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05-07-24 01:47 AM
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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses New poll | |
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Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6289 days
Last view: 6287 days
Skype
Posted on 11-18-05 02:09 AM Link | Quote
Old SMW ROM address thread

Okay. Let's fill this thread with invalueable information!
Andy

Zora


 





Since: 11-17-05

Last post: 6616 days
Last view: 6616 days
Posted on 11-18-05 09:48 AM Link | Quote
Good Job you got a link to the old board! Now we can see the various crap that was left there.


(edited by Andrew on 12-24-05 10:33 AM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6287 days
Posted on 11-18-05 07:05 PM Link | Quote
I don´t very good discoverying ROM Adresses, but the possibilities that you can do with they are awesome
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6585 days
Last view: 6585 days
Posted on 11-19-05 01:03 AM Link | Quote
At last, it has returned, which means more addresses from me!

2B27 [2C 30 2D 0E]
Sprite GFX Files to load for THE END screen

C545 [02 02 04 06]
Eaten berry palettes (unused, red, pink, green)

C55F [80]
Eaten berry tile

10989-10990 [00 03 00 00 01 07 00 04]
Block bounce sprite pal/gfx

113F1-113F8 [40 6B 2A 42 EA 8A 40 A0]
Block bounce sprite tiles

Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 6287 days
Last view: 6287 days
Skype
Posted on 11-19-05 01:29 AM Link | Quote
Hmm.... Perhaps we should grab all these ROM addresses and collect them in a single document, in order by offset. Like a breakdown of sorts. =P

Hmm... I can reverse engineer some RAM addresses to find some ROM addresses. I'll post if I find anything interesting.
Kailieann



 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 11-19-05 02:03 AM Link | Quote
Originally posted by Tweaker
Hmm.... Perhaps we should grab all these ROM addresses and collect them in a single document, in order by offset. Like a breakdown of sorts. =P


You mean like this?


(edited by Kailieann on 11-20-05 01:42 PM)
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 6287 days
Last view: 6287 days
Skype
Posted on 11-19-05 02:33 AM Link | Quote
Originally posted by Kailieann
Originally posted by Tweaker
Hmm.... Perhaps we should grab all these ROM addresses and collect them in a single document, in order by offset. Like a breakdown of sorts. =P


You mean like this?

Yep. Yay.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 11-19-05 06:26 AM Link | Quote
i need to change the palete of the text that is displayed after the level is beaten. can anyone help me with this?

note: this is not a picture of my hack! its a pic from bowsers return, i was just to lazy to make a screenshot from my own hack


(edited by ghettoyouth on 11-19-05 10:32 AM)
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6287 days
Posted on 11-19-05 02:46 PM Link | Quote
Can someone find the Big Boo Bosses HP offset?
I have searched endlessly and got nothing.
Also Wendy O. Koopas HP.
Should I post the enemy tilesets.
I'm about 50% through and when I finish, I was wondering if you guys would like it.
Big Al

Goomba


 





Since: 11-19-05
From: New Jersey, USA

Last post: 6327 days
Last view: 6313 days
Posted on 11-25-05 12:10 AM Link | Quote
This is for those who wish to disable the koopa troopas from popping out of the shell. I've found this in the old thread and saw that when you hit a koopa troopa with a cape or a block from underneath, you can still see the shell shake as if the koopa troopa was coming out.

0x00AC15 [02] - 00-01 Shelless Koopas aren't spawned
0x00AC15 [02] - 03-FF Stun timer for Koopas (Shelless hide in shells rather than sliding out)

However there is a way to prevent that. I know the above info was posted in the archives so I'm sorry to be repeating info. But I don't know if this info below was posted already because I didn't find it anywhere here or in the archives. But if you change x11644 from FF to 00 then you won't see the eyes blinking or the shell shake. However, do keep in mind that it will affect the Bob-ombs too. If you hit them with a cape or a block from underneath it won't explode. Hope this helps.

