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

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 03-07-05 04:07 AM, in Do you know their nicknames? Link
Here's what I believe the names to be:

Iggy=Hip
Morton=Big Mouth
Lemmy=Hop
Ludwig=Kooky
Roy=Bully
Wendy=Kootie Pie
Larry=Cheatsy

I hope this helps you...

Edit: Not sure about Hip & Hop, I may have them switched.


(edited by BigMattrizzle on 03-06-05 07:09 PM)
Mattrizzle

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Posted on 03-10-05 05:00 AM, in I wonder if this'll ever be possible.... Link
Hope this isn't off topic, but what many may not know is that the SMAS star
music is still in the ROM.

Here's how to restore it:

At $31421C-$31421D in the DW3 ROM is the two byte track pointer for
track 0D, the star track which reads 26 F6, pointing to the YI star
music. Change this to 4A DA, and you should now have the SMAS star
music.

Edit: Why is my post stretching the page?


(edited by BigMattrizzle on 03-09-05 08:01 PM)
(edited by BigMattrizzle on 03-09-05 08:06 PM)
Mattrizzle

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Posted on 03-12-05 08:18 PM, in New program: SMW Status Bar Editor Link
Two of the problems I have are that the coin counter only displays one digit when I move it, and that the time counter has zeroes in front of it instead of blank spaces when the time is less than 100.
Mattrizzle

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Posted on 03-13-05 12:29 AM, in New program: SMW Status Bar Editor Link
The coin counter problem occurred when moving it on the left side of the status bar, where the dragon coin counter was, if that helps. The big bonus star counter was hidden, as well.
Mattrizzle

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Posted on 03-28-05 08:34 AM, in Super Luigi RPG Link
The best bet here is to take a snapshot and find the color values for one color of Mario, then search for these values in SNESpal. However, it still won't be easy, as several copies of Mario's palette are in the rom, as well as the soot covered, poisoned, red-faced, underwater, mine cart, invincible, etc. One time, I just wanted to change Mario's colors to Luigi's for fun, but it ended up being more of a nightmare.
Mattrizzle

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Posted on 04-04-05 11:38 PM, in Has anyone even considered creating an editor for Mario RPG? Link
I do believe the BG ShadowSonic found is unused. 7E004B is the RAM address for the current battle BG(I don't take credit for finding this). Here are the values:

00- Forest Land
01- Forest Stump
02- Vine
03- Ship Treasure Chamber
04- Ship
05- Mines
06- Mines(Messed GFX)
07- Bowser's Keep
08- Volcano Czar Dragon
09- Plains
0A- Mountains
0B- House
0C- Booster Tower Interior
0D- Mushroom Castle
0E- Underwater Sewers
0F- Mushroom Castle(Same as 0D)
10- Exor
11- Booster Tower Balcony
12- Count Down
13- Factory Exterior
14- Volcano
15- Sewers
16- Nimbus Castle
17- Birdo's Nest
18- Nimbus Land
19- Cave
1A- Messed BG
1B- Forest Land(Messed GFX)
1C- Mushroom Kingdom
1D- Chandeliers
1E- Forest Path
1F- Level Up FG
20- Level Up BG
21- Plateau
22- Undersea(Unused!)
23- Marrymore Chapel
24- Star Hill
25- Shoreline(Yaridovich)
26- Undersea Cave(used in every area under the ocean.)
27- Blade
28- Cloaker & Domino
29- Red Plains(Bean Valley)
2A- Belome's Temple
2B- Desert
2C- Smithy(Form 1)
2D- Smithy(Other Forms)
2E- Fighting Dojo
2F- Culex
30- Factory Interior
31- Bean Valley Underground

22 is the unused digit. 26 is used instead. It has no blue spot or seaweed.

Edit: Speaking of unused stuff, there are also enemy palettes in the rom
that aren't even used on unused enemies. For instance, there are palettes
for yellow, pink, and grey Shamen following the normal Shaman palette.
The palettes for most of the sprites start at 253000 in the rom.


