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

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Posted on 05-21-05 06:41 PM, in SMB2 Music Data? Link
This may help. The second post by Acmlm has a lot of information about music hacking. If not, you can use it with this data thread. I haven't looked into music data much, but you should be able to narrow it down with everything that's been documented.
Ice Ranger

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Posted on 06-01-05 12:47 AM, in The Super Mario Bros. Arena! Link
Really liked the last one (just read it), I'd figure I'd get in on this one.

20 coins on the Meteor Shower.

Why? because the POW block would damage the Rocky Wrenches since they like to stay in there coming out briefly to throw a wrench. Then again, the ship is wood. If the red snifit shoots fire, that could help too, unless he falls off first. I'm just glad you have this already written before you post, because then no one can influence the outcome. I just want to see what kind of attacks you'll come up for this group.
Ice Ranger

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Posted on 06-01-05 07:47 PM, in SMILE version 0.40 Link
Holy crap, Jathys! Wish I could be able to have the time to hack this summer. SMILE has been updated twice since I've been able to last use it. I'm going to have to go ahead and finish my -R one and start drawing designs for a new one to start.

Have you allowed certain changes to the maps yet? Such as where boss, missile and energy recharges show up on it. I'm downloading it right now, but I'm going to have to get the rom off my computer to do anything.

PM me at Zohpar's. Dial-up is too slow (and easily disconnects) for IRC.
Ice Ranger

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Posted on 06-07-05 09:22 PM, in Need help with my super metroid hack...... Link
#3 Look at the DNA settings for the gold one. It could be possible to have more enemies. There are plenty of unused sprites within the game (space pirates specifically), there could quite possibly be more versions of the Chozo gods (they're not called that, but the specific name doesn't come to mind at the time). If those options don't exist, check for blank space or enemy data you could overwrite and add more Chozos (talk to jman about that).

#4 is easily possible. Take a PLM (missile, etc.) not the graphics of one, and place it where you want it to appear. Then change the PLM type to be hidden behind a block. It should look like a grey brick with the item showing in the PLM selection.

Jathys might have a help file available soon. I didn't realize it was so outdated it didn't explain PLMs. (then again, maybe I should find my "basic" help guide and upload it)
Ice Ranger

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Posted on 06-07-05 11:35 PM, in SMILE version 0.40 Link
Woo hoo! Jathys is about to have another release ready. I'm kinda surprised at how low the number of replies is. I thought Super Metroid hacking was a little bit more popular than this (SMILE is nearly becoming as an extensive hacking tool as Lunar Magic is).

Jathys, I hope you get some more ideas to impliment into the program. I've already given you my fill.
Ice Ranger

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Posted on 06-07-05 11:45 PM, in SMILE version 0.40 Link
Originally posted by Dart Zaidyer
It's been a while since I've touched SMILE. I was holding out for the ability to completely rearrange the map and maybe add brand new rooms. Has that been done yet?


It is. As to how to do it though, I don't know. I hope Jathys makes a help tutorial for things like that; I don't know how to mess with multiple pointers all that well. I can't remember how to create new rooms either, but I know it's possible.
Ice Ranger

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Posted on 06-13-05 06:39 PM, in Kirby Super Star/Dream Land 3 Link
Eh, try this for a search within the site. Just type in board.acmlm.org in the domain field and you should know what to type elsewhere.

I thought the compression for KSS was similar to that of KA. Kefka, could you PM me the link, I lost the print out of KA notes from almost a year ago.
Ice Ranger

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Posted on 06-14-05 08:38 AM, in Mario Advance 4 (Mario 3) Link
Holy Crap! The editor isn't a lost forever now. Man, I'm glad someone knew what they were grabbing at the time. I've heard so many times it existed but the site was hacked and nothing was on it anymore. *Downloads*
Ice Ranger

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Posted on 06-14-05 10:29 PM, in What would a good NES assembler be Link
I've been looking around on the internet for NES (6502) assemblers. I found a few, but I didn't know what would be the best (and windows based, not DOS). I'm going to try a lot of them out tonight whenever I have my computer available. But I'll be coming back in later tonight to check the boards before I can get near my computer.

Also, I found Tetanes which seems like it might be handy as well. I'm not entirely sure how it works, but it seems like it seperates the PRG-ROM from the rest of the ROM. Don't know how that will help yet though.
Ice Ranger

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Posted on 06-14-05 11:14 PM, in The Super Mario Bros. Arena! Link
I've got a feeling that Ring-Leader Wacky team has the advantage. Put 15 coins on Ring-Leader Wacky. The Buzzy Shell cannot stop was part of my decision.

The last battle was really good, I thought I was so close to losing.
Ice Ranger

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Posted on 06-14-05 11:17 PM, in What would a good NES assembler be Link
I downloaded both the files for cc65 (didn't even see that one at the sites I visited), and I grabbed nesasm from NESworld or something like that, though they did have a document down. I'll run the files off my jump drive (or whatever you like to call those) so it doesn't take so long to navigate to it using the Command Prompt.
Ice Ranger

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Posted on 06-25-05 09:46 AM, in How I used FCEUXD to find warp data for SMB2 (might help ppl learning ASM) Link
NOTE: if the thread title is too long, change it.

Alright, it took me awhile to figure out a thread title, because I wanted to address the lack of use of FCEUXD for finding data (man, I hope this doesn't sound like a testimonial from somebody who enjoyed it). Plus, it might help people understand ASM a little bit better (doing this hack is what's helped me so much).

Anyway, I played the entire game logging all the data (This one includes all warps being activated).

Then went back and activated a warp, made note of what happened in the tracer. Then, went to world 3, re-loaded the file (so the warp wouldn't already have the data searched for, which turns out didn't matter anyway, but I wanted to make sure) and repeated the steps again. I did this for all 7 worlds. Here are my notes.


--------------------------------------------------------------------
WARP FROM WORLD 1 TO 4
--------------------------------------------------------------------
(24097663 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65A = #$03 A:00 X:00 Y:00 P:nvUbdIZc
(19524 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:03 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:03 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 2 TO 2
--------------------------------------------------------------------
(32292425 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65B = #$01 A:00 X:00 Y:01 P:nvUbdIzc
(19522 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:01 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:01 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 3 TO 5
--------------------------------------------------------------------
(44085078 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65C = #$04 A:00 X:00 Y:02 P:nvUbdIzc
(19534 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:04 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:04 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 4 TO 6
--------------------------------------------------------------------
(28321692 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65D = #$05 A:00 X:00 Y:03 P:nvUbdIzc
(19524 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:05 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:05 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 5 TO 7
--------------------------------------------------------------------
(23767211 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65E = #$06 A:00 X:00 Y:04 P:nvUbdIzc
(19516 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:06 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:06 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 6 TO 6
--------------------------------------------------------------------
(33398425 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F65F = #$05 A:00 X:00 Y:05 P:nvUbdIzc
(19524 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:05 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:05 P:NvUbdIzc

--------------------------------------------------------------------
WARP FROM WORLD 7 TO 7
--------------------------------------------------------------------
(52154268 lines skipped)
$E763:B9 5A F6 LDA $F65A,Y @ $F660 = #$06 A:00 X:00 Y:06 P:nvUbdIzc
(19144 lines skipped)
$EAAF:BD 00 DC LDA $DC00,X @ $DC24 = #$94 A:24 X:24 Y:06 P:nvUbdIzc
(1 lines skipped)
$EAB4:BD 01 DC LDA $DC01,X @ $DC25 = #$71 A:94 X:24 Y:06 P:NvUbdIzc


Notice the part after the = sign in the first line of each code. It's the only part that changes where the value loaded into the accumulator is from a different area (and the values are the same as those wanted for most GG codes for starting worlds (00-06)).

Using the right click over those values in the RAM view (which were at the location $F66x area) it allowed me to go to that area in ROM. Where the real changes need to be made.


Now, for what you really want... offsets to change world the warps go to:

0x01F66A - WORLD 1's warp (currently 03)
0x01F66B - WORLD 2's warp (currently 01)
0x01F66C - WORLD 3's warp (currently 04)
0x01F66D - WORLD 4's warp (currently 05)
0x01F66E - WORLD 5's warp (currently 06)
0x01F66F - WORLD 6's warp (currently 05)
0x01F670 - WORLD 7's warp (currently 06)

Yeah, that's right, there's all the worlds and the changes do work. That means, if you're in WORLD 7, you can make a warp to lead to WORLD 1.

