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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | |
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Glyph Phoenix

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Posted on 03-03-05 01:43 AM Link | Quote
If you want RAM addresses, you should probably go here.

It's about time we had a new memory thread, gosh darn it. So, by taking the addresses of others and neatly compiling them, here is the new SMW hacking memory thread.

Perhaps we don't need a new memory thread and it was wrong of me to make this topic, in which case I apologize for wasting your time. I ask that we keep this thread fairily clean so this can be a good address reference instead of the .mht and .rtf files floating around everywhere.

By Simon


59A6 - 03 - Mario/Luigi jumping byte, lower number, higher he jumps

by Atma X


197B8 - 01 Rex's HP
D1CD - 03 Ludwig, Morton, and Roy's HP
EC32 Sprite Lakitu throws
EC36 Sprite Lakitu throws when silver P-switch is active

By MikeyK


Change 00586F from 90 to 80 to disable cape flight

Iggy/Larry's speed for walking towards center at various places on the platform
0xFDC2 - FF
0xFDC6 - 01
0xFDD2 - 01
0xFDD6 - FF
Iggy/Larry's speed when stomped
0xFF00 - 18
Sprite he throws
0xFFBD - A7
Speed of rotation of platform
0x1C312 - FF 01 FF 01
How far to rotate platforms
0x1C31A - E7 18 D7 28
Time to stall platform in between rotations
0x1C364 - 40

By BMF


x897B: Goal point sphere/boss killed code? (untested; writes #$FF to $1493 (end level) and $0DDA (???), writes $0B (Passed Boss) to $1DFB (music change register))
x122FC: Part of Chargin' Chuck's death code (increases hit count @ 1528,X, loads same address, compares with #$05)
x12307: Sound effect to play when Chuck is killed by fireballs
x12325: Sound effect to play when other enemies are killed by fireballs




(edited by Glyph Phoenix on 03-02-05 05:37 PM)
(edited by Glyph Phoenix on 06-12-05 04:52 PM)
(edited by Glyph Phoenix on 06-12-05 04:56 PM)
(edited by Glyph Phoenix on 10-18-05 06:35 PM)
Atma X

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Posted on 03-03-05 01:58 AM Link | Quote
Here's a link that everyone should have.
(look in the Stickied Thread: ~~~~~~~SMW Hacking Documentation~~~~~~~)
http://coolboard.co.funpic.de/forum.php?id=12

In there is my own SMW Hacking Documentation Thread which will be kept neat, and full of all of the useful SMW Haking info.

I will be doing tons of Reprogramming to SMW, and I will include ALL of my notes there in an organized fashion.
Right now I don't have much posted in there (because I just creadted it yesterday), but it will grow rapidly (I will also accept hacking info from other people,... just send it to me in a PM and I'll include it).


(edited by Atma X on 03-02-05 05:00 PM)
Simon

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Posted on 03-03-05 02:09 AM Link | Quote
Originally posted by Glyph Phoenix
By Simon


59A6 - 03 - Mario/Luigi jumping byte, lower number, higher he jumps

I didn't find that adress and I don't want to take any credit for someone elses work, I'm just not that kind of guy

Anyway, here's some more adresses that someone else found :

Changing the byte at 20580 from 10 to 00 disables the ability to look around the world map by pressing the start button (FuSoYa)
Changing the bytes at 80C5 and 121D4 to 00 will make fireballs go straight (also FuSoYa)
Changing the byte at 2639 from F0 to 80 will fix a problem where the GFX for the paratroopers' wings are overwritten (FuSoYa again)
The wiggler/koopa speed is controlled by the byte at 17231. First 2 bytes are for normal speed, next two are for mad speed (FuSoYa)
2025 - 62 - gives you 99 lives - change byte to change lives. Not sure what this was for, I guess it's the amount of lives Mario starts with or something, no idea who found it.
6F5A0, this is where the enemy names that are displayed after you finish the game begin, I guess this won't be necessary anymore though as smallhacker made a program for editing the names. Again no idea who found it.

