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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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Posted on 09-05-05 05:37 AM, in I doubt anyone knows much about YI offsets . . but we'll see. Link
I can't give you an exact location, as I don't know exactly where it begins, but I can tell you that one track begins at $F49A1, and another one begins at $F5143. Not sure of what music they are though.
Mattrizzle

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Posted on 09-08-05 03:59 PM, in Has anyone even considered creating an editor for Mario RPG? Link
I was looking at the mold pointers that you posted, giangurgolo, and I found that the pointer for mold 30 is unused. It has all of the animations an enemy would have too, but I can't find any art that fits it though.
Mattrizzle

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Posted on 09-10-05 02:13 AM, in Mario's fireball Link
Originally posted by ZTaimat
Just make sure to credit BigMattrizzle or he might sue or something.


You don't have to give me credit. Just don't call it your own. The fireball thing was a very simple change. The SMB2 Mario (which is completely finished, btw) is a totally different story.
Mattrizzle

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Posted on 09-11-05 07:41 AM, in Has anyone even considered creating an editor for Mario RPG? Link
I think that the unused forest background didn't look as messed up at one point. I mean look at it, you can clearly see windows and a beanstalk in it that aren't in the version that is used. The palette is the only thing that looks messed up.

But what is peculiar is that the Mushroom Castle appears twice in the list and there was originally a battlefield that took place outside of Bowser's Keep.
Mattrizzle

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Posted on 09-12-05 01:32 AM, in Solar Soundtrack ~ approaching the final phase. Link
Originally posted by Dark Ludwig
With this music import filter, will it be possible to import music from SNES games that don't use the N-SPC format? And could you add something to Solar Soundtrack that checks SPC files to see if they are the N-SPC type? I know some nice Zelda, Donkey Kong, and Kirby songs that I would want, but I have no clue how to determine if my SPC's are N-SPC or not.

I don't kfow exactly what blackhole89 plans to do, but the music import filter will most likely just import from SMW for now, as it varies only slightly from the N-SPC, and the other formats are very different from it.

Here's an incomplete list of games which use the N-SPC format:
F-Zero
The Legend of Zelda: A Link to the Past
Mario Paint
Stunt Race FX
Super Mario All-Stars
Super Mario Kart
Super Mario World 2: Yoshi's Island
Super Metroid
Super Scope 6
Yoshi's Safari

The Super Nintendo test ROM does as well, although it probably only has two tracks.

No Kirby or Donkey Kong Country games seem to use the N-SPC format, sorry.
Mattrizzle

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Posted on 09-13-05 01:27 AM, in Super Mario RPG Debugging Menu Link
I think at one time that the explosion attack was in the spot that the Bowser spike attack is now. The unused blue Corkpedite body uses the Bowser attack too. Also, I think that Johnny originally occupied the slot that the Left Eye uses now. It makes more sense if you look at it this way.
Mattrizzle

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Posted on 09-13-05 05:42 AM, in Solar Soundtrack ~ approaching the final phase. Link
Originally posted by HyperHacker
Doesn't Kirby Super Star use N-SPC?


I searched and searched through that ROM and SPC dumps from it and couldn't find anything resembling N-SPC data, so I think it uses a totally different format.
Mattrizzle

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Posted on 09-13-05 11:53 PM, in Solar Soundtrack ~ approaching the final phase. Link
Originally posted by HyperHacker
Could it be compressed? Kirby games are known for being a little funny.


I would say this, but it would be uncompressed when looking at an SPC dump, and there is nothing resembling N-SPC data in any of the SPC dumps I've made of the game.
Mattrizzle

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Posted on 09-14-05 03:26 AM, in My thoughts on Super Mario Odyssey... Link
This has been said numerous times, but we can't see pictures on your hard drive.
Mattrizzle

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Posted on 09-15-05 02:03 AM, in Question on changing Sound FX Link
Originally posted by Dark Ludwig
I never noticed any difference in the explosion sounds for SMW and the DW3 patch


That is because the SMW explosion sound is separate from the SMAS explosion sound. You do need the Demo World 3 patch, but you also need to change the sound in a hex editor. I can help with that.

