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DahrkDaiz
Red Super Koopa
Acmlm's Mosts 2005 Best ROM Hacker
Level: 45
Posts: 131/885
EXP: 643520 For next: 16644
Since: 03-15-04 From: K-Town
Since last post: 4 hours Last activity: 4 hours
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Posted on 05-03-04 05:10 PM |
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I decided to post all data I have here. If you have data you want to contribute or there's data you'd like to have, just ask and I'll find it and add it to this post. Most of this is RAM addresses for now. More in-rom data is to come
Super Mario Bros. 3 Hacking Notes:
Terminology: $ denotes a ram address in hex, 0x denotes a ROM address in the .nes file
Button Press Status Format, a 1 indicates it's pressed, 0 means it's not.
1 2 3 4 5 6 7 8 | | | | | | | | | | | | | | | - Right | | | | | | --- Left | | | | | ----- Down | | | | ------- Up | | | --------- Start | | ----------- Select | ------------- B --------------- A
Sound and music explanation:
4F1 through 4F6 are bytes used to initiate sound effects. Each bite in these RAM bytes plays a different sound (except for 4F2). A byte is stored in these locations, then the game will reset them after the sound routines are initiated. So if you're ASM hacking and would like to play a new sound, do 1 store to the appropriate location and the game takes care of the rest.
RAM MAP:
$0E = Current level page.
$14 = Setting this byte to 1 ends a level $15 = This byte is increased once every game cycle and used as a timer.
$17 = Controller status for held buttons. $18 = Controller status for just pressed buttons.
$5E = PPU Buffer loading offset. This will determine where to read a pointer in a table to load the PPU buffer from.
$69 & $6A = PPU Buffer pointer.
$75 = Vertical position on the map screen.
$79 = Horizontal position on the map screen.
$BD = Direction and speed of Mario. 00-7F is moving right, 80-FF (FF is slowest) is moving left.
$CF = Direction and speed of Mario verticlaly. 00-7F is moving down, 80-FF (FF is slowest) is moving up.
$E4 = The vertical tile offset in the current level page $E5 = Current Tile Number Mario is on.
$ED = Current Power Up
$300~$350 = PPU Buffer. The buffer works as follows. $300 is the current size of the buffer. $301 and beyond is data for the PPU in the following format: AA AA SS XX XX XX 00 AA = address of PPU to write to, this is written in big endian format. SS = Size of the data to write. XX = The actual data itself 00 = End of the PPU Buffer.
When writing to the buffer, always end it with 00 and update the buffer size.
$3DD = This byte is the Turbo running speed. At FF, Mario can start flying. This byte is also used to draw the P-Meter. Each bit depicts the tile type. There are 8 tiles [|>|>|>|>|>|>(p)] the (p) is two tiles. Lets say $3DD were 0000 0101 then the first and 3rd arrow tiles will light up.
$3EC = Coin addition byte. Any coin grabbing you do causes this to go up by 1.
$462 = This byte keeps track of the current level music for when invincibility or p-switch music switches back to the level music
$4F1 = Another sound play switch byte. 01 = Deep jump sound 02 = Block bounce 04 = Swim sound 08 = Shell kicked 10 = Down a pipe 20 = Fireball throwing 40 = nothing 80 = high pitched jump sound.
$4F2 = This is the sound play switch byte. If it's 00, no sound effect plays, but if it's not 00, then a sound effect will play. 01 = Coin sound. 02 = Power-up coming out/vine grow 04 = longer sound of 02 08 = Boom sound (cannon fireing) 10 = 'Tick' sound 20 = Powerup! 40 = 1-up 80 = Poof sound 90 = Odd "poof" sound A0 = Lost Kuribo Shoe B0 = Tail Wag C0 = dragged out 1-up sound
$4F3 = Another sound byte 01 = broken bricks 02 = fire sound 04 = Going through Brush? 08 = Woosh! Sound Airship makes when it moves on map. 10 = Hammer Bros. moving on map. 20 = no sound 40 = no sound 80 = Skidding sound.
$4F4 = Fanfare music player. 01 = Death 02 = Game Over/Continue 04 = Classic Ending 08 = King Rescued 10 = Bowser Defeated 20 = Level Complete 40 = Time's running out! 80 = Play current level song.
$4F5 = This is the music change switch byte. If it's 00, the music doesn't change (current music continues to play). But if it's not 00, then the music will change.
