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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Fun with Super Mario Bros. 2 | | Thread closed
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Rockman

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Posted on 01-23-05 06:17 AM Link
SMB2 seems to be popular lately.

I'm currently mapping out the RAM, to see how much data I can find. Also, a few minutes ago, with FCEUXD, I was easily able to make an ASM hack.







Mario can't die!

I can do this multiple ways too. I can have it so that when Mario goes into an enemy, he bounces right off, and doesn't get hurt, or, he just walks into them, and flashes for an instant.

As for data, I'm just getting started:

$4E0 Star Address
$4ED Lives Address
$5C5 Continues Address

0x01E425 Lives
0x01E420 Continues
0x00782A Star Length

Side note

My SMB3 hack is still in the works. It will be quite some time before a public demo release.

But, here are some brand new screens for that.






(edited by rockmanX on 01-22-05 09:36 PM)
Ice Ranger

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Posted on 01-23-05 10:05 AM Link
Wow! Someone besides BMF doing increadible stuff with SMB2 (though that was long ago). At least it's going to be well documented . Can't wait to see what else you can pull out of this.

I used to have the locations in hex where you could change the number of cherries collected to get a starman and the numer of enemies to kill to get a heart. But those are fairly simple to get, so either you find them, or I'll post them before you can .

EDIT:
For number of cherries required for starman:
0x00102A is the address in hex to change it.
$9019 is where the opcode is.

For number of defeated enemies required for heart:
0x004556 is the address in hex to change it.
$8545 is where the opcode is.


(edited by Chill Penguin on 01-23-05 01:33 AM)
(edited by Chill Penguin on 01-23-05 01:49 AM)
Rockman

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Posted on 01-23-05 10:58 AM Link
Ah nice! I'm glad you found some stuff.

I'm definately going to ASM hack the shit out of this game once I have more data.
Ice Ranger

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Posted on 01-23-05 11:05 AM Link
Heh... Dan gave me this info that gives 8 animation frames instead of 7.

0x001FB05 is the hex address (change that 26 to a 28) More info here about that.
Xkeeper
The required libraries have not been defined.
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Posted on 01-23-05 12:00 PM Link
Originally posted by Chill Penguin
Wow! Someone besides BMF doing increadible stuff with SMB2 (though that was long ago). At least it's going to be well documented . Can't wait to see what else you can pull out of this.
(coughAcmlmcough)

Anyway, I fail to see what's so unbelievably great about making Mario invincible. ... now what happens when he falls down a pit or something/
Ice Ranger

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Posted on 01-23-05 12:13 PM Link
Originally posted by Super FKitten Yiffer Man!
Originally posted by Chill Penguin
Wow! Someone besides BMF doing increadible stuff with SMB2 (though that was long ago). At least it's going to be well documented . Can't wait to see what else you can pull out of this.
(coughAcmlmcough)

Anyway, I fail to see what's so unbelievably great about making Mario invincible. ... now what happens when he falls down a pit or something/


Ah, I forgot about Acmlm adding a bounce to the turtle shell when it hits an object (and I just saw that a few days ago too). 12/31/2004.

As for making Mario invincible, I'm sure it's just a step in a process of finding something else. Most likely, he'll die when falling into a pit because that method of dying registers differently than being hit by an enemy (I think spikes behave differently as well). I need to check into BMF's hack again, there's some things in it that have been ASM hacked that I need to figure out (such as subspace).
tuna
...
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Posted on 01-23-05 02:56 PM Link
You forget he also coded an entire new sound engine and new music (I should know, I nabbed a copy off his local server when he wasn't watching )

Also, on spike behaviour, it depends on how it works:


IF player(istouchingenemy) = TRUE THEN GOSUB hurtplayer
IF player(istouchingspike) = TRUE THEN GOSUB hurtplayer


For example, the ASM hack might just nulffify the top line of code (remove the eneemy check entirely), or just remove the hurted routine entirely.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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- Xkeeper
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From: Blobaria
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Posted on 01-23-05 04:48 PM Link
Originally posted by Chill Penguin
Heh... Dan gave me this info that gives 8 animation frames instead of 7.

0x001FB05 is the hex address (change that 26 to a 28) More info here about that.
Bleh...I found that a long time ago, I guess I forgot to post it.

For some strange reason, patching the code with a real Game Genie causes the game to cycle through ALL the VROM banks. Very bizarre...
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