Screenshots don't do it justice, but...







Screenshots are from the hack I am working on...

I hope the number of data seekers increases. I actually found it fun.
Ice Ranger

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Posted on 06-26-05 03:02 AM, in New FCEUXD released Link
Alright! The key feature I wanted is in it now - conditional breakpoints.

As for who made it, I found it to be Sabastian Porst. I don't know if Parasyte and Bbitmaster had any connection with him. He apparently has been doing some... *scratch that...* more like extensive Faxandu hacking and seems like a level editor is in the works.

The guy must know his programming, so my only question is for Parasyte and Bbitmaster. Should I go ahead and get this or wait for your version coming out (if it is)? I mean, I going to get it anyway, just wanting to know how much better yours might be.

EDITed the post a bit.


(edited by Chill Penguin on 06-25-05 06:40 PM)
(edited by Chill Penguin on 06-25-05 06:40 PM)
Ice Ranger

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Posted on 06-26-05 03:49 AM, in Who is the best and worst character in SMB2? Link
I'm sorry, but I find Mario the easiest to use to beat every level. Though, Luigi is the best for the warp in 5-3 (time it right with a charged jumping Mario on a Bom-Omb and that's not a problem).

Toad would definitely be second because is jump speed is similar to Mario and I can do basically the same stuff as with Mario. The only reason I didn't pick him first is, I rather have a good all-around abilities. I don't care about the pulling vegetables speed much.

Jumps - Luigi takes to long to get lift in the air, but he's also up there for awhile. Princess' floating ability has never been much help to me. In level 5-1 if you use the float to get pass the Trouters, the timing could be off and when you think you are jumping off a trouter, you are actually activating the float instead, falling into the water (meaning off the screen dead).

In the quick run down. Mario - 1st, Toad - 2nd, Luigi - 3rd, and Princess - 4th.

I've beat the entire game alternating between each character every level getting the 5, 5, 5, 5 making all 4 main contributers. It was interesting to play with Luigi, I can't stand the awkard jump still.

*has been hacking this game constantly since early spring 2005*
Ice Ranger

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Posted on 06-28-05 08:22 AM, in Faxanadu Stuff Link
Alright! When I saw that you were doing Faxanadu, I was surprised to see someone else mess with it. The only information I found was a bunch of pallets and the offset for the title screen and the walking screen (here). Though, I don't think that many people still use the repository.

This should give me some insight on how to use the SP part of the FCEUXD.

Kind of off-topic:
Anyway, I'm looking forward to the level editor you plan on making once you finish figuring out this game. I never thought Faxanadu got enough attention. Heh, ever think of making it like the Japanese version where you can give your character a name?
Ice Ranger

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Posted on 06-28-05 09:07 AM, in SMB2 data thread Link
Let's see if this little bugger survives here. Basically, I took everything from the TEK version of the thread started by chickenlump (data given by and/or found by Acmlm, BMF, Rockman, Dan, chickenlump, and myself) and lumped it together and added a lot to it over the weekend. Anyway, you can see a lot of RAM values and ROM values to use with the debugger.

Super Mario Bros. 2 (PRG 0) data

===================================
Imporant for all hackers
===================================
0x001FB05 in ROM change that 26 to a 28 for full 8 frame animations.

Offsets in RAM (grouped in order of location)
------------------------------------------------------------------------------
$008C - Amount of time left before Bomb 1 explodes
$008D - Amount of time left before Bomb 2 explodes
$008E - Amount of time left before Bomb 3 explodes
$0090 - Changes enemy 1
$0091 - Changes enemy 2
$0092 - Changes enemy 3
$0093 - Changes enemy 4
$0094 - Changes enemy 5

$0096 - Item pulled up from ground

$009C - Status - Holding an item
......00 = no
......01 = yes

$00AE - Item in hand height (used for different character sizes?)

$00B9 - Current time left to use Pidget's carpet

$0456 - Current time left Hawkmouth (before Wart) is open

$0471 - look into

$04AD - Current number of enemies defeated to grab a heart.