01 = World 1 Map Screen 02 = World 2 Map Screen 03 = World 3 Map Screen 04 = World 4 Map Screen 05 = World 5 Map Screen 06 = World 6 Map Screen 07 = World 7 Map Screen 08 = World 8 Map Screen 09 = World 9 Map screen/Coin heaven 0A = Star Power 0B = Warp Whistle 0C = Music Box 0D = Returning to Earth with the wand 0E = Game Theme 0F = Princess Saved 10 = Plains 20 = Underground 30 = Water 40 = Dungeon 50 = Boss Battle 60 = Doomship 70 = Hammer Bros. Stage 80 = Mushroom House 90 = Hilly Theme A0 = P-Switch B0 = Bowser Fight C0 = Glitched Boss fight D0 = Theme Song rotation (ends with music box infinite loop) E0 = Underground to Song rotation F0 = Water to Song rotation
$4F6 = Another Sound byte 01 = Sound made when Mario is generated on the start tile of a world map. 02 = Moved on the map 04 = Enter a level 08 = Status bar flip 10 = Secret revealed on the map 20 = nothing 40 = nothing 80 = Error sound
$4F7 = Another sound byte 01 = Pause (stops music) 02 = Resume music All other values = pause.
$516 = This is the timer for multi-coin blocks. If $581 reaches 0 first, getting more coins stops.
$552 = Invisibility timer for after you get hit. $553 = Invincibility Timer
$567 = P-switch effect timer $566 = Enemy generator byte. This will generator a pre-set enemy based on the value.
$56E = Flight timer for Racoon/Tanooki Mario
$575 = Indicates you're in water and what you're doing in water (coming out of, going into, swimming, just walking, etc). Not sure what values tell what though.
$577 = Kuribo Shoe indicator (0 = no shoe, 1 = shoe) $578 = This is the transformation byte. When Mario gets a power-up or is injured, this byte contains the power-up he will go to + 1. Thus, if he's going to be small, this byte is 0x01. A value of 00 means there's no change. A value of 0x80 will give you the shoe.\
$57A = Tanooki's Statue Timer.
$581 = This is the max number of coins you can get in a multi-coin blocks. If $516 reaches 0 first, getting more coins stops.
$588 = Behind the background timer $589 = Traction byte: 0 = no slip, 1 = slip, 2 = extra slip
$5EE = Hundreds place of timer $5EF = Tens place of timer $5F0 = Ones place of timer
$602 = Current tile to the left and above Mario $603 = Current tile to the left and under Mario $604 = Current tile to the right and under Mario $605 = Current somewhere under Mario $606 = Current tile to the right and above Mario
$676 = Power up sprite number. This byte is seperate from the other sprite buffer. When another power-up appears, this byte is over written, thus the first power up disappears.
$69C & $69D = Score addition bytes. When these bytes are set, then that amount of the score will be added to your main score. $69C = high byte, $69D = low byte
$70A = Current Object Set/Level Type
$711 = Timer used during World/Lives status screen before Mario generates onto the map.
$713 = This is level beaten byte. 1 means that the level is being beaten. It's changed to 0 when you die, so when you return to the map screen, the level you were on doesn't flip over.
$715-$717 = Score (24-bit value)
$719 = First 2K Bank of GFX (upper left of pattern table, $0000-$07FF) $71A = Second 2K Bank of GFX (lower left of pattern table, $0800-$0FFF) $71B = First 1K bank of GFX (upper right of pattern table, $1000-$13FF) $71C = Second 1K bank of GFX (second from upper right of pattern table, $1400-$17FF) $71D = Third 1K bank of GFX (second from lower right of pattern table, $1800-$1BFF) $71E = Fourth 1K bank of GFX (lower right of pattern table, $1C00-$1FFF) $71F = Current bank @ 0xA000 $720 = Current bank @ 0xC000
$726 = Current player (0 = player 1, 1 = player 2) $727 = Current World
$736 = Player 1's Lives Counter $737 = Player 2's Lives Counter
$73A = This is where the palette for the current level is stored. The palette is loaded before the level is drawn, so changing this byte doesn't have any effect after the level loads.
$7C1-$7E0 = This is where the palette current stored. Changing this won't have much effect on the palette. To force a change, set $5E to 0x06
$6000-$794f = This is where the 16x16 block numbers are kept that corresponds directly to the level. An example is that 0x40 is the value for a coin. This also applies to the map screen.
