
                       MARIO IMPROVEMENT v0.41
                       By _Demo_ and D]ab-om[B

         This is the LEVEL EDITOR for the NES Super Mario Bros.

New Features:

0.41
Major Bug fixed.
Load button added: "L"
Garbage on the bricks were fixed.

0.40
Cleaned up the code
Major and minor bugs fixed

0.35
(This was a few weeks old when it
got released, _Demo_ went on vacation
and he sent it to my email.  The mailserver
screwed up the file, and I was unable to post it.)
Great speed fix
And some bug fix

0.30
ALL the levels can now be edited
Many wall types working now
More keys

0.22
Stairs fixed
Bugs fixed

0.20
Mouse functions added
Bugs fixed
More blocks added/fixed

0.18
4 Added keys
MOST IMPORTANTLY, a FULL GUI!  What you see is what you get!

Requirements:

The NES rom of SMB -WITH- the title screen (rename it to Marioed.nes)
An emulator, to play the level
An imagination

 */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
 /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*
 */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
 /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*
 */*/                                                                  */*/
 /*/*          WARNING!  BEFORE MAKING A NEW WORLD, READ THIS!         /*/*
 */*/                                                                  */*/
 /*/*               FIRST!  You must save on each level!               /*/*
 */*/                                                                  */*/
 /*/*  Many items are recycled in SMB1.  You know where you come       /*/*
 */*/  out of the pipe in 1-2.  That's level 1-1 's ending, it is      */*/
 /*/*  reused (I don't know how many times).  The Cloud Bonus levels   /*/*
 */*/  and underground pipes you go into for coins are also reused     */*/
 /*/*  many times.  Also entire levels are used twice in the game,     /*/*
 */*/  just with more enemies.                                         */*/
 /*/*                                                                  /*/*
 */*/  1-4 = 6-4                                                       */*/
 /*/*  1-3 = 5-3                                                       /*/*
 */*/  2-4 = 5-4                                                       */*/
 /*/*  2-2 = 7-2                                                       /*/*
 */*/  2-3 = 7-3                                                       */*/
 /*/*                                                                  /*/*
 */*/  There is another problem with editing SMB.  There are "space    */*/
 /*/*  saver" areas where the block genorates a certain length of      /*/*
 */*/  nothing instead of having a certain length take up space.       */*/
 /*/*                                                                  /*/*
 */*/  Also a warning about castles, try not to edit them much,        */*/
 /*/*  it's extremely dangerous to edit them.  Especially 4-4, 7-4,    /*/*
 */*/  and 8-8 because they are "pattern" castles, where you have to   */*/
 /*/*  go a certain path to continue on.  So remember to edit at your  /*/*
 */*/  own risk.  Make backups before you edit the levels that might   */*/
 /*/*  harm the game.                                                  /*/*
 */*/                                                                  */*/
 /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*
 */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
 /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*
 */*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ 

How to use:

        --Make sure NUM LOCK is ON.--

  Click left mouse button to select item
  Hold right mouse button to move item
  + Changes the item Up
  - Changes the item Down
  8  (up on your numerical pad) moves the item upward
  4  moves the item leftward
  6  moves the item right
  2  moves the item down
  7  moves the view up
  1  moves the view down
  0  moves the view left
  .  moves the view right
  9  Does a whole page to the right (like page up and down, but sideways)
  3  Does a whole page to the left 
  /  Jumps -16 blocks 
  *  Jumps +16 blocks
  S  Saves level 1 to marioed.nes REMEMBER, Save a level at a time!
  W  Jumps to World, then Level (0 is for special levels, i.e. bonus levels)

Limitations:

There are many limitations to the Super Mario Bros. engine.
You may just have to find them yourself.  We'd like to have
a FAQ with all the limitations.  Email us if you can make one!

How to:

To make a hole in the ground, look at the level, see how the ?
marks are in the ground?  Starting with the first block it means
1 gap.  For each + you add it gets bigger, I believe the biggest 
size is 9.

To create special items, you must place objects in the ground. When
they are there, they don't behave the same way. 

Explanation:

here is an example on how to do the level end.

On level D, 65 is a flag and on level F 38 is a castle and 56
are the end of level stairs.

When mario hits the flag he walk until he enter in a castle.


0
1
2
3
4
5
6  You do your level then you put :
7
8
9
A
B

C
D                                                    65
E
F                             56                                 38


Level 0 to B are normal objects and level C to D are specials things.
Level C change the floor until another C is found in the level.

Experiment, experiment, experiment.