Well, that's about it. Havregrynsgr
Glyph Phoenix

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Posted on 03-03-05 02:13 AM Link | Quote
First, that straight fireball code can be edited to different numbers to make the fireballs shoot in different directions, I trust? Oh well, I'll experiment. And er... can you give me a link to that Smallhacker program?
Simon

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Posted on 03-03-05 02:20 AM Link | Quote
The thread's just a little bit down on the first page
You can download the program here.


(edited by Simon on 03-02-05 06:23 PM)
Glyph Phoenix

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Posted on 03-03-05 02:24 AM Link | Quote
Gah, curse my inability to look on the front page yet the ability to look on all pages behind it!
Big Beb

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Posted on 03-03-05 03:07 AM Link | Quote
Woah nice! Now my lakitu throw Chargin' Chuck's And my mario flying !
Glyph Phoenix

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Posted on 03-03-05 03:47 AM Link | Quote
No need to thank me. It wasn't posted by me. It was posted through me.

And don't make him throw chargin' chucks, there would be way too much slowdown.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-04-05 12:13 PM Link | Quote
Originally posted by Glyph Phoenix
First, that straight fireball code can be edited to different numbers to make the fireballs shoot in different directions, I trust?

One byte controls the initial Y speed, and the other controls how fast it falls.
XPeter

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Posted on 03-04-05 12:32 PM Link | Quote
how could i make the fireball act like Luigi's fireball in SMA2 SMW on the GBA?
I mean the way it bounces higher than Mario's.
Sukasa

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Posted on 03-04-05 08:34 PM Link | Quote
Hey!

I don't think that would be possible without a lot of ASM. As far as I know, the fireball bounce heights for mario + luigi are the same offset.
Glyph Phoenix

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Posted on 03-04-05 09:49 PM Link | Quote
Update:

If you change x1072, x1073, x1074, x1078, x1079, x107A, x107E, x107F, and x1080 to EA and change x103F to 50 the timer will be disabled. Gathered from Atma and Smallhacker's notes.


(edited by Glyph Phoenix on 03-08-05 11:28 PM)
(edited by Glyph Phoenix on 03-08-05 11:32 PM)
(edited by Glyph Phoenix on 03-08-05 11:33 PM)
(edited by Glyph Phoenix on 03-12-05 05:20 PM)
(edited by Glyph Phoenix on 03-18-05 02:41 AM)
PumpkinPie
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Posted on 03-04-05 10:49 PM Link | Quote
This thread should be stickied.
Sukasa

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Posted on 03-05-05 09:37 AM Link | Quote
Hey!

Add this to the list:

0xD1CD ==> Morton, Roy, Ludwig HP
0xD157 ==> Ludwig jump right type modifier
0xD158 ==> Ludwig jump left type modifier

EDIT: check and corrected the locations


(edited by Darkflight on 03-05-05 12:40 AM)
Atma X

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Posted on 03-05-05 09:58 AM Link | Quote
Originally posted by Glyph Phoenix
Update:

And according to Atma X, changing the value 103F to 50 should disable the countdown. I'm not sure, but using these in conjunction may disable the timer completely.


Change it to 60 (if you change it to 50, it will still work, but you could encounter small problems, because you are writing an Instruction that may not fit properly).


(edited by Atma X on 03-05-05 01:19 AM)
(edited by Atma X on 03-05-05 01:21 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-07-05 11:34 AM Link | Quote
Ah, what the hell. I'ma make this a sticky.

Also, some stuff to add (from my notes, posted by various people):
81DB, 81C0, and 81BF can be used to detect whether a hack is locked. An unlocked ROM will have zero at 81DB, and "SUPER MARIOWORLD" at 81C0 (the ROM's name). A locked ROM hax 0x42 at 81BF. Changing these won't unlock the hack (though it will make LM try to open it, but you'll just get garbage), but programs can use them to tell if the ROM is locked.