(edited by BigMattrizzle on 04-04-05 07:03 AM)
Mattrizzle

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Posted on 04-26-05 12:59 AM, in We Need A Palette Fading Out Patch Link
Good job, BMF! I'm sorry to say this, but I had one problem, that colors 78-7F (the last 8 on the last BG palette) still don't fade out. Anyway, thanks for doing what should've been done sooner!
Mattrizzle

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Posted on 04-26-05 01:20 AM, in We Need A Palette Fading Out Patch Link
smwedit: Yes. All you need to do is apply the patch to your hack.
Mattrizzle

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Posted on 04-27-05 01:41 AM, in We Need A Palette Fading Out Patch Link
Thank you, BMF! Now if there was only a way to disable the color cycling on color 64...
Mattrizzle

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Posted on 05-11-05 12:26 AM, in Where are the Bowser Battle palettes(besides Bowser himself)and GFX pointers and such? Link
Smallhacker: Just as you thought, there are more. I just looked at the rom in Snespal and there are 7 other palettes following the one at the offset you mentioned, for Bowser flying away.
Mattrizzle

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Posted on 05-25-05 02:37 AM, in Colour 6,4 Link
I'm only going to say what BMF said:

Change these ROM addresses:

$262C: EA EA EA
$2632: EA EA EA

Keep in mind that this also disables the cycling colors on overworld objects. Also, you don't need to apply BMF's coin fade patch when doing this.

Have you tested your ROM, peter_ac? Even when you disable the cycling, it is not disabled in Lunar Magic.
Mattrizzle

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Posted on 05-26-05 11:14 PM, in SMW ROM addresses Link
Several ROM offsets I've found/gathered over the past few months:

$380C-$381B
colors used in animation of Yoshi coin and yellow map spot

$381C-$382B
colors used in animation of red map spot

$389E-$390D
Bowser palettes (8 palettes, 7 colors each)
(Kind of pointless now that Smallhacker made an editor for it)

$390E-$3931
"The End" palettes
(3 palettes, 6 colors each; order is Luigi, Mario, Princess)

$1BB02-$1BB81
Magikoopa palettes
(8 palettes; 8 colors each, including transparent color)

$1BB82-$1BC01
Big Boo Boss palettes (in same layout as Magikoopa palettes)


$1232A (21)
Sprite fireballed enemies spawn

$1235B-$1235E
Fireball tile table

$1235F-$12362
Fireball tiles' palette/gfx page/priority/flip
(Warning: If you change the palette, the small flame left by the hopping flame may use the wrong palette.)
Edit: 1244C is the location of the small flame's palette. Somehow, it is added to the fireball's palette, so you don't have every palette to choose from.

$143A6 (48)
Sprite Diggin' Chuck unearths

$1CDBA (1B)
Sprite Puntin' Chuck kicks

$209CB-$20B4A
Map Sprite tilemap (Mario/Luigi)
2 bytes per 8x8 tile: tile index, followed by palette/gfx page/flip/priority

$20BDE-$20D5D
Map Sprite tilemap (More M/L, Yoshi)
Same format as above.

Now, for some Dino-Rhino/Torch info...

$AB87 (6F)
Sprite spawned from stomping Dino-Rhino
(May need to change the offset below to make it look right)

$3F66C
Palette/gfx page of the latter(from table found by mikeyk)

$19FFE-$1A002
Dino-Torch flame tile horiz. displacement table (horizontal flame)

$1A003-$1A007
Dino-Torch flame tile horiz. displacement table (vertical flame)

$1A008-$1A00C
Dino-Torch flame tile vert. displacement table (horizontal flame)

$1A00D-$1A011
Dino-Torch flame tile vert. displacement table (vertical flame)

$1A012-$1A01B
Dino-Torch flame tile table
(2 animation frames, each 4 bytes w/an unused byte)

$1A01C-$1A01F
Dino-Torch flame tiles' palette/gfx page/priority/flip

$1A020
Dino-Torch palette/gfx page/priority/flip
(Only for those that start as Dino-Torches)

$1A021-$1A024
Dino-Torch tile table
(4 animation frames, each 1 byte)

$1A025-$1A02C
Dino-Rhino tile horizontal displacement table

$1A02D-$1A034
Dino-Rhino tiles' palette/gfx page/priority/flip
(4 bytes facing left, 4 bytes facing right)

$1A035-$1A038
Dino-Rhino tile vertical displacement table

$1A039-$1A048
Dino-Rhino tile table
(4 animation frames, each 4 bytes)

More to come as I find it...


(edited by BigMattrizzle on 09-24-05 07:58 PM)
Mattrizzle

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Posted on 07-02-05 07:51 PM, in Changing the Bullet Bill noise? Link
Change the following addresses from 09 to 1A:

8591 Banzai Bill
9832 Bob-omb
13289 Bullet Bill L/R generator
132E0 4-Bullet Bill generators
136A8 Bullet Bill cannon generator

If your rom has the SMB3 music patch you can use 4A instead of 1A for the SMAS explosion sfx.

Edit: One of the addresses was wrong. I've corrected it (in bold).
Edit 2: I organized the addresses and noted what each one is for.


