - screenPos['y']; + + + local l = xOrigin + act['coliBoxL']; + local r = xOrigin + act['coliBoxR']; + local u = yOrigin + act['coliBoxU']; + local d = yOrigin + act['coliBoxD']; + + gui.text(0, (18 * i), string.format("%04X %04X", act['x'], act['y'])); + --gui.text(0, (16 * i)+8, string.format("%04X %04X", act['coliBoxU'], act['coliBoxD'])); + + -- and the actual collision box in white + gui.box(l, u, r, d, "#00000000", 'green'); + + -- draw main origin + gui.pixel(xOrigin, yOrigin, 'red'); + + -- draw actual position + gui.pixel(xReal, yReal, 'yellow'); + + -- and the rest of the possible offsets for collision checks (well, almost all of them) + if isPlayer == false then + gui.pixel(xReal - 8, yReal - 8, 'magenta'); -- lowl + gui.pixel(xReal + 8, yReal - 8, 'magenta'); -- lowr + gui.pixel(xReal + 8, yReal + 8, 'magenta'); -- bottomr + gui.pixel(xReal - 8, yReal + 8, 'magenta'); -- bottoml + gui.pixel(xReal, yReal + 1, 'magenta'); -- ground2 + gui.pixel(xReal, yReal - 0x14, 'magenta'); -- top + end + + ---- extra + --if (config['show-object-coords']) then + -- local posAbs = get_abs_object_pos(baseAddr); + -- gui.text(pos['x'] - 0x08, pos['y'] - 0x10, string.format("%04X", posAbs['x'])); + -- gui.text(pos['x'] - 0x08, pos['y'] - 0x08, string.format("%04X", posAbs['y'])); + --end +end + +print ("Hello"); + +while (true) do + keys = input.get() + + -- memory.writebyte(ram['lives'], 0x99) -- Unlimited lives + -- jet hat best hat (don't care about hat switch) + -- if memory.readbyte(ram['powerup']) ~= 0x03 then + -- memory.writebyte(ram['powerup'], 0x03); + -- end + memory.writebyte(ram['debug'], 0x01); + memory.writeword(ram['time'], 0x0004); + + + -- Unlock all boundaries + if keys[unlockScrollKey] then + gui.text(1,0, "Scroll boundaries unlocked.") + for mem = ram['scroll'], ram['scroll-end'] do + memory.writebyte(mem, scroll['all']); + end + end + + -- For all 7 slots, display their borders and origin + for i = 0, 6 do + local act = get_actor_info(i); + + if act['active'] ~= 0 then + object_render_hitbox(act, i, false) + end + end + + -- hack + object_render_hitbox(get_player_info(), 7, true) + + emu.frameadvance() +end \ No newline at end of file diff --git a/main.asm b/main.asm new file mode 100644 index 0000000..dc450a0 --- /dev/null +++ b/main.asm @@ -0,0 +1,133 @@ +; Include the basics +INCLUDE "src/hardware.asm" +INCLUDE "src/constants.asm" +INCLUDE "src/macro.asm" +INCLUDE "src/memory.asm" + +; Common code, HomeCall targets (a bit of everything) +SECTION "bank00", ROM0 +INCLUDE "src/bank00.asm" + +; Mode/Submode Jump & Gameplay mode + other misc modes (Course Clear, Treasure Room, Credits Text...) +SECTION "bank01", ROMX, BANK[$01] +INCLUDE "src/bank01.asm" + +; Actor handler, SubCall targets for actor code, Shared Actors, Actor code +SECTION "bank02", ROMX, BANK[$02] +INCLUDE "src/bank02.asm" + +; Level GFX +SECTION "bank03", ROMX, BANK[$03] +INCLUDE "src/bank03.asm" + +; Sound driver +SECTION "bank04", ROMX, BANK[$04] +INCLUDE "src/bank04.asm" + +; Screen event (tile update), Main Sprite Mappings ("OBJLst") set +SECTION "bank05", ROMX, BANK[$05] +INCLUDE "src/bank05.asm" + +; Compressed GFX / Tilemaps +SECTION "bank06", ROMX, BANK[$06] +INCLUDE "src/bank06.asm" + +; Actor layouts, Actor groups, Actor code +SECTION "bank07", ROMX, BANK[$07] +INCLUDE "src/bank07.asm" + +; Map screen code +SECTION "bank08", ROMX, BANK[$08] +INCLUDE "src/bank08.asm" + +; Compressed GFX / Tilemaps for Map Screen +SECTION "bank09", ROMX, BANK[$09] +INCLUDE "src/bank09.asm" + +; Level layouts +SECTION "bank0A", ROMX, BANK[$A] +INCLUDE "src/bank0A.asm" + +; 16x16 Block Data ("block16") +SECTION "bank0B", ROMX, BANK[$B] +INCLUDE "src/bank0B.asm" + +; Level / Room Headers +SECTION "bank0C", ROMX, BANK[$C] +INCLUDE "src/bank0C.asm" + +; Gameplay, Player Controls, ExActor handler + code, Screen event (tile update) and Parallax modes +SECTION "bank0D", ROMX, BANK[$D] +INCLUDE "src/bank0D.asm" + +; Level GFX +SECTION "bank0E", ROMX, BANK[$E] +INCLUDE "src/bank0E.asm" + +; Actor code +SECTION "bank0F", ROMX, BANK[$F] +INCLUDE "src/bank0F.asm" + +; Level Layouts +SECTION "bank10", ROMX, BANK[$10] +INCLUDE "src/bank10.asm" + +; Shared level GFX, Animated Level GFX +SECTION "bank11", ROMX, BANK[$11] +INCLUDE "src/bank11.asm" + +; Title screen, Actor code +SECTION "bank12", ROMX, BANK[$12] +INCLUDE "src/bank12.asm" + +; Level Layouts +SECTION "bank13", ROMX, BANK[$13] +INCLUDE "src/bank13.asm" + +; Compressed GFX / Tilemaps for Map Screen, Cutscenes, OBJ Drawing +SECTION "bank14", ROMX, BANK[$14] +INCLUDE "src/bank14.asm" + +; Actor code +SECTION "bank15", ROMX, BANK[$15] +INCLUDE "src/bank15.asm" + +; Level Layouts +SECTION "bank16", ROMX, BANK[$16] +INCLUDE "src/bank16.asm" + +; Actor code +SECTION "bank17", ROMX, BANK[$17] +INCLUDE "src/bank17.asm" + +; Actor code +SECTION "bank18", ROMX, BANK[$18] +INCLUDE "src/bank18.asm" + +; Level Layouts +SECTION "bank19", ROMX, BANK[$19] +INCLUDE "src/bank19.asm" + +; Level Layouts +SECTION "bank1A", ROMX, BANK[$1A] +INCLUDE "src/bank1A.asm" + +; Actor code +SECTION "bank1B", ROMX, BANK[$1B] +INCLUDE "src/bank1B.asm" + +; Level Layouts +SECTION "bank1C", ROMX, BANK[$1C] +INCLUDE "src/bank1C.asm" + +; Level GFX +SECTION "bank1D", ROMX, BANK[$1D] +INCLUDE "src/bank1D.asm" + +; Bonus Games +SECTION "bank1E", ROMX, BANK[$1E] +INCLUDE "src/bank1E.asm" + +; Ending and Credits Cutscenes +SECTION "bank1F", ROMX, BANK[$1F] +INCLUDE "src/bank1F.asm" diff --git a/notes.txt b/notes.txt new file mode 100644 index 0000000..2b3695c --- /dev/null +++ b/notes.txt @@ -0,0 +1,95 @@ +Conventions: + +Label format: + +_