$04B0 - Has Key been used on lock? If yes, then it won't reappear.
......00 - no
......01 - yes

$04B4 - How wide Hawkmouth is open
$04B5 - Has the Crystal been obtained? If yes, effect will last while in area.
......00 - no
......01 - yes
$04B6 - look into

$04C2 - Current life in the life meter
......0F - One heart
......1F - Two hearts
......2F - Three hearts
......3F - Four hearts

$04C3 - Number of bars in the life meter (for visual purposes only)
......FF - One bar (doesn't work very well)
......00 - Two bars (default)
......01 - Three bars
......02 - Four bars

$04E0 - Current Starman time length left

$04E7 - look into!

$04EC - I can't describe this one.
......00 - normal game play
......01 - begin the same level and area again (like dying revive)
......02 - game over
......03 - end level, go to bonus game
......04 - warp
$04ED - Current number of lives

$04FB - Has First Mushroom been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes
$04FC - Has Second Mushroom been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes

$04FF - Current amount of time left from the stop watch.

$051D - look into

$0521 - look into

$0531 - Current level loaded
......00 - 1-1
......01 - 1-2
......02 - 1-3
......03 - 2-1
......04 - 2-2
......05 - 2-3
......06 - 3-1
......07 - 3-2
......08 - 3-3
......09 - 4-1
......0A - 4-2
......0B - 4-3
......0C - 5-1
......0D - 5-2
......0E - 5-3
......0F - 6-1
......10 - 6-2
......11 - 6-3
......12 - 7-1
......13 - 7-2

$0532 - look into
$0533 - look into

$0544 - look into
$0545 - look into
$0546 - Pickup Speed Animation 1
$0547 - Pickup Speed Animation 2
$0548 - Pickup Speed Animation 3
$0549 - Pickup Speed Animation 4
$054A - Pickup Speed Animation 5
$054B - Pickup Speed Animation 6

$054D - Standing Jump Height
$054E - Crouching Power Jump Height

$0550 - Running Jump Height
$0551 - Running Jump Height while carrying object

$0553 - Float Timer (set to 0 for everyone but Princess)

$0555 - Character's Jumping physics?

$05C5 - Current number of Continues

$0602 - look into
$0603 - ?????????????????????????

$0620 - Has 1-up been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes
$0621 - Number of times leaving Subspace aftering grabbing a coin
......00 - 1st chance to grab coins
......01 - 2nd chance to grab coins
......02 - No more chances, get vegetables.

$0629 - look into
$062A - Current number of cherries
$062B - Current number of coins pulled in Subspace (Slot machine currency)
$062C - Current number of BIG vegetables pulled for stop watch

$06F6 - look into!

$06F7 - Current Level Tileset
$06F8 - Current Sprite Tileset
$06F9 - Current Character (Appearance,not stats)
......00 - Large Mario
......01 - Large Luigi
......02 - Large Princess
......03 - Large Toad
......04 - Small Mario
......05 - Small Luigi
......06 - Small Princess
......07 - Small Toad

$14CA - Timer for crouch jump power (0 - 3C)
-----------------------------------------------------------------------------


Offset in ROM (grouped by relations)

0x00819F - Sound Birdo's egg spit makes

0x004F7B - Health for Birdos
0x00611E - Health for Claw Grip of World 5
0x00657F - Health for Mouser of World 1
0x006586 - Health for Mouser of World 3
0x00673D - Health for Triclydes
0x006C7E - Health for Fry Guy of World 4
0x006FF7 - Health for Hawkmouth of World 7
0x0070BB - Health for revived Hawkmouth
0x0071E0 - Health for Wart of World 7

0x0070C6 - Amount of time Hawkmouth is open (before Wart)

0X006486 - Amount of time to fly Pidget's carpet
0x00102A - Number of cherries required for Starman
0x0010F2 - Sprite pulled after number of big vegetables pulled is activated
0x0050CB - Amount of time the stop watch is active
0x004556 - Number of enemies defeated for heart

0x01E425 - Number of lives you start with
0x01E420 - NUmber of continues you start with
0x00782A - Length of Starman

0x01E6B0 - Number of hearts next level begins with (any level after 1-1)

0x01F232 - Maximum number of hearts (you begin with for 1-1)
0x01F233 - Maximum number of hearts after 1 Mushroom
0x01F234 - Maximum number of hearts after 2 Mushrooms
......0F - One heart
......1F - Two hearts
......2F - Three hearts
......4F - Four hearts
------------------------------------------------------------------------------


Also, here is a routine that might be of help of some ASM hackers:

This routine prepares the next level upon leaving the previous level.