(edited by BigMattrizzle on 07-02-05 10:52 AM)
(edited by BigMattrizzle on 07-03-05 02:27 PM)
(edited by BigMattrizzle on 07-03-05 03:01 PM)
Mattrizzle

Paragoomba
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-04-05 12:08 AM, in Changing the Bullet Bill noise? Link
Yes, Dart Zaidyer. The sounds for Bullet Bills and Banzai Bills are at different addresses, so they can be changed separately.

The address for the diagonal pipe blasting sound is 54A6. By the way, look at my first post again, for I goofed up on the left/right generator address.
Mattrizzle

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-04-05 08:09 AM, in Super Mario RPG. . .Hacking help Link
That's weird. The value at 390226 should have been 0A. Are you sure you didn't alter 390026 instead of 390226? It would explain why everything is changing.

Edit: BTW, giangurgolo, I found some more on the monster stat data

Firstly, the upper four bits of byte 12 change the sound used when a monster hits a party member. Here are the values:

0* = Kiss
1* = Bite
2* = Claw Scrape
3* = Metallic Jab
4* = Slap
5* = Shell Knock
6* = Smash
7* = Deep Knock
8* = Punch
9* = Bonk
A* = Flopping
B* = Deep Jab
C*-F* = Same as 6*

Also, in byte 14, only the upper four bits affect weaknesses, these being:
1* = Ice
2* = Thunder
4* = Fire
8* = Jump
This is because the lower four bytes affect other basic attack sounds:
*0 = None, None, None
*1 = Starslap Messing, Spikey Roll, Enigma Swarm
*2 = Sparky Spin, Goomba Tumble, Flapping?
*3 = High Bounce, Amanita Shriveling, Terrapin Swing(Though it doesn't use this)
*4 = None, Guerrilla Cry, None
*5 = None, Weird, None
*6 = None, Bones Head Spin, None
*7-*F = All None?


(edited by BigMattrizzle on 07-03-05 11:47 PM)
(edited by BigMattrizzle on 07-03-05 11:51 PM)
Mattrizzle

Paragoomba
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-05-05 12:17 AM, in Super Mario RPG. . .Hacking help Link
Is the value at address $0 80 in your rom? If not, it looks as if your rom is the headered version, meaning it has an extra 0x200 bytes at the beginning. Delete the header (bytes $0-$1FF) and your problem should be solved!
Mattrizzle

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Posted on 07-06-05 09:23 AM, in Star Music Link
I'm not sure if this is what you want, but I was the one who mentioned how to change the SMW2 star music into the SMAS star music in a rom with a music patch. Just go to $32021C and $32021D change the values to 4A and DA, respectively. If you wanted to know, these two addresses just so happen to be the pointer to the star music...

As for changing it back to the original SMW music, there's no way of doing that yet.
Mattrizzle

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Posted on 07-10-05 05:43 PM, in Looking for a sountrack in SMB3 Music Hack Link
In order to use music from the map, you have to find where the track is and copy it to the level music bank. Then you must change all of the pointers in the song for it to even play. The N-Spade music is very simple, so there shouldn't be much. I don't have time to explain it all, as I must go to church now.
Mattrizzle

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Posted on 07-12-05 09:19 PM, in SMB3 Demo Released! Link
I bring this forth as a suggestion for the peter_ac:

If you change the value at $C79D from 0D to 0C, the Super Leaf will make the power-up sound it does in SMB3.
Mattrizzle

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Posted on 07-12-05 10:31 PM, in SMW ROM addresses Link
Here is more graphics data, this time for the Mechakoopas:

$1B50F-1B516
tile horizontal displacement table
(4 bytes facing left, 4 bytes facing right)

$1B517-1B52E
tile vertical displacement table
(6 animation frames, each 4 bytes)

$1B52F-1B546
tile table
(6 animation frames, each 4 bytes)

$1B547-1B54E
tiles' priority/flip
(4 bytes facing left, 4 bytes facing right)

$1B54F-1B552 (02 00 00 02)
tile sizes
(00= 8x8, 02= 16x16)

$1B553 (0B)
Palette/gfx page used when coming to, #1

$1B554 (05)
Palette/gfx page used when coming to, #2

$1B556 (0B)
Regular palette/gfx page

$1B560 (05)
Animation frame used when stunned

$1B56A (04)
Animation frame used when kicked

$1B5EF-1B5F0 (F9 0F)
Wind-up key horizontal displacement
(1 byte facing right, 1 byte facing left)

$1B5F1-1B5F2 (4D 0D)
Wind-up key palette/gfx page
(1 byte facing right, 1 byte facing left)

$1B5F3-1B5F6 (70 71 72 71)
Wind-up key tile table
(4 animation frames, each 1 byte)
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