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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by mikeyk
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mikeyk

Koopa
Level: 18

Posts: 41/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-08-05 02:45 PM, in SMW ROM addresses Link
Here's a bunch of random data that I pulled out of the portions of my notes that were easier to read. There's a chance that some of this may be inaccurate seeing as I havent used most of it in quite a while. If anyone has any requests for data related to a specific sprite, i have plenty of documents that i can look through for info.

----------
Mario
----------
0x5E78 [01 02 02 02]
number of animation frames to use for walking mario, paged by mario?s status

0x5e7c - Mario animation speed

6206/620c Mario tilemaps

59cf [ff 01 01 ff ff 01] - cape speed

54bd - jump height while still
54c9 54c7 - jump height while running fast

59a5 - [06] normal fall speed, not holding jump
59b9 - [10] float speed
5877 - [50] Mario fly time
59ba - [c8] fly gain (added to y speed)
5b09 - [20] float timer

643a - Cape tile map
6466 - cape offsets

628f - cape heads table
0 1 2 walking
3 looking up
4 5 6 running
7 8 9 running with object
11 jumping
12 flying
13 turning
15 using pipe, turning with shell
16 about to run up wall
17 18 19 running up pipe horiz
21 climbing
22 24 26 swimming
32 33 on yoshi
38 posing
39 40 using yoshi
36 soaring

-------------------
Bullet Bill
-------------------
0x91D7 - x speed (right left)
[20 E0]

0x91DF - y speed (right left)
[00 00]

0x91C7 - palette (right left)
[42 02]

0x91CF - tiles (right left)
[00 00]

-------------------
Bob-omb
-------------------
SNES $02/808D - explosion area
SNES $01/9631 - explosion sound effect
SNES $02/8113 - explosion gfx tile
SNES $02/80F0 - explosion gfx animation

0x10272 (explosion x spacing)
00 08 06 FA F8 06 08 00 F8 FA
0x1027C (explosion y spacing)
F8 FE 06 06 FE FA 02 08 02 FA

-------------------
Rex
--------------------
0x1984C
rex tile horizontal displacement table
(0xC entries for facing left, 0xC entries for facing right)

0x19864
0xC entries (rex tile vertical displacement table)

0x19870
0xC entries (rex tiles)

0x1987C
2 entries (rex walking left info, rex walking right info)
xyppccct format

0x19714 <- normal rex walking speed (loaded at instr $03/9564)
0x19716 <- smushed rex walking speed

----------
Misc
----------
0x0149E8 [FE] - BD Chargin Chucks unlimited stomping hp
0x0149EF [03] - 01-FF Chargin Chuck stomping hp
0x0122FC [FE] - BD Chargin Chuck Unlimted fire hp
0x012303 [05] - 01-FF Chargin Chuck fire hp
0x00A916 [A9] - 60 Blue Koopas don't kick
0x00A98D [F0] - 80 Blue Koopas don't stop shells
0x00AC29 [FF] - 01-FF Stun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
0x00AC15 [02] - 00-01 Shelless Koopas aren't spawned
0x00AC15 [02] - 03-FF Stun timer for Koopas (Shelless hide in shells rather than sliding out)
0x00ABD9 [20] - 01-FF Timer for displaying smashed shelless Koopas
0x00A9D1 [04] - Enemy spawned from stomping horizontal green winged koopas
0x00A9D2 [04] - Enemy spawned from stomping bouncing green winged koopas
0x00A9D3 [05] - Enemy spawned from stomping vertical red winged koopas
0x00A9D4 [05] - Enemy spawned from stomping horizontal red winged koopas
0x00A9D5 [07] - Enemy spawned from stomping yellow winged koopas
0x00A9D9 [0F] - Enemy spawned from stomping winged goombas

-------------------
point data
-------------------
0x12f4c - 1st point tile
00 83 83 83 83 44 54 46 47 44 54 46 47 56 29 39
38 5E 5E 5E 5E 5E

