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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: 1310/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| Awsome, SH. Now I can remove the lightning from my space station. | |||
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Mattrizzle Paragoomba Level: 14 ![]() Posts: 23/75 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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| Guess what, I've found Bowser's Mode7 tile data! Data starts at $1DDBE. Each 8x8 tile is one byte, so $1DDBE-$1DDFD is Bowser's first animation frame, $1DDFE-1DE3D is his second, etc. Look at the picture below to find the rest of the stuff: ![]() |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1363/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| NICE! I can use that to remap the tiles for the clown car when it gets hit! wonderful, BigMattrizzle! | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1871/2273 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 BigMattrizzle Damn! I found that data a long time ago and started making an editor, but then my Hard Drive went boom and I forgot all about it. ![]() |
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Mattrizzle Paragoomba Level: 14 ![]() Posts: 24/75 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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| I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE. As you can see from the picture below, there are unused fire breathing animations for Morton and Roy! ![]() Now if only someone could find the bytes that change which palettes they use... EDIT: I've found them! $1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows: SNES $00/B2BC (PC $34BC) Morton (Replace with B384 to make him grey) SNES $00/B2A4 (PC $34A4) Roy (Replace with B33C to make him pink) SNES $00/B298 (PC $3498) Ludwig (Replace with B378 to make him dark green) (edited by BigMattrizzle on 07-21-05 03:40 PM) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1364/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| Since you're doing so well with the boss data, could I make a request for you to try and find the offset that controls how fast the walls come in with Roy? I'd like to slow them down a bit. | |||
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Mattrizzle Paragoomba Level: 14 ![]() Posts: 25/75 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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| Darkflight- I've tried looking, but I've come up with nothing. Most of what I do involves tilemaps. I don't know what to look for when it comes to the speed of sprites. Perhaps mikeyk could help you with that, if he ever shows up again... | |||
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1371/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| OK, I'm going to ask for another offset from anyone. Does anyone know what offsets to chang to affect bowser's phase 2 and 3 healths? Changing offset 0x1A30B only changes his HP for the first phase of battle. | |||
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Ringodoggie Snifit Level: 27 Posts: 249/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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| Does anyone have the data for Mario's physics? | |||
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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: 6007/8210 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 Just a wild guess; try the next 2 bytes? It's probably nearby, anyway. |
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mikeyk Koopa Level: 18 Posts: 91/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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| 0x1A883 is the offset for bowser's hit points in the last 2 phases of his attack | |||
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1397/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| Thanks again, SMW offset god. I'm going to look and see what I can come up with. | |||
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PaD Micro-Goomba Level: 5 Posts: 8/11 EXP: 361 For next: 168 Since: 07-27-05 From: Datteln, Germany Since last post: 86 days Last activity: 5 days |
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| Just getting into this, and noticed this: 112C - # of coins for 1up This is only the amount of coins you gotta have, but not the amout substracted when you get your life. Check this: 00/912B: C9 64 CMP #$64 00/912D: 90 0C BCC $913B ;IF 100 COINS (OR MORE) 00/912F: EE E4 18 INC $18E4 00/9132: AD BF 0D LDA $0DBF 00/9135: 38 SEC 00/9136: E9 64 SBC #$64 ;SUBSTRACT 100 COINS So you'd have to edit 112C AND 1136 (edited by PaD on 07-29-05 02:21 AM) (edited by PaD on 07-29-05 02:23 AM) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1471/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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| Yeah, It does that because the counter would have had 100 coins, so subtracting 99 wouldn't have helped. Still, kinda dumb that they'd do that and not just LDA #00 STA $0DBF. I used that to recode the coin counter in COTMK 2 already. |
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Glyph Phoenix Level: 39 ![]() Posts: 409/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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| Pah. STZ is an even better solution! 9C BF 0D will set your coins to zero and save you two bytes. | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1911/2273 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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| I was bored, so I messed around with RAM address 7E0100, which is named "Game Mode" in the memory map. What I did was to see what different values did when changed to on the title screen. There's what I've got, if anyone's interested: 00 - Reset game (Does NOT reload the Nintendo Presents graphics, Does NOT stop the current music) 01 - Freeze frame for a second or so, fade out, demo restarting 02 - Same as 01, but without the freezing 03 - Restart demo (bad fadeout) 04 - Fade out screen with short freeze which unsyncs the demo movements 05 - Fade in screen with short freeze which unsyncs the demo movements 06 - Unsyncs the demo movements 07 - (Default value) 08 - Opens the Choose File menu WITHOUT the text. The arrow is there, though. 09 - Same as 08, but the Delete File menu instead 0A - Same as 08 and 09, but the 1P/2P menu instead. (Don't use this) 0B - Fade out to the title screen level (C7) as a normal, playable level (without changing music bank) 0C - Same as 0B 0D - Fade to black? 0E - Fade to glitchy overworld 0F - Same as 0B 10 - Same as 0B (Low-Rez mode) 11 - Same as 10 12 - Fade to black? 13 - Glitchy Game Over 14 - Allows the user to play on the title screen 15 - Shows "O STA RT !", followed by the same effect as 0B 16 - Same as 15 17 - Shows some glitched sprites, shortly followed by the same effect as 0B 18 - Fade out, followed by crash 19 - Crash 1A-FF - Untested (I like $14. It could be used as a neat little easter egg ) |
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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: 6244/8210 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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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. ![]() Also I could swear I posted this before, but $15C1 selects the sound effect for the Nintendo Presents screen. (edited by The Crimson Chin on 08-02-05 04:57 AM) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1926/2273 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 change the length of the "LUIGI" counter (for those who uses my status bar editor), change 11CE to the length in tiles minus 1. E933 - Tile to use for stomped goomba. (edited by Smallhacker on 08-03-05 05:20 PM) |
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Spel werdz rite Koopa Level: 14 ![]() Posts: 52/108 EXP: 11151 For next: 1920 Since: 07-26-05 From: Murrieta CA Since last post: 8 hours Last activity: 8 hours |
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Originally posted by BigMattrizzle Sweet! Now my Diggin' Chuck digs Chargin' Chucks and my Puntin' Chuck throws Bob-ombs. Speeking of, has someone found the offset that determines how soon they blow up? |
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Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 ![]() Posts: 363/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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| Can I make a simular request? Has anyone found the offset for what sprite a stomped Koopa spawns? I was hoping to make it spawn a near instant exploding Bob-omb to simulate Nokobons from SML |
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| Acmlm's Board - I2 Archive - Super Mario World hacking - SMW ROM addresses |
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