Below are some explosion sounds you'd probably want to change. Change the values at these addresses from 09 to 4A for the SMAS explosion sound:

54A6 blasting out of diagonal pipe
8591 Banzai Bill
9832 Bob-omb
13289 1 Bullet Bill generator
132E0 4 Bullet Bill generator
136A8 Bullet Bill cannon generator


(edited by BigMattrizzle on 09-14-05 05:04 PM)
Mattrizzle

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Posted on 09-16-05 05:07 AM, in SMW ROM addresses Link
Finally, I have found the enemy tiles for the end sequence! Here they are, listed in the order you see them in the game:
6340D Para Bomb, Para Goomba, Lakitu, Fishin' Lakitu, Spiny, Bob-Omb, Wiggler
6322D Amazing Flyin' Hammer Brother, Super Koopa, Jumping Piranha Plant, Volcano Lotus, Chargin' Chuck
632D2 Sumo Brother, Pokey, Monty Mole, Bullet Bill
63333 Rex, Mega Mole, Banzai Bill
63111 Dino-Rhino, Dino-Torch, Koopas
63156 Spike Top, Swoopers, Buzzy Beetle, Blargg
6339C Blurps, Porcu-Puffer, Urchin, Rip Van Fish, Torpedo Ted
634A6 "Boo" Buddies, Fishin' Boo, The Big "Boo," Eeries
631B2 Dry Bones, Lil Sparky, Bony Beetle, Hothead
6353B Ball 'N' Chain, Grinder, Fishbone
635A4 Reznor
631F8 Mechakoopas
6360D The Koopa Family

The tiles are in this format:
XX YY TT AA
XX- the x-coordinate. Higher values move the tile to the right.
YY- the y-coordinate. Higher values move the tile downward.
TT- the low byte of the tile.
AA- tile attributes. The bits are in this format:

76543210

7- y-flip
6- x-flip
5- 0=scrolls left; 1=scrolls right
4- the size of the tile, 0=1x1 1=2x2
3- palette
2- palette
1- palette
0- high byte of the tile(gfx page)
Mattrizzle

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Posted on 09-18-05 05:19 PM, in SMW ROM addresses Link
Glyph Phoenix: Don't forget that Smallhacker already found the enemy names.

Here's another one: The tile data for the very last screen with Mario, Peach, and Luigi is located at 62C53. It is in the same format as the other screens, aside from the scrolling bit.

As for the backgrounds, I should look for those next, as well as the "The End" text which appears on the very last screen.

Or anyone else could look, if they wanted to. I mean, I don't want to hog everything. I think that finding data should be a group effort, don't you?


(edited by BigMattrizzle on 09-18-05 08:24 AM)
Mattrizzle

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Posted on 09-18-05 05:30 PM, in blue koopa tile problem!!!Help!!! Link
Actually, I know the problem. Dont ever change Graphic Byte 3. This table is actually the listing of several sprite graphics and isn't really related to each sprite. If HyperHacker ever makes a new version of MWR, he should get rid of the option.
Mattrizzle

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Posted on 09-20-05 02:27 AM, in blue koopa tile problem!!!Help!!! Link
GFX Byte 3 is actually what GFX Byte 2 points to. It isn't paged by sprite ID like the other bytes are. Just so that you can understand what I'm talking about:

From one of mikeyk's documents
ROM 0x9D83
sprite tilemap
paged by offset read from ROM 0x9E7F
SNES $1602 tells which frame for the given sprite

ROM 0x9D83 (offset 0x00)
Used by sprites: 4, 5, 6, 7, 8, 9, A, B, C
82 A0 koopa Walk 1
82 A2 koopa walk 2
84 A4 koopa turning
8C koopa shell
8A koopa shell ani 1
8E koopa shell ani 2

ROM 0x9D8C (offset 0x09)
Used by sprites: 0, 1, 3
Green shelless, Red shelless, Yellow shelless
C8 - shelless walk 1
CA - shelless walk 2
CA - shelless turn
CE - unused?
CC - shelless fliping shell
86 - struggling shelless 1
4E - struggling shelless 2