0x12f62 - 2nd point tile
00 44 54 46 47 45 45 45 45 55 55 55 55 57 57 57
57 4E 44 4F 54 5D

12f78 - point values low byte
00 01 02 04 08 0A 14 28 50 64 C8 90 20 00 00 00
00

12f89 - point values high byte
00 00 00 00 00 00 00 00 00 00 00 01 03 00 00 00
00

12f9a -point rise speed



(edited by mikeyk on 08-12-05 01:31 PM)
mikeyk

Koopa
Level: 18

Posts: 42/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-09-05 01:50 AM, in SMW ROM addresses Link
Trashy, I believe this is what you are looking for. I'll post a bunch more having to do with the Bowser battle when I get a chance.

0x1AAEE - [74] - Sprite Princess Throws
0x01B231 [A2] - Sprite Bowser Throws (Mecha Koopa)
0x01A823 [A1] - Sprite Bowser Throws (Bowling Ball)

0x01A30B [02] - Bowser hit count for first phase
0x01A883 [02] - Bowser hit count for final 2 phases
0x01A2F9 [80] - Bowser's initial Y Pos
0x01A2FD [FF] - Bowser's initial Y Pos high byte
0x01A302 [D0] - Bowser's initial X Pos
0x01A306 [00] - Bowser's initial X Pos high byte

0x00385E - Iggy/Larry Platform Pallette
0x00389E - 14 bytes - Bowser's Pallette


(edited by mikeyk on 03-11-05 02:17 PM)
(edited by mikeyk on 03-11-05 03:21 PM)
(edited by mikeyk on 03-29-05 02:49 AM)
(edited by mikeyk on 07-24-05 10:17 PM)
mikeyk

Koopa
Level: 18

Posts: 43/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-11-05 01:51 PM, in Super Mario Bros. 3 Screenshots Link
It's looking really good. When I get a chance I'll look through my notes and make sure that raccoon mario makes his way into this hack. I made some other SMB3 type things a few weeks ago like donut blocks and para beetles... if I have a lot of free time coming up there's a chance I can provide those as well. Keep up the good work.
mikeyk

Koopa
Level: 18

Posts: 44/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-11-05 10:49 PM, in I'm looking for 2 specific programs Link
how would you like the POW block to work... I may be able to help there.
mikeyk

Koopa
Level: 18

Posts: 45/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-11-05 11:14 PM, in I'm looking for 2 specific programs Link
my question is how he wants it to be activated... hit it from the bottom like a block, pick it up and throw it, etc. I already know the location of the routine for the cape ground shake so it a matter of how to activate it.
mikeyk

Koopa
Level: 18

Posts: 46/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-12-05 12:45 AM, in I'm looking for 2 specific programs Link
making a POW that you can carry around like the Throw Blocks is a pretty complicated task. The Throw Blocks in SMW are converted to sprites (number 53) when Mario picks them up. All that could be done with block tool alone is a POW block similar to the one in the non-side scrolling Mario Bros.
mikeyk

Koopa
Level: 18

Posts: 47/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-22-05 01:47 PM, in Sprite palettes Link
If you tell me which sprite # are you trying to change, then I can tell you which byte to modify.
mikeyk

Koopa
Level: 18

Posts: 48/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-22-05 10:11 PM, in Sprite palettes Link
The table that has the data for most sprite pallettes starts at 0x3F5FE. You just have to add the sprite number to that address:

Bouncing goomba (sprite 10) - 0x3F60E
Ninja (sprite 51) - 0x3F64F

These values can be changed in Mario Reconfig. This byte is listed as "graphic byte 1." The format of the byte is as follows:

bit 0: gfx page
bit 1-3: palette (8-F)
bit 4: disable fireball killing
bit 5: disable cape interaction
bits 6,7: unknown

You'll need to change bits 1-3 to edit the pallette of a sprite.
mikeyk

Koopa
Level: 18

Posts: 49/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 03-29-05 12:32 PM, in Bowser's palette [issue] Link
389E - 14 bytes - Bowsers pallette

