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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 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
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.
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW Memory Locations!


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