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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Bros 3 data New poll | |
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1184

Micro-Goomba


 





Since: 03-30-06

Last post: 6593 days
Last view: 6593 days
Posted on 03-30-06 10:09 PM Link | Quote
I need alot of Super Mario Bros 3 data. Like this for example:
What item is in the Treasure Chest on each level. Where can I find some of that data? Better yet all of those hex datas?
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6279 days
Last view: 6278 days
Posted on 03-31-06 02:39 AM Link | Quote
Item find in a treasure chest in levels is determined by a Sprite in the level. The Y position of that sprites determines what item will come out of that chest. As for other data...
My personal notes and actually updated with more stuff, but mostly ram locations.
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6282 days
Last view: 6279 days
Posted on 03-31-06 08:59 AM Link | Quote
hmm...should this be another one of those data threads (sticky'd)?
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6521 days
Last view: 6316 days
Posted on 03-31-06 03:17 PM Link | Quote
I'm holding my SNES data soon. I need to finish the level offset list. Anyway I finally decode the text last night for most levels but I'm looking for the text in a Princess's letter.

There's no deadline where should host the document but It takes a long time to get all of my SMB3 all-stars down. It's been a month since I started it.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 03-31-06 06:40 PM Link | Quote
I only started SMB3 hacking some day ago but here the data I've found:

---ROM---
0xE257: start of the fireball/hammer throwing routine
0xE25A: 1st power-up that can throw hammer/fireball
0xE25E: 2nd power-up that can throw hammer/fireball

---RAM---
$7D1:BG color
$7D2-$7D4: Mario pallette
$72B: Current number of player
$3f3:power-up to display on map screen
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)


(edited by Bio on 03-31-06 04:43 PM)
(edited by Bio on 03-31-06 04:57 PM)
(edited by Bio on 03-31-06 05:17 PM)
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6279 days
Last view: 6278 days
Posted on 03-31-06 07:49 PM Link | Quote
Originally posted by Bio
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)

Actually this is a "custom" offset I made, in the original game it's part of Player2's item inventory I believe (since there isn't the 2 player mode in my hack, I used a lot of p2 related offset for my routines )

A few notes I dug up in my .txt's mess :
Originally posted by smb3 notes
0x80C4 + sprite number (hex)

abcd efgh
h: 0=sprites disappear when mario's hit
1=nothing
c: 0=can stomp on ennemy
1=can't stomp on
a: 0=can kill with tail (tanooki, raccoon)
1=can't kill with tail
---------------------------------------------------------
0x80E8 + sprite number (hex)
defines chr-page to load for that ennemy
---------------------------------------------------------
From $7B41 (sprites in the whole level,not just on screen)
II XX YY
II: Sprite ID
XX: X pos in level
YY: Y pos in level
---------------------------------------------------------
0x1630A ($A2FA) > 0x16312 = table for vertical position landing when warped
0x1631C ($A30C) > 0x16324 = table for horizontal position landing when warped
(related to the current level I think, offset $727)
---------------------------------------------------------
$16 : affects the palette > 0:normal ; 1:grey (probably used for flash effects)
$1A : affects levels' palette when loading them only
$1D : if > 0, enter battle at any level

$F1 : setting this to 1 makes mario dead (but doesn't change music, and Mario

just fall)

$3DE : seems to activate area changing in levels

$3F3 : mario's state on map screen

$545 : 00>normal ; 01+ : sliding (speed depends of value)

$555 : flashing mario (end of star)
$556 : frozen mario byte, he can't be hurted - 0:off , > 0: sets how much time

mario is frozen
$559 : autowalking mario byte, like at ending levels - 0:off , 1:on
$55A : another autowalking byte, seems to be like at the anchor aways scene...
$55F : all sprites freezing byte - 0:off , 1:on
$563 : if 1, mario can't touch the ground
$564 : byte probably related to blocks...
$566 : set this byte to
1: invasion of red fishes,
2:now it's black fishes,
3;5;8: ?
4:flying beetles,
6:moving platforms from right
7:a chest appears!
9 and after: crash game (not sure for all values)
100:gives a strange hat to mario (sprite glitch)
$569 : another autowalking mario byte; but this one change speed according to

value ; 0:off
$571 : byte related with changing/exit levels and areas...
$577 : kuribo's shoe

$58A :behind the background if !=0 ; affects Mario's sprite too

$598 :enable world8's part3 dark effect on map

$5F3 : 80+ : skips $71A animation routine (animated tiles)

$66F : Goal card current item

$671-674 : sprite fired by bowser (default:75 - bowser's fireball)
--> seems to actually be some sprite buffer

$729 : actions byte on map screen
40 : enters level
0D : same?
0E : grabbed by hand

