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Level Data

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This is a sub-page of Development:Super Mario World 2: Yoshi's Island.

Overview

To do:

sfc/back_up Folder Levels

BAK0#

日本_Ver0\sfc\back_up\ys_bgdt0.asm.BAK0 (background data) and 日本_Ver0\sfc\back_up\ys_endt0.asm.BAK0 (entity data) can be combined to recreate a number of early levels. Based on the entities that are present in them, they might date from late 1993 or early 1994, around 1.5 years prior to the game's release. They use a different header format than the final game's levels. Because many of the tiles and entities referenced no longer exist in the final game, without going to further trouble to restore them, graphical errors and placeholder entities may be present in reconstructions.

chijo(h)-1#

  • Background Data: BGDT_00_00
  • Entity Data: ENDT_00_00

This map's filename translates to "Overworld".

Broken Graphics:

  • The reason for the clouds in the tunnels is that they use variable background object 15, which used to be BGSUB_DOOR and is now KUMO_KUMO (BG1 Mountable Cloud). They and the thatched-roof hut lead to cave-1, detailed below.
  • The bumpy yellow strip made up of Yoshi house tiles is variable background object 6A, which is the unused GOMU_GOMU (Rubber Floor BG).
  • The block above the row of coins is a squishy block that only displays properly as part of the castle tileset in the final game.

cave-1#

  • Background Data: BGDT_00_01
  • Entity Data: ENDT_00_01

The only entity in this map is MSGST, an unused entity that displayed a message. See chijo(h)-1 for more information on map connections and broken graphics.

bgdt and endt Folder Levels

The files in the 日本_Ver0\bgdt\back_up (background data) and 日本_Ver0\endt\back_up (entity data) folders can be combined to recreate both removed levels and earlier versions of used levels.

To do:
Add some restorations.