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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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Spel werdz rite

Koopa
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Posted on 08-05-05 10:39 PM Link | Quote
Well, don't forget that there are four different koopas. You would have to find it for each one. Someone can use a corrupter and look though. Just be sure to corrupt bytes 00-03 (koopas) and corrupt them with 0D (Bob-omb). I'll start, but I could use some help.

EDIT: Which offset determines the Big Boo Boss's hit count. I want to double or triple it.




(edited by Spel werdz rite on 08-06-05 02:35 PM)
Bio

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Posted on 08-09-05 05:20 AM Link | Quote
doe anyone know where is the coin counter byte offset I would like to make him show a 0 insted of the blank tile so 0 will become 00.I REALLY need this or my hack will be scewed up


(edited by Bio on 08-09-05 11:17 AM)
Glyph Phoenix

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Posted on 08-09-05 10:52 AM Link | Quote
While we're on the subject of the status bar, I'd like to know where the code for showing the big bonus star numbers are. I would like to change the big counter so it shows your time instead of bonus stars, if possible...
Ringodoggie

Snifit
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Posted on 08-12-05 02:53 AM Link | Quote
I changed 0x3CE from A5 to A0 to produce this:



It created a black box under the status bar, but doesn't cover layer 1. It also does other things like:


Mattrizzle

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

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Posted on 08-13-05 09:08 PM Link | Quote
I have a request. Could someone find a way to disable the color changing of the berry? It's set so that it only uses the last 8 colors of the palette, but I'd like to change that.

Also, I want the location of the tile to use for the shelless blue koopa sliding out of its shell.


(edited by BigMattrizzle on 08-13-05 12:10 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Posted on 08-13-05 09:36 PM Link | Quote
Originally posted by BigMattrizzle
I have a request. Could someone find a way to disable the color changing of the berry? It's set so that it only uses the last 8 colors of the palette, but I'd like to change that.


Go here. It shows how LM's options variable in the registry works. Change bit "L" (which is shown as unknown, but explained by Fu in the post after it).
Glyph Phoenix

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Posted on 08-18-05 11:35 AM Link | Quote
Does anyone know where the spin jump code is?
Spel werdz rite

Koopa
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Posted on 08-19-05 03:25 AM Link | Quote
What in particular are you looking for? I'm working on some Mario physic's and maybe I can be of some help.
Oh, and where is the offset for Wemdy Koopa's health?
Glyph Phoenix

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Posted on 08-19-05 09:21 AM Link | Quote
The code that runs when Mario spin jumps. Oh, and if there's a branch or jump statement that leads to that code, I would like to know where that is as well. I plan on finding a way to make it so mario only spin jumps when he has a cape. Or, if I don't have enough room or know-how or some such, I'll just make it so he can't spin jump at all.
Bio

Buster Beetle
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Posted on 08-21-05 12:09 AM Link | Quote
Change offset FD28, 19AE1,1C9A1,1D094 by AD 05 8D 71 00
to make all boss(Exept big boo,the setting don't work with him) trigger screen exit
the screen exit that will lead Is the first that aparred in the entrance level so to make it work propelly put the screen exit you want the boss to lead when beated in screen 00 of entrance
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 08-21-05 12:52 AM Link | Quote
So if we did that, beating the boss would just warp you to another level instead of triggering the 'boss beat' sequence? Cool, but then how do we trigger that sequence?
Bio

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Posted on 08-21-05 08:30 AM Link | Quote
the code that trigger the level clear routine is AD FF 8D 93 14 the effect depend on level type:
horizontal: mario walk forward and the screen fade black expt a circle around Mario
and the level clear
Vertical:Anything freeze the score Is show but no fade(Like in the suken ship question sphere in the original)and the level clear
Boss:the FG/BG Fade black and the level clear

that happen because the Goal point question sphere, boss and goal point use the same code for the level clear routine but never normally apear in the same level type so they look like to have different effect,the big boo use the same code but strangely he alway doe the boss fading and altring it cause glitch,I think the bug may happen with lemmy/wendy, I haven't tested him so pm me if this happen

Edit:while am here,Ram address
7EDA0D:Write FF to activate the flash thing when level clear


(edited by Bio on 08-20-05 11:31 PM)
(edited by Bio on 08-21-05 02:08 AM)
(edited by Bio on 08-21-05 02:13 AM)
(edited by Bio on 08-21-05 02:47 AM)
(edited by Bio on 08-21-05 02:51 AM)
JaCory

Porcupo
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Posted on 08-22-05 05:41 AM Link | Quote
Anyone have the offsets that control power up movements.
For example, lets say I wanted a mushroom to bounce up and down like a star instead of just scroll left and right.
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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Posted on 08-22-05 11:37 AM Link | Quote
028617: Table of Screen Mode values for each level mode.
028637: Table of TM&TMW values, whatever the hell that is, for each level mode.
028657: Table of TD&TSW values, whatever the hell that is, for each level mode.
028677: Table of CGADSUB values for each level mode.
028697: Table of Fight Mode values for each level mode.
0286B7: Table of Sprite Mode values for each level mode.

