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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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Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 2148/2273
EXP: 2647223
For next: 81577

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

Since last post: 10 hours
Last activity: 9 hours
Posted on 10-06-05 10:00 AM Link | Quote
Originally posted by BigMattrizzle
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):

[[Tons of data]]

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


Holy...! This motivates me even more to make Sprite Paint 3.
Glyph Phoenix

Level: 39

Posts: 608/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 10-06-05 10:26 AM Link | Quote
Not a bad idea. Build one that does sprite actions and the stuff MWR did, too... Knowing what we know now, MWR is looking more and more obsolete.

"Unknown bits" and "unused sprites" my ass. Mo' like... "click this button to corrupt your rom"..."bits"... I got nothing.
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 2150/2273
EXP: 2647223
For next: 81577

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

Since last post: 10 hours
Last activity: 9 hours
Posted on 10-06-05 02:30 PM Link | Quote
Originally posted by Glyph Phoenix
Not a bad idea. Build one that does sprite actions and the stuff MWR did, too... Knowing what we know now, MWR is looking more and more obsolete.

I leave that to HH... Unless he gave up on it...

Originally posted by Glyph Phoenix
"unused sprites"

I think that there's only 3 or 4 (can't remember exactly) unused sprites. Editing sprites above C7 in MWR will corrupt data.
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: 7505/8210
EXP: 18171887
For next: 211027

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

Since last post: 2 hours
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Posted on 10-07-05 03:55 AM Link | Quote
I've given up on the current build. I'll make a new one someday...
Glyph Phoenix

Level: 39

Posts: 616/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 10-08-05 02:02 AM Link | Quote
x23DA sets the message box variable.

x18F90 reads the message box variable each frame, apparently.

If anyone knows more about the message box, your help would be greatly appreciated, since I want a short mini-cinema at the beginning of my hack.

Edit: Also, does anyone have any data regarding Mario's speed? I need to hack Mario's running code to allow for a DASH powerup. Yep, I've got something big planned.... The biggest hack since SMO planned, probably.

Edit again: Well, it might have been. It's not like SMW hacking had a lot going on. But instead it's going to be another one of those down-the-crapper reject hacks of mine. Heh. Yeah, I know, you all saw that coming.


(edited by Glyph Phoenix on 10-08-05 02:12 AM)
(edited by Glyph Phoenix on 10-10-05 09:40 PM)
(edited by Glyph Phoenix on 10-10-05 09:40 PM)
Bio

Buster Beetle
Level: 27

Posts: 398/458
EXP: 107144
For next: 9015

Since: 07-06-05
From: a laboratory somewhere... Waiting to be completed

Since last post: 8 hours
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Posted on 10-08-05 11:53 PM Link | Quote
Originally posted by BMF54123

That reminds me...does anyone remember what values to change so the yellow and green ! blocks don't give you items?

just go to map16 and adjust gameplay propriety for the filled one to 130, can also adjust the red and blue one that way so they will give you item
(why no one actualy this before?)
Mattrizzle

Paragoomba
Level: 14

Posts: 65/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 10-09-05 04:24 AM Link | Quote
Bubble Stuff:

15AA1-15AA8 [A8 CA 67 24 AA CC 69 24]
Bubble Sprites Tile Table
First 4 bytes are 1st frame of each sprite, Second 4 bytes are the 2nd frame of each sprite, in the order of: Goomba, Bob-Omb, Cheep-Cheep, Mushroom.

15AA9-15AAC [85 85 04 08]
Palette/GFX Page Table of Sprites
This is in the same order as above.

15B19 [19]
Bubble pop sound

15BA1-15BA4 [0F 0D 15 74]
Sprites from Bubble Table

15BA5-15BB3
X(horizontal) Placement of Bubble Tiles
3 animation frames, each 5 bytes

15BB4-15BC2
Y(vertical) Placement of Bubble Tiles
3 animation frames, each 5 bytes

15BC3-15BC7 [A0 A0 A0 A0 99]
Bubble Tile Table

15BC8-15BCC [07 47 87 C7 03]
Palette/GFX Page of Bubble Tiles

15BCD-15BD1 [02 02 02 02 00]
Bubble Tile Size Table
mvent2

Paragoomba
Level: 14

Posts: 61/73
EXP: 10454
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Since: 01-25-05
From: Brisbane, Australia

Since last post: 1 day
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Posted on 10-19-05 08:43 AM Link | Quote
I found this by you, Mattrizzle:

Change x1232A
from A9 21 95 9E A9 08 9D C8 14
to A9 03 9D C8 14 EA EA EA EA
to disable enemies spawning a moving coin when hit by a fireball. You won't get any points from this, either. I'm using this in my hack and was trying to remember who I got this from, now I know. Thanks a lot!

