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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - SMB3 Question--Regarding Tables Starting At $7B40 (in memory) | |
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Lakitu
Level: 36

Posts: 243/567
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
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Posted on 07-06-05 10:36 AM Link | Quote
These tables are loaded whenever you load a level. When you load a fortress, depending on certain variables, one of the bytes stored in table $7B40 seems to have something to do with what lock number to use when you defeat Boom Boom. The link to the lock data is here:

http://board.acmlm.org/thread.php?id=12906

Now, here's what's fishy. Which byte in the table starting at $7B40 to use to determine the lock number differs from fortress to fortress. Now the data for this table is stored in the C-D bank in the ROM in the D300 range (I don't know where it starts or ends, but I do know that for fortress #2 in World 3, the byte that's used is stored at D391 in the ROM (address $D3A1).

As you know, it loads the lock number from one of the bytes in table $7B40. Now, when it loads the lock number into 8C (which gets loaded when Mario gets to the x position of C0 in the screen right before Boom Boom's), which then gets loaded into 83 and 8C changed to 1, the table had started to be read at a certain byte determined by the screen position in-stage of the Boom Boom fight (as you know Boom Boom has a whole screen devoted to him). This seems to be determined by taking the screen position of the Boom Boom fight, multiplying it by 3, then adding 2. Then it starts reading the table.

Because of this, I am curious about this table and what it's about.
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