Bugs and kinks:

Badguys and embedded items in the sourcecode CAN NOT be edited.  It is
currently IMPOSSIBLE.  They are no where to be found, they must be
in the source code of SMB.  If you can find them, please tell us.

Extra Stuff:

Please, when you make a level, keep the MADE WITH MI on your game.
We just want credit for the editor, and that's all!  We're not asking
for much.

We need help:

We need help with getting the Title Screen hacked to say Mario Improvement
like the logo when the editor starts up (looks like Home Improvement, you
know).

Any knowledge that you can share would help a great deal.

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                         KNIGHT'S Block Defenitions
                  Special Thanks to Knight for this info!


          Corrections :
              In Row 4, Block #38 is the normal castle, not #39
              Block Definitions for screen stops are somewhat fixed (69,70,71)
              In Row 2, Block #74 also makes lakitu go away
              Changed the name in Row 1, Block #0-15 to match with the limitation
          notes

          Row 1 (2nd row of cracked blocks)
          ---------------------------------
          0 - 15 = non-continuous hole
          16 - 31 : it is the top of platform scale mostly found in 3-3 & 4-3
          32 - 47 = flying cheap cheap level platform (upper)
          48 - 63 = flying cheap cheap level platform (middle)
          64 - 79 = flying cheap cheap level platform (lower)
          80 - 95 = water hole
          96 - 111 = coin boxes on upper half of screen
          112 - 127 = coin boxes on lower half of screen


          Row 2 (3rd row of cracked blocks)
          ---------------------------------
          0 - 63 = Weird tile.  Adding this one makes the game skip 
                   certain number of columns which depends on where you place
                   this tile.
          64 = end pipe
          65 = flag
          66 = axe
          67 = slant(on bowser's platform)
          68 = bowser's platform (2 blank rows below platform)
          69 = screen stops (warp zone stop)
          70 = screen stops (???)
          71 = screen stops (standard screen stop)
          72 = cheap cheap frenzy (this one is a bit mean to add in =) )
          73 = bullet bill frenzy (this one is also mean =) )
          74 = stop either cheap cheap, bullet bill, or lakitu frenzy
          75 = nothing?
          76 = night time
          77 = freezes game
          78 = nothing?
          79 - 80 = freezes game
          81 = messed up tile
          82 - 104 = freezes game
          105 = weird tiles
          106 - 111 = freezes game
          112 = nothing?
          113 - 116 = freezes game
          117 = nothing?
          118 - 119 = freezes game
          120 - 121 = nothing?
          122 = shows a tile containing 0
          123 = nothing?
          124 = Repeat tile.  This one causes that area to be repeated twice.
          125 - 127 = freezes

          Row 3 (4th row of cracked blocks)
          ---------------------------------

          0 = begin hole (continuous)
          1 = stop hole and blocks
          2 = continuous blocks (1 row of block at top of screen)
              note : the blocks appear as cracked blocks, but act like bricks
          3 = continuous blocks (3 rows of blocks at top of screen)
          4 = continuous blocks (4 rows of blocks at top of screen)
          5 = continuous blocks (5 rows of blocks at top of screen)
          6 = continuous blocks (1 row at top & 3 at bottom)
          7 = continuous blocks (3 rows at top & 3 at bottom)
          8 = continuous blocks (4 at top & 3 at bottom)
          9 = continuous blocks (1 at top & 4 at bottom)
          10 = continuous blocks (1 at top & hole at bottom)
          11 = continuous blocks (4 at top & 4 at bottom)
          12 = continuous blocks (1 at top & 7 at bottom)
          13 = continuous blocks (1 at top, 2 spaces, 5 at middle)
          14 = continuous blocks (1 at top & 3 spaces, 4 at middle)
          15 = continuous blocks (all blocks filled)

          Note : Blocks # 0 to 15 have no background

          16 - 31 = Same as 0 to 15 except with a cloudy background
          32 - 47 = Same as 0 to 15 except with the normal background
          48 - 63 = Same as 0 to 15 except with a background with fences and shrubs

          64 = normal day
          65 = screen filled with water
          66 = brick wall at background
          67 = stop background/water
          68 = night
          69 = day with snow
          70 = night with snow
          71 = black and white with red water (in-castle palette)

          72 - 79 = seems the same as 64 - 71
          80 - 87 = seems the same as 64 - 71
          88 - 95 = seems the same as 64 - 71
          96 - 103 = seems the same as 64 - 71
          104 - 111 = seems the same as 64 - 71
          112 - 119 = seems the same as 64 - 71
          120 - 127 = seems the same as 64 - 71