$7CF4 = Frozen Mario byte. 01 = Mario can't move. 00 = Mario can move.
$7CFB = Flash timer, this will make the bg flash through rainbow colors. If it's above 80, then the 9th palette instead.
$7D80-$7D9B = Player 1's item inventory $7D9C-$7D9E = Goal cards for player 1. 00 = no card, 01 = mushroom, 02 = flower, 03 = star
$7DA2 = Player 1's Coin counter $7DA3-7DBE = 2nd Player's Inventory box $7DBF-$7DC1 = Goal cards for player 2. 00 = no card, 01 = mushroom, 02 = flower, 03 = star
$7DE0 - $7DFF = Current Palette.
$7EB6 = Stop scrolling byte (stops scrolling altogether).
$7F3E-$7F43 = Arrow tile numbers. $7F44 and $7F45 = ( P ) Bar tile numbers. $7F46 and $7F47 = Coin tiles (not the coins counter, but the tiles used to display it) $7F48 and $7f49 = Lives counter tiles (not the lives counter, but the tiles used to display it) $7F4A-$7F4F = Score tiles (note, not the score itself, just the tiles displayed for it) $7F50-$F52 = Timer tiles (same for score tiles)
$7F9A = Seems to be the start of some buffer. Setting this to anything but 2 will prevent bricks from animating when broken.
In ROM Data:
Some routines/data tables used the global item table, which is a table that indicates an item number directly into your inventory.
00 = Nothing 01 = Mushroom 02 = Fire Flower 03 = Leaf 04 = Frog Suit 05 = Tanooki Suit 06 = Hammer Bros. Suit 07 = Jugem's Cloud 08 = P-Wing 09 = Starman 0A = Anchor 0B = Hammer 0C = Whistle 0D = Music Box
This is used for things like Mushroom House item values or Princess gift item values.
0x3F0-0x3F6 = This is a properties table for power-ups. The bits do the following: xxxx xxSF
S = Sliding disabled. If this is 1, you can't slide on hills. F = Flying ability. If this is 1, you can fly.
Each index into the table corresponds to a power-up status. Thus, if you change 0x3F2 to 03 (0000 0011), then Fire Mario (index here is 2, 2 is fire power) will be able to fly and not be able to slide on hills.
The x's have no effect.
0x133C = Amount of stay-in-shell time for most enemies who have shells.
0x24EE = Table of sprites to output from certain ? blocks. 0x24EF = Sprite to put out of blocks that normally output a Flower 0x24F0 = Sprite to put out of blocks that normally output a Leaf 0x24F1 = Sprite to put out of blocks that normally output a Star 0x24F2 = Sprite to put out of blocks that normally output a Mushroom 0x24F3 = Sprite to put out of blocks that normally output a Vine 0x24F4 = Sprite to put out of blocks that normally output a 1-Up
0x2A56 = The bounce force to the right when hitting a 4 way bouncing note block from the left.
0x2A50 = The bounce force to the left when hitting a 4 way bouncing noteblock from the right.
0x6EA9 = Sprite that Boom-boom will leave behind when he explodes.
0x80A4 = This is the sprite that a Green Koopa Para-Troopa will turn into when they lose their wings.
0x80AE = This is the sprite that a Para-Goomba will turn into when it's wings are destroyed.
0xA837 = Amount of time a Venus Fire Trap will take from going into a pipe and going back into it divided by 2. (default is 30, but it's multiplied by 2 for a total time of 60).
0x103F1 = Amount of time Tanooki Mario can be a statue.
0x104F8 = Maximum running speed (must be atleast 7F to be able to fly).
0x10CAA = Amount of time Raccoon/Tannoki Mario can fly
0x11618 = Which tile acts like a coin.
0x11634 = Which tile acts like a P-switch.
0x11653 = Amount of time the P-switch will last. (default: 0x80)
0x11657 = The song value to be played during the P-Switch effect. (default: 0xA0)
0x1167E = Amount of time needed for an ice block to melt.
0x118A5 = Max number of coins you can get from the multi block coin.
0x118BA = Amount of time you have to get coins from a multi block coin.
0x11E6F = Amount of time the Magic white blocks take effect for.
0x1451F = Amount of time delay between the start of a world and when Mario generates onto the screen.