ROM 0x9D93 (offset 0x10)
Used by sprites: 2
Blue shelless
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling 2

(offset 0x17)
Used by sprites: 3F
Para goomba
a3 - straight goomba 8x8 tile 1
a3 - straight goomba 8x8 tile 2 (mirrored)
b3 - straight goomba 8x8 tile 3
b3 - straight goomba 8x8 tile 4 (mirrored)
e9 - tilted left goomba 8x8 tile 1 (mirrored)
e8 - tilted left goomba 8x8 tile 2 (mirrored)
f9 - tilted left goomba 8x8 tile 3 (mirrored)
f8 - tilted left goomba 8x8 tile 4 (mirrored)
e8 - tilted right goomba 8x8 tile 1
e9 - tilted right goomba 8x8 tile 2
f8 - tilted right goomba 8x8 tile 3
f9 - tilted right goomba 8x8 tile 4
e2 - straight parachute
e6 - tilted parachute

ROM 0x9DA8 (offset 0x25)
Used by sprites: 0F, 10
Goomba, Goomba with wings
AA - goomba walk/struggling 1
A8 - goomba walk/struggling 2
A8 - goomba turning
AA - unused?
...


You could implement this in a different way, but it would have to let you view the tiles.


(edited by BigMattrizzle on 09-19-05 05:30 PM)
Mattrizzle

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Posted on 09-20-05 07:40 AM, in Name That Level! Link
Awesome BMF! This could be used in so many ways. You could give a different clue or riddle in each room in order to find a secret exit.
Mattrizzle

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Posted on 09-21-05 12:59 AM, in Keep on keep'n on, or not? Link
I voted other. I think you could at least wait until you finish the overworld, as it doesn't require ASM like the Venus Fire Trap.
Mattrizzle

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Posted on 09-21-05 05:13 AM, in SMW ROM addresses Link
There are four bytes before each of the enemy names which control certain attributes. I will use the Sumo Brother name bytes as an example, at 6F80E:

50 81 00 17
50 81- the high byte & low byte of string placement, respectively. There are no X or Y values. As the byte increments, the text is shifted by increments of 8 pixels. 50 00 is the top left corner of the screen.
00- Don't change to anything other than 00! It messes up the screen!
17- Length of text string

This is all you need. Unlike the sprite tiles, the text will scroll in the direction of the background. If you move it, it will already scroll in the proper direction.

Originally posted by Ghettoyouth
is it possible to change the fireballs pallete?


I already posted that here.

On another subject, the layer 3 "THE END" text is located at 63836, and is in the same format as the enemy names. This text is made up of two strings because the letters are two tiles high. There's even unused space after this, so you could add more text!


(edited by BigMattrizzle on 09-24-05 07:39 PM)
(edited by BigMattrizzle on 09-24-05 07:41 PM)
Mattrizzle

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Posted on 09-21-05 11:55 PM, in Troubles with the border of the OverWorld Link
The shadow tiles of the border are tiles 54, 55, and 56 in GFX29. As Bio said, make sure you didn't replace them with blank tiles by mistake.
Mattrizzle

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Posted on 09-30-05 05:54 PM, in LevelNames v1.0! Link
How can I make the text string shorter, so that each level could say 1-1, 1-2, and so on? I want to make the scorebar look like the SMB scorebar.

Edit: Never mind, I found that offset $40 in levelnames_code.bin changes the length of the text string. Just don't go over 10 (16 in decimal).


(edited by BigMattrizzle on 09-30-05 09:01 AM)
Mattrizzle

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Posted on 09-30-05 06:08 PM, in LevelNames v1.0! Link
Originally posted by Ice Man
Just put a FC in there to make a blank space, like FC FC FC FC 01 27 01 FC FC FC FC.


I thought of doing it that way at one point, but then I thought that might cause problems with the timer.


(edited by BigMattrizzle on 09-30-05 09:09 AM)
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