I don't remember exactly which level, but it is one of the fortress levels, maybe 4-4, there is a 'puzzle' where you have to take the right path, or else you have to repeat the section until you get it right.
I've always wondered how this level is layed out, datawise, because in one section, if you take the correct path, the platforms are 'walled off' at the end, but if you take the wrong one, they're open.
Is the 'walled off' version of this section stored somewhere off of the normal player accessable part of the map, and replaces the non walled off section in real time when the player goes on the right path, or does the game simply spawn solid blocks that are otherwise invisible/passible?
I know that SMB (as well as all of the other 2d SMB games) have their levels divided up into sections so this is why I am wondering if there is an extra section for this stored beyond the normal map boundries.
A side note: I used the free movement Gameshark code with the SM-AS version of SMB1 in this level, and I moved Mario exactly midway between the two points where the game decides whether Mario took the correct path or not. When I tried to move forward, the game froze. I'm thinking that because Mario did not pass through one of these two points, the game did not have a valid value in whatever variable is used to decide which action to take, and it caused the lockup.
I've always wondered how this level is layed out, datawise, because in one section, if you take the correct path, the platforms are 'walled off' at the end, but if you take the wrong one, they're open.
Is the 'walled off' version of this section stored somewhere off of the normal player accessable part of the map, and replaces the non walled off section in real time when the player goes on the right path, or does the game simply spawn solid blocks that are otherwise invisible/passible?
I know that SMB (as well as all of the other 2d SMB games) have their levels divided up into sections so this is why I am wondering if there is an extra section for this stored beyond the normal map boundries.
A side note: I used the free movement Gameshark code with the SM-AS version of SMB1 in this level, and I moved Mario exactly midway between the two points where the game decides whether Mario took the correct path or not. When I tried to move forward, the game froze. I'm thinking that because Mario did not pass through one of these two points, the game did not have a valid value in whatever variable is used to decide which action to take, and it caused the lockup.