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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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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1668/2273 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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Just add a breakpoint at $29494 and visit a wooden smasher level. | |||
Glyph Phoenix Level: 39 Posts: 265/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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I need some subroutine space. I plan on JSLing to a blank space for my latest hack, but I'm not sure which spaces in the Lunar Magic edited SMW rom are safe to use. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 822/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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look for any length of FF's. That will be unused space. there would be other space, but unless you knew where every offset tables was, you wouldn't be able to trust the used / prviously used space. | |||
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: 4887/8210 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're only going to use it in your hack, you can just find a place in the expanded area and stick it in a RAT tag. | |||
BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 904/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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I just shoved (nearly) all my code at the end of the ROM and erected a huge RATS barrier around the whole thing. | |||
mikepjr Ninji Level: 26 Posts: 128/242 EXP: 92006 For next: 10269 Since: 03-15-04 From: houston texas Since last post: 4 days Last activity: 1 hour |
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OK, time for the dumbest question of all time. What do i need to edit rom addresses? |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1705/2273 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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A Hex Editor. | |||
mikepjr Ninji Level: 26 Posts: 129/242 EXP: 92006 For next: 10269 Since: 03-15-04 From: houston texas Since last post: 4 days Last activity: 1 hour |
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Ok, i have one, but it dose not show it in like 0x59D3 or anything like that. What is the best hex editor for the job, is what i should ask. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1706/2273 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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My Hex Editor of choice is Hex Workshop. Note that unless you pick an older version, the program will stop working after a few months or so until you buy it. (However, that's nothing that a serial number can't fix. ) | |||
mikepjr Ninji Level: 26 Posts: 130/242 EXP: 92006 For next: 10269 Since: 03-15-04 From: houston texas Since last post: 4 days Last activity: 1 hour |
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Funny, that is the one i have. So, what exactly would be the first thing i have to do, in order to change a rom address? Im pretty much lost man. I need to change a rom address to disable mario's soaring aka you press back and he stays in the air. That and i want to get rid of the time up message, and alot of other edits as well. -EDIT- Thanks for the help, smallhacker. I really am greatfull. Anyhow, anyone want to explane how to disable the TIME UP message, again? (edited by mikepjr on 06-13-05 11:03 AM) |
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Ghettoyouth Paragoomba Level: 13 Posts: 7/73 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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Can someone tell me the address that i need, to change the sound, when Mario jumps on a Goomba? | |||
Glyph Phoenix Level: 39 Posts: 328/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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The sound should be the same for a large number of enemies. It would involve some major ASM hacking to change just the sound for the goomba. But if you meant for all enemies, then... then I don't know. | |||
Ghettoyouth Paragoomba Level: 13 Posts: 8/73 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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change it for all enemies would be also nice. (edited by Ghettoyouth on 07-06-05 10:13 AM) |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 965/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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Actually, it wouldn't be that difficult to hack...just find the code that loads the sound effect number, and redirect it to a custom subroutine that checks what sprite number Mario jumped on. If it's a Goomba, load a different sound effect number and return; otherwise, load the original. As for actually implementing it, I'll leave that up to you, as I'm not even sure how one would go about checking which sprite Mario last stomped. |
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Ghettoyouth Paragoomba Level: 13 Posts: 12/73 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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Ok i've found that offset. xAD59 but it changes also some other sounds Edit: it works (edited by Ghettoyouth on 07-10-05 10:24 AM) |
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Glyph Phoenix Level: 39 Posts: 344/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Awesome, man. Every rom address that is listed here is one more question answered. | |||
Mattrizzle Paragoomba Level: 14 Posts: 20/75 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 is more graphics data, this time for the Mechakoopas: $1B50F-1B516 tile horizontal displacement table (4 bytes facing left, 4 bytes facing right) $1B517-1B52E tile vertical displacement table (6 animation frames, each 4 bytes) $1B52F-1B546 tile table (6 animation frames, each 4 bytes) $1B547-1B54E tiles' priority/flip (4 bytes facing left, 4 bytes facing right) $1B54F-1B552 (02 00 00 02) tile sizes (00= 8x8, 02= 16x16) $1B553 (0B) Palette/gfx page used when coming to, #1 $1B554 (05) Palette/gfx page used when coming to, #2 $1B556 (0B) Regular palette/gfx page $1B560 (05) Animation frame used when stunned $1B56A (04) Animation frame used when kicked $1B5EF-1B5F0 (F9 0F) Wind-up key horizontal displacement (1 byte facing right, 1 byte facing left) $1B5F1-1B5F2 (4D 0D) Wind-up key palette/gfx page (1 byte facing right, 1 byte facing left) $1B5F3-1B5F6 (70 71 72 71) Wind-up key tile table (4 animation frames, each 1 byte) |
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Glyph Phoenix Level: 39 Posts: 346/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Awesome. That Mechakoopa's getting a makeover. Now, does anybody know the spot in rom that handles Mario's spin jump? I want to get rid of Mario's cape flying (mikeyk already listed how) and instead make it so Mario can only spin jump when he has a cape. So I'll need to know where that location is in ROM. |
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mikeyk Koopa Level: 18 Posts: 86/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Here's a few things on reznors 1D91B - number of reznors killed before bridge begins breaking 19AC9 - speed of rezor rotation 19AC7 - change 18 69 to 38 E9 - change rotation direction reznor starting position (0-1FF, 000 = 6 0'clock, 080 = 9 o'clock, 100 = 12 o'clock, 180 = 3 o'clock) 19A86 (4 byte table) - low byte 19A8A (4 byte table) - high byte edit: more data... 19E1A - tile for reznor platforms 19E22 - palette of reznor platforms 19D5D - tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning) 19D69 - palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning) (edited by mikeyk on 07-16-05 02:51 PM) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1846/2273 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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In order to disable the flashes in the Bowser submap, change the following addresses to $EA: $2795B $2795C $2795D $27961 $27962 $27963 In order to disable the thunder sound, change the following addresses to $EA: $27938 $27939 $2793A |
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Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses | | | |