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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 - The Memory Locations thread has returned... Kind Of....
  
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Sukasa
Posts: 30/1981
Hey!

Well, someguy, I can check those addresses. I'll post any neat things I find here.

Just so i know, however, what data is modified by the iggy/larry boss platform editor so i can skip it? thanks.

also, setting $D157 or $D158 to BB makes ludwig jump funnily -> he spins upward + to the side, then emerges and falls straight down.

Even if it is, maybe someone will benefit from our conversation.

EDIT: NOTE: changing morton's life value also changes everyone else's life as well (except for iggy and larry, they operate differently.)
Someguy
Posts: 183/397
I hope this isn't too back and forth posting like but nobody else seems to see the new posts in this thread, and I wanted to ask if anyone like him wants to take the known data about boss battles such as this and try and mod data around it to find data for either other bosses or more for the existing one, because it's been said that the tile data for other bosses is around the one for Iggy's so it's possible it's the same for this, because they use only one sprite for all of them so it might make sense if they are one after another. The data for some of Iggy's behavior is known as well so the length between that and what is known here could be checked. I sadly kinda have a fear of modding data that is unknown like what I said.
Sukasa
Posts: 23/1981
Hey!

Just a theory, but the left jump-spin-ratio-thingy address may also be 0x03. anyway, if anyone finds a value that provides a profound, yet persistent (happens regularily, not haphazardly), would they be able to post the address, number, and effects to share with people? That way we could all work together to find new values and effects?

URGENT EDIT: The value for Ludwig's left jump is directly after his right jump! It should be at value A9 firstoff. Change it to FE to have Ludwig spin in the opposite direction of his right jump (FF). Also, the number is not his jump-spin speed, but his jump type (i.e. what he does in the jump sequence)

0E is neat, he jumps up inside his shell, then emerges just before landing, glitch-free as if he was originally designed to do the move...
Someguy
Posts: 180/397
This is a sort of old thread but with the sticky it is easy to make a mistake, and this is a good question too. And yes, we should be able to assume there's a value to change the left spin and that setting it right would get that ninja type spin effect.

I also have somewhere on my harddrive a 4 page set of the old Memory thread, but it has no images or anything saved with it, but it does allow easier use by Firefox users as well as possibly more data things. I'll report back if I can actually find it.
Sukasa
Posts: 21/1981
Hey!

So ludwig did a freaky ninja-type spin? Forgive me if i'm wrong, but if he does a left jump, is there a similar value to control that spin speed too?
Someguy
Posts: 100/397
Originally posted by dark ludwig
Originally posted by Hidden Mario
Escherial, the offset for Morton's Hit count is stored at xD1CD.
There you can change the 03 to every number you want.
PS: I was writing this, while I saw on you page, that you don't know the address!

yes, i did that, and made morton have 255hp well i decicded to change some nearby '03's to 'ff's to see if i could get ludwig and roy to have 255 hp, i believe i changed xD1F5 and xD157. i fought ludwig, and he had 255 hp, but every time he bounced to the right, he did this freaky ninja- spinning thing! you really need to try this!

i really know almost nothing about hex editing, so you might not wanna ask me any questions about it. hope you like it


This is astounding! It appears that if I change this value Ludwig's right jump is changed alot. Sometimes it will crash, but sometimes something else may happen. One time I got him to not spin at all, he just faced the player, then faced the screen, then did his turn thing again. This would allow you to hit him before he starts spinning. Then he starts the fire spitting which would let you hit him again. I don't have the guts to try and edit any more data near there but someone who does should hack around those locations, boss hacking may just yet be partially feasable. And by the way, he hacked an address in the rom, which is the file it'sself, incase anyone messed up like he seemed to.
Alaric
Posts: 64/72
I've moved the archives to a different host -- in two (2) formats, this time --
MHT for those MS IE users and WAR for those Konqueror-Using KDE users (or you can just un-tar the .war file and use it if you don't use KDE.).

URL to the links of the new pages:
http://alaric.shyper.com/content.php?id=smwarchive&r=100&g=0&b=0
Dark Ludwig
Posts: 5/172
Originally posted by Hidden Mario
Escherial, the offset for Morton's Hit count is stored at xD1CD.
There you can change the 03 to every number you want.
PS: I was writing this, while I saw on you page, that you don't know the address!

yes, i did that, and made morton have 255hp well i decicded to change some nearby '03's to 'ff's to see if i could get ludwig and roy to have 255 hp, i believe i changed xD1F5 and xD157. i fought ludwig, and he had 255 hp, but every time he bounced to the right, he did this freaky ninja- spinning thing! you really need to try this!

i really know almost nothing about hex editing, so you might not wanna ask me any questions about it. hope you like it
HyperLamer
Posts: 1159/8210
They work fine for me.
knuck
Posts: 394/1818
Since the links are dead, does anyone have the joystick routine address?
Black Lord
Posts: 21/453
Anybody have the time to try to explain to me how to go about changing this information in the rom... I've tried about everything else, done a lot of doc hunting for 65816 and just can't find how to change anything... Like say I wanted to change the amount of jumps to kill a charging chuck or something...

Edit: I managed to change it... but i get a bad checksum... so i don't know what i need to do now..
Alaric
Posts: 26/72
As for these memory locations, there were some that i should have saved, but didn't... i believe there were people posting information about sprites, etc.. but i did not have that saved.. so if you would please re-post this info, or make a dedicated thread for it.. i'd be grateful, and possibly other hackers would draw information from the data. Thanks.
ExKay
Posts: 95/1114
Escherial, the offset for Morton's Hit count is stored at xD1CD.
There you can change the 03 to every number you want.
PS: I was writing this, while I saw on you page, that you don't know the address!
Escherial
Posts: 10/90
I'll keep it, yeah I'm going to get the site up and running by Sunday at the soonest and probably Wednesday at the latest, so stay tuned...I'll try to transfer all those addresses from the ramlist program's output as well.
HyperLamer
Posts: 99/8210
Hey, when you make all these changes are you gonna keep the database you have now? Cuz I was thinking of adding several addresses.
Escherial
Posts: 4/90
Ah, now I see why you were getting 007E's as your address...see, the first textbox is for the starting address; the second one is for the ending address. I should probably put some documentation up to that effect.

Also, I'll be putting this project on hold until mid-Wednesday, as I'm currently in the middle of finals. When I get back to it, I'll add a light user account system as well as the ability to comment on any already posted memory address. I'll also add some more fields (indexed, subroutine, MMIO, etc.), information altering, and an optional link per address that'll display a page of extra information for that address (maybe including images there). So yeah, I'll give word when I start that in the meantime, thanks for the suggestions, everyone -- it'll be good when I get a chance to work on it proper, I promise.
HyperLamer
Posts: 32/8210
Also make the address a single textbox and remove the two extra zeros at the front.
Imajin
Posts: 54/452
Allow anyone to edit any address...
BMF98567
Posts: 8/1261
In that case, might as well install a stripped-down AcmlmBoard.
Maticolotto
Posts: 1/8
Hmm... how about the name of the sender, and the ability for him (using a registered name or something, although it would be complicated) to edit what he said?
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Acmlm's Board - I2 Archive - Super Mario World hacking - The Memory Locations thread has returned... Kind Of....


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