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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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Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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From: *Shrug*

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Posted on 08-24-05 12:31 AM Link | Quote
From what I understand, they're used for colour addition/subtraction techniques (transparencies). I think it's primary purpose in SMW was to make it so sprites could never go behind backgrounds in a normal level, but it didn't work so well in dark BG areas because of the different TD&TSW/TM&TMW settings. BTW, the memoruy mapper has to be checked, I tried changing level mode 0x0D into a horizontal level, but couldn't use anything above a low barrier, like the memory map was messed up bigtime. Changeing it back to a vertical level fixed the problem.
leonardompd

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Posted on 09-04-05 06:56 AM Link | Quote
...does anyone knows the offsets to change Lemmy's and Wendy's palletes? I know it seems pointless since we can just add a custom pallete in their levels, but that would affect the fireballs too.
Oh, I also would need to know a way of changing the ending sprite's colors. I mean the picture with Mario, Luigi and Peach below the "The End", and possibly Chargin' Chuck pallete (I've named him "green ninja" but he's blue there!)
And last, but not least, is there a way to remove the flipping animation for the fire flower? My cannon looks weird when simmetric.

Thanks in advance.


(edited by leonardompd on 09-04-05 02:35 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Posted on 09-04-05 06:45 PM Link | Quote
Originally posted by leonardompd
I also would need to know a way of changing the ending sprite's colors. I mean the picture with Mario, Luigi and Peach below the "The End"


Link
leonardompd

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Posted on 09-05-05 12:20 AM Link | Quote
Originally posted by Smallhacker
Originally posted by leonardompd
I also would need to know a way of changing the ending sprite's colors. I mean the picture with Mario, Luigi and Peach below the "The End"


Link

Heheh, sorry, I think I skipped that page.
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 09-05-05 01:20 AM Link | Quote
Originally posted by Sukasa
From what I understand, they're used for colour addition/subtraction techniques (transparencies). I think it's primary purpose in SMW was to make it so sprites could never go behind backgrounds in a normal level, but it didn't work so well in dark BG areas because of the different TD&TSW/TM&TMW settings. BTW, the memoruy mapper has to be checked, I tried changing level mode 0x0D into a horizontal level, but couldn't use anything above a low barrier, like the memory map was messed up bigtime. Changeing it back to a vertical level fixed the problem.

Mode 0D was designed to have a vertical level memory map, so it's no surprise that it wouldn't work horizontal.
Mattrizzle

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Posted on 09-16-05 05:07 AM Link | Quote
Finally, I have found the enemy tiles for the end sequence! Here they are, listed in the order you see them in the game:
6340D Para Bomb, Para Goomba, Lakitu, Fishin' Lakitu, Spiny, Bob-Omb, Wiggler
6322D Amazing Flyin' Hammer Brother, Super Koopa, Jumping Piranha Plant, Volcano Lotus, Chargin' Chuck
632D2 Sumo Brother, Pokey, Monty Mole, Bullet Bill
63333 Rex, Mega Mole, Banzai Bill
63111 Dino-Rhino, Dino-Torch, Koopas
63156 Spike Top, Swoopers, Buzzy Beetle, Blargg
6339C Blurps, Porcu-Puffer, Urchin, Rip Van Fish, Torpedo Ted
634A6 "Boo" Buddies, Fishin' Boo, The Big "Boo," Eeries
631B2 Dry Bones, Lil Sparky, Bony Beetle, Hothead
6353B Ball 'N' Chain, Grinder, Fishbone
635A4 Reznor
631F8 Mechakoopas
6360D The Koopa Family

The tiles are in this format:
XX YY TT AA
XX- the x-coordinate. Higher values move the tile to the right.
YY- the y-coordinate. Higher values move the tile downward.
TT- the low byte of the tile.
AA- tile attributes. The bits are in this format:

76543210

7- y-flip
6- x-flip
5- 0=scrolls left; 1=scrolls right
4- the size of the tile, 0=1x1 1=2x2
3- palette
2- palette
1- palette
0- high byte of the tile(gfx page)
Glyph Phoenix

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Posted on 09-18-05 10:27 AM Link | Quote
Now those are some goooood locations.

