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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 - Found some item block sprite data!
  
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jmr
Posts: 66/149
Yet another discovery by BMF... congratulations on the find!

DisruptiveIdiot
Posts: 61/147
Originally posted by Devil_Evilone_RA
this may be a pointless post, dunno but is this in ASM or hex?


It's in Hex, thats what the $ symbol represents, a hex address.
Devil_Evilone_RA
Posts: 42/64
this may be a pointless post, dunno but is this in ASM or hex?
Smallhacker
Posts: 957/2273
Yay! Great jorb!
Alastor the Stylish
Posts: 2633/7620
Originally posted by mikeyk
I came across this data when implementing a poison mushroom. If I remember correctly, the second array (that is a repeat of the first) determines what comes out of the blocks while a POW is active.
Hmm. *Thinks of the possibilities* A poison mushroom could come out of blocks that normally contain powerups if POW is active, you say? This information can only be used well.

Unless you like make a banzai bill come out of it

Which gives me an idea... Mweheheh... (No, it's not malicious)

mikeyk
Posts: 22/110
I came across this data when implementing a poison mushroom. If I remember correctly, the second array (that is a repeat of the first) determines what comes out of the blocks while a POW is active.
BMF98567
Posts: 483/1261
I'm still working out a lot of the details, but I found a great deal of the items that pop out of turn blocks and question blocks stored in an array at $10AA1. Each byte corresponds to a sprite ID number (check Lunar Magic's sprite dialog). For example, $10AA1 and $10AA2 define which sprites come out of green Yoshi eggs; 35 is Yoshi, 78 is a 1UP (when you already have Yoshi).

$10AA1: green Yoshi (35), block #126
$10AA2: 1UP (78), block #126
$10AA4: mushroom (74), used by blocks #117 and #118 when Mario is small
$10AA5: flower (75), block #117
$10AA6: star (76), block #119
$10AA7: feather (77), block #118
$10AA8: 1UP (78) block #11A
$10AAB: green vine (79), block #11A
$10AAD: blue/silver POW (3E), block #11D
$10AAE: balloon (7D), block #125 (if you change this, block #125 will produce the same item, regardless of X position)
$10AAF: Yoshi egg (2C), block #126 (the egg contains one of two sprites, depending on whether or not Yoshi is already present; see $10AA1-$10AA2)
$10AB2: directional coins (45), block #114

This array is repeated at $10AB4; I'm not sure why. Changing values here altered both the turn blocks *and* the question blocks!

There is a third array at $10AC6 that contains attribute bytes of some kind for each sprite; changing these will often have bizarre effects on the sprites, such as turning them into enemies! Most of the items use a value of 08 here, while some use 09 (like the blue/silver POW). I haven't figured this part out yet.

I'd like to figure out exactly how this data is used, so I can perhaps write a fully-customizable item block in the near future that doesn't rely on jonwil's buggy code. For now, though, you can at least customize a few of the pre-existing blocks to suit your needs.
Acmlm's Board - I2 Archive - Super Mario World hacking - Found some item block sprite data!


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