Jyotyu Tileset
TODO:
- 3d tile table
- hardcoded tile properties
- test camera controller priority when tiled across chunks and when two are in one tile object
- pictures
- lede
1. Jyotyu Palette
These files are the palettes used by the Jyotyu tileset:
| File |
Description |
| /BG_ncl/d_2d_A_J_jyotyu_B_ncl.bin | Blue (underground) jyotyu palette |
| /BG_ncl/d_2d_A_J_jyotyu_F_ncl.bin | Blue coin palette |
| /BG_ncl/d_2d_A_J_jyotyu_ncl.bin | Normal jyotyu palette |
| /BG_ncl/d_2d_A_J_jyotyu_R_ncl.bin | Red (volcanic) jyotyu palette |
| /BG_ncl/d_2d_A_J_jyotyu_W_ncl.bin | Grey (winter) jyotyu palette |
2. List of graphics that use the Jyotyu Palette
| Folder | Bitmap | Description | Palette Number |
| /BG_ncg | d_2d_A_J_jyotyu_ncg.bin | Graphics for the jyotyu tileset |
Either + blue coin palette |
| /BG_ncg | d_2d_TEN_A_J_jyotyu_ncg.bin | Animated tiles for the jyotyu tileset |
Either + blue coin palette |
| /obj | A_block_hahen_ncg.bin | Destroyed block debris | 0 (brick block, wood block, question block, red block, used block, boss gate debris), 1 (hard block, boss bridge debris) |
| /obj | A_block_ncg.bin | Bumped blocks/coin, event trigger block, roulette block, spiked question block, snake block ends, face block, coin bubble | 0 (question block, used block, brick block, event trigger block (hit), coin, face block), 1 (roulette block, spiked question block, snake block, coin bubble) |
| /obj | A_hyouji_8bit_ncg.bin | Shown when unused VsTimesUp StageFX type is used | 0 |
| /obj | A_tikuwa_block_ncg.bin | Donut lift (stood on) |
0 |
| /obj | I_item_ncg.bin | Power-ups and vine top | 0 (super mushroom, blue shell), 1 (fire flower, star, mini mushroom, 1up mushroom, vine top) |
| /obj | I_kakushitobira_ncg.bin | Event Activated Door | 1 |
| /obj | I_mark_star_ncg.bin | Unused | 1 |
| /obj | I_minigame_block_ncg.bin | 1-Up Toad house block graphics |
0 |
| /obj | I_minigame_item_ncg.bin | 1-Up Toad house card graphics | 0 (Bowser card), 1 (1up cards) |
| /obj | I_obj_kira_I_ncg.bin | Mega Mario sparkles |
0 |
| /obj | I_obj_kira_ncg.bin | Small sparkles. Appear around a blue shell when dropped by a blue koopa troopa |
0 |
3. Camera Controllers
Map16 tiles 1 through 6 have hardcoded behaviours that affect how the camera behaves when approaching a chunk. When multiple are in a chunk, the highest-priority tile object takes precedent. NSMBe assigns these tiles colours for visibility in the editor. Tiles 7 and 8 — a vine stopper and an invisible wall, respectively — are not known to have any hardcoded properties despite similarly being coloured by NSMBe.
1: Camera blocker; prevents the camera from entering a chunk, even when it contains tiles.
2: Allows camera to enter empty chunks.
3: Smoothly raises bottom of camera out of a chunk when approached from the left; conversely, allows camera to smoothly lower into a chunk when approached from the right.
4: Smoothly lowers top of camera out of a chunk when approached from the left; conversely, allows camera to smoothly raise into a chunk when approached from the right.
5: Smoothly raises bottom of camera out of a chunk when approached from the right; conversely, allows camera to smoothly lower into a chunk when approached from the left. Misleadingly described as forbidding the camera from entering chunks by NSMBe.
6: Smoothly lowers top of camera out of a chunk when approached from the right; conversely, allows camera to smoothly raise into a chunk when approached from the left.
4. Tile Behavior Changes
When certain switches are triggered, tile behaviors of specific map16 tiles change. This is done in conjunction with switch-triggered tile animations to make things like blue coins and red blocks appear.
P-Switch
These tiles change when a p-switch or a red ring set to act like a p-switch is triggered.
| Map16 tile | Changed behavior |
|---|---|
| 36 (P-switch blue coin) | 0x04000200 - Coin (blue sparkles) |
| 37 (P-switch red-coloured coin) | 0x02000200 - Coin (Unk param 2) |
Additionally, all tiles in the jyotyu tileset with the behavior 0x00000200 (coin) will change to 0x00001000 (brick block) and, likewise, all tiles with the behavior 0x00001000 (brick block) will change to 0x00000200 (coin).
!-Switch
These tiles will change when a !-switch with normal settings or a red ring set to act like a !-switch is triggered.
| Map16 tile | Changed behavior |
|---|---|
| 29 (Red block outline) | 0x00000800 - Explodes into used block |
| 30 (Red block outline) | 0x00000800 - Explodes into used block |
| 39 (Red coin outline) | 0x02000200 - Coin (Unk param 2) |
| 40 (Snake block) | 0x00000200 - Coin |
!-Switch (red blocks only)
These tiles will change when red ring set to "Red Blocks only" mode or a !-switch with "Delay on multiple" is set to "Unknown" is triggered.
| Map16 tile | Changed behavior |
|---|---|
| 29 (Red block outline) | 0x04000800 - Explodes into brick block |
| 30 (Red block outline) | 0x04000800 - Explodes into brick block |
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