If someone found out about the windows that display the enemy settings and where the locations of the text is stored, you could write your own little ending to SMW. But you'd have to go to all kinds of great lengths to change the graphics page so you can insert the ones you want.

For now we can mangle some enemy code and still have them look fine in the ending, or even not appear at all. w00t.
Mattrizzle

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Posted on 09-18-05 05:19 PM Link | Quote
Glyph Phoenix: Don't forget that Smallhacker already found the enemy names.

Here's another one: The tile data for the very last screen with Mario, Peach, and Luigi is located at 62C53. It is in the same format as the other screens, aside from the scrolling bit.

As for the backgrounds, I should look for those next, as well as the "The End" text which appears on the very last screen.

Or anyone else could look, if they wanted to. I mean, I don't want to hog everything. I think that finding data should be a group effort, don't you?


(edited by BigMattrizzle on 09-18-05 08:24 AM)
Ghettoyouth

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Posted on 09-19-05 06:31 PM Link | Quote
is it possible to change the fireballs pallete?
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 09-19-05 07:28 PM Link | Quote
If you think you can find it, feel free to. No sense not helping just to give others a chance; there's plenty of other opportunities for finding data, making ASM hacks, etc.
Glyph Phoenix

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Posted on 09-19-05 10:42 PM Link | Quote
It is a group effort. Other people have already started working on this. Besides, some people are really quite bad at finding addresses.

In fact, in all my notes the only address that wasn't just an existing address was this:

x2DD1B - where the code that increases your bonus at the end of the level is.

Originally posted by BigMattrizzle
Don't forget that Smallhacker already found the enemy names.


I meant the code that scrolls the enemy names, and the code that tells where the enemy names should go. Otherwise we're stuck keeping the enemy names where they are.
Mattrizzle

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Posted on 09-21-05 05:13 AM Link | Quote
There are four bytes before each of the enemy names which control certain attributes. I will use the Sumo Brother name bytes as an example, at 6F80E:

50 81 00 17
50 81- the high byte & low byte of string placement, respectively. There are no X or Y values. As the byte increments, the text is shifted by increments of 8 pixels. 50 00 is the top left corner of the screen.
00- Don't change to anything other than 00! It messes up the screen!
17- Length of text string

This is all you need. Unlike the sprite tiles, the text will scroll in the direction of the background. If you move it, it will already scroll in the proper direction.

Originally posted by Ghettoyouth
is it possible to change the fireballs pallete?


I already posted that here.

On another subject, the layer 3 "THE END" text is located at 63836, and is in the same format as the enemy names. This text is made up of two strings because the letters are two tiles high. There's even unused space after this, so you could add more text!


(edited by BigMattrizzle on 09-24-05 07:39 PM)
(edited by BigMattrizzle on 09-24-05 07:41 PM)
Glyph Phoenix

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Posted on 10-04-05 10:41 PM Link | Quote
Originally posted by HyperHacker
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.


"The time has come", Glyph Phoenix said, "to talk of many things."
"Of L and R and d4s, and addresses they bring."
"And why they cause glitches a lot, and not paratroopa's wings."

Or, alternately:

Another turning point; a fork stuck in the road.
So maybe you should be glad that L and R scroll.
I want to turn these two into an item system.
But the L and R code doesn't seem to listen.
It does something unpredictable, and in the end it's right.
Because I made a backup in time.


(edited by Glyph Phoenix on 10-04-05 01:42 PM)
(edited by Glyph Phoenix on 10-04-05 02:01 PM)
Sukasa

Boomboom
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Posted on 10-05-05 07:09 AM Link | Quote
interesting spoof on that song, GP. You got all the syllables right as a bonus! HH, is it possible that the 00 is an opcode? I think 00 is ORA, but I can't remember 100%... Asuuming that it's being read as an opcode, what opcode is it before you change it?
Bio

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Posted on 10-05-05 07:24 AM Link | Quote
00 is BRK, that mean software break, I have just no idea on what its suppose to do, but it read the byte after it. for example, In a assambler expanded area look like this :
...
BRK #$00
BRK #$00
BRK #$00
...


