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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Status Bar Location in Hex? | |
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Keikonium
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Posted on 10-18-04 03:11 AM Link | Quote
I want to rearrange the status bar area in my game. Would anyone happen to know the locations of the different areas of the status bar? Thanks
Escherial

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Posted on 10-18-04 04:44 AM Link | Quote
The statusbar layout is located from 0x0EF9 to 0x0F2E. From 0x0EF9 to 0x0E14 is the top half of the status bar; the bottom half is from 0x0F15 to 0x0F2F.

Here's a graphic (courtesy of BMF) that makes this a bit clearer:
Keikonium
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Posted on 10-18-04 06:38 AM Link | Quote
Awesome thanks! I remember seeing that graphics before thanks for that too!
Smallhacker

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Posted on 10-18-04 10:35 AM Link | Quote
Originally posted by Escherial
The statusbar layout is located from 0x0EF9 to 0x0F2E. From 0x0EF9 to 0x0E14 is the top half of the status bar; the bottom half is from 0x0F15 to 0x0F2F.

Here's a graphic (courtesy of BMF) that makes this a bit clearer:



That's it's location in RAM. If you would like to edit the ROM, look here:
(Credits goes to BMF)


1. The status bar data starts at $0E81 (the top of the blue item box). Note that there's no break between each line of data;
the second line starts immediately after the first. Also note that *only* tiles and/or blank spaces that are actually used are copied to layer 3
(meaning each row is only as long as it appears in-game). Expanding a row of tiles is somewhat tricky, involving modifications to a few
DMA tables and copying the tile data elsewhere in the ROM. The DMA tables start at $0F90 if you want to play around with this yourself.
Even this is somewhat limited at the moment, since the game still references the original data somewhere (I haven't found the pointer)
and tends to screw up the status bar if the new and old data don't match.

The format of a DMA table is as follows (using the first one at $0F90 as an example):

01: Enables normal DMA. Don't change this.
18: Low byte of register to be written to (high byte is always $21). Don't change this.
81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM.
08: Number of bytes to copy. Make sure you change this if you expand the status bar at all!
00: End of table.

Tile Settings:
Bit Data: (Left to right)
1 Flip |
2 Flip -
3 Priority
4 Palette
5 Palette
6 Palette
7 ???
8 ???

000 Pallette 0
001 Pallette 1
010 Pallette 2
011 Pallette 3
100 Pallette 4
101 Pallette 5
110 Pallette 6
111 Pallette 7


0E81 Item Box 0,0
0E83 Item Box 1,0
0E85 Item Box 2,0
0E87 Item Box 3,0
0E89 Mario 1
0E8B Mario 2
0E8D Mario 3
0E8F Mario 4
0E91 Mario 5
0E93 Extra space after MARIO
0E95-0EA0 Unused?
0EA1 Item Box 0,1
0EA3 Item Box 1,1
0EA5 Item Box 2,1
0EA7 Item Box 3,1
0EA9 Extra space after Item Box row 1
0EAB Time 1
0EAD Time 2
0EAF Time 3
0EB1 Extra space after TIME
0EB3 Extra space after TIME
0EB5 Extra space after TIME
0EB7 Coin
0EB9 x (Coin meter)
0EBB Extra space after x
0EBD Unused?
0EBF Unused?
0EC1 x (Life meter)
0EC3 Unused?
0EC5
0EC7
0EC9
0ECB
0ECD Star
0ECF x (Star meter)
0ED1
0ED3
0ED5
0ED7 Item Box 0,2
0ED9 Item Box 1,2
0EDB Item Box 2,2
0EDD Item Box 3,2
0EDF Extra space after Item Box row 2

0EF7 Item Box 0,3
0EF9 Item Box 1,3
0EFB Item Box 2,3
0EFD Item Box 3,3


If you would like to edit the overworld border (which uses the same format), look here:
(Note: Not every address found, but they are in that area)

22658 Right middle shadow title
2265E Bottom middle shadow tile
22664 Right top shadow tile
2266A Bottom left shadow tile
22670 Corner shadow tile


(edited by Smallhacker on 10-18-04 01:36 AM)
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Posted on 10-18-04 01:41 PM Link | Quote
Those spots you have marked as "unused" are the spaces where the numbers go.
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