0x14DF8 = Sound used when Mario moves over the map screen. (4F1 sound byte useD)
0x14DFA = Sound byte used when Mario goes over a map screen.
0x16190 = Hammer Bros. Item table. Here there is a big chunk of 00s and a few bytes that are not 00. The groups of bytes that are _not_ 00 represent the items you receive from a Hammer Bros. Examples are the first byte, 09, is world 1's Hammer Bros. item (a star). Next is 0D0B0C which is world 2's (music box, hammer, whistle) and so on. The item values are the exact same for the item values listed above. Note, world 8 has NO Hammer Bros. item groups. Instead, the items in the treasure chests found there are defined by enemy level data. When using the Help Sprite as a Hammer Bros. the item control is 2 bytes before the normal Hammer Bros. group for that world. The Airship sprite uses the one after that
0x1625B = Horizontal starting position on every map screen (applies to all maps).
0x17C35 = Table of graphics banks used to animate map screen tiles.
0x1D233-0x1D235 = 16x16 tile id's that are used to draw the mushroom, star and flower background in some plains levels.
0x2D1AD-0x2D1b0 = Number of 1-Ups you will receive from the roulette game. There are two bytes that are 02, this is because there are two mushroom pictures in the roulette you can match up.
0x2D721-0x2D732 = N-Spade card matching game initial deck. The deck is always shuffled from code, so there's only 1 deck you can modify without ASM hacking. The values for each card is as follows: 00 = Mushroom 01 = Flower 02 = Star 03 = 1-Up 04 = 10 Coins 05 = 20 Coins
0x309B0 = This is the left side of the curtains tile. This must be an even number, then the tile to the right of this one will be the right side of the curtain. You cannot change the number of tiles used to draw the curtains without ASM hacking.
0x309D5 = Debug mode activation/deactivation Activated = 0xCC Deactivated = 0x35
0x30C68 = Button to press to change game type.
0x30C6C = Sound to play when you press select at title screen. (4F6 sound byte)
0x30C6E = Sound byte to write to when you press select.
0x30C99 = Button to Press to start the game.
0x30C9D = The Sound to play when you start the game. (4F2 Sound byte)
0x30C9F = The sound byte to write to when you start the game (can change to music bytes too).
0x34123 = Status Bar's palette on the map screen after returning from the inventory box.
0x3509B = Number of coins needed for a 1-Up.
0x350AB = Sound played when you receive 100 coins (1up sound) (4F2 sound byte used)
0x350AD = Sound byte used when 100 coins are obtained.
0x360DE = Table of items the Princess will give you after completing a world. There are 7 bytes in all, but the 7th byte is 00, you can change this so that you gain an item for beating world 7. For values, see Global item table.
0x3B14B = Table of items used to create Mushroom House treasure chests. Some bytes affect the "all same items" mushroom houses. Meaning, if all the chest have the same items, then only 1 byte is needed to define the chests, rather than 3. The first 5 bytes affect these type of mushroom houses. The 3rd is for all Frogs, 4th is all Tanooki, 5th is all Hammer. 1st is All Whistles (never seen in the game), 2nd is all P-Wings (also never seen in the game).I believe these two are used for White Mushroom houses. The rest are 3 item houses. One type is 0A 0A 0A, all three anchors. This is the ONLY exception to the same-type house rule. And remember, the definitions come in groups of three. Example: The second set (bytes 9, 10, and 11) is 01, 02, 03, a set of three defining the Mushroom, Flower, and Leaf type houses. For item values, see global item table.
