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05-20-24 11:12 PM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB3 documentation..?
  
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insectduel
Posts: 517/768
I'm writing one for the SNES version. But right now my document is closed due to the incorrect level header found on my own site. It will be re-open after I write the level offset list and add more level pointers.

I wrote LL LL LL SS SS SS as a header in the beginning, which the header is not correct, which I wrote by mistake. The correct header is SS SS SS LL LL LL..

S= Sprite offset Pointer
L= Level offset Pointer
Raccoon Sam
Posts: 270/1040
Thanks a million, bud!
Is there any way I can repay you?
DahrkDaiz
Posts: 150/403
Originally posted by Raccoon Sam

-Sprite Lakitu Throws
-Sprite Lakitu Throws (Another case, green spinies)


Lakitu Data:

0x8E5E = Sprite value thrown for most levels (spiny)
0x8E67 = Sprite value thrown for Hilly type levels (green egg)

Originally posted by Raccoon Sam

-Jump height of a tap
-Jump height of a push



0x10657 = Jump height, lower values = higher jump. (affects both tap and holds)

Originally posted by Raccoon Sam

-Sprite Rocky Wrench Throws


Rock Wrench Data:

0xAB44 = Sprite value that he throws
0XAB31 = Left speed of thrown wrench
0XAB1E = Right speed of thrown wrench

Originally posted by Raccoon Sam

Chain Chomp Data:
-Seconds until Chain Chomp breaks out



0X9AD2 = Number of "attacks" it takes before their chains break.

Interesting how this works. Everytime he "charges" at you, a number is increased. This number decides when he breaks his chain, not the timer, unlike with the Strategy guide says. This could make for some very interesting levels if chain chomps were more proan to breaking lose.

Originally posted by Raccoon Sam

-And uh, Thwomp gravity notes? (Speed of rising and falling)

Thwomp Data:

Normal Thwomps:
0X86F6 = Rising speed
0X86B3 = Falling speed

0X86AB + 0x86AD = These two bytes combined affect the range at which the thwomp
will fall, I'm not entirely sure how it works, so play around with it.
Raccoon Sam
Posts: 269/1040
Originally posted by DahrkDaiz
Originally posted by Raccoon Sam

-Some tilemappings, perhaps..?



What do ya mean by tile mappings? What exactly are you wanting here?


Nah, nevermind. It was a thing I thought that was only fixable through Hex, but I just found out that It can be edited easily with Tile Molester. Sorry for the confusion, don't mind. My bad.
DahrkDaiz
Posts: 149/403
Originally posted by Raccoon Sam

-Some tilemappings, perhaps..?



What do ya mean by tile mappings? What exactly are you wanting here?
Raccoon Sam
Posts: 268/1040
Originally posted by DahrkDaiz
Watcha want as far as RAM/ROM offsets? Ask me now while I'm in the hacking mood and I'll find it.



-Sprite Lakitu Throws
-Sprite Lakitu Throws (Another case, green spinies)
-Jump height of a tap
-Jump height of a push
-Sprite Rocky Wrench Throws
-Seconds until Chain Chomp breaks out
-Some tilemappings, perhaps..?
-And uh, Thwomp gravity notes? (Speed of rising and falling)
DahrkDaiz
Posts: 148/403
Watcha want as far as RAM/ROM offsets? Ask me now while I'm in the hacking mood and I'll find it.
asdf
Posts: 1728/4077
Try this thread on the archive of the old board out for starters. You might also find stuff here. A good chunk of it is RAM addresses, but there are ROM addresses in there for you to use.
Raccoon Sam
Posts: 267/1040
Looking for ROM offsets.. Help would be appreciated.
Acmlm's Board - I3 Archive - ROM Hacking - SMB3 documentation..?


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