Addr FieldType No. MusicType ... HW WtrType Time Next 00: $98:a10e Riverside F00 Riverside f0 01 02 e6 5:00 F01 F01 F01 F01 01: $99:b08a Riverside F01 Riverside f0 01 02 e6 5:00 F02 F02 F02 F02 02: $97:b403 Riverside F02 Riverside e8 01 02 e6 5:00 F03 F05 F05 F05 03: $97:d58e Seaside F03 Seaside f0 01 03 e6 4:00 F04 F04 F04 F04 04: $85:f000 Seaside F04 Seaside f0 01 03 e6 4:00 F39 F39 F39 F39 05: $93:c49c Riverside F10 Riverside f0 01 02 e6 4:00 F09 F09 F09 F09 06: $8b:e0ff Seaside F06 Seaside f0 01 03 e6 4:00 F07 F07 F07 F07 07: $8a:e485 Seaside F07 Seaside f0 01 03 e6 6:00 F08 F08 F08 F08 08: $9b:d1e3 Riverside F08 Riverside e8 01 02 e6 4:00 F10 F10 F10 F10 09: $9a:ad8c Riverside F11 Riverside e8 01 02 e6 5:00 F08 F20 F12 F12 0a: $92:f0fd Seaside F14 Seaside e8 01 03 e6 4:00 F11 F11 F11 F11 0b: $98:908a Waterfall F15 Waterfall f0 01 02 e6 4:00 F55 F59 F59 F59 0c: $9a:9e6e Waterfall F12 Waterfall f0 01 02 e6 5:00 F63 F63 F63 F63 0d: $99:dfc9 Waterfall F17 Waterfall f0 01 02 e6 5:00 F14 F28 F28 F28 0e: $99:8000 Seaside F20 Seaside e8 01 03 e6 5:00 F15 F15 F15 F15 0f: $9a:e6cd Seaside F21 Seaside e8 01 03 e6 4:00 F16 F16 F16 F16 10: $95:e923 Mt.Stream F22 Mt.Stream f4 01 02 e6 4:00 F51 F22 F22 F22 11: $8c:f27d Seaside F26 Seaside e8 01 03 e6 4:00 F52 F50 F50 F50 12: $91:e749 Riverside F18 Riverside e8 01 02 e6 4:00 F51 F51 F51 F51 13: $93:ecae Riverside F38 Riverside e8 01 02 e6 4:00 F54 F54 F54 F54 14: $97:a2fa Seaside F30 Seaside f0 01 03 e6 4:00 F49 F60 F60 F60 15: $8b:f3da Seaside F45 Seaside e8 01 03 e6 5:00 F45 F45 F45 F45 16: $9a:cb44 Mt.Stream F24 Mt.Stream f4 01 02 e6 5:00 F61 F43 F43 F43 17: $97:f320 Mt.Stream F35 Mt.Stream f4 01 02 e6 5:00 End End End End 18: $92:e10e Riverside F05 Riverside f0 01 02 e6 4:00 F06 F06 F06 F06 19: $96:f214 Wharf F48 Wharf e8 01 03 e6 5:00 F62 F62 F62 F62 1a: $9a:8f3a Wharf F47 Wharf e8 01 03 e6 5:00 F40 F40 F40 F40 1b: $99:ef2e Ocean F52 Ocean e8 01 03 e6 5:00 F48 F48 F48 F48 1c: $9a:d927 Mt.Stream F42 Mt.Stream f4 01 02 e6 6:00 F18 F46 F46 F46 1d: $99:9032 Ocean F34 Ocean e8 01 03 e6 5:00 F38 F38 F38 F38 1e: $98:f1cd Ocean F50 Ocean e8 01 03 e6 5:00 F58 F58 F58 F58 1f: $99:a063 Riverside F43 Riverside e0 01 02 e6 5:00 F60 F60 F60 F60 20: $8e:f015 Seaside F57 Seaside f0 01 03 e6 5:00 End End End End 21: $91:f5f3 Ocean F55 Ocean e8 01 03 e6 5:00 End End End End 22: $9a:bc97 Mt.Stream F33 Mt.Stream f4 01 02 e6 5:00 F53 F53 F53 F53 23: $96:bccd Mt.Stream F31 Mt.Stream f4 01 02 e6 8:00 F57 F57 F57 F57 24: $9a:8000 Mt.Stream F23 Mt.Stream f4 01 02 e6 5:00 F37 F37 F37 F37 25: $98:d252 Mt.Stream F28 Mt.Stream f4 01 02 e6 4:00 End End End End 26: $98:e293 Mt.Stream F37 Mt.Stream f4 01 02 e6 4:00 F22 F22 F22 F22 27: $97:c4d5 Waterfall F41 Waterfall f0 01 02 e6 5:00 F43 F43 F43 F43 28: $96:ceed Waterfall F16 Waterfall f0 01 02 e6 5:00 F13 F13 F13 F13 29: $96:aa70 Waterfall F29 Waterfall f0 01 02 e6 5:00 F44 F44 F44 F44 2a: $8f:ec7e Wharf F46 Wharf e8 01 03 e6 5:00 F41 F41 F41 F41 2b: $87:f000 Wharf F51 Wharf e8 01 03 e6 5:00 F62 F62 F62 F62 2c: $89:f8e8 Mt.Stream F40 Mt.Stream f4 01 02 e6 4:00 F38 F38 F38 F38 2d: $99:c092 Riverside F49 Riverside f0 01 02 e6 6:00 F42 F42 