Newest Translations

Dragon Buster Urusei Yatsura: Lum no Wedding Bell Zexas Limited Konami's Billiards

Newest Utilities

Crash 2 Level Editor BARF! Tilemap Studio Lightweight Checksum Calculator

Newest Reviews

Castlevania: Portrait of Elegance (New Portraits Hack) Zelda II Master Quest Legend of Zelda: Awakening of Onyx Breath of Fire II - Sound Restoration

Newest Homebrew

Rex Run for Game Boy DeadlyNeuroEf Circle Boy Nova the Squirrel

Featured Hack Images

Go! Dizzy Go! UxROM Mapper Hack Lazy Power Quest War in Hell Sonic ERaZor

Featured Translation Images

Shin Megami Tensei II The Tower of Druaga DoReMi Fantasy: Milon no DokiDoki Daibouken The Black Onyx

Recent Updates

  • Hacks
    V1.1.4: Fixed skippable and enterable unrevealed levels, HDMA during transitions, music staying sped up when beating a level with less than 100 seconds in the time, skippable cutscenes and final boss is easier. This update was released on July 24 (almost 5 months ago), but only submitted it now because I forgot to do this here.
  • Games
    Fixed typo and grammar.
  • Hacks
    - Version 2.5 (NEW) - Update some color palette in almost al levels to look like more darker Batman themed. - Added Harvey Dent portrait. - Added Boss: Harvey Dent (Reskin of the Boss before The Joker. - Fixed the attack graphics of Harvey Dent. - Added some minor graphics Update in Backgrounds and Characters. - Redone almost all levels in some puntual areas.
  • Games
    Socket /Time Dominator 1st

SMB3 Object Data & Enemy Data Orders

Game Specific

Description:

This document is for Super Mario Bros. 3 for the NES.

There is nothing really “new” in this document. I made it to organize the enemy data and object data as it appears in the SMB3 ROM. This is useful if you intend to expand the enemy data and/or the object data of one level and overwrite the data of at least one other level in the process. If you do not know which level(s) you are overwriting, it can make editing the levels more difficult later on because you will lose track of what free room you have.

I also wanted to see the proper order of the enemy data and object data for myself because as I was working on an SMB3 hack, I ran into a few level issues and one of my ideas was to check to see if the problems were being caused by preceding and/or succeeding levels. Since I took the time to type this up for that purpose, I thought that maybe someone else might find it useful as well.

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