If I'm not mistaken you can't have 4bpp graphics on a layer with mode 7 rotation


(edited by mikeyk on 03-29-05 04:38 AM)
mikeyk

Koopa
Level: 18

Posts: 50/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-04-05 07:50 AM, in Sprite ASM pointers Link
ROM addy 0x87CC is the table of ASM pointers... 2 bytes per sprite that tell where in bank 01 to jump to. Take Rex, sprite AB, the pointer at 0x8922 (0x87CC + 2 * 0xAB) equals 8E 87. This means that the start of code used by Rex is at SNES $01878E. As you can see from the code posted below, the pointer for Rex is used by many sprites, and his specific code doesn't begin until $039517.

//location jumped to by following ASM pointer
$01/878E 22 18 A1 03 JSL $03A118[$03:A118] A:878E X:0007 Y:0000

//determines which sprite is being handled
$03/A118 8B PHB A:878E X:0007 Y:0000
$03/A119 4B PHK A:878E X:0007 Y:0000
$03/A11A AB PLB A:878E X:0007 Y:0000
$03/A11B B5 9E LDA $9E,x [$00:00A5] A:878E X:0007 Y:0000
$03/A11D C9 C8 CMP #$C8 A:87AB X:0007 Y:0000
$03/A11F D0 05 BNE $05 [$A126] A:87AB X:0007 Y:0000
$03/A126 C9 C7 CMP #$C7 A:87AB X:0007 Y:0000
$03/A128 D0 05 BNE $05 [$A12F] A:87AB X:0007 Y:0000
$03/A12F C9 51 CMP #$51 A:87AB X:0007 Y:0000
$03/A131 D0 05 BNE $05 [$A138] A:87AB X:0007 Y:0000
$03/A138 C9 1B CMP #$1B A:87AB X:0007 Y:0000
$03/A13A D0 05 BNE $05 [$A141] A:87AB X:0007 Y:0000
$03/A141 C9 C6 CMP #$C6 A:87AB X:0007 Y:0000
$03/A143 D0 05 BNE $05 [$A14A] A:87AB X:0007 Y:0000
$03/A14A C9 7A CMP #$7A A:87AB X:0007 Y:0000
$03/A14C D0 05 BNE $05 [$A153] A:87AB X:0007 Y:0000
$03/A153 C9 7C CMP #$7C A:87AB X:0007 Y:0000
$03/A155 D0 05 BNE $05 [$A15C] A:87AB X:0007 Y:0000
$03/A15C C9 C5 CMP #$C5 A:87AB X:0007 Y:0000
$03/A15E D0 05 BNE $05 [$A165] A:87AB X:0007 Y:0000
$03/A165 C9 C4 CMP #$C4 A:87AB X:0007 Y:0000
$03/A167 D0 05 BNE $05 [$A16E] A:87AB X:0007 Y:0000
$03/A16E C9 C2 CMP #$C2 A:87AB X:0007 Y:0000
$03/A170 D0 05 BNE $05 [$A177] A:87AB X:0007 Y:0000
$03/A177 C9 C3 CMP #$C3 A:87AB X:0007 Y:0000
$03/A179 D0 05 BNE $05 [$A180] A:87AB X:0007 Y:0000
$03/A180 C9 C1 CMP #$C1 A:87AB X:0007 Y:0000
$03/A182 D0 05 BNE $05 [$A189] A:87AB X:0007 Y:0000
$03/A189 C9 C0 CMP #$C0 A:87AB X:0007 Y:0000
$03/A18B D0 05 BNE $05 [$A192] A:87AB X:0007 Y:0000