F42 F42 2e: $9b:994a Seaside F25 Seaside f0 01 03 e6 4:00 F18 F56 F56 F56 2f: $90:f69c Wharf F56 Wharf e8 01 03 e6 6:00 F47 F47 F47 F47 30: $9b:b9c7 Ocean F36 Ocean e8 01 03 e6 8:00 F42 F36 F36 F36 Yeah, a patch like that would be easy to make. But actually, looking at this table a bit more... It seems I made a mistake in how this should be read. Like this line here: Code: [Select] Addr FieldType No. MusicType ... HW WtrType Time Next 05: $93:c49c Riverside F10 Riverside f0 01 02 e6 4:00 F09 F09 F09 F09 F09 doesn't actually exist. In fact, what Next actually stores is the entry number in the table, not the actual field number. In this case, the ninth entry is: Code: [Select] 09: $9a:ad8c Riverside F11 Riverside e8 01 02 e6 5:00 F08 F20 F12 F12 And indeed, the field after F10 is F11. I'll go and fix the table in that post. EDIT: Or... I was going to, but... Code: [Select] 19: $96:f214 Wharf F48 Wharf e8 01 03 e6 5:00 3e 3e 3e 3e There is no entry 3e, but the next field should be: Code: [Select] 2f: $90:f69c Wharf F56 Wharf e8 01 03 e6 6:00 2f 2f 2f 2f This is getting kinda perplexing... Umihara Kawase Level Format 0xC210E is the beginning of Field 00’s level data. It ends at 0xC3191, and in its entirety it’s 0x1084 bytes big. It includes the tiles to use for the level, starting point for the player, sprites and physical properties of each tile. Probably time and music bytes too. Tile set to use isn’t, however, defined in this bunch of data. The mystery begins at 0xC3015. Or, to be honest, anywhere in the data where there’s these strange combos. Check this out: 0xC3015: 8E 4D 8D 4D 8C 4D 8B 00 4D 8A 4D 89 4D 88 4D 87 00 4D 86 4D 85 4D 84 4D 83 00 ... Now, those 00s (and other evil purposeless bytes and byte combos) are scattered through the level data. The bytes never appear as a constant stream, it’s always four bytes max, then that combo breaker 00 or 04 or 00 0F 2C or some crazy ‘useless’ byte shows up. But regardless, it’s a start. Right now I’ve got to flee, but I’ll be posting more of my findings, mostly sprite construction data, as soon as I get home. In the meantime, screw around in that area. Umihara Kawase - Level 1 The graphics are compressed, but below are Bank 0 and Bank 1 from the first level. Umihara Kawase - Bank 0 Umihara Kawase - Bank 1 Okay, slowly getting the hang of this. First off, let me explain the property byte in bits. VHBP AL?N --------- V is for Vertical flip of the tile. H is for Horizontal flip of the tile. B is for Behind. If this bit is set, you (and all sprites, for that matter) will be hiding behind this tile. P AL are for PALette. 8 palettes to choose from. ? is... I don't know. Seems to a some kind of a hybrid bit between bank and palette selection. Another interesting this is that this bit is never set. N is for Bank. If not set, load graphics from bank 0, if set, from 1. I’ve also confirmed that the purpose of the 00s is not physical attribute defining. The first $28B bytes are used for defining physmaps and possibly sprites too. Editing any of the bytes in this area will not result in visual changes (except the total garbage-fest that occurs when editing a wrong byte).