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0 users currently in SMW Hacking. |
User | Post |
Raccoon Sam Posts: 1036/1040 |
Originally posted by icegoom Excellent! For ages, SMW hackers must've been looking for those offsets. Thank you! |
icegoom Posts: 186/190 |
Finally! Dry Bones and Bony Beetle's crumbling animation:
Frame 1: xE654 (4E) Frame 2: xE65E (2E) (Each frame is three 8x8 tiles wide and 2 tall. The value entered is the upper middle tile. The tiles to the left and right are automatically selected to make up the frame. It'd be a nice space saver if someone could figure out how to make the animation frames just use one 16x16 tile...) and Fishin' Lakitu's Pole: Rod: x168A8 (AA) Line: x16907 (89) |
Sukasa Posts: 2014/2068 |
Wow. I am an idiot, then.
Guess that I shouldn't try to code things like that when I'm tired... Well, it *does* let you make Mario and Luigi have different lives, at least And... I get it I mixed up BPL and BNE. |
BMF54123 Posts: 842/876 |
Originally posted by asakuS...what? I changed the starting number of lives just the other night (at $2025), and it worked fine. The loop only sets either one or two addresses to #$04 ($7E0DB4 and $7E0DB5), depending on whether or not it's a two-player game: LDX $0DB2 ;two-player flag (0 or 1) LDA #$04 STA $0DB4,X DEX BPL #$FA |
Davros Posts: 306/310 |
Originally posted by Alice Thanks for reminding me. *goes to address 0x90CE and changes D0 to 80* What do you know? It works. BTW, I made a mistake in my last post, it's address 0x90CE not 0x90E0. My bad.
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HyperHacker Posts: 4813/5072 |
Originally posted by Davros There must be a better way than that. That looks like it wipes out the entire subroutine, which could be trouble if something else used it; you should be able to get the same effect by just changing a branch condition or something along those lines. |
RDOG Posts: 31/31 |
0x7806 - Death code |
Davros Posts: 305/310 |
At address 0x90CE replace D0 11 20 30 AD A5 0F 18 69 1B C9 37 A9 01 9D 94 15 90 0D with EA to make the classic and upsidedown piranha plants keep coming out of the pipe even if Mario is near or on top of the sprite.
Edit: Fixed address. Sprites that the turn block will change into when hit by Magikoopa's Magic: 0xBE7D: [78] 1-UP 0xBE83: [21] Coin 0xBE89: [27] Thwimp 0xBE8F: [07] Yellow Koopa |
Sukasa Posts: 2007/2068 |
Oh wow, SH! Awesome! I'm going to try something with that.
EDIT: Couldn't remember if anyone had, but I looked into the lives routine. It's definitely going to take a .ips file to be able to change. Working on it now if anyone cares to know. So far, I do know this: It's one fucked-up way of setting lives. It's set in a loop that sets 255 bytes around that area to #$04. |
Smallhacker Posts: 798/832 |
18CC: Level to use on the title screen.
(Note that the byte is the actual number + $24) Edit: 1EB1: Level to use during the "Welcome to dinosaur land" intro. (Note that the byte is the actual number + $24) Also, setting 1EB1 to 00 will make the game skip the intro and move directly to the overworld. |
Davros Posts: 304/310 |
I found the values that determines the palette/gfx page of the standard sprites:
0x9FB6 00 Palette/Gfx page of standard sprites (shared) 0xA13C 00 Palette/Gfx page of standard sprites (shared) |
Raccoon Sam Posts: 900/1040 |
Does anyone know the address of what Splittin' Chuck turns into? |
Davros Posts: 299/310 |
Volcano Lotus info:
0x16208 8E Top of Volcano Lotus frame 1 9E Top of Volcano Lotus frame 2 E2 Top of Volcano Lotus frame 3 0x16212 CE Bottom of Volcano Lotus 0x16256 39 Palette/Gfx page of tile E2 0x1625A 35 Palette/Gfx page of tiles 8E and 9E 0x16291: [0C] Extended sprite used by the Volcano Lotus |
icegoom Posts: 144/190 |
Originally posted by Davros Here's the mappings for Yoshi's tongue: 0xF688 76 middle of tongue 0xF68C 66 end of tongue 0xF28B 3F lump in Yoshi's throat as he swallows And ghettoyouth found the mappings for Yoshi's fire a while back: 0x1217A 04 fireball frame 1 0x1217E 2B fireball frame 2 |
Davros Posts: 292/310 |
Torpedo Ted tilemaps:
0x13B2D 80 Torpedo Ted's face 0x13B37 82 Torpedo Ted's propeller frame 1 0x13B3F A0 Torpedo Ted's propeller frame 2 0x13B43 82 Torpedo Ted's propeller frame 1 Dolphin tilemaps: 0x13E0E E2 Dolphin's head frame 1 88 Dolphin's head frame 2 E7 Dolphin's body frame 1 A8 Dolphin's body frame 2 E8 Dolphin's tail frame 1 A9 Dolphin's tail frame 2 |
Davros Posts: 288/310 |
Some Yoshi Egg tilemaps:
0xF961 02 Broken egg frame 1 (Green, Red, Blue and Yellow) 02 Broken egg frame 2 (Green, Red, Blue and Yellow) 00 Yoshi Egg tilemap (Red, Blue and Yellow) 0xF994 00 Yoshi Egg tilemap (Red, Blue and Yellow) Some info on Yoshi's tongue: 0xF694 09 Gfx page of Yoshi's tongue 0xF698 40 Palette of Yoshi's tongue (only changes the right side) |
icegoom Posts: 129/190 |
Originally posted by Smallhacker Ooh, thanks! There's one less thing I have to worry about fixing. |
Kailieann Posts: 553/808 |
The code would execute, obviously.
But good luck finding a combination that looks good and executes well. |
spel werdz rite Posts: 1637/1796 |
What do you think would happen if it were changed to executible code? |
Smallhacker Posts: 758/832 |
Originally posted by Davros Nintendo used that space for both code and data, which means that if you change that to invalid code, the game will crash. If you want to edit the spiked ball's tilemap, here's how to do it: $181E2 should be the start of a short block of $FFs. Change the first four bytes there to the new tilemap. Then, go to $15A2C (where you should see "00D8") and change it to "E2FF". Note: If $181E2, $181E3, $181E4 and $181E5 aren't $FFs, you must find some other free space between $10200 and $181FF and change $15A2C to the two byte pointer of that location instead. |
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