Just documenting some completely unused map16 tiles. By "unused," I mean one not referenced by any object and cannot be turned into using a block from an object (such as 152). In other words, ones that must be inserted through direct map16 to be seen in the game at all, barring custom blocks/objects.
EDIT: Decided to add a couple related lists to this topic: blocks unused in certain tilesets, and blocks used but always glitchy looking in certain tilesets. They're related and potentially useful so...
These would all be in page 0 and 1, for obvious reasons.
Concerning Tilesets:
Tileset is NOT the same thing as the GFX header! The GFX header is the number you pick in Lunar Magic; the tileset is an attribute of that number. Here's how tilesets and GFX headers relate:
Tileset 0 = GFX header 0, 7, C
Tileset 1 = GFX header 1
Tileset 2 = GFX header 2, 6, 8
Tileset 3 = GFX header 3, 9, A, B, E
Tileset 4 = GFX header 4, 5, D
Tileset determines behavior and graphics. If a tileset specific block uses graphics in GFX header 0, it will use the same graphics in 7 and C. There are a few exceptions to this (1C4-1C7 and 1EB-1EF, which are unique to GFX header 0 and 7 only), but most tileset specific blocks in an unedited ROM follow the tileset instead of the GFX header for their attributes.
Completely Unused Blocks:
Map16 number:
01D (acts exactly the same as 25)
01E (acts exactly the same as 25)
024 (invisible note block, see below)
0EB (acts exactly the same as 25. can have different graphics for each tileset)
115 (note block, see below)
131 (acts exactly the same as 130)
140 (acts exactly the same as 130)
You can overwrite these without worry.
Unused Blocks in Certain Tilesets:
Unused in tileset 0:
10B (ledge)
10C (ledge) ;10C and 10D are conveyor belts in tileset 2, but act like ledges everywhere else
10D (ledge)
10F (ledge)
Tileset 1:
10A (ledge)
10B (ledge) ; these are ALL ledges, by the way...
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 2:
10F (ledge)
Tileset 3:
107 (ledge)
108 (ledge)
109 (ledge)
10A (ledge)
10B (ledge)
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 4:
None?
You can change the graphics of these without worry, but don't change the "acts like" value. It isn't tileset specific and changes will carry over to other blocks.
Used, But The Objects That Use These Blocks Always Look Glitchy When Using An Unedited Map16:
Tileset 0:
0C7-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
166-167 (both act like solid blocks)
Tileset 1:
08F (line guide)
09F-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
154-158 (all act like solid blocks)
Tileset 2:
0A4-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
167 (solid block)
Tileset 3:
087-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
Tileset 4:
None?
You can edit these without worry of screwing anything up more than it already is, but don't change the "acts like" value. It is NOT tileset specific and will affect every tile that uses that map16 number.
Some interesting (and completely unused) blocks would be tiles 024 and 115. 024 is one of those blocks that reveals another block when hit from below, like invisible coin blocks or invisible 1up blocks. 024 spawns 115, a noteblock. 115 is also unused, and behaves exactly the same way 113 (another noteblock) does. In fact, 115 turns into 113 after bouncing.
What's interesting about these? well...
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
You can overwrite 115 with whatever you want, and 024 will turn into it. So, without any custom blocks or sacrificing unique blocks, you can make any block be invisible until revealed by hitting it from below. I turned it into a green switch block in the video, but of course you can turn it into any SMW block... or a custom block of your own.
Pretty easy to simulate this with custom blocks, but eh. (suggestion to kaizo hackers: change all your invisible coin block traps into invisible 3up moon traps. Or have invisible munchers! )
I'm not totally finished browsing through all the block code, so I may find some more completely unused ones. If I missed any, feel free to fill me in too.
EDIT: Decided to add a couple related lists to this topic: blocks unused in certain tilesets, and blocks used but always glitchy looking in certain tilesets. They're related and potentially useful so...
These would all be in page 0 and 1, for obvious reasons.
Concerning Tilesets:
Tileset is NOT the same thing as the GFX header! The GFX header is the number you pick in Lunar Magic; the tileset is an attribute of that number. Here's how tilesets and GFX headers relate:
Tileset 0 = GFX header 0, 7, C
Tileset 1 = GFX header 1
Tileset 2 = GFX header 2, 6, 8
Tileset 3 = GFX header 3, 9, A, B, E
Tileset 4 = GFX header 4, 5, D
Tileset determines behavior and graphics. If a tileset specific block uses graphics in GFX header 0, it will use the same graphics in 7 and C. There are a few exceptions to this (1C4-1C7 and 1EB-1EF, which are unique to GFX header 0 and 7 only), but most tileset specific blocks in an unedited ROM follow the tileset instead of the GFX header for their attributes.
Completely Unused Blocks:
Map16 number:
01D (acts exactly the same as 25)
01E (acts exactly the same as 25)
024 (invisible note block, see below)
0EB (acts exactly the same as 25. can have different graphics for each tileset)
115 (note block, see below)
131 (acts exactly the same as 130)
140 (acts exactly the same as 130)
You can overwrite these without worry.
Unused Blocks in Certain Tilesets:
Unused in tileset 0:
10B (ledge)
10C (ledge) ;10C and 10D are conveyor belts in tileset 2, but act like ledges everywhere else
10D (ledge)
10F (ledge)
Tileset 1:
10A (ledge)
10B (ledge) ; these are ALL ledges, by the way...
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 2:
10F (ledge)
Tileset 3:
107 (ledge)
108 (ledge)
109 (ledge)
10A (ledge)
10B (ledge)
10C (ledge)
10D (ledge)
10E (ledge)
10F (ledge)
Tileset 4:
None?
You can change the graphics of these without worry, but don't change the "acts like" value. It isn't tileset specific and changes will carry over to other blocks.
Used, But The Objects That Use These Blocks Always Look Glitchy When Using An Unedited Map16:
Tileset 0:
0C7-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
166-167 (both act like solid blocks)
Tileset 1:
08F (line guide)
09F-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
154-158 (all act like solid blocks)
Tileset 2:
0A4-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
167 (solid block)
Tileset 3:
087-0FF (all act like 25, except EC-FB which are the switch palace switch blocks)
Tileset 4:
None?
You can edit these without worry of screwing anything up more than it already is, but don't change the "acts like" value. It is NOT tileset specific and will affect every tile that uses that map16 number.
Some interesting (and completely unused) blocks would be tiles 024 and 115. 024 is one of those blocks that reveals another block when hit from below, like invisible coin blocks or invisible 1up blocks. 024 spawns 115, a noteblock. 115 is also unused, and behaves exactly the same way 113 (another noteblock) does. In fact, 115 turns into 113 after bouncing.
What's interesting about these? well...
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xnqFAiuLjhY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
You can overwrite 115 with whatever you want, and 024 will turn into it. So, without any custom blocks or sacrificing unique blocks, you can make any block be invisible until revealed by hitting it from below. I turned it into a green switch block in the video, but of course you can turn it into any SMW block... or a custom block of your own.
Pretty easy to simulate this with custom blocks, but eh. (suggestion to kaizo hackers: change all your invisible coin block traps into invisible 3up moon traps. Or have invisible munchers! )
I'm not totally finished browsing through all the block code, so I may find some more completely unused ones. If I missed any, feel free to fill me in too.