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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - How can I stop the SMB enemies from moving? | |
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XPeter

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Posted on 04-24-05 12:47 PM Link | Quote
Hi, i was wondering could someone tell me the offsets i need to change to make every enemy in SMB1 stationary? i want to make it so that they don't move away from the spot they're placed at. or even a game genie code would do. Thanks, and would this work with SMB2(j) too?
Dish

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Posted on 04-24-05 09:04 PM Link | Quote
I'm guessing it's going to involve changing 3 bytes somewhere to 'EA EA EA', but I couldn't tell you where.

This is actually a good beginner assembly project -- so it might benefit you to take this opportunity to get more familiar with 6502 and FCEUXD. Enemy positions are probably in RAM somewhere -- just find them and set a breakpoint on writes to that area -- backtrack until you find the routine that changes enemy positions, and NOP out the JSR to it (EA EA EA). There may be multiple routines, like one for each enemy -- but again this seems like a very good first project -- I can't see it being very complex.

But anyway, I don't have any direct offsets to give you.
XPeter

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Posted on 04-24-05 10:16 PM Link | Quote
project? no, I'm just creating levels maps of all of the lost levels, so that i can transfer them to my SMW hack. and i want the sprites to be mapped in the right place. maybe if i could just find a way of reducing the enemy speed to zero. does anyone know the offsets which control their speed?
Dish

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Posted on 04-25-05 02:35 AM Link | Quote
Why not just open SMB up in a level editor? Don't they give enemy positions?

Doing a hack just to know where the enemies are seems like a really roundabout way to go.
XPeter

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Posted on 04-25-05 12:20 PM Link | Quote
SMB2(j) doesn't open with a level editor. So making maps of all of the levels is the only way to transfer every level to my SMW to SMBTLL hack.
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