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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses
  
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Mattrizzle
Posts: 74/75
More info, some of which I've already posted in other threads:

$17B8F (05)
Sumo Bros. flame palette/gfx page

$1A29B-1A29C (45 05)
Blargg palette/gfx page
(1 byte facing right, 1 byte facing left)

11F4B [C2] tile of smiley face coin
(the one that comes from the cloud that appears after eating two pink berries)
11F50 [04] palette/gfx page/priority/flip of smiley face coin tile
11F55 [02] size of smiley face coin tiles
(00=8x8; 02=16x16)

8FDF-8FE0 [46 06] palette/gfx page/priority/flip of Para Goomba wing tiles
8FE1-8FE4 [C6 C6 5D 5D] Para Goomba wing tiles
8FE5-8FE8 [02 02 00 00] size of Para Goomba wing tiles

A01C-A01F [5D C6 5D C6] Para Koopa wing tiles
A020-A023 [46 46 06 06] palette/gfx page/priority/flip of Para Koopa wing tiles
A024-A027 [00 02 00 02] size of Para Koopa wing tiles

13D17-13D1A [5D C6 5D C6] Yoshi wing tiles
13D1B-13D1E [46 46 06 06] palette/gfx page/priority/flip of Yoshi wing tiles
13D1F-13D22 [00 02 00 02] size of Para Koopa wing tiles
Bio
Posts: 439/458
Originally posted by Kailieann
Originally posted by Glyph Phoenix
Change address x6B792 from D0 to F0
From Jonwil at the old board, this should switch ! blocks and dotted line blocks so hitting a switch makes the blocks disappear, rather than appear.


I've just been playing around with this, and I discovered that it only works for the Yellow and Green switch palace blocks.
Does anyone have something similar for the Red and Blue blocks?

on LM Map16, try putting the filled one where the dotted one should be and the dotted one where the filled one sould be. why all you guy never tried this before?
Glyph Phoenix
Posts: 685/745
I was the one who posted the incorrect address in the first place.

This is what you guys get for not being active. When you don't find addresses I find addresses, and when I post them I inevitably get things wrong. So technically you all are to blame.
Mattrizzle
Posts: 72/75
Originally posted by BMF
Bleh...jonwil's address only affects the green and yellow blocks. You also need to change $6BB43 to D0 for the blue and red ones.

I found this on the same page as what you quoted above, Kailieann.
Kailieann
Posts: 78/106
Originally posted by Glyph Phoenix
Change address x6B792 from D0 to F0
From Jonwil at the old board, this should switch ! blocks and dotted line blocks so hitting a switch makes the blocks disappear, rather than appear.


I've just been playing around with this, and I discovered that it only works for the Yellow and Green switch palace blocks.
Does anyone have something similar for the Red and Blue blocks?
Mattrizzle
Posts: 71/75
Originally posted by mvent2
I found this by you, Mattrizzle:

Change x1232A
from A9 21 95 9E A9 08 9D C8 14
to A9 03 9D C8 14 EA EA EA EA
to disable enemies spawning a moving coin when hit by a fireball. You won't get any points from this, either. I'm using this in my hack and was trying to remember who I got this from, now I know. Thanks a lot!



Thanks, mvent2. You know, I really need to gather all of the info from my old posts and put in in this thread. But not now, as I have to go to school.
mvent2
Posts: 61/73
I found this by you, Mattrizzle:

Change x1232A
from A9 21 95 9E A9 08 9D C8 14
to A9 03 9D C8 14 EA EA EA EA
to disable enemies spawning a moving coin when hit by a fireball. You won't get any points from this, either. I'm using this in my hack and was trying to remember who I got this from, now I know. Thanks a lot!

From Dark Ludwig:

Change xD5F8
from FE 26 16
to EA EA EA
to make Morton, Roy and Ludwig immune to fireballs.
Mattrizzle
Posts: 65/75
Bubble Stuff:

15AA1-15AA8 [A8 CA 67 24 AA CC 69 24]
Bubble Sprites Tile Table
First 4 bytes are 1st frame of each sprite, Second 4 bytes are the 2nd frame of each sprite, in the order of: Goomba, Bob-Omb, Cheep-Cheep, Mushroom.

15AA9-15AAC [85 85 04 08]
Palette/GFX Page Table of Sprites
This is in the same order as above.

15B19 [19]
Bubble pop sound

15BA1-15BA4 [0F 0D 15 74]
Sprites from Bubble Table

15BA5-15BB3
X(horizontal) Placement of Bubble Tiles
3 animation frames, each 5 bytes

15BB4-15BC2
Y(vertical) Placement of Bubble Tiles
3 animation frames, each 5 bytes

15BC3-15BC7 [A0 A0 A0 A0 99]
Bubble Tile Table

15BC8-15BCC [07 47 87 C7 03]
Palette/GFX Page of Bubble Tiles

15BCD-15BD1 [02 02 02 02 00]
Bubble Tile Size Table
Bio
Posts: 398/458
Originally posted by BMF54123

That reminds me...does anyone remember what values to change so the yellow and green ! blocks don't give you items?

just go to map16 and adjust gameplay propriety for the filled one to 130, can also adjust the red and blue one that way so they will give you item
(why no one actualy this before?)
Glyph Phoenix
Posts: 616/745
x23DA sets the message box variable.

x18F90 reads the message box variable each frame, apparently.