*NOTE: changing the code at $E6B8 would not affect regular gameplay*

$E6A1:8D C2 04 STA $04C2 = #$1F ;Life will have 2 hearts
$E6A4:A9 00 LDA #$00 ;Store 00 into the following
$E6A6:8D C3 04 STA $04C3 = #$00 ;Bars in the life meter are reset to 2
$E6A9:8D B0 04 STA $04B0 = #$00 ;All keys and lock doors are reset
$E6AC:8D 20 06 STA $0620 = #$00 ;1-Up pull is reset
$E6AF:8D FB 04 STA $04FB = #$00 ;1st mushroom is reset
$E6B2:8D FC 04 STA $04FC = #$00 ;2nd mushroom is reset
$E6B5:8D 21 06 STA $0621 = #$00 ;Times in subspace pulling coins reset
$E6B8:8D AD 04 STA $04AD = #$03 ;# of enemies defeated for heart is reset



(edited by Chill Penguin on 06-28-05 10:31 AM)
(edited by Chill Penguin on 06-28-05 01:09 PM)
Ice Ranger

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Posted on 06-28-05 10:14 AM, in The Super Mario Bros. Arena! Link
Man, this is a hard one to decide. They seem to be somewhat matched (on fighting technique). I'm going to play it safe this time.

5 coins on Safari Squad VI.

As leading coin holder, I don't want to get knocked back too hard . Looking forward to the battle. The fat goonie and the boney goonie are the ones that make the match hard to decide.

Also, I've downloaded all those wallpapers. Look great!
Ice Ranger

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Posted on 06-28-05 11:10 PM, in New FCEUXD released Link
I just use the Cheat menu or change stuff in RAM. I have absolutely no problem getting to any specific area to test something in SMB2 now. Anyway, that doesn't seem to be the point behind FCEUXDSP.

I can't remember exactly what all of these mean. Tell me if I'm right because I don't know where or how I could use Google to search for something like this.
== - Equal
!= - Equal (?)
>= - Greater than or equal
<= - Less than or equal
> - Greater than, but not equal
< - Less than, but not equal

I seem to remember seeing the == and != on another emulater for cheat searches (Nesten I think), but didn't know what it meant on there either.

Also, I didn't get a readme in the file download either, I mainly had to go off of what's on the site.
Ice Ranger

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Posted on 07-02-05 08:38 AM, in Changing the text in SMB2's ending? Link
Alrighty, I needed to update my data finding anyway (guess since I had one reply, I might as well keep it over at BMF's). Here's where I found it:

0x018B70 ~ 0x0192AF - Ending CAST (excluding WART)

As for what letters are what, open an emulator with PPU viewing (FCEUXD or FCEUXDSP) and look at the letters. That's it. The X and Y are in an akward spot preceeding A and B. I think there are a couple of different elements inbetween each letter determing mirroring, pallet, etc. You probably use the same method to change the sprites around as well.

I'd post a table for it, but I currently don't have a save state for the ending on the computer I'm using. Plus, using the PPU viewer to know the hex values of each letter will make it fairly easy, that's how I made my Story table as well.
Ice Ranger

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Posted on 07-02-05 11:09 AM, in The Super Mario Bros. Arena! Link
Hamma Resistance Force! ... but only 15 coins

They seem to have the advantage, since they're smaller and Ludwig is unable to get much airtime from his jumps. Plus, Iggy's glasses could unexpectedly break. Or even the 1-up could trade hands in some way. I can't really think of how anything bad could happen to the Hammas, but then again, the battles are always unpredictable.

The stories are great; I can't wait to see what happens next.

The new elements could be interesting, then again, the battle with Meteor Shower kind of had a player that went crazy (Ostro).

Holy crap, I hope Peardian makes a wallpaper of this one, or either one for that matter.
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