SMB2J level troubleshooting

Here is a list of some of the errors that can occur with SMB2J levels and guides to fixing them.

I've highlighted the errors that may only exist in Super Mario Bros 1 in red.

This is done by the SMB2J hacker insectduel in 1-11-06.

Symptoms

Cause

Solution

Game Crashes

 

There’s a crash object in your level

Change the object or enemy with the valued hex number.

 

The wind object is in the wrong world.

Can only be changed in Worlds 5 through D

 

The Upside down pipe object is in the wrong world.

Can only be changed in Worlds 5 through D

 

The Upside down piranha plant is in the wrong world.

Can only be changed in Worlds 5 through D

 

You placed the castle above 10 or higher.

Reduce the castle’s length with 10 or less.

 

Too many ASM’s in your ROM.

Re-save the file to the ROM.Or you can just make the new SMB1 or SMB2J ROM without the ASM’s first and insert them later.

 

The Princess Tile is changed in SMB2J.

Use the new ROM and copy your modified tiles and not the peach and paste it. I recommend YY-CHR for this.

 

You placed the incorrect hex.

Undo it if you’re a hex editor maniac.

The level becomes a bug

You placed the stairs above width 10 and 8 steps.

Reduce the stairs length to Width 9 or less.

 

Too many coins placed and collected.

Collect the coins more frequiently or reduce the coins that you placed. You should also reduce the coins length as well.

 

You place the "nothing" object in your level.

Send the object away or change the object’s hex number.

 

The Title screen is screwed up.

You have to make the new ROM for it. Or just place the original Offset 35124=0x8934 in your original SMB2J ROM and copy 347 bytes and paste it on your modified ROM. I hope you make a Backup before you edit SMB2J.

 

You placed the Room area in your hex editor that does not lead to World 5 or 9

Can only be changed in Worlds 5 through 9 If you set the World 1 through 4 level rooms, it will only work for them.

 

You placed the flagpole and the castle in

World 4-4, 8-4, and D-4.

Remove it. The only way you can get to that level is the Axe.

 

You typed a 3-byte sprite in your editor.

Send the 3-byte sprite (Area Pointer or Object E) from your room onto another room. Only SMB Utility can only do this. In your hex editor, you have to set FF at the end of the sprite offset before the next actual sprite offset.

Some enemies disappear when I played the level and the sprite is still on the level editor.

You placed the castle other than page 0 and you bypassed it.

Change the castle object to a background object to wall or another hex object number.

 

Too many sprites

Move the sprites somewhere else or send them to a room if you not using them.

Bowser looks kind of messy.

You placed two Bowsers

Remove the other Bowser away or of you’re fire Mario, shoot the first Bowser and the second one does not look messy.

Bowser looks kind of glitchy but almost disappeared.

Too many fire-bars

Have at least one fire-bar and not the stray and the long ones.

 

You placed some generated objects (Object D)

If you bypassed Bowser, none of those objects like the Wind or Red Cheep-Cheeps is permitted or a clone Bowser may appear.

When I touch the flagpole, the timer went fast and it screws up the flag.

You placed the castle other than page 0 and you bypassed it.

Change the castle object to a background object to wall or another hex object number.

 

You place the "nothing" sprite in your level.

Send the sprite away or change the sprite’s hex number.

 

Too many castles in your level.

Change the castle object to a background object to wall or another hex object number.

When I touched the Axe, the bridge would not break and theres no text when you beat Bowser.

You either set it in the wrong page or you set the bridge, Axe or Scroll Stop the wrong way.

Set the hex 0d 44 or C4 in the even number of the page. Then set the Axe in hex dd 42 in the same page. Finally you set the Scroll Stop as hex 5d 47 or C7 on the odd number of the room. More importantly the Bowser sprite must be placed as 78 2d or ad in order for the bridge to be collapsed.

When I touch the flagpole in the beginning of the level and mario would not go in the castle.

You placed the castle on Page 0.

Place it at least on Page 1 or higher.

When I place the down pipe and enter it. It ended up going up instead. What is wrong with it?

It is set on the castle attribute.

Castle attributes are always coming up instead of setting levels like a level header does.

Why does the enemy glow on castles, sea or underground levels?

A "nothing" object is placed or the "Axe" is placed as well.

Change the nothing object. Axes always turn dark enemies into brightness.

Why do Lakitu come out of a level if the Lakitu was never placed on the level editor?

You place a "Spiny".

Spinies will always make a Lakitu appear. Put a Stop Continuation Object where the spiny is.

Why all the objects disappearing?

You place too many objects.

The limit of an object is 128. Remove some.

 

You place too many objects in the same horizontal hex.

Either remove the length of an object or move it onto an another location. Horizontal objects can be frustrating.

Where’s the Welcome to Warp zone text?

You set the procedure incorrectly.

Set the Scroll stop Warp Zone as hex 6d 45 or c5 in one of the even number rooms.

 

 

More bug errors in SMB1 or SMB2j contact me at insectduel@yahoo.com