$03/A192 C9 BF CMP #$BF A:87AB X:0007 Y:0000
$03/A194 D0 05 BNE $05 [$A19B] A:87AB X:0007 Y:0000
$03/A19B C9 BE CMP #$BE A:87AB X:0007 Y:0000
$03/A19D D0 05 BNE $05 [$A1A4] A:87AB X:0007 Y:0000
$03/A1A4 C9 BD CMP #$BD A:87AB X:0007 Y:0000
$03/A1A6 D0 05 BNE $05 [$A1AD] A:87AB X:0007 Y:0000
$03/A1AD C9 BC CMP #$BC A:87AB X:0007 Y:0000
$03/A1AF D0 05 BNE $05 [$A1B6] A:87AB X:0007 Y:0000
$03/A1B6 C9 B8 CMP #$B8 A:87AB X:0007 Y:0000
$03/A1B8 F0 04 BEQ $04 [$A1BE] A:87AB X:0007 Y:0000
$03/A1BA C9 B7 CMP #$B7 A:87AB X:0007 Y:0000
$03/A1BC D0 05 BNE $05 [$A1C3] A:87AB X:0007 Y:0000
$03/A1C3 C9 B9 CMP #$B9 A:87AB X:0007 Y:0000
$03/A1C5 D0 05 BNE $05 [$A1CC] A:87AB X:0007 Y:0000
$03/A1CC C9 BA CMP #$BA A:87AB X:0007 Y:0000
$03/A1CE D0 05 BNE $05 [$A1D5] A:87AB X:0007 Y:0000
$03/A1D5 C9 BB CMP #$BB A:87AB X:0007 Y:0000
$03/A1D7 D0 05 BNE $05 [$A1DE] A:87AB X:0007 Y:0000
$03/A1DE C9 B3 CMP #$B3 A:87AB X:0007 Y:0000
$03/A1E0 D0 05 BNE $05 [$A1E7] A:87AB X:0007 Y:0000
$03/A1E7 B5 9E LDA $9E,x [$00:00A5] A:87AB X:0007 Y:0000
$03/A1E9 C9 B2 CMP #$B2 A:87AB X:0007 Y:0000
$03/A1EB D0 05 BNE $05 [$A1F2] A:87AB X:0007 Y:0000
$03/A1F2 C9 AE CMP #$AE A:87AB X:0007 Y:0000
$03/A1F4 D0 05 BNE $05 [$A1FB] A:87AB X:0007 Y:0000
$03/A1FB C9 B6 CMP #$B6 A:87AB X:0007 Y:0000
$03/A1FD D0 05 BNE $05 [$A204] A:87AB X:0007 Y:0000
$03/A204 C9 B0 CMP #$B0 A:87AB X:0007 Y:0000
$03/A206 D0 05 BNE $05 [$A20D] A:87AB X:0007 Y:0000
$03/A20D C9 B1 CMP #$B1 A:87AB X:0007 Y:0000
$03/A20F D0 05 BNE $05 [$A216] A:87AB X:0007 Y:0000
$03/A216 C9 AC CMP #$AC A:87AB X:0007 Y:0000
$03/A218 F0 04 BEQ $04 [$A21E] A:87AB X:0007 Y:0000
$03/A21A C9 AD CMP #$AD A:87AB X:0007 Y:0000
$03/A21C D0 05 BNE $05 [$A223] A:87AB X:0007 Y:0000
$03/A223 C9 AB CMP #$AB A:87AB X:0007 Y:0000
$03/A225 D0 05 BNE $05 [$A22C] A:87AB X:0007 Y:0000
$03/A227 20 17 95 JSR $9517 [$03:9517] A:87AB X:0007 Y:0000

//start of rex specific code
$03/9517 20 7E 96 JSR $967E [$03:967E] A:87AB X:0007 Y:0000
mikeyk

Koopa
Level: 18

Posts: 51/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-04-05 12:17 PM, in Sprite ASM pointers Link
I have inserted all of my created sprites by setting the ASM pointer to 8E 87, tweaking the existing code, and adding a bit more to handle the new sprites.