52D8: ASM that handles losing lives. Change CE BE 0D to EA EA EA for infinite lives.
52F1: ASM that handles the 'TIME UP!' message. You can change the 'BNE' opcode to a 'BRA' to disable it.
To fix the 'MARIO START' palette, change 133F to 34 and 1370 to F4.
12D1: Tile numbers for 'MARIO START'.
1339: Sprite flags for 'MARIO START'.
EC32: Sprite that Lakitu throws
EC36: Sprite that Lakitu throws when Silver POW is active

10AA1: Sprite that comes out of egg in block 126 (Yoshi)
10AA2: Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4: Sprite that comes out of blocks 117 and 118 when small (Mushroom)
10AA5: Sprite that comes out of block 117 when big (Flower)
10AA6: Sprite that comes out of block 119 (Star)
10AA7: Sprite that comes out of block 118 when big (Feather)
10AA8: Sprite that comes out of block 11A (1up)
10AAB: Sprite that comes out of block 11A(?) (Vine)
10AAD: Sprite that comes out of block 11D (POW)
10AAE: Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
10AAF: Sprite that comes out of block 126 (Yoshi egg; see first two for what comes out of the egg)
10AB2: Sprite that comes out of block 114 (Directional coins)
Note that there are some gaps in there, might be worth looking at. This array is repeated at 10AB4, telling what sprites come out when the Blue POW is active. 10AC6 holds the attributes of each.

1DC9: ASM - Save Game function. (Load Game starts around 1EEF. Last byte used in SRAM seems to be 70:0358.)
9290: Related to sprite collision detection. Change to FF to mess it up. (This is a 'PC address', but I'm not sure exactly what that means. )
E81: Status bar tile array.
E59: Tile array for numbers in bonus star counter. (I think these arrays contain one byte for tile number followed by one for settings.)

F90: DMA tables.
The format of a DMA table is as follows (using the first one at $0F90 as an example):
01: Enables normal DMA. Don't change this.
18: Low byte of register to be written to (high byte is always $21). Don't change this.
81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM.
08: Number of bytes to copy. Make sure you change this if you expand the status bar at all!
00: End of table.

Some tiles on the overworld border:
22658 Right middle shadow title
2265E Bottom middle shadow tile
22664 Right top shadow tile
2266A Bottom left shadow tile
22670 Corner shadow tile

19742: Change to 00 to make all Rexes start small.
197B8: Change to 01 to make all Rexes start small. (You need to change both, I believe.)

18C7: Title screen music
1924: Intro screen music
8984: Goal point music
4BBD: Goal point fade-out music
E416: Keyhole music
D24F: Boss defeated music
16B3: Boss castle destruction sequence music #1
657D0: Boss castle destruction sequence music #2
1937: Bowser scene 1 music
1A9C2: Bowser scene 3 music
780B: Death music
52DE: Game Over music
Each of these bytes specifies which track to play. Keep in mind that not all tracks are available at all times... You can't use OW music in a level, or level music on the OW; you can use OW music on the title screen though.

Also, not sure quite what this means, but:
033A or 033B Makes all Levels use Music Bank 2 (033B---Value FE keeps the Title Screen on Bank 1 and the Levels on Bank 2)

3821E: Castle entrance level
2D969: Pointer to castle entrance level

BMF's debugs (Pro Action Replay format):
00C576F0 - Powerup select (press up+select)
00950B30 - Scene select (Press Up+L+R at boss beat scene to advance to next)
00CC8500 - Free-roaming mode (Press L+A a few times to make Mario get stuck in one position, then freely moveable, also can take off from a standing start with cape)
049136F0 - Press Select at Yoshi's House (overworld) to warp to Star World
00A26800+00A27300 - Can exit any level via Start+Select and level is instantly beaten! (Hold A/B and press Select to trigger secret exit) - Doesn't work right on Choco Island 3
00A24800 - Press Y on C2 while paused to advance a frame; hold B on C2 while paused for slowmo (00A256xx modifies speed)


(edited by HyperHacker on 03-07-05 02:37 AM)
cpubasic13
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Posted on 03-08-05 05:19 AM Link | Quote
Yes! This info is very valuable and is really nice to see on here. Awesome! Now I can disable the timer and then edit the status bar... as a matter of fact...