As far as Bosses HP offsets, I'm only familiar with those HPs mentioned in the archives. Sorry that I'm not much help there... But I would love to change those HPs as well.
mariofan05



 





Since: 12-01-05

Last post: 6720 days
Last view: 6720 days
Posted on 12-03-05 08:40 PM Link | Quote
Heres A Question It Would Help My Hack if i could get bowser to throw bomboms instead of the koopa things (cant think of how to spell the name) And Then Possibly Change Mario With Luigi And Make Luigi Hover Like In Mario Advanced # SMW (dont know the number of the game i think it was 2 but...) And Then I Want To Get It So The Blue Or Red Switch Blocks Relese Fire Power
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-03-05 08:52 PM Link | Quote
Originally posted by mariofan05
Heres A Question It Would Help My Hack if i could get bowser to throw bomboms instead of the koopa things (cant think of how to spell the name)

Originally posted by mikeyk on the old board
0x01B231 [A2] - Sprite Bowser Throws (Mecha Koopa)


Originally posted by mariofan05
And Then Possibly Change Mario With Luigi And Make Luigi Hover Like In Mario Advanced # SMW (dont know the number of the game i think it was 2 but...)

edit the graphic and change Mario jumping byte,its located at 59A5
Originally posted by mariofan05

And Then I Want To Get It So The Blue Or Red Switch Blocks Relese Fire Power

use LM map16

P.S. please improve your grammar


(edited by Bio on 12-03-05 07:53 PM)
(edited by Bio on 12-03-05 07:53 PM)
mariofan05



 





Since: 12-01-05

Last post: 6720 days
Last view: 6720 days
Posted on 12-03-05 09:33 PM Link | Quote
Could I Get A Luigi GFX And What To Chenge The Value Of What Bowser Throws To PLZ [Fade Away]
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-03-05 10:31 PM Link | Quote
Originally posted by mariofan05
Could I Get A Luigi GFX And What To Chenge The Value Of What Bowser Throws To PLZ [Fade Away]

1:get it from all-star+world(or any other game you want)than replace the Mario GFX
2.a hex editor

and fix your grammar please


(edited by Bio on 12-03-05 09:31 PM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6287 days
Last view: 6287 days
Posted on 12-04-05 06:03 AM Link | Quote
mariofan05: this is not the ASM hack request thread. Please stop posting in here.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-13-05 12:52 AM Link | Quote
some lakitu data:
0x86A5: sprite spawned by killing lakitu with cape or fireball(lakitu cloud)
change rom adress 0x86C6 to EA EA EA EA to make lakitu cloud never get spawned
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6287 days
Posted on 12-14-05 06:16 PM Link | Quote
I think this was discussed a bit in the archives, but I want to add a little more.
JonWil discovered that if you go to 0x6B792 and change F0 to D0, you can invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards). BMF discovered you also need to change 0x6BB43 to invert the Blue and Red Switch Palace blocks. Here's what I want to add:
0x6B7B7-6A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
0x6B7B8-6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
0x6B7B9-6A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
0x6B7BA-6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
0x6BB1A-6C-Blue Switch Palace Block after you beat its Palace (always Map16 page 1)
0x6BB1B-6D-Red Switch Palace Block after you beat its Palace (always Map16 page 1)
0x6BB1C-6C-Blue Switch Palace Block after you beat its Palace (always Map16 page 0)
0x6BB1D-6D-Red Switch Palace Block after you beat its Palace (always Map16 page 0)

EDIT: It even displays the correct tiles in Lunar Magic!


(edited by spel werdz rite on 12-14-05 08:53 PM)
Kailieann



 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-14-05 07:36 PM Link | Quote
Congraturation. You just won the internet.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 12-15-05 11:20 AM Link | Quote
x17474 write 01 in here to disable the palette animation/change after jumping on a wiggler
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6287 days
Posted on 01-05-06 12:05 AM Link | Quote
Wow! It's almost been a month since someone replied to this!

Anyways, these traces were originally from Bio:
x122AC:start of the moving coin sprite subroutine
x1082F:start of throw block creation subroutine
x1232A: Sprite Spawned by Fireball

EDIT: removed one by request of Bio.


(edited by spel werdz rite on 01-04-06 11:48 PM)
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