Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 | |
Pages: 1 2 3 4 5 6 7 8Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1310/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-18-05 09:52 PM Link | Quote
Awsome, SH. Now I can remove the lightning from my space station.
Mattrizzle

Paragoomba
Level: 14

Posts: 23/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-20-05 04:16 AM Link | Quote
Guess what, I've found Bowser's Mode7 tile data!
Data starts at $1DDBE. Each 8x8 tile is one byte, so $1DDBE-$1DDFD is Bowser's first animation frame, $1DDFE-1DE3D is his second, etc.
Look at the picture below to find the rest of the stuff:
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1363/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-20-05 08:55 PM Link | Quote
NICE! I can use that to remap the tiles for the clown car when it gets hit! wonderful, BigMattrizzle!
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1871/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 07-21-05 08:28 PM Link | Quote
Originally posted by BigMattrizzle
Guess what, I've found Bowser's Mode7 tile data!
Data starts at $1DDBE. Each 8x8 tile is one byte, so $1DDBE-$1DDFD is Bowser's first animation frame, $1DDFE-1DE3D is his second, etc.
Look at the picture below to find the rest of the stuff:



Damn! I found that data a long time ago and started making an editor, but then my Hard Drive went boom and I forgot all about it.
Mattrizzle

Paragoomba
Level: 14

Posts: 24/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-21-05 09:42 PM Link | Quote
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton (Replace with B384 to make him grey)
SNES $00/B2A4 (PC $34A4) Roy (Replace with B33C to make him pink)
SNES $00/B298 (PC $3498) Ludwig (Replace with B378 to make him dark green)


(edited by BigMattrizzle on 07-21-05 03:40 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1364/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-21-05 10:04 PM Link | Quote
Since you're doing so well with the boss data, could I make a request for you to try and find the offset that controls how fast the walls come in with Roy? I'd like to slow them down a bit.
Mattrizzle

Paragoomba
Level: 14

Posts: 25/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-22-05 04:10 AM Link | Quote
Darkflight- I've tried looking, but I've come up with nothing. Most of what I do involves tilemaps. I don't know what to look for when it comes to the speed of sprites. Perhaps mikeyk could help you with that, if he ever shows up again...
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1371/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-22-05 10:08 PM Link | Quote
OK, I'm going to ask for another offset from anyone. Does anyone know what offsets to chang to affect bowser's phase 2 and 3 healths? Changing offset 0x1A30B only changes his HP for the first phase of battle.
Ringodoggie

Snifit
Level: 27

Posts: 249/281
EXP: 114340
For next: 1819

Since: 03-23-04
From: London, Ontario, Canada

Since last post: 27 days
Last activity: 5 hours
Posted on 07-24-05 08:11 AM Link | Quote
Does anyone have the data for Mario's physics?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6007/8210
EXP: 18171887
For next: 211027

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

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-24-05 11:48 AM Link | Quote
Originally posted by Sukasa
OK, I'm going to ask for another offset from anyone. Does anyone know what offsets to chang to affect bowser's phase 2 and 3 healths? Changing offset 0x1A30B only changes his HP for the first phase of battle.

Just a wild guess; try the next 2 bytes? It's probably nearby, anyway.
mikeyk

Koopa
Level: 18

Posts: 91/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 07-25-05 07:15 AM Link | Quote
0x1A883 is the offset for bowser's hit points in the last 2 phases of his attack
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1397/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-25-05 10:42 AM Link | Quote
Thanks again, SMW offset god. I'm going to look and see what I can come up with.
PaD

Micro-Goomba
Level: 5

Posts: 8/11
EXP: 361
For next: 168

Since: 07-27-05
From: Datteln, Germany

Since last post: 86 days
Last activity: 5 days
Posted on 07-29-05 11:21 AM Link | Quote
Just getting into this, and noticed this:
112C - # of coins for 1up

This is only the amount of coins you gotta have, but not the amout substracted when you get your life.
Check this:
00/912B: C9 64 CMP #$64
00/912D: 90 0C BCC $913B ;IF 100 COINS (OR MORE)
00/912F: EE E4 18 INC $18E4
00/9132: AD BF 0D LDA $0DBF
00/9135: 38 SEC
00/9136: E9 64 SBC #$64 ;SUBSTRACT 100 COINS

So you'd have to edit 112C AND 1136


(edited by PaD on 07-29-05 02:21 AM)
(edited by PaD on 07-29-05 02:23 AM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1471/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-29-05 11:24 AM Link | Quote
Yeah, It does that because the counter would have had 100 coins, so subtracting 99 wouldn't have helped. Still, kinda dumb that they'd do that and not just
LDA #00
STA $0DBF.