          Row 4 (5th row of cracked blocks)
          ---------------------------------

          0 = long line (for platform scale, mostly found in 3-3 & 4-3)
          17 - 31 = line 4 platform scale (starts w/ length 1 then incrementing)
          32 - 42 = starting from a full castle, keep decrementing height by one
                  note : 32 = big castle, 38 = small castle
                         to make a full big castle, you must add Block #66 of Row 3
          43 - 47 = freezes game
          48 - 63 = ascending hill
          64 = part ascending pipe (fills 3 rows from top)
          65 = ascending pipe (messed up, fills 3 rows from top)
          66 = ascending pipe, with enter area (fills 3 rows from top)
          67 - 79 = ascending pipe, starting with 4 rows from top and incrementing
          80 - 95 = flag balls (used for climbing), 1 flag ball from start and
                    incrementing
                    note : flag balls start on the 4th row and grow downwards
          96 - 127 = nothing ?

          Limitations in Super Mario Bros:
          --------------------------------

          Object Limitations:
          -------------------

          Super Mario Bros has this big limitation where you cannot have more than
          3 objects in the background per column.  Objects such as a long row of
          coins,
          blocks, non-continuous holes, or tubes take up multiple column spaces.  The
          number of rows an object takes up affects nothing to the limitation so a
          tube
          of any size will count as 1 object in any column it uses.  Blocks such as
          Continuous holes, continuous blocks, continuous stops, and enemy frenzies
          blocks (such as starting flying cheep cheeps and continuous bullet bills)
          only use up one column.  Here's a sample of what I mean :


                                    |                    BBBBBBBB
                                    |  CCCCCCCCCCCCCCC   BBBBBBBB
                                    |       CCCCC        BBBBBBBB
                                    |
                                    |         TT
                                    |         TT         BBBBBBBB
                                    |         TT         BBBBBBBB
                                    |-----   ----------------------    ----
                                    |-----   ----------------------N   ----
                                    |-----   ----------------------    ----
                                    |----H  E-----------S-------E--    ----
                                    |-----   ----------------------    ----
          # of Objects/Column :      00112113233211111001000000010011110000

                                    - = floor,    H = start continuous hole
                                    S = start continuous blocks
                                    E = end any continuous blocks/hole
                                    N = non-continuous hole
                                    C = grabable coins, T = tube

          Now let's trace through this diagram.

          The first object, the long set of coins (C) takes up 15 columns
          The second object, the continuous hole (H) takes only 1 column
          The third object, the short set of coins (C) takes up 5 columns
          The fourth object, the continuous stop (E) takes only 1 column
          The fifth object, the tube (T) takes up 2 columns
          The sixth object, the continuous blocks (S) takes only 1 column
          The seventh object, the continuous stop (E) takes only 1 column
          The eigth object, the non-continuous hole (N) takes up 4 columns

          * Note that the number of Objects/Column in that diagram never exceeds 3.
             That means that this diagram is valid.

          Maximum number of background objects/level :
          --------------------------------------------

          At the moment, the only way to edit a level is to move and modify
          existing background objects on the level that you are working on.  The
          limitation of that is there are only a limited number of objects in that
          level.  Here are the number of objects that you can use in the first
          few levels :

          Level 1-1 = 49 background objects
          Level 1-2 = 60 background objects
          Level 1-3 = 41 background objects
          Level 1-4 = 47 background objects

          * A single background object is any moveable object such as long row
              of blocks, holes, background changing blocks, tubes, etc.

          Other Limitations :
          -------------------

          - Objects such as moving platforms appear as sprites which is also
             what enemies are
          - Objects such as paliboos (jumping fireballs) or rotating fireballs
             cannot be modified at this moment since they are also classified
             as sprites
          - The mushroom platform block (Block #16 - 31) appear as bullet bill
             machines in levels 5-1, 5-2, 7-1, 8-2, and 8-3.  This cannot be modified
             at the moment.

Here's an updated list plus some limitation notes.
Any apologies for any incorrect blocks, unclear definitions, or
any incorrect explanation of the limitation of the Super Mario Bros
engine.

          - Knight

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Email the MI Team: MarioImp@hotmail.com

DO NOT ASK FOR THE ROM OR ANY OTHER ROM, all rom request will be ignored
and forwarded to piracy@nintendo.com !!!!  How do you like them apples?

Get the latest update at: http://www.geocities.com/SiliconValley/Bay/2628/