If anyone knows more about the message box, your help would be greatly appreciated, since I want a short mini-cinema at the beginning of my hack.

Edit: Also, does anyone have any data regarding Mario's speed? I need to hack Mario's running code to allow for a DASH powerup. Yep, I've got something big planned.... The biggest hack since SMO planned, probably.

Edit again: Well, it might have been. It's not like SMW hacking had a lot going on. But instead it's going to be another one of those down-the-crapper reject hacks of mine. Heh. Yeah, I know, you all saw that coming.
HyperLamer
Posts: 7505/8210
I've given up on the current build. I'll make a new one someday...
Smallhacker
Posts: 2150/2273
Originally posted by Glyph Phoenix
Not a bad idea. Build one that does sprite actions and the stuff MWR did, too... Knowing what we know now, MWR is looking more and more obsolete.

I leave that to HH... Unless he gave up on it...

Originally posted by Glyph Phoenix
"unused sprites"

I think that there's only 3 or 4 (can't remember exactly) unused sprites. Editing sprites above C7 in MWR will corrupt data.
Glyph Phoenix
Posts: 608/745
Not a bad idea. Build one that does sprite actions and the stuff MWR did, too... Knowing what we know now, MWR is looking more and more obsolete.

"Unknown bits" and "unused sprites" my ass. Mo' like... "click this button to corrupt your rom"..."bits"... I got nothing.
Smallhacker
Posts: 2148/2273
Originally posted by BigMattrizzle
Here's a long list of sprite tilemaps(note that I may have posted some of these in previous pages, and that I will edit this post with more details in the long run):

[[Tons of data]]

As you can see, there are many unknown tilemaps. I would appreciate some help in finding what these are!


Holy...! This motivates me even more to make Sprite Paint 3.
Glyph Phoenix
Posts: 605/745
You're going to have to PM an admin if you want your name changed, Matrizzle. Not many of them hang around this particular forum.
Mattrizzle
Posts: 63/75
Here's a long list of sprite tilemaps(note that I may have posted some of these in previous pages, and that I will edit this post with more details in the long run):

7DA4
8FE1 Goomba Wings
A01C Paratroopa Wings
B583
BCB7
C809 Power Ups
CBBB Brown Swing Platform
D646 Ludwig Fireball
E0E3 Bonus Roulette
E390 Bowser Flame
EB85
FC37
10083 Larry/Iggy
10153 Larry/Iggy shell
1235B
12547
13D17 Yoshi Wings
13E0E
14095
14158
14A7E Chuck Head(All)
14B8B Chuck Body(All)
14C97
14D9B
14F45
157C4 Banzai Bill
15A00
15A44
15AA5
15BC3 Item/enemy-containing bubble
15CF1 Amazing Flyin' Hammer Brother
15E1F Hammer Bro. Platform
1600E
16572
1686A
16BE6
16E72
1730C
176E7
177BC
17829
17921
17B04
17C0E Castle BG Flame
17DBF
17FB8
184F8
1868E Falling Grey Platform
18793 Porcu-Puffer
1888A Forest Secret Area Platform
18934 Sinking Lava Platform
18A37 Mega Mole
18AA0
18D2E Bowser Statue(Both)
18F18 Diagonal Platform
19005 Timed Platform
190B0 Grey Castle Brick
1910B Bowser Statue Fireball
1916D
19360 Fishin' Boo
196BB Wooden Castle Spike
19870 Rex
19988
19D5D
1A012 Dino Torch
1A039 Dino Rhino
1A291
1A5D9
1ABCE Princess Toadstool(Bowser Battle)
1AE95
1B3ED Bowser's Steel Ball
1B52F Mechakoopa
1B5F3
1C45B
1C5CE
1C693 Disco Ball
1CBB9
1D31A Lemmy Koopa(and decoys)
1D3A4 Wendy O. Koopa(and decoys)

As you can see, there are many unknown tilemaps. I would appreciate some help in finding what these are!
Sukasa
Posts: 1899/1981
Yknow, screw it. Sart at the beginning of the controller ASM (check the old board for it's location, HH had it posted there in one of BMF's stickied threads), then simply disassemble it by hand or however, then find out where it checks to see if it should write to $17. Look through the whole routine, and you should find what you're looking for. then, change the code so it points the L/R buttons to different RAM addresses. There, now all of the code will run, but the L/R handler code will never recieve the input from the L/R buttons. Now, somebody please go try that since I have neither the time or energy to do so. Goddamn school getting in the way of my ideas...
Bio
Posts: 378/458
I think its the controller routine because at 5002 there a F0(BEQ) maybe its for lead to the scrolling, I will try replace it with EA EA
Edit: L/R scroll work like usual, I think Its not related at all with L/R scrolling
Sukasa
Posts: 1898/1981
..So that might make it data then. What comes before $5002?
Bio
Posts: 377/458
00 is BRK, that mean software break, I have just no idea on what its suppose to do, but it read the byte after it. for example, In a assambler expanded area look like this :
...
BRK #$00
BRK #$00
BRK #$00
...
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