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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
Posted on 06-28-05 09:07 AM Link | Quote
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)
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.
Posted on 06-29-05 01:03 AM Link | Quote
check here for some info.
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