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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.
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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.
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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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