Acmlm's Board - I2 Archive - Super Mario World hacking - Found something...
User | Post |
HyperLamer
Posts: 1156/8210 |
Hmm, looks like I do have it. I'll check that out. |
Alaric
Posts: 47/72 |
Well, putting values into $100 was how i bypassed the player select menu... Wasn't it you, HH, that wanted that hack? You could, if you still have the IPS (and if it was you), disassemble the code to see where I jumped to (by means of stack-pushing) to load the OW, etc.. (I had a problem finding the routines, and then jumping to them, but.. heh.. my first trouble was mario in an uninitialized overworld on a level tile (heh) leading to level 0)... You should check it out.. |
Smallhacker
Posts: 253/2273 |
Yay! This will be useful! |
HyperLamer
Posts: 1145/8210 |
This is a list of values to go at $100 in RAM (Game Mode register). 00 - Title 01 - In Level 02 - Fade back to OW (write, then back to 01 to play faded!) 03 - Intro 04 - Title 05 - Fade to title 06 - Title (Doesn't change music!) 07 - Mario does title movements (if left past end, game will pause) 08 - File/Player Select 09 - Menu? (colours go dark, does menu stuff, back to normal after) - NOTE: After selecting an option, the game may go into a 'new game' mode. Exiting to another level will play the new game intro music and may lead to the wrong level. If a message box appears, the game will soon fade back to the OW. THE SAVE FILE WILL BE DELETED! 0A - Odd menu - music fades to nothing, Mario becomes small after 0B - Another fade. If unfrozen midway, you can play faded, and exiting to another level will severly fuck up the GFX until reset. 0C - Cuts to OW and re-enters level (on title: doesn't auto-enter) 0D - Goes back to OW, can't move, hit A to show glitchy castle/no yoshi entrance, then goes to current level w/ glitch GFX 0E - Overworld 0F - Overworld (entering level) 10 - Overworld, weird black palette 11 - Really weird level entrance 12 - Similar to 11 but less glitchy 13 - Weird overworld 14 - In a level, but when unfroze, goes back to OW 15 - Weird fade to OW 16 = 15 17 - Loading screen? Goes to OW after 18 = 15 19 - Reset to glitchy title (different effects in level), freeze 1A = 15 1B - Crash 1C = 15 1D - Enter level (glitchy GFX) - in level, does game over 1E = 15 1F - Ending 20 = 15 21 - Overworld (freezes if already on OW) 23 - Start Level (won't load different level) 25 - Weird scrolling craziness. 27 - Show end screen, then glitch 29 = 21 2B - Mario keeps walking to the left (won't trigger side exits), animation glitches, then back to OW 2D - Freeze 2F - Crash
I skipped a few at the end, because the pattern became pretty obvious (every second one does the same thing).
Now then, I'm looking for some code (again). I'd appreciate it if anyone could tell me: -How to load any level at will (IE: just set some byte or call a subroutine, and the game loads the level just as if I'd entered it from the OW or an exit, from anywhere in a level). -Either the location of the code that loads the overworld, or the locations of all code that runs just before loading the OW (Mario died, beat the level, pause and select, etc). |
|