0x3C474 = Graphics bank used for the title screen (upper half, bg side)
0x3C479 = Graphics bank used for the title screen (lower half, bg side)
0x3C47E = Graphics bank used for the title screen (first 1/4th, sprite side)
0x3C483 = Graphics bank used for the title screen (second 1/4th, sprite side)
0x3C488 = Graphics bank used for the title screen (third 1/4th, sprite side)
0x3C47D = Graphics bank used for the title screen (fourthg 1/4th, sprite side)
Routine Explanations:
BG tile animation routine: Used for action stages (not maps) for animating common objects, such as bricks, coins, munchers, water, lava, etc. $8E35 (0x3C345)
$8E35:AC 1A 07 LDY $071A ; This loads the current bank from lower left corner of the pattern table $8E38:C0 6A CPY #$6A ; 6A is the bank for the Airship, which doesn't have animated bg tiles $8E3A:F0 21 BEQ $8E5D ; thus skip the animating routine $8E3C:A5 15 LDA $15 ; This loads the constant timer $8E3E:29 03 AND #$03 ; used for battleship animated tiles $8E40: D0 1B BNE $8E5D ; but skips it on xxxx xx00 since there's only 3 frames of animation $8E42:C8 INY $8E43:C8 INY $8E44:C0 76 CPY #$76 ; 74 is the last bank for the battle ship animated tile sequence (70, 72, 74) $8E46: D0 02 BNE $8E4A ; a table isn't used here, thus, Y (from 71A) is increased twice $8E48:A0 70 LDY #$70 ; if it reaches 76, loop back to the first animation sequence (70) $8E4A:8C 1A 07 STY $071A ; and store it into the gfx bank $8E4D: D0 0E BNE $8E5D $8E4F:A5 15 LDA $15 ; this loads the constant timer and indexes it for the global $8E51:29 18 AND #$18 ; animated tiles (coins, ? blocks, munchers, etc) $8E53:4A LSR $8E54:4A LSR $8E55:4A LSR $8E56:AA TAX $8E57:BD FC 83 LDA $83FC,X ; Loads a bank from the animation sequence (60, 62, 64, 66) $8E5A:8D 1A 07 STA $071A ; and finally stores it into the ram for the lower left gfx bank
Bank swapping routine $FC6F (0x3FC7F) $FC6F:A9 46 LDA #$46 $FC71:8D 00 80 STA $8000 = #$00 ; Set up the $8000 register for $A000 swapping $FC74:AD 1F 07 LDA $071F = #$00 $FC77:8D 01 80 STA $8001 = #$60 ; swap $A000 bank with value in 71F $FC7A:A9 47 LDA #$47 $FC7C:8D 00 80 STA $8000 = #$00 ; Set up the $8000 register for $C000 swapping $FC7F:AD 20 07 LDA $0720 = #$1A $FC82:8D 01 80 STA $8001 = #$60 ; swap $A000 bank with value in 720 $FC85:60 RTS
Curtain drawing routine:
$A990 (0x309A) $A990:AD 02 20 LDA $2002 = #$09 ; Set up the PPU for drawing $A993:A9 20 LDA #$20 $A995:8D 06 20 STA $2006 = #$40 $A998:A9 00 LDA #$00 $A99A:8D 06 20 STA $2006 = #$40 $A99D:A2 02 LDX #$02 ; The routine goes through 512 times * $A99F:A9 08 LDA #$08 ; This is the first tile (left side) used to draw the curtain $A9A1:A0 FF LDY #$FF ; * which is 256 from Y and twice from X $A9A3:8D 07 20 STA $2007 = #$00 $A9A6:49 01 EOR #$01 ; This toggles from 08 and 09 (0000 1000 and 0000 1001) $A9A8:88 DEY ; Thus using this routine, you can only use 2 tiles, side ; by side $A9A9: D0 F8 BNE $A9A3 $A9AB:8D 07 20 STA $2007 = #$00 $A9AE:49 01 EOR #$01 $A9B0:CA DEX $A9B1:10 EE BPL $A9A1 $A9B3:60 RTS
Last updated: 5/3/2004 - 6:30 PM EST
(edited by DahrkDaiz on 05-03-04 10:55 AM) (edited by DahrkDaiz on 05-03-04 06:28 PM)
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Jaspile
Red Koopa
Level: 20
Posts: 11/133
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Since: 03-15-04 From: Paris, France
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Posted on 05-03-04 07:36 PM |
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That's a good idea, now com'on ppl and make some l33t h4x! |
Wlokos
Red Paratroopa
Level: 22
Posts: 43/176
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Since: 04-29-04
Since last post: 11 days Last activity: 10 days
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Posted on 05-04-04 12:24 AM |
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Thanks, that'll be helpful in my upcoming attempts at ASM hacking. |
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people
Sesshomaru Tamaranian
Level: 118
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Since: 03-15-04 From: Canada, w00t! LOL FAD
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Posted on 05-04-04 02:13 AM |
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Nice! And several hundred pages smaller than I expected. Enough Sound Bytes?
Originally posted by DahrkDaiz Super Mario Bros. Hacking Notes
Not quite.