From Dark Ludwig:

Change xD5F8
from FE 26 16
to EA EA EA
to make Morton, Roy and Ludwig immune to fireballs.
Mattrizzle

Paragoomba
Level: 14

Posts: 71/75
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
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Posted on 10-19-05 04:02 PM Link | Quote
Originally posted by mvent2
I found this by you, Mattrizzle:

Change x1232A
from A9 21 95 9E A9 08 9D C8 14
to A9 03 9D C8 14 EA EA EA EA
to disable enemies spawning a moving coin when hit by a fireball. You won't get any points from this, either. I'm using this in my hack and was trying to remember who I got this from, now I know. Thanks a lot!



Thanks, mvent2. You know, I really need to gather all of the info from my old posts and put in in this thread. But not now, as I have to go to school.
Kailieann

Koopa
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Since: 10-09-05

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Posted on 10-24-05 06:54 AM Link | Quote
Originally posted by Glyph Phoenix
Change address x6B792 from D0 to F0
From Jonwil at the old board, this should switch ! blocks and dotted line blocks so hitting a switch makes the blocks disappear, rather than appear.


I've just been playing around with this, and I discovered that it only works for the Yellow and Green switch palace blocks.
Does anyone have something similar for the Red and Blue blocks?
Mattrizzle

Paragoomba
Level: 14

Posts: 72/75
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
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Posted on 10-24-05 07:25 AM Link | Quote
Originally posted by BMF
Bleh...jonwil's address only affects the green and yellow blocks. You also need to change $6BB43 to D0 for the blue and red ones.

I found this on the same page as what you quoted above, Kailieann.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 10-24-05 07:34 AM Link | Quote
I was the one who posted the incorrect address in the first place.

This is what you guys get for not being active. When you don't find addresses I find addresses, and when I post them I inevitably get things wrong. So technically you all are to blame.
Bio

Buster Beetle
Level: 27

Posts: 439/458
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Since: 07-06-05
From: a laboratory somewhere... Waiting to be completed

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Posted on 10-24-05 07:42 AM Link | Quote
Originally posted by Kailieann
Originally posted by Glyph Phoenix
Change address x6B792 from D0 to F0
From Jonwil at the old board, this should switch ! blocks and dotted line blocks so hitting a switch makes the blocks disappear, rather than appear.


I've just been playing around with this, and I discovered that it only works for the Yellow and Green switch palace blocks.
Does anyone have something similar for the Red and Blue blocks?

on LM Map16, try putting the filled one where the dotted one should be and the dotted one where the filled one sould be. why all you guy never tried this before?
Mattrizzle

Paragoomba
Level: 14

Posts: 74/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 10-24-05 07:47 AM Link | Quote
More info, some of which I've already posted in other threads:

$17B8F (05)
Sumo Bros. flame palette/gfx page

$1A29B-1A29C (45 05)
Blargg palette/gfx page
(1 byte facing right, 1 byte facing left)

11F4B [C2] tile of smiley face coin
(the one that comes from the cloud that appears after eating two pink berries)
11F50 [04] palette/gfx page/priority/flip of smiley face coin tile
11F55 [02] size of smiley face coin tiles
(00=8x8; 02=16x16)

8FDF-8FE0 [46 06] palette/gfx page/priority/flip of Para Goomba wing tiles
8FE1-8FE4 [C6 C6 5D 5D] Para Goomba wing tiles
8FE5-8FE8 [02 02 00 00] size of Para Goomba wing tiles

A01C-A01F [5D C6 5D C6] Para Koopa wing tiles
A020-A023 [46 46 06 06] palette/gfx page/priority/flip of Para Koopa wing tiles
A024-A027 [00 02 00 02] size of Para Koopa wing tiles

13D17-13D1A [5D C6 5D C6] Yoshi wing tiles
13D1B-13D1E [46 46 06 06] palette/gfx page/priority/flip of Yoshi wing tiles
13D1F-13D22 [00 02 00 02] size of Para Koopa wing tiles
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