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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 - Found some item block sprite data! | |
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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 11-23-04 04:27 PM Link | Quote
I'm still working out a lot of the details, but I found a great deal of the items that pop out of turn blocks and question blocks stored in an array at $10AA1. Each byte corresponds to a sprite ID number (check Lunar Magic's sprite dialog). For example, $10AA1 and $10AA2 define which sprites come out of green Yoshi eggs; 35 is Yoshi, 78 is a 1UP (when you already have Yoshi).

$10AA1: green Yoshi (35), block #126
$10AA2: 1UP (78), block #126
$10AA4: mushroom (74), used by blocks #117 and #118 when Mario is small
$10AA5: flower (75), block #117
$10AA6: star (76), block #119
$10AA7: feather (77), block #118
$10AA8: 1UP (78) block #11A
$10AAB: green vine (79), block #11A
$10AAD: blue/silver POW (3E), block #11D
$10AAE: balloon (7D), block #125 (if you change this, block #125 will produce the same item, regardless of X position)
$10AAF: Yoshi egg (2C), block #126 (the egg contains one of two sprites, depending on whether or not Yoshi is already present; see $10AA1-$10AA2)
$10AB2: directional coins (45), block #114

This array is repeated at $10AB4; I'm not sure why. Changing values here altered both the turn blocks *and* the question blocks!

There is a third array at $10AC6 that contains attribute bytes of some kind for each sprite; changing these will often have bizarre effects on the sprites, such as turning them into enemies! Most of the items use a value of 08 here, while some use 09 (like the blue/silver POW). I haven't figured this part out yet.

I'd like to figure out exactly how this data is used, so I can perhaps write a fully-customizable item block in the near future that doesn't rely on jonwil's buggy code. For now, though, you can at least customize a few of the pre-existing blocks to suit your needs.
mikeyk

Koopa
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Since: 07-17-04

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Posted on 11-24-04 12:28 AM Link | Quote
I came across this data when implementing a poison mushroom. If I remember correctly, the second array (that is a repeat of the first) determines what comes out of the blocks while a POW is active.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
From: Oregon, US

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Posted on 11-24-04 12:48 AM Link | Quote
Originally posted by mikeyk
I came across this data when implementing a poison mushroom. If I remember correctly, the second array (that is a repeat of the first) determines what comes out of the blocks while a POW is active.
Hmm. *Thinks of the possibilities* A poison mushroom could come out of blocks that normally contain powerups if POW is active, you say? This information can only be used well.

Unless you like make a banzai bill come out of it

Which gives me an idea... Mweheheh... (No, it's not malicious)

Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 11-24-04 01:35 AM Link | Quote
Yay! Great jorb!
Devil_Evilone_RA

Tektite
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Since: 06-19-04
From: Canada

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Posted on 11-24-04 02:57 AM Link | Quote
this may be a pointless post, dunno but is this in ASM or hex?
DisruptiveIdiot

Paratroopa
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Posted on 11-24-04 03:14 AM Link | Quote
Originally posted by Devil_Evilone_RA
this may be a pointless post, dunno but is this in ASM or hex?


It's in Hex, thats what the $ symbol represents, a hex address.
jmr

Paratroopa
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Since: 03-16-04
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Posted on 11-24-04 04:53 AM Link | Quote
Yet another discovery by BMF... congratulations on the find!

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