Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
Acmlm's Board - I2 Archive - - Posts by Mattrizzle |
Pages: 1 2 3 4 |
User | Post | ||
Mattrizzle Paragoomba Level: 14 Posts: 1/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 2/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 3/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 4/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 5/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 6/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 7/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 8/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
smwedit: Yes. All you need to do is apply the patch to your hack. | |||
Mattrizzle Paragoomba Level: 14 Posts: 9/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
Thank you, BMF! Now if there was only a way to disable the color cycling on color 64... | |||
Mattrizzle Paragoomba Level: 14 Posts: 10/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 11/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 12/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 13/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Level: 14 Posts: 14/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 15/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Level: 14 Posts: 16/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 17/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 18/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 19/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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 Paragoomba Level: 14 Posts: 20/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
| ||
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) |
Pages: 1 2 3 4 |
Acmlm's Board - I2 Archive - - Posts by Mattrizzle |