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Pac-Man NES Level Editing Notes

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Oct 24th, 2020
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  1. [Which Values Correspond to Which Level Tiles?]
  2. [Collectibles]
  3. (•) Pac-Dot: 03
  4. (⬤) Power Pellet: 01?
  5. [Wall Tiles]
  6. (═) Left Edge: 19
  7. (═) Right Edge: 18
  8. (║) Up Edge: 1B
  9. (║) Down Edge: 1A
  10. (═) Horizontal Wall: 10
  11. (║) Vertical Wall: 11
  12. (╔) Top-Left Edge: 1F
  13. (╗) Top-Right Edge: 1D
  14. (╚) Bottom-Left Edge: 1E
  15. (╝) Bottom-Right Edge: 1C
  16. (╦) Horizontal Wall, connects downward: 13
  17. (╩) Horizontal Wall, connects upward: 12
  18. (╣) Vertical Wall, connects left: 14
  19. (╠) Vertical Wall, connects right: 15
  20. [Other]
  21. (╓) Ghost House Door, left piece: 17
  22. (╖) Ghost House Door, right piece: 16
  23. ( ) "Blank Space," has collision: 20
  24. [Unused?]
  25. ( ) Power Pellet, invisible?: 02
  26. (⬤) Power Pellet, doesn't flash: 01
  27. ( ) Blank Space, no collision: 04
  28. ( ) More Blank Space, no collision: 00
  29. [Tile "Groups" (?)]
  30. (════) Long Horizontal Wall, x4: D0
  31. (••••) Line of Pac-Dots, x4: C3
  32. ( ) "Blank Space," has collision, 4x: E0
  33. (═══) Long Horizontal Wall, x3: 90
  34. (•••) Line of Pac-Dots, x3: 83
  35.  
  36. [Level Data (Starting at Level 1)]
  37. Starts at 002CF0: 2D (1F) E0 D0 (third from far right in FCEUX)
  38. Ends at 002E90: D0 D0 90 (1C) (fourth from far right in FCEUX)
  39.  
  40. [Additional Notes]
  41. [Pac-Dots and Power Pellets]
  42. Pac-Man only wins if he eats a pre-determined amount of dots in a maze. If the actual number of dots in a maze is greater or less than the set number to win, the level will either end early or never end, respectively.
  43.  
  44. As is the case with the arcade game, power pellets count as Pac-Dots. Keep this in mind when incorporating them in your level.
  45.  
  46. Power pellets are shown as value 01 in the level data, though modifying that value doesn't appear to do anything. Also of note, modifying another value in the level to be 01 puts in a mostly working power pellet in the level, but it will not flash as it should. It's possible that the values representing actual power pellets are found elsewhere than in the big "main" chunk of level data and must be modified from there.
  47.  
  48. [Tile Groups]
  49. If the value does not show as being between 00 and 20, then editing the value as though it were a singular one will corrupt the level. If the value shows something other than a 0, 1 or 2 then it is likely a "tile group," a group of multiple versions of the same tile represented by one single value.
  50.  
  51. If you edit the value for a "tile group" as though it were for a singular tile, it will corrupt the level.
  52.  
  53. Though I haven't checked, it seems that a "4x group" version exists for every singular tile used in the game, following the formula of replacing "0x, 1x, 2x" in a singular tile's value with "Cx, Dx, Ex" to get the 4x tile group's value.
  54.  
  55. This seems to be the same case for "3x group" versions of singular tiles, only you would replace "0x, 1x, 2x" with "8x, 9x, Ax."
  56.  
  57. If I had to guess, these "tile groups" seem to exist just to save on memory as Pac-Man was an early Famicom release first, before eventually being rereleased in 1993 mostly unchanged. The Namco version of Ms. Pac-Man does not appear to have this as an issue.
  58.  
  59. [Warps]
  60. Warps are either objects found in the big "main" chunk of level data, or their position cannot be modified from within the level data. I haven't thoroughly tested anything relating to the warps so I can't say for sure however.
  61.  
  62. [Level Edits]
  63. While editing multiple levels does seem to be possible, as evidenced by Tengen Pac-Man hack "Pac-Man: The New Levels," any changes made to the first level's maze layout appears to automatically overwrite any succeeding levels as well. I haven't tried to make more than one custom level so I can't really say what you may have to do to get that working.
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