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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: 1718/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Micro-Goomba Level: 5 Posts: 9/16 EXP: 520 For next: 9 Since: 08-28-05 Since last post: 53 days Last activity: 21 days |
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...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) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 2056/2273 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 leonardompd Link |
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leonardompd Micro-Goomba Level: 5 Posts: 10/16 EXP: 520 For next: 9 Since: 08-28-05 Since last post: 53 days Last activity: 21 days |
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Originally posted by SmallhackerOriginally posted by leonardompd Heheh, sorry, I think I skipped that page. |
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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: 6831/8210 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 Mode 0D was designed to have a vertical level memory map, so it's no surprise that it wouldn't work horizontal. |
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Mattrizzle Paragoomba Level: 14 Posts: 51/75 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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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) |
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Glyph Phoenix Level: 39 Posts: 568/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Mattrizzle Paragoomba Level: 14 Posts: 52/75 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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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) |
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Ghettoyouth Paragoomba Level: 13 Posts: 40/73 EXP: 9433 For next: 834 Since: 03-18-05 From: Herford, Germany Since last post: 17 hours Last activity: 16 hours |
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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 Tamaranian Level: 118 Posts: 7129/8210 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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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 Level: 39 Posts: 569/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 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. |
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Mattrizzle Paragoomba Level: 14 Posts: 57/75 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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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 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) |
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Glyph Phoenix Level: 39 Posts: 601/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by HyperHacker "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) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1895/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Buster Beetle Level: 27 Posts: 377/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
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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) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1898/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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..So that might make it data then. What comes before $5002? | |||
Bio Buster Beetle Level: 27 Posts: 378/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
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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) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1899/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Paragoomba Level: 14 Posts: 63/75 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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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! |
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Glyph Phoenix Level: 39 Posts: 605/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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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Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | | | |