Acmlm's Board - I2 Archive - Super Mario World hacking - SMW Memory Locations!
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Kenny3900
Posts: 4/9 |
I mean "modify"... I don't see it there, so I ask.
I mean, $13 is the frame counter for the sprite layer, $14 is the frame counter for the object (BG) layer.
And here's you knife
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HyperLamer
Posts: 134/8210 |
What do you mean by edit function? You can load, modify and save existing databases. If you want to edit an address just put the new description/size in and hit Enter. I dunno what you're trying to say about $13/$14, last I checked they're just frame counters. I'll add the fireball tables and $00 in the next version and fix $1528. And sure, get me a knife. |
Kenny3900
Posts: 3/9 |
Good job! It'd be better if you add an "edit" function
[ Also, $13 is for sprite, $14 is for object; In custom blocks, $00 is a 16-bit data for the starting point of you code I think you missed Fireball 1 Status Moreover, "Firball" is a table with X = 00 to 09, because Yoshi Fireball is also a kind of fireball. $1528 is not only for Chargin' Chuck. Finally, help me to stab the developers of M$ Excel 2000. ] |
HyperLamer
Posts: 129/8210 |
I posted this in ROM hacking, but I figured it'd be a good idea to post it here too, since it contains a very large list of SMW RAM addresses. http://board.acmlm.org/thread.php?id=708 Have fun. |
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