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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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Xkeeper
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Posted on 03-21-05 12:01 AM Link | Quote
Originally posted by HyperHacker
I come bearing addresses!

0F8B - Timer speed (0-7F, higher = slower)

This one doesn't work... I change it to anything (00, 7, etc) and it doesn't change at all.
HyperLamer
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Sesshomaru
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Posted on 03-21-05 08:50 AM Link | Quote
You sure? If you change it to like 01 does at least one second skip really fast? I'll look at that next time I get some damn spare time...
Xkeeper
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Posted on 03-22-05 12:35 AM Link | Quote
Originally posted by HyperHacker
You sure? If you change it to like 01 does at least one second skip really fast? I'll look at that next time I get some damn spare time...
Oh, it does work then.

Only the first time
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Posted on 03-23-05 05:55 AM Link | Quote
I have something to add, too!

Originally by BMF:
$1F6D The number of exits needed to turn the font blue
$1F71
$1F72
The tile location pointers for the *96 number-change these to the correct tiles for the maximum # of exits in your hack.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 03-24-05 01:33 AM Link | Quote
Originally posted by Xkeeper
Originally posted by HyperHacker
You sure? If you change it to like 01 does at least one second skip really fast? I'll look at that next time I get some damn spare time...
Oh, it does work then.

Only the first time

Damn, I was worried it'd do that.

[edit] For now, some things d4s pointed out in an older thread:
-Change $5002 to 0 to disable L/R scrolling.
-Change $0854 to #$C0 to completely disable the L and R buttons.
-The controller routine starts around $850.
I think he was working with a headerless ROM. The L/R scrolling byte was for without one, but I changed it to the proper address for a ROM with a header.


(edited by HyperHacker on 03-28-05 02:58 AM)
Dark Ludwig

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Posted on 04-05-05 07:14 AM Link | Quote


I was wondering if anyone knew/knew how to find (unlike me ) the adress of the byte that controls the rate at which bullet bills are shot from the sides of the screen when you are using a bullet bill genorator (sprite D5). Also, I'd like to know how i can disable the way the GFX tiles in a bullet bill are flipped around when they are shot to the right. Many thnaks!


(edited by dark ludwig on 04-04-05 02:15 PM)
Glyph Phoenix

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Posted on 04-25-05 07:44 PM Link | Quote
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.

Skreename, old board:
59A5: Gravity for tapping B to jump
59A6: Gravity for holding B
59A7: Spin Jump gravity


(edited by Glyph Phoenix on 04-25-05 02:53 AM)
BMF98567
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GO!

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Posted on 04-26-05 03:54 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.
DUDE. With some clever hacking, this could be used to restrict access to the last world until you've beaten 4 specific bosses. AWESOME.

That reminds me...does anyone remember what values to change so the yellow and green ! blocks don't give you items?
cpubasic13
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Posted on 04-26-05 08:08 AM Link | Quote
Originally posted by BMF3PO
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.
DUDE. With some clever hacking, this could be used to restrict access to the last world until you've beaten 4 specific bosses. AWESOME.

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


Couldn't you just make the yellow and green blocks act like they are the red or blue ones? Oh, wait... ummm... nevermind... that wouldn't work... but wasn't similar info posted earlier about what sprite was contained in each of the extended objects? I am sure it would be around where that is...

But with that info, I could see a non-linear overworld being made easily with this. I would love to see this in action.

Let me post mikeyk's sprite data... I have it all here... I know he has it somewhere else, but whatever...

http://www.freewebs.com/cpubasic13/smw_sprite.doc
http://www.freewebs.com/cpubasic13/smw_sprite.doc
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Posted on 04-26-05 09:09 AM Link | Quote
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.

[EDIT]
I couldn't find the code that defines the blocks' behavior, but I did something even better: changed the block numbers themselves! The following instructions will show you how to change the blocks' "on" state (if anybody wants to change the "off" state, just let me know).

First, create this small subroutine somewhere after $6BD68:

A9 xx 97 6E 60

where "xx" is the number of the Map16 page you want to place the new blocks on (the low bytes of the block numbers will remain the same). For example, if you want the new switch blocks to be 0x56A-0x56D, you'd put "05". Next, change $6B79F and $6BB46 (normally 08 AA) to the SNES address of the new subroutine (ex: $6BD68 would be $BB68, or 68 BB). Finally, create your new blocks in LM on the Map16 page you previously specified. That's all there is to it!


(edited by BMF3PO on 04-25-05 04:52 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 05-11-05 04:48 AM Link | Quote
How about this, then?

102E: Real timer speed! Note that you need to change 0F8B too, or else the first second will still last as long as normal.
585F: Sound effect for Mario jumping. Not much is available, but you can change the 'FA 1D' nearby to make it write to a different sound register.
Some sounds you can use:
01 = Jump
02 = Start Yoshi drum track
03 = Stop Yoshi drum track
04 = Click-click (saw on a line?)
05 and up = Nothing?

Mandatory ASM notes:
00:8D8A: LDA #$28, STA $0F30, RTS ;sets timer frame count for 1st second
00:8E28: DEC $0F30, BPL, LDA #$28, STA $0F30 ;Sets other timer frame counts
-$28 is at 8E2E
00:D65E: LDA #$01, STA $1DFA ;Sets Mario's jump sound

[edit] Layout got messed in this post.


(edited by R2H2 on 05-10-05 11:49 AM)
(edited by HyperHacker on 10-08-05 02:52 PM)
(edited by HyperHacker on 10-08-05 02:53 PM)
tuna
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Posted on 05-12-05 01:50 PM Link | Quote
more random questions, but would it be possible to move the timer's last digit ([ ] [ ] [x]) over to the right one space, while keeping the rest in the original spot?
Nad-Gob

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Posted on 05-14-05 08:39 PM Link | Quote
Originally posted by Alexa
more random questions, but would it be possible to move the timer's last digit ([ ] [ ] [x]) over to the right one space, while keeping the rest in the original spot?