I used that to recode the coin counter in COTMK 2 already.
Glyph Phoenix

Level: 39

Posts: 409/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-29-05 02:57 PM Link | Quote
Pah. STZ is an even better solution! 9C BF 0D will set your coins to zero and save you two bytes.
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1911/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 07-29-05 06:59 PM Link | Quote
I was bored, so I messed around with RAM address 7E0100, which is named "Game Mode" in the memory map. What I did was to see what different values did when changed to on the title screen. There's what I've got, if anyone's interested:

00 - Reset game (Does NOT reload the Nintendo Presents graphics, Does NOT stop the current music)
01 - Freeze frame for a second or so, fade out, demo restarting
02 - Same as 01, but without the freezing
03 - Restart demo (bad fadeout)
04 - Fade out screen with short freeze which unsyncs the demo movements
05 - Fade in screen with short freeze which unsyncs the demo movements
06 - Unsyncs the demo movements
07 - (Default value)
08 - Opens the Choose File menu WITHOUT the text. The arrow is there, though.
09 - Same as 08, but the Delete File menu instead
0A - Same as 08 and 09, but the 1P/2P menu instead. (Don't use this)
0B - Fade out to the title screen level (C7) as a normal, playable level (without changing music bank)
0C - Same as 0B
0D - Fade to black?
0E - Fade to glitchy overworld
0F - Same as 0B
10 - Same as 0B (Low-Rez mode)
11 - Same as 10
12 - Fade to black?
13 - Glitchy Game Over
14 - Allows the user to play on the title screen
15 - Shows "O STA RT !", followed by the same effect as 0B
16 - Same as 15
17 - Shows some glitched sprites, shortly followed by the same effect as 0B
18 - Fade out, followed by crash
19 - Crash
1A-FF - Untested

(I like $14. It could be used as a neat little easter egg )
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6244/8210
EXP: 18171887
For next: 211027

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

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-02-05 01:56 PM Link | Quote
Hrm... Someone said a while back that changing $5002 to 00 would disable L/R scrolling. This does seem to be related to controls (I can make it so I can't move) but changing it to 00 just crashes the game.

Also I could swear I posted this before, but $15C1 selects the sound effect for the Nintendo Presents screen.


(edited by The Crimson Chin on 08-02-05 04:57 AM)
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1926/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 08-02-05 02:14 PM Link | Quote
In order to change the length of the "LUIGI" counter (for those who uses my status bar editor), change 11CE to the length in tiles minus 1.

E933 - Tile to use for stomped goomba.


(edited by Smallhacker on 08-03-05 05:20 PM)
Spel werdz rite

Koopa
Level: 14

Posts: 52/108
EXP: 11151
For next: 1920

Since: 07-26-05
From: Murrieta CA

Since last post: 8 hours
Last activity: 8 hours
Posted on 08-05-05 09:28 PM Link | Quote
Originally posted by BigMattrizzle
Several ROM offsets I've found/gathered over the past few months:

$143A6 (48)
Sprite Diggin' Chuck unearths

$1CDBA (1B)
Sprite Puntin' Chuck kicks

More to come as I find it...


Sweet!
Now my Diggin' Chuck digs Chargin' Chucks and my Puntin' Chuck throws Bob-ombs.
Speeking of, has someone found the offset that determines how soon they blow up?
Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
Level: 32

Posts: 363/397
EXP: 193329
For next: 13113

Since: 03-15-04
From: I'm proud to be an American... I think...

Since last post: 1 day
Last activity: 5 hours
Posted on 08-05-05 09:44 PM Link | Quote
Can I make a simular request? Has anyone found the offset for what sprite a stomped Koopa spawns? I was hoping to make it spawn a near instant exploding Bob-omb to simulate Nokobons from SML
Pages: 1 2 3 4 5 6 7 8Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.023 seconds.