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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 ROM addresses | |
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Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 06-03-05 09:30 AM Link | Quote
Just add a breakpoint at $29494 and visit a wooden smasher level.
Glyph Phoenix

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Since: 11-07-04

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Posted on 06-10-05 12:59 PM Link | Quote
I need some subroutine space. I plan on JSLing to a blank space for my latest hack, but I'm not sure which spaces in the Lunar Magic edited SMW rom are safe to use.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 06-10-05 09:52 PM Link | Quote
look for any length of FF's. That will be unused space. there would be other space, but unless you knew where every offset tables was, you wouldn't be able to trust the used / prviously used space.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 06-11-05 02:03 AM Link | Quote
If you're only going to use it in your hack, you can just find a place in the expanded area and stick it in a RAT tag.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
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Posted on 06-11-05 12:42 PM Link | Quote
I just shoved (nearly) all my code at the end of the ROM and erected a huge RATS barrier around the whole thing.
mikepjr

Ninji
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Posted on 06-14-05 01:30 AM Link | Quote
OK, time for the dumbest question of all time.






What do i need to edit rom addresses?
Smallhacker

Green Birdo

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Posted on 06-14-05 01:37 AM Link | Quote
A Hex Editor.
mikepjr

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Posted on 06-14-05 01:54 AM Link | Quote
Ok, i have one, but it dose not show it in like 0x59D3 or anything like that.
What is the best hex editor for the job, is what i should ask.
Smallhacker

Green Birdo

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Posted on 06-14-05 02:00 AM Link | Quote
My Hex Editor of choice is Hex Workshop. Note that unless you pick an older version, the program will stop working after a few months or so until you buy it. (However, that's nothing that a serial number can't fix. )
mikepjr

Ninji
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Posted on 06-14-05 02:08 AM Link | Quote
Funny, that is the one i have.
So, what exactly would be the first thing i have to do, in order to change a rom address?

Im pretty much lost man.
I need to change a rom address to disable mario's soaring aka you press back and he stays in the air.
That and i want to get rid of the time up message, and alot of other edits as well.
-EDIT-

Thanks for the help, smallhacker.
I really am greatfull.

Anyhow, anyone want to explane how to disable the TIME UP message, again?


(edited by mikepjr on 06-13-05 11:03 AM)
Ghettoyouth

Paragoomba
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Posted on 07-03-05 04:40 PM Link | Quote
Can someone tell me the address that i need, to change the sound, when Mario jumps on a Goomba?
Glyph Phoenix

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Posted on 07-06-05 06:38 PM Link | Quote
The sound should be the same for a large number of enemies. It would involve some major ASM hacking to change just the sound for the goomba. But if you meant for all enemies, then... then I don't know.
Ghettoyouth

Paragoomba
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Posted on 07-06-05 07:13 PM Link | Quote
change it for all enemies would be also nice.


(edited by Ghettoyouth on 07-06-05 10:13 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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From: Blobaria
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Posted on 07-07-05 01:40 PM Link | Quote
Actually, it wouldn't be that difficult to hack...just find the code that loads the sound effect number, and redirect it to a custom subroutine that checks what sprite number Mario jumped on. If it's a Goomba, load a different sound effect number and return; otherwise, load the original.

As for actually implementing it, I'll leave that up to you, as I'm not even sure how one would go about checking which sprite Mario last stomped.
Ghettoyouth

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Posted on 07-10-05 12:51 PM Link | Quote
Ok i've found that offset.

xAD59

but it changes also some other sounds

Edit: it works


(edited by Ghettoyouth on 07-10-05 10:24 AM)
Glyph Phoenix

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Posted on 07-10-05 09:22 PM Link | Quote
Awesome, man. Every rom address that is listed here is one more question answered.
Mattrizzle

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Posted on 07-12-05 10:31 PM Link | Quote
Here is more graphics data, this time for the Mechakoopas:

$1B50F-1B516
tile horizontal displacement table
(4 bytes facing left, 4 bytes facing right)

$1B517-1B52E
tile vertical displacement table
(6 animation frames, each 4 bytes)

$1B52F-1B546
tile table
(6 animation frames, each 4 bytes)

$1B547-1B54E
tiles' priority/flip
(4 bytes facing left, 4 bytes facing right)

$1B54F-1B552 (02 00 00 02)
tile sizes
(00= 8x8, 02= 16x16)

$1B553 (0B)
Palette/gfx page used when coming to, #1

$1B554 (05)
Palette/gfx page used when coming to, #2

$1B556 (0B)
Regular palette/gfx page

$1B560 (05)
Animation frame used when stunned

$1B56A (04)
Animation frame used when kicked

$1B5EF-1B5F0 (F9 0F)
Wind-up key horizontal displacement
(1 byte facing right, 1 byte facing left)

$1B5F1-1B5F2 (4D 0D)
Wind-up key palette/gfx page
(1 byte facing right, 1 byte facing left)

$1B5F3-1B5F6 (70 71 72 71)
Wind-up key tile table
(4 animation frames, each 1 byte)
Glyph Phoenix

Level: 39

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Posted on 07-12-05 10:54 PM Link | Quote
Awesome. That Mechakoopa's getting a makeover.

Now, does anybody know the spot in rom that handles Mario's spin jump? I want to get rid of Mario's cape flying (mikeyk already listed how) and instead make it so Mario can only spin jump when he has a cape. So I'll need to know where that location is in ROM.
mikeyk

Koopa
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Posted on 07-16-05 02:06 AM Link | Quote
Here's a few things on reznors

1D91B - number of reznors killed before bridge begins breaking
19AC9 - speed of rezor rotation
19AC7 - change 18 69 to 38 E9 - change rotation direction

reznor starting position (0-1FF, 000 = 6 0'clock, 080 = 9 o'clock, 100 = 12 o'clock, 180 = 3 o'clock)
19A86 (4 byte table) - low byte
19A8A (4 byte table) - high byte

edit: more data...

19E1A - tile for reznor platforms
19E22 - palette of reznor platforms

19D5D - tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19D69 - palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)


(edited by mikeyk on 07-16-05 02:51 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 07-16-05 10:20 PM Link | Quote
In order to disable the flashes in the Bowser submap, change the following addresses to $EA:
$2795B
$2795C
$2795D

$27961
$27962
$27963

In order to disable the thunder sound, change the following addresses to $EA:
$27938
$27939
$2793A
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