--Tile settings byte (by Smallhacker)--
Each tile is made up of 2 bytes.
Byte 1: Tile number (the same as in the tile select window in the credits/title screen editor)
Byte 2: Tile settings:

Bit Data (from left to the right):
1 Flip |
2 Flip -
3 Priority
4 Palette
5 Palette
6 Palette
7 ???
8 ???
Note: 7 or 8 (can't remember which) is the 9:th (from right to left) byte for the tile number

Palettes:

000 Pallette 0
001 Pallette 1
010 Pallette 2
011 Pallette 3
100 Pallette 4
101 Pallette 5
110 Pallette 6
111 Pallette 7

--Status bar locations (by Smallhacker)--

(All in PC addresses)
0E81 Item Box 0,0
0E83 Item Box 1,0
0E85 Item Box 2,0
0E87 Item Box 3,0
0E89 Mario 1
0E8B Mario 2
0E8D Mario 3
0E8F Mario 4
0E91 Mario 5
0E93 Extra space after MARIO
0E95-0EA0 Unused?
0EA1 Item Box 0,1
0EA3 Item Box 1,1
0EA5 Item Box 2,1
0EA7 Item Box 3,1
0EA9 Extra space after Item Box row 1
0EAB Time 1
0EAD Time 2
0EAF Time 3
0EB1 Extra space after TIME
0EB3 Extra space after TIME
0EB5 Extra space after TIME
0EB7 Coin
0EB9 x (Coin meter)
0EBB Extra space after x
0EBD Unused?
0EBF Unused?
0EC1 x (Life meter)
0EC3 Unused?
0EC5
0EC7
0EC9
0ECB
0ECD Star
0ECF x (Star meter)
0ED1
0ED3
0ED5
0ED7 Item Box 0,2
0ED9 Item Box 1,2
0EDB Item Box 2,2
0EDD Item Box 3,2
0EDF Extra space after Item Box row 2
0EF7 Item Box 0,3
0EF9 Item Box 1,3
0EFB Item Box 2,3
0EFD Item Box 3,3
mikeyk

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Posted on 03-08-05 02:45 PM Link | Quote
Here's a bunch of random data that I pulled out of the portions of my notes that were easier to read. There's a chance that some of this may be inaccurate seeing as I havent used most of it in quite a while. If anyone has any requests for data related to a specific sprite, i have plenty of documents that i can look through for info.

----------
Mario
----------
0x5E78 [01 02 02 02]
number of animation frames to use for walking mario, paged by mario?s status

0x5e7c - Mario animation speed

6206/620c Mario tilemaps

59cf [ff 01 01 ff ff 01] - cape speed

54bd - jump height while still
54c9 54c7 - jump height while running fast

59a5 - [06] normal fall speed, not holding jump
59b9 - [10] float speed
5877 - [50] Mario fly time
59ba - [c8] fly gain (added to y speed)
5b09 - [20] float timer

643a - Cape tile map
6466 - cape offsets

628f - cape heads table
0 1 2 walking
3 looking up
4 5 6 running
7 8 9 running with object
11 jumping
12 flying
13 turning
15 using pipe, turning with shell
16 about to run up wall
17 18 19 running up pipe horiz
21 climbing
22 24 26 swimming
32 33 on yoshi
38 posing
39 40 using yoshi
36 soaring

-------------------
Bullet Bill
-------------------
0x91D7 - x speed (right left)
[20 E0]

0x91DF - y speed (right left)
[00 00]

0x91C7 - palette (right left)
[42 02]

0x91CF - tiles (right left)
[00 00]

-------------------
Bob-omb
-------------------
SNES $02/808D - explosion area
SNES $01/9631 - explosion sound effect
SNES $02/8113 - explosion gfx tile
SNES $02/80F0 - explosion gfx animation

0x10272 (explosion x spacing)
00 08 06 FA F8 06 08 00 F8 FA
0x1027C (explosion y spacing)
F8 FE 06 06 FE FA 02 08 02 FA

-------------------
Rex
--------------------
0x1984C
rex tile horizontal displacement table
(0xC entries for facing left, 0xC entries for facing right)

0x19864
0xC entries (rex tile vertical displacement table)

0x19870
0xC entries (rex tiles)

0x1987C
2 entries (rex walking left info, rex walking right info)
xyppccct format

0x19714 <- normal rex walking speed (loaded at instr $03/9564)
0x19716 <- smushed rex walking speed

----------
Misc
----------
0x0149E8 [FE] - BD Chargin Chucks unlimited stomping hp
0x0149EF [03] - 01-FF Chargin Chuck stomping hp
0x0122FC [FE] - BD Chargin Chuck Unlimted fire hp
0x012303 [05] - 01-FF Chargin Chuck fire hp
0x00A916 [A9] - 60 Blue Koopas don't kick
0x00A98D [F0] - 80 Blue Koopas don't stop shells
0x00AC29 [FF] - 01-FF Stun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
0x00AC15 [02] - 00-01 Shelless Koopas aren't spawned
0x00AC15 [02] - 03-FF Stun timer for Koopas (Shelless hide in shells rather than sliding out)
0x00ABD9 [20] - 01-FF Timer for displaying smashed shelless Koopas
0x00A9D1 [04] - Enemy spawned from stomping horizontal green winged koopas
0x00A9D2 [04] - Enemy spawned from stomping bouncing green winged koopas
0x00A9D3 [05] - Enemy spawned from stomping vertical red winged koopas
0x00A9D4 [05] - Enemy spawned from stomping horizontal red winged koopas
0x00A9D5 [07] - Enemy spawned from stomping yellow winged koopas
0x00A9D9 [0F] - Enemy spawned from stomping winged goombas

-------------------
point data
-------------------
0x12f4c - 1st point tile
00 83 83 83 83 44 54 46 47 44 54 46 47 56 29 39
38 5E 5E 5E 5E 5E

0x12f62 - 2nd point tile
00 44 54 46 47 45 45 45 45 55 55 55 55 57 57 57
57 4E 44 4F 54 5D

12f78 - point values low byte
00 01 02 04 08 0A 14 28 50 64 C8 90 20 00 00 00
00

12f89 - point values high byte
00 00 00 00 00 00 00 00 00 00 00 01 03 00 00 00
00

12f9a -point rise speed



(edited by mikeyk on 08-12-05 01:31 PM)
The Kins

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Posted on 03-08-05 04:12 PM Link | Quote
Originally posted by HyperHacker
BMF's debugs (Pro Action Replay format):
00C576F0 - Powerup select (press up+select)
00950B30 - Scene select (Press Up+L+R at boss beat scene to advance to next)
00CC8500 - Free-roaming mode (Press L+A a few times to make Mario get stuck in one position, then freely moveable, also can take off from a standing start with cape)
049136F0 - Press Select at Yoshi's House (overworld) to warp to Star World
00A26800+00A27300 - Can exit any level via Start+Select and level is instantly beaten! (Hold A/B and press Select to trigger secret exit) - Doesn't work right on Choco Island 3
00A24800 - Press Y on C2 while paused to advance a frame; hold B on C2 while paused for slowmo (00A256xx modifies speed)
Thanks, this'll help me skip the asshole jumping areas that will inevitably appear in Ninji in testing.

Now, if anyone finds out the address of the sprite (Mushroom) the Princess spawns in the final battle, well, I may just love them.
mikeyk

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Posted on 03-09-05 01:50 AM Link | Quote
Trashy, I believe this is what you are looking for. I'll post a bunch more having to do with the Bowser battle when I get a chance.

0x1AAEE - [74] - Sprite Princess Throws
0x01B231 [A2] - Sprite Bowser Throws (Mecha Koopa)
0x01A823 [A1] - Sprite Bowser Throws (Bowling Ball)

0x01A30B [02] - Bowser hit count for first phase
0x01A883 [02] - Bowser hit count for final 2 phases
0x01A2F9 [80] - Bowser's initial Y Pos
0x01A2FD [FF] - Bowser's initial Y Pos high byte
0x01A302 [D0] - Bowser's initial X Pos
0x01A306 [00] - Bowser's initial X Pos high byte

0x00385E - Iggy/Larry Platform Pallette
0x00389E - 14 bytes - Bowser's Pallette


(edited by mikeyk on 03-11-05 02:17 PM)
(edited by mikeyk on 03-11-05 03:21 PM)
(edited by mikeyk on 03-29-05 02:49 AM)
(edited by mikeyk on 07-24-05 10:17 PM)
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