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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Discovered how to set the lock number for a fortress in SMB3...
  
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blackhole89
Posts: 799/971
It was rather hard to figure what game this is about (i.e. clicking on the link). I hope you don't mind me changing your thread's title accordingly.
Might come in handy anyway~
beneficii
Posts: 244/567
Referencing this old thread:

http://board.acmlm.org/thread.php?id=12906

I have now discovered how to set which lock a fortress will break. It's quite simple really, though looking at it through a tracer can make it look it quite overwhelming. First, each world can have up to 4 locks it uses. Here is the table for that:

148A8 (4 bytes per world, 1 byte for each fortress in-world):
xxxx xxxx
x = lock number to use (10 is the max number)

Now, for linking it to the fortress. Say, you want a particular fortress to use byte 2 of the 148A8 table (and so use the lock number stored there), in the enemy data for that fortress you would set the high nybble of Boom Boom's y position to 3. In other words, the high nybble of the y position of Boom Boom minus one determines which item in that world's table to use. Don't worry about Boom Boom not being unscreen when you reach him; though I'm not sure if it's 1 or if it's Mario's y position's high nybble that gets set to Boom Boom in-game, it will not be the high nybble of Boom Boom's y position stored in the enemy data that gets loaded to the same in-game, but rather a different value.

I hope this was helpful.
Acmlm's Board - I2 Archive - Rom Hacking - Discovered how to set the lock number for a fortress in SMB3...


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