Now you can make your own level modes to replace the less useful ones like 0C, 0D and 11. Note that 12-1D, unfortunately, can't be used unless someone figures out how to change the memory mapping for them. (And you'd need to edit the level header in hex, because LM won't let you use them. )

Notes:
  • CGADSUB having bit 0 set enables translucency; bit 6 darkens certain layers.
  • Fight mode != 0 for any boss level.
  • Bit 0 of Screen Mode indicates horizontal or vertical layout.
  • 12 through 1D are all the same, probably not used.
  • No level actually uses modes 1E/1F.
  • Modes 03, 04, 05 and 06 bypass the Mario Start screen! (Also Mario starts waaaaay at the top in vertical levels.)
  • None of these bytes seem to determine layer 2 settings... (Modes 0 and 1 are the same. ) Modes 12-1D also have valid settings, so there must be other bytes...


ASM stuff:
$05:84E3 - Mode 00 is loaded:
LDY #$00
LDA [$65],y[$10:F196] ;A=#$2D - gets some header byte
TAX ;X=#$2D
AND #$1F ;A=#$0D
INC A ;A=#$0E
STA $5D
TXA ;A=#$2D
LSR A
LSR A
LSR A
LSR A
LSR A ;A=#$01
STA $193
INY ;Y=#$01
LDA [$65],y[$10:F197] ;A=#$40 - get next header byte
AND #$1F ;A=#$00 - narrows down to actual level mode
STA $1925 ;$1925 = level mode
TAX ;X=#$00
LDA $0584B7,x[$05:84B7] ;A=#$20 - Sprite mode (table at 0286B7)
STA $64
LDA $058437,x[$05:8437] ;A=#$15 - TM/TMW (table at 028637)
STA $0D9D
LDA $058457,x[$05:8457] ;A=#$02 - TD/TSW (table at 028657)
STA $0D9E
LDA $058477,x[$05:8477] ;A=#$24 - CGADSUB (table at 028677)
STA $40
LDA $058497,x[$05:8497] ;A=#$00 - Fight mode (table at 028697)
STA $0D9B
LDA $058417,x[$05:8417] ;A=#$00 - Screen mode (table at 028617)
STA $5B
Bio

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Posted on 08-22-05 12:49 PM Link | Quote
Cool, With this we can make a tranparency vertical level but, will lunar magic will Be able to see the new level type the good way?
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 08-22-05 10:59 PM Link | Quote
Well, it doesn't if you just hex edit the ROM while it's open in LM... you might have to re-open it in LM for it to re-read the level mode table.

Also, $00:9400 writes the CGADSUB setting for the overworld, and $03:C502 writes it for the 'Mario Start' screen. (Change $03:C503 to 00 to hide the text.)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 08-23-05 01:04 AM Link | Quote
I can't figure out what the TD&TSW and TM&TMW values are for either. Perhaps FuSoYa knows, or maybe a little further into the code it reads from another table. *opens SNES9x debugger*
FuSoYa
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Posted on 08-23-05 05:05 AM Link | Quote
TM is main screen, TD is subscreen, and CGADSUB is for screen addition/subtraction. Reading an SNES hardware doc on these 3 registers, and Peekin's SNES layering document, is highly recommended.

Also, keep in mind that LM's rendering code wasn't exactly built for proper SNES layering. It's been a long time since I've looked at that part of the program, so I'm not entirely sure what LM might display for some settings.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 08-23-05 09:43 PM Link | Quote
All right, but how do we control layer 2? There must be another table somewhere that controls whether it's a level or a BG, and interaction with it, right? Turning mode 0x1F into a vertical level with a BG would be neat.
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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Posted on 08-24-05 12:00 AM Link | Quote
What exactly are Main Screen and Subscreen anyway? I noticed level mode 0E is the same as 00 but with different main/subscreen settings, but I didn't see any difference in the game.
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