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Acmlm's Board - I2 Archive - Rom Hacking - Only Still Preliminary, But Current Data Is Quite Convincing: SMB3 Airship Retreat Points | | | |
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beneficii Lakitu Level: 36 Posts: 117/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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EDIT: BTW, the same position is often repeated many times throughout the level data. It's very redundant. NOTE: All numbers in hexadecimal unless otherwise mentioned! First thing, the airship start-off point is always at the castle and it's always sprite #2 in each world, even if that sprite is set to something other than the ship start-off point. Now, it seems quite random where the airship retreats to, and it is. But I think I found two sets of points right here: 1700E: Choice of y positions. There are 12 per world, and so this lasts 7E bytes (7 worlds each have an airship, not 8--remember). It's written like this: yyyy 0000 y = y position in Discombobulator or Workshop + 2 1709E: Choice x positions. Again, there are 12 per world, and so this lasts 7E bytes too. Here: xxxx ssss x = x position s = screen number I'm not sure if anybody had found this before, but here you go. Here are some of my thoughts on this: The two x and y positions always link up, for example if it chooses byte #5 in the y set, then it will choose byte #5 in the x set. If it reads 1701A in the y set, then it will read 170AA in the x set, etc. The aircraft will only retreat thrice, after which it holds its ground. When it picks, say byte #A, then byte #B will be its next choice, ending with byte #C. If it starts with byte #12, then it will probably go back around to byte #1 (i.e. the very first byte) next, then end at byte #2. Alright, tell me what you guys think. I hope this and the lock data are helpful. (edited by beneficii on 06-11-05 03:34 AM) |
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DurfarC Beezo Level: 33 Posts: 404/483 EXP: 218551 For next: 10628 Since: 09-04-04 From: Norway Since last post: 20 days Last activity: 12 hours |
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They're not helpful; they're very helpful. If I get this to work, among with moving the lock blocks, I can design my world maps to look more different from the original ones. Two of the biggest mysteries in SMB3 seem to be solved. Thanks again! | |||
beneficii Lakitu Level: 36 Posts: 118/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by DurfarC Thanks! I'm glad to hear that my work is appreciated! I'm going to work on pipes next! |
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Acmlm Torosu heh Level: 51 Posts: 1125/1173 EXP: 981994 For next: 31944 Since: 03-15-04 From: Somewhere that isn't outside of Sherbrooke, Québec, Canada Since last post: 39 days Last activity: 3 hours |
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I thought it just picked a random level pointer on the map (since it'd have to be on a valid spot you can access) and moved there ... but this would be a problem in World 2 for example if the airship goes into the secret area, so I guess this explains why it uses separate data And good job on finding it too Now find where the starting position in X is stored (shouldn't be hard, I found the table for Y long ago but X is constant), and make it like Y so you can really start anywhere on the map, and that'll make world maps even more customizable |
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beneficii Lakitu Level: 36 Posts: 120/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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Originally posted by Acmlm Perhaps, now that I'm mostly done with the pipes. EDIT: BTW, hadn't you ever noticed that in a hack, sometimes the airship will retreat to somewhere inaccessible? EDIT 2: I found the x starting position. It's at 16258, but it's hardcoded in, and so changing it for one world will change it for all. Perhaps I can pull off an ASM hack somehow. That could work out. (edited by beneficii on 06-11-05 01:16 PM) (edited by beneficii on 06-11-05 05:22 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Only Still Preliminary, But Current Data Is Quite Convincing: SMB3 Airship Retreat Points | | | |