$7EB6=controls scrolling (active or not)
$7CFB=flashing background/scenery timer (background or scenery, depends of the

value)

0x is for ROM addresses;
$ is for RAM addresses.
You can aslo find the stuffs I found about smb3's music here :
smb3 music docs
The format is pretty similar to smb1's, of which I wrote a doc.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 03-31-06 08:04 PM Link | Quote
thank a lot JaSp, these data are going to be very useful

Originally posted by JaSp
Originally posted by Bio
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)

Actually this is a "custom" offset I made, in the original game it's part of Player2's item inventory I believe (since there isn't the 2 player mode in my hack, I used a lot of p2 related offset for my routines )

I should stop finding adress while playing other person hack

more data found:

$90: Mario X position
$A2: Mario Y position(low byte)
$87: Mario Y position(high byte)
$7CE1:Fireball/hammer 2 status(0=don't exist 1=fireball 2=hammer 5=hit something)
$7CE2:Fireball/hammer 1 status(0=don't exist 1=fireball 2=hammer 5=hit something)
$7CE3:Fireball/hammer 2 Y position
$7CE4:Fireball/hammer 1 Y position
$7CE5:Fireball/hammer 2 X position
$7CE6:Fireball/hammer 1 X position
$7CE7:Fireball/hammer 2 Y speed
$7CE8:Fireball/hammer 1 Y speed
$7CE9:Fireball/hammer 2 X speed
$7CEA:Fireball/hammer 1 X speed

0xE2FB:hammer initial Y speed
0xE313: hammer X speed
0xE322:higher the value, less height the hammer reach before falling
0xE3CA:change to EA EA EA to disable hammer Y speed variation



(edited by Bio on 03-31-06 06:07 PM)
(edited by Bio on 03-31-06 06:24 PM)
(edited by Bio on 03-31-06 07:59 PM)
(edited by Bio on 03-31-06 08:02 PM)
(edited by Bio on 03-31-06 08:18 PM)
(edited by Bio on 03-31-06 08:20 PM)
(edited by Bio on 03-31-06 08:24 PM)
(edited by Bio on 03-31-06 08:45 PM)
(edited by Bio on 03-31-06 09:07 PM)
(edited by Bio on 03-31-06 09:37 PM)
(edited by Bio on 03-31-06 09:50 PM)
(edited by Bio on 04-01-06 01:02 PM)
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6282 days
Last view: 6279 days
Posted on 04-02-06 12:37 PM Link | Quote
Thanks guys...this is helpful. Does this work for you, Luigi_Fan_9999?
1184

Micro-Goomba


 





Since: 03-30-06

Last post: 6593 days
Last view: 6593 days
Posted on 04-04-06 07:33 PM Link | Quote
Yes it does. Thanks, I already have the data saved in My Documents. Now not to be off-topic or anything but I also need SMB1 data, SMB2 (J) data, and the American SMB2 data to make level editors for them.


(edited by Luigi_Fan_9999 on 04-04-06 06:34 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 04-04-06 07:52 PM Link | Quote
meh, there is already enough editor for SMB and SMB2, I'm not sure about SMB2j thought
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6521 days
Last view: 6316 days
Posted on 04-05-06 03:36 PM Link | Quote
You can find SMB2j stuff here. But keep in mind that I need to find more data. Just scroll down.


(edited by insectduel on 04-05-06 02:37 PM)
(edited by insectduel on 04-05-06 02:40 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 04-09-06 08:03 PM Link | Quote
bump, but do somebody have the overworld TSA data?
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6279 days
Last view: 6278 days
Posted on 04-09-06 08:14 PM Link | Quote
Daiz's TSA editor with overworld tsa support :
just right here
Have fun
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 04-09-06 08:24 PM Link | Quote
thank again JaSp
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6278 days
Last view: 6277 days
Posted on 04-18-06 10:33 PM Link | Quote
bump, but here some more data:

0x10975: power-up ASM pointer table (2 byte long)
0x10023: power-up tilemap(largely undocumented)
0x10029: super Mario and fire Mario tilemap
0x10035: frog suit and tanooki tilemap
0x34525: pallete for item on map screen
0x34575: table of power-up given by item on map screen
0x3457F: Mario pallete used on map screen
0x3AEA8: GFX to load for power-up
0x3673f: tilemap2
0x3783C: Mario pallete to use in castle cinematic and map-screen
~0x1CF60: table of 16x16 tile used to build object
$7FE7: sprite pallete table

~ mean that I'm not sure if this is the begin of the table


(edited by Bio on 04-18-06 09:34 PM)
(edited by Bio on 04-18-06 09:35 PM)
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