(edited by Bio on 10-04-05 10:25 PM)
(edited by Bio on 10-04-05 10:26 PM)
(edited by Bio on 10-04-05 10:27 PM)
(edited by Bio on 10-04-05 10:30 PM)
Sukasa

Boomboom
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Posted on 10-05-05 07:27 AM Link | Quote
..So that might make it data then. What comes before $5002?
Bio

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Posted on 10-05-05 07:37 AM Link | Quote
I think its the controller routine because at 5002 there a F0(BEQ) maybe its for lead to the scrolling, I will try replace it with EA EA
Edit: L/R scroll work like usual, I think Its not related at all with L/R scrolling


(edited by Bio on 10-04-05 10:38 PM)
(edited by Bio on 10-04-05 10:40 PM)
(edited by Bio on 10-04-05 10:41 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 10-05-05 08:44 AM Link | Quote
Yknow, screw it. Sart at the beginning of the controller ASM (check the old board for it's location, HH had it posted there in one of BMF's stickied threads), then simply disassemble it by hand or however, then find out where it checks to see if it should write to $17. Look through the whole routine, and you should find what you're looking for. then, change the code so it points the L/R buttons to different RAM addresses. There, now all of the code will run, but the L/R handler code will never recieve the input from the L/R buttons. Now, somebody please go try that since I have neither the time or energy to do so. Goddamn school getting in the way of my ideas...
Mattrizzle

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Posted on 10-06-05 05:41 AM Link | Quote
Here's a long list of sprite tilemaps(note that I may have posted some of these in previous pages, and that I will edit this post with more details in the long run):

7DA4
8FE1 Goomba Wings
A01C Paratroopa Wings
B583
BCB7
C809 Power Ups
CBBB Brown Swing Platform
D646 Ludwig Fireball
E0E3 Bonus Roulette
E390 Bowser Flame
EB85
FC37
10083 Larry/Iggy
10153 Larry/Iggy shell
1235B
12547
13D17 Yoshi Wings
13E0E
14095
14158
14A7E Chuck Head(All)
14B8B Chuck Body(All)
14C97
14D9B
14F45
157C4 Banzai Bill
15A00
15A44
15AA5
15BC3 Item/enemy-containing bubble
15CF1 Amazing Flyin' Hammer Brother
15E1F Hammer Bro. Platform
1600E
16572
1686A
16BE6
16E72
1730C
176E7
177BC
17829
17921
17B04
17C0E Castle BG Flame
17DBF
17FB8
184F8
1868E Falling Grey Platform
18793 Porcu-Puffer
1888A Forest Secret Area Platform
18934 Sinking Lava Platform
18A37 Mega Mole
18AA0
18D2E Bowser Statue(Both)
18F18 Diagonal Platform
19005 Timed Platform
190B0 Grey Castle Brick
1910B Bowser Statue Fireball
1916D
19360 Fishin' Boo
196BB Wooden Castle Spike
19870 Rex
19988
19D5D
1A012 Dino Torch
1A039 Dino Rhino
1A291
1A5D9
1ABCE Princess Toadstool(Bowser Battle)
1AE95
1B3ED Bowser's Steel Ball
1B52F Mechakoopa
1B5F3
1C45B
1C5CE
1C693 Disco Ball
1CBB9
1D31A Lemmy Koopa(and decoys)
1D3A4 Wendy O. Koopa(and decoys)

As you can see, there are many unknown tilemaps. I would appreciate some help in finding what these are!
Glyph Phoenix

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Posted on 10-06-05 07:30 AM Link | Quote
You're going to have to PM an admin if you want your name changed, Matrizzle. Not many of them hang around this particular forum.
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