--------------------------------------------------------------------------
original code
--------------------------------------------------------------------------
//location jumped to by following ASM pointer
$01/878E 22 18 A1 03 JSL $03A118[$03:A118]

//determines which sprite is being handled
$03/A118 8B PHB
$03/A119 4B PHK
$03/A11A AB PLB
$03/A11B B5 9E LDA $9E,x [$00:00A5] //loads sprite number to acc.
$03/A11D C9 C8 CMP #$C8
$03/A11F D0 05 BNE $05 [$A126]
$03/A121 20 F5 C1
$03/A124 AB
$03/A125 6B
$03/A126 C9 C7 CMP #$C7
$03/A128 D0 05 BNE $05 [$A12F]

--------------------------------------------------------------------------
original code to modify
--------------------------------------------------------------------------
Replace $03/A11D through $03/A120 with
5C XX XX XX //jump command to the code below

--------------------------------------------------------------------------
new code
--------------------------------------------------------------------------
C9 C8
F0 10
C9 XX //sprite number of your new enemy
D0 08
22 XX XX XX //JSL to your custom code
5C 24 A1 03
5C 26 A1 03
5C 21 A1 03

Since I really haven't been doing too much with sprite hacking lately, I may release some notes on how i created some sprites from scratch in the next few days.
mikeyk

Koopa
Level: 18

Posts: 52/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-05-05 03:19 AM, in Sprite ASM pointers Link
I dont know if you have written the code for your new boss yet, but I was curious if you were familiar with some things like drawing sprite graphics, handling interactions with mario or other sprites, etc. I may be able to help you out with some of these if you need it. Glad to see someone taking some steps forward in this area.
mikeyk

Koopa
Level: 18

Posts: 53/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-12-05 06:30 AM, in Mega Mole problem Link
Depending on the pallette that you want to use, you have to change "Graphic Byte 1" from 11 to one of the following: 13, 15, 17, 19, 1B, 1D, or 1F
mikeyk

Koopa
Level: 18

Posts: 54/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-12-05 01:44 PM, in Mega Mole problem Link
Change 0x18A82 from 01 to 03,05,07,09,0B,0D,0F
mikeyk

Koopa
Level: 18

Posts: 55/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-12-05 10:34 PM, in Mega Mole problem Link
nope... that addy is just for an instruction in the graphics routine that's i believe is just for mega mole
mikeyk

Koopa
Level: 18

Posts: 56/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-15-05 08:27 AM, in [ASM] Is this feasible? Link
this is very possible. what exactly did you have in mind, maybe i can help you out
mikeyk

Koopa
Level: 18

Posts: 57/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-22-05 07:21 AM, in Looking for five testers for COTMK 1 Link
I'd like to give it a try
mikeyk

Koopa
Level: 18

Posts: 58/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 04-30-05 12:04 PM, in I found this by accident- really neat Link
Without actually opening up LM or MWR, I'm going to go out on a limb and guess that the falling spike has an ASM pointer of 878E in MWR. I'm also guessing that the affect that you saw was something like the one talked about in this thread http://board.acmlm.org/thread.php?id=9554. If so, this effect can be seen by changing any sprite ASM pointer to 878E, provided it didn't originally use that pointer. What is happening is that the game goes though a bunch of code that tests for certain sprite numbers. If it's not one of the sprites that that routine handles, the code responsible for the bowser battle lightning is reached and run.
mikeyk

Koopa
Level: 18

Posts: 59/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 05-03-05 11:05 AM, in I found this by accident- really neat Link
I've definitely posted this several times before. The routine for Bowser's lightning is SNES $03DFCC. The only side effect of calling this routine is that It overwrites pallette 0 with the Bowser palette. It will work perfectly if you make the background use a pallette other than 0.
mikeyk

Koopa
Level: 18

Posts: 60/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 06-16-05 01:00 AM, in ASM hack requests Link
I made a POW block a while back that just calls the ground pound routine and turns to the next block in the Map16. If anyone is interested you can get it here. Feel free to build on it.

This block uses the MAP16++ routine by Kenny3900, so you must patch your rom using the Map16++ patch found here. For anyone concerned, the patch writes to the ROM addresses from 0xD0228 to 0xD038C
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