Yeah. Maybe if u have a great ASM knowleadge


(edited by Nad-Gob on 05-14-05 03:55 AM)
(edited by Nad-Gob on 05-14-05 04:33 AM)
(edited by Nad-Gob on 05-14-05 04:35 AM)
Juggling Joker

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Posted on 05-14-05 09:01 PM Link | Quote
Originally posted by Nad-Gob
Yeah. Maybe if u have a great ASM knowleadge

Yeah, that's so not helping anyone at all. Only post in this thread if you have any specific advice or locations or need help with any locations given.
Sukasa

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Posted on 05-15-05 11:55 PM Link | Quote
I was pretty sure that somewhere in the code for updating the timer there was something you could use. I know that doesn't help much, but I think that if you looked at the jmp statement that SH has you NoP out, you could trace the code and find the pointer to which tile to change, and so you could update that to be one more to the left. also, if you had a way of comparing changes with a hex editor, you could open the ROM, then use SMWSBE to change the timer location, then compare the differences in you hex editor and locate the offsets easily.
Mattrizzle

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Posted on 05-26-05 11:14 PM Link | Quote
Several ROM offsets I've found/gathered over the past few months:

$380C-$381B
colors used in animation of Yoshi coin and yellow map spot

$381C-$382B
colors used in animation of red map spot

$389E-$390D
Bowser palettes (8 palettes, 7 colors each)
(Kind of pointless now that Smallhacker made an editor for it)

$390E-$3931
"The End" palettes
(3 palettes, 6 colors each; order is Luigi, Mario, Princess)

$1BB02-$1BB81
Magikoopa palettes
(8 palettes; 8 colors each, including transparent color)

$1BB82-$1BC01
Big Boo Boss palettes (in same layout as Magikoopa palettes)


$1232A (21)
Sprite fireballed enemies spawn

$1235B-$1235E
Fireball tile table

$1235F-$12362
Fireball tiles' palette/gfx page/priority/flip
(Warning: If you change the palette, the small flame left by the hopping flame may use the wrong palette.)
Edit: 1244C is the location of the small flame's palette. Somehow, it is added to the fireball's palette, so you don't have every palette to choose from.

$143A6 (48)
Sprite Diggin' Chuck unearths

$1CDBA (1B)
Sprite Puntin' Chuck kicks

$209CB-$20B4A
Map Sprite tilemap (Mario/Luigi)
2 bytes per 8x8 tile: tile index, followed by palette/gfx page/flip/priority

$20BDE-$20D5D
Map Sprite tilemap (More M/L, Yoshi)
Same format as above.

Now, for some Dino-Rhino/Torch info...

$AB87 (6F)
Sprite spawned from stomping Dino-Rhino
(May need to change the offset below to make it look right)

$3F66C
Palette/gfx page of the latter(from table found by mikeyk)

$19FFE-$1A002
Dino-Torch flame tile horiz. displacement table (horizontal flame)

$1A003-$1A007
Dino-Torch flame tile horiz. displacement table (vertical flame)

$1A008-$1A00C
Dino-Torch flame tile vert. displacement table (horizontal flame)

$1A00D-$1A011
Dino-Torch flame tile vert. displacement table (vertical flame)

$1A012-$1A01B
Dino-Torch flame tile table
(2 animation frames, each 4 bytes w/an unused byte)

$1A01C-$1A01F
Dino-Torch flame tiles' palette/gfx page/priority/flip

$1A020
Dino-Torch palette/gfx page/priority/flip
(Only for those that start as Dino-Torches)

$1A021-$1A024
Dino-Torch tile table
(4 animation frames, each 1 byte)

$1A025-$1A02C
Dino-Rhino tile horizontal displacement table

$1A02D-$1A034
Dino-Rhino tiles' palette/gfx page/priority/flip
(4 bytes facing left, 4 bytes facing right)

$1A035-$1A038
Dino-Rhino tile vertical displacement table

$1A039-$1A048
Dino-Rhino tile table
(4 animation frames, each 4 bytes)

More to come as I find it...


(edited by BigMattrizzle on 09-24-05 07:58 PM)
Smallhacker

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Posted on 05-27-05 12:10 AM Link | Quote
Guess what. The Layer 3 data has been found!

It begins at $29494 with the wooden smashers. First, there's two bytes which probably shows how long the row is and such. After that comes a row of tiles in the format that you should know by now (2 bytes/tile, one for the tile number and one for the settings). After that comes a new row, also with the two extra bytes first, and so on...

After the smashers comes (in this order) the water, the mist, the goldfishes, the bricks/windows background and the rock background.

Before you ask: Yes, I AM making a program for editing L3 stuff...

Edit: If you want to see how it's stored, click here. Note that the right column shows the same thing as the left one, but with everything shifted forwards one byte.


(edited by Smallhacker on 05-26-05 07:11 AM)
(edited by Smallhacker on 05-26-05 07:36 AM)
Sukasa

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Posted on 05-28-05 07:16 AM Link | Quote
Incredible. What window is that in? is it one you've written yourself?
Smallhacker

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Posted on 05-28-05 02:47 PM Link | Quote
The picture is from a program of mine, only known as "layer3viewer". It allows you to browse through the rom and see everything in Layer 3 format. It's the program I used to find the Layer 3 data. Note that the program window isn't that large. I copied and pasted toghether a lot of pages.
Sukasa

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Posted on 06-03-05 08:40 AM Link | Quote
hmmm. So building on that, would you have any Idea where the ASM for the layer three data is?
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