$516 = This is the timer for multi-coin blocks. If $581 reaches 0 first, getting more coins stops.
I knew there was a timer.
$7C1-$7E0 = This is the current stored. Changing this won't have much effect on the palette. To force a change, set $5E to 0x06
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Dr. Mario
Bot
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Since: 05-04-04
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Posted on 05-04-04 03:15 AM |
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Fist off I'd like to say, summer has started so I can start teh rom hacking again. And now for a question (probably a stupid one): Say I want to have a power-up other than the star man to have the star man's jump, is that going to be a simple switch of a few bytes or is it going to be more involved? Reguardless of what I need to do, do you know where the data is to change it for say, Racoon Mario? If I can find it, I might start a hack for Super Mario 3... |
DahrkDaiz
Red Super Koopa
Acmlm's Mosts 2005 Best ROM Hacker
Level: 45
Posts: 133/885
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Since: 03-15-04 From: K-Town
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Posted on 05-04-04 03:26 AM |
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Well as far as the movement of each power-up, that would be rather hard to find. But I can make, lets say a Mushroom give you racoon power, rather than just make you big. Or a Leaf give you hammer mario power. |
Dr. Mario
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Posted on 05-04-04 03:39 AM |
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Do you know the address of the status change when mario gets a starman? I'm determined to find out about the movement lol It will give me something to do. |
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper
Level: 53
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Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo
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Posted on 05-04-04 10:48 AM |
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A few additions and one minor correction:
RAM $160: In-game debug enable/disable (press Select to switch suits). Set to $80 to enable.
$DE: Current index into title screen pointer table @ 0x309CF.
ROM 0x309D5: Technically, this is supposed to be set to C9 to activate debug mode, otherwise a JSR is skipped (not sure what it does, though). The original debug pointer is at 0x309DD if you want to check for yourself; it can still be accessed by setting $DE to 07 at any time during the intro/title sequence. [EDIT] The skipped JSR goes to $B78E, which is the code that moves the Koopas across the screen. Nothing extremely vital.
0x30C4D: The original location for some code accessed by pressing A+B on controller 2 at the title screen. It's been replaced with 5 NOPs in the final ROM, but I believe its original purpose was to enable debug mode like so:
LDA #$07 STA $DE
However, that leaves an extra NOP, so it may have done something a little different (a JSR/JMP, maybe?).
(edited by BMF54123 on 05-04-04 01:51 AM)
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DahrkDaiz
Red Super Koopa
Acmlm's Mosts 2005 Best ROM Hacker
Level: 45
Posts: 137/885
EXP: 643520 For next: 16644
Since: 03-15-04 From: K-Town
Since last post: 4 hours Last activity: 4 hours
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Posted on 05-04-04 06:13 PM |
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Not to mention, there's quite a few other areas with NOPs. Maybe some if some beta of the game was released we could get some insight on this |
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper
Level: 53
Posts: 157/1261
EXP: 1094149 For next: 62970
Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo
Since last post: 21 hours Last activity: 1 hour
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Posted on 05-05-04 04:30 AM |
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Well, according to Kevin Horton, SMB3 was coded very sloppily...he said the music/FX code was full of kludges and patches (SMW is kinda the same way). Those NOPs probably just replaced bad code.
This reminds me, I examined the way the 1-UP sound works (by ORing #$40 with $4F2), and I couldn't figure out how the "extended" 1-UP sound #$C0 could occasionally play, like it did on my real cart (albeit very rarely). There's no code in the ROM that writes value #$C0 there... |
DahrkDaiz
Red Super Koopa
Acmlm's Mosts 2005 Best ROM Hacker
Level: 45
Posts: 139/885
EXP: 643520 For next: 16644
Since: 03-15-04 From: K-Town
Since last post: 4 hours Last activity: 4 hours
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Posted on 05-05-04 04:52 AM |
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Yeah, I was thinking the exact same thing about that 1-up sound. As for SMB3 being very badly coded, maybe he just means the sound engine, because the game is coded rather well, very easy to hack. Nintendo is infamous for horrible sound engine formats
(edited by DahrkDaiz on 05-04-04 07:54 PM)
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Wlokos
Red Paratroopa
Level: 22
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Posted on 05-05-04 04:56 AM |
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Isn't the music of SMB3 one of the only things that is a complete mystery in SMB3? Or am I mistaken? |