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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | | | |
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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 |
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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 |
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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: |
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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 |
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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 |
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Originally posted by BigMattrizzle 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. |
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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 |
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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) |
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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 |
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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 |
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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 |
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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 |
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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 |
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Originally posted by Sukasa Just a wild guess; try the next 2 bytes? It's probably nearby, anyway. |
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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 |
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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 |
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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 |
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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) |
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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 |
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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. |
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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 |
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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 |
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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 ) |
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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 |
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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) |
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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 |
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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) |
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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 |
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Originally posted by BigMattrizzle 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? |
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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 |
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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 |
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Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | | | |