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Acmlm's Board - I2 Archive - Rom Hacking - SMB2 data thread | | | |
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Ice Ranger Leever Level: 23 Posts: 156/183 EXP: 60462 For next: 7261 Since: 03-16-04 Since last post: 82 days Last activity: 3 days |
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Let's see if this little bugger survives here. Basically, I took everything from the TEK version of the thread started by chickenlump (data given by and/or found by Acmlm, BMF, Rockman, Dan, chickenlump, and myself) and lumped it together and added a lot to it over the weekend. Anyway, you can see a lot of RAM values and ROM values to use with the debugger. Super Mario Bros. 2 (PRG 0) data =================================== Imporant for all hackers =================================== 0x001FB05 in ROM change that 26 to a 28 for full 8 frame animations. Offsets in RAM (grouped in order of location) ------------------------------------------------------------------------------ $008C - Amount of time left before Bomb 1 explodes $008D - Amount of time left before Bomb 2 explodes $008E - Amount of time left before Bomb 3 explodes $0090 - Changes enemy 1 $0091 - Changes enemy 2 $0092 - Changes enemy 3 $0093 - Changes enemy 4 $0094 - Changes enemy 5 $0096 - Item pulled up from ground $009C - Status - Holding an item ......00 = no ......01 = yes $00AE - Item in hand height (used for different character sizes?) $00B9 - Current time left to use Pidget's carpet $0456 - Current time left Hawkmouth (before Wart) is open $0471 - look into $04AD - Current number of enemies defeated to grab a heart. $04B0 - Has Key been used on lock? If yes, then it won't reappear. ......00 - no ......01 - yes $04B4 - How wide Hawkmouth is open $04B5 - Has the Crystal been obtained? If yes, effect will last while in area. ......00 - no ......01 - yes $04B6 - look into $04C2 - Current life in the life meter ......0F - One heart ......1F - Two hearts ......2F - Three hearts ......3F - Four hearts $04C3 - Number of bars in the life meter (for visual purposes only) ......FF - One bar (doesn't work very well) ......00 - Two bars (default) ......01 - Three bars ......02 - Four bars $04E0 - Current Starman time length left $04E7 - look into! $04EC - I can't describe this one. ......00 - normal game play ......01 - begin the same level and area again (like dying revive) ......02 - game over ......03 - end level, go to bonus game ......04 - warp $04ED - Current number of lives $04FB - Has First Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $04FC - Has Second Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $04FF - Current amount of time left from the stop watch. $051D - look into $0521 - look into $0531 - Current level loaded ......00 - 1-1 ......01 - 1-2 ......02 - 1-3 ......03 - 2-1 ......04 - 2-2 ......05 - 2-3 ......06 - 3-1 ......07 - 3-2 ......08 - 3-3 ......09 - 4-1 ......0A - 4-2 ......0B - 4-3 ......0C - 5-1 ......0D - 5-2 ......0E - 5-3 ......0F - 6-1 ......10 - 6-2 ......11 - 6-3 ......12 - 7-1 ......13 - 7-2 $0532 - look into $0533 - look into $0544 - look into $0545 - look into $0546 - Pickup Speed Animation 1 $0547 - Pickup Speed Animation 2 $0548 - Pickup Speed Animation 3 $0549 - Pickup Speed Animation 4 $054A - Pickup Speed Animation 5 $054B - Pickup Speed Animation 6 $054D - Standing Jump Height $054E - Crouching Power Jump Height $0550 - Running Jump Height $0551 - Running Jump Height while carrying object $0553 - Float Timer (set to 0 for everyone but Princess) $0555 - Character's Jumping physics? $05C5 - Current number of Continues $0602 - look into $0603 - ????????????????????????? $0620 - Has 1-up been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $0621 - Number of times leaving Subspace aftering grabbing a coin ......00 - 1st chance to grab coins ......01 - 2nd chance to grab coins ......02 - No more chances, get vegetables. $0629 - look into $062A - Current number of cherries $062B - Current number of coins pulled in Subspace (Slot machine currency) $062C - Current number of BIG vegetables pulled for stop watch $06F6 - look into! $06F7 - Current Level Tileset $06F8 - Current Sprite Tileset $06F9 - Current Character (Appearance,not stats) ......00 - Large Mario ......01 - Large Luigi ......02 - Large Princess ......03 - Large Toad ......04 - Small Mario ......05 - Small Luigi ......06 - Small Princess ......07 - Small Toad $14CA - Timer for crouch jump power (0 - 3C) ----------------------------------------------------------------------------- Offset in ROM (grouped by relations) 0x00819F - Sound Birdo's egg spit makes 0x004F7B - Health for Birdos 0x00611E - Health for Claw Grip of World 5 0x00657F - Health for Mouser of World 1 0x006586 - Health for Mouser of World 3 0x00673D - Health for Triclydes 0x006C7E - Health for Fry Guy of World 4 0x006FF7 - Health for Hawkmouth of World 7 0x0070BB - Health for revived Hawkmouth 0x0071E0 - Health for Wart of World 7 0x0070C6 - Amount of time Hawkmouth is open (before Wart) 0X006486 - Amount of time to fly Pidget's carpet 0x00102A - Number of cherries required for Starman 0x0010F2 - Sprite pulled after number of big vegetables pulled is activated 0x0050CB - Amount of time the stop watch is active 0x004556 - Number of enemies defeated for heart 0x01E425 - Number of lives you start with 0x01E420 - NUmber of continues you start with 0x00782A - Length of Starman 0x01E6B0 - Number of hearts next level begins with (any level after 1-1) 0x01F232 - Maximum number of hearts (you begin with for 1-1) 0x01F233 - Maximum number of hearts after 1 Mushroom 0x01F234 - Maximum number of hearts after 2 Mushrooms ......0F - One heart ......1F - Two hearts ......2F - Three hearts ......4F - Four hearts ------------------------------------------------------------------------------ Also, here is a routine that might be of help of some ASM hackers: This routine prepares the next level upon leaving the previous level. *NOTE: changing the code at $E6B8 would not affect regular gameplay* $E6A1:8D C2 04 STA $04C2 = #$1F ;Life will have 2 hearts $E6A4:A9 00 LDA #$00 ;Store 00 into the following $E6A6:8D C3 04 STA $04C3 = #$00 ;Bars in the life meter are reset to 2 $E6A9:8D B0 04 STA $04B0 = #$00 ;All keys and lock doors are reset $E6AC:8D 20 06 STA $0620 = #$00 ;1-Up pull is reset $E6AF:8D FB 04 STA $04FB = #$00 ;1st mushroom is reset $E6B2:8D FC 04 STA $04FC = #$00 ;2nd mushroom is reset $E6B5:8D 21 06 STA $0621 = #$00 ;Times in subspace pulling coins reset $E6B8:8D AD 04 STA $04AD = #$03 ;# of enemies defeated for heart is reset (edited by Chill Penguin on 06-28-05 10:31 AM) (edited by Chill Penguin on 06-28-05 01:09 PM) |
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Setzer Popo Level: 36 Posts: 362/532 EXP: 290182 For next: 17928 Since: 04-22-04 From: Not Florida. because I'm going to sink it. Since last post: 5 hours Last activity: 48 min. |
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check here for some info. |
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