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C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
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Posted on 01-05-06 01:43 AM Link | Quote
Finally, sprite generator data

0x12BB1: Sprite that all sprite change into when a silver pow active(only work on offscreen sprite)take in note the the sprite will use the same palette than the silver coin that is normally spawned
0x131BC: Sprite that the 'group of 5 eerie' is made from, by changing this you can make be a group of any sprite you want
0x1324E: Sprite spawned by bowser fireball generator
0x13244: SFX played by bowser fireball generator
change 0x13243 by EA EA EA EA EA to disable bowser fireball generator SFX
0x13294: Sprite spawned by bullet bill generator
0x13289: SFX played by bullet bill generator
Change 0x13288 by EA EA EA EA EA to disable Bullet bill generator SFX
0x133CF: Sprite spawned by Super koopa generator
0x1341A: Sprite spawned by bubble generator
0x134E9: Sprite spawned by eerie generator


(edited by Bio on 01-05-06 12:52 AM)
spel werdz rite









Since: 11-19-05

Last post: 6288 days
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Posted on 01-05-06 05:05 AM Link | Quote
I wonder if there's an address that says what the brown block turns into when a pow is active, or what the Black Pirhana Plant becomes after a silver Powe, etc.

Also, the offsets that state what comes out of the turn blocks:
10AA1 1 byte Sprite number Sprite that comes out of egg in block 126 (Yoshi)
10AA2 1 byte Sprite number Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4 1 byte Sprite number Sprite that comes out of blocks 117 and 118 when small (Mushroom)
10AA5 1 byte Sprite number Sprite that comes out of block 117 when big (Flower)
10AA6 1 byte Sprite number Sprite that comes out of block 119 (Star)
10AA7 1 byte Sprite number Sprite that comes out of block 118 when big (Feather)

also effects the question blocks. I don't know the tilenumbers exactlt, but you guys know what I'm talking about.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6287 days
Posted on 01-05-06 04:45 PM Link | Quote
Originally posted by spel werdz rite
I wonder if there's an address that says what the brown block turns into when a pow is active, or what the Black Pirhana Plant becomes after a silver Powe, etc.


they are using animation, they don't transform in another block
spel werdz rite









Since: 11-19-05

Last post: 6288 days
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Posted on 01-05-06 04:52 PM Link | Quote
I know that, but what I was saying was "is there an offset that says what the brown block acts like when a pow is hit?"
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 01-08-06 11:02 AM Link | Quote
I looked at the backup I made before the board went down and found some data not in the archive.

--==Ghettoyouth==--

Some sound adresses:

xB6F3
SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite
x18F7E
SFX that comes up when the Message comes out of the Message Block

x1746C
SFX that comes up when mario hits a Wiggler
x1983B
SFX that comes up when Mario hits a Rex
xAB41
SFX that comes up when Mario jumps on an enemy with the spine jump

x243F
write a 12 into this adress and the music is still playing during a paused game O_o

x1CE5
SFX that comes up when you select a game at the title screen



--==BMF==--

$85DB: Length of time before sprite #19's message box appears (don't set lower than 04)



--==Mattrizzle==--

Dry Bones

Byte 1 is the Bone in the throwing frame
Byte 2 is the Head
Byte 3 is the Body

$1C5B3-1C5BE [00 08 00|00 F8 00|00 04 00|00 FC 00]
x-displacement table

$1C5BF-1C5C4 [43 43 43|03 03 03]
palette/gfx page
(3 bytes facing right, 3 bytes facing left)

$1C5C5-1C5CD [F4 F0 00|F4 F1 00|F4 F0 00]
y-displacement table

$1C5CE-1B546 [00 64 66|00 64 68|82 64 E6]
tile table

$124CC [80]
frame 1 of thrown bone

$124D0 [82]
frame 2 of thrown bone

$124DA [02]
palette/gfx page of thrown bone
(the flip is controlled by something else)

This doesn't include the crumbling sprites... yet.
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6634 days
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Posted on 01-11-06 07:01 AM Link | Quote
I'm looking for info on Mario's running speed. It seems complicated, because I set a write breakpoint at 7E007B (mario's x speed), but that didn't work! (It only brought up some STZ when you collide, etc.)

I tried with read breakpoints and that did work, but still I couldn't figure it out.

I found a couple of misc. bytes though (don't know if they're known already):

5CB7 Vine climbing speed 1 (right AND down)
5CB9 Vine climbing speed 2 (left and up)
59AF Seems to be falling maximum speed (without button held)
Mattrizzle

Red Goomba








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

Last post: 6585 days
Last view: 6585 days
Posted on 01-15-06 09:54 PM Link | Quote
I found a bunch of palette loading subroutines, so here's offsets from them (may have already posted some of these):

Layer 3 Crusher Palette
220A-220B [6C B6] Pointer

Palette loading Documentation
Mario/Luigi Palettes
Pointers
250A-250B [86 00] Starting Index
(Note: Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
2520-2521 [14 00] X-Span x2

Layer 3 Palettes
2E06-2E07 [70 B1] Pointer
2E0B-2E0C [10 00] Starting Index
2E10-2E11 [07 00] X-Span -1
2E15-2E16 [01 00] Y-Span -1

Foreground/Sprite Palettes
2E1D-2E1E [50 B2] Pointer
2E22-2E23 [84 00] Starting Index
2E27-2E28 [05 00] X-Span -1
2E2C-2E2D [09 00] Y-Span -1

Back Area Colors
2E3C-2E3D [A0 B0] Pointer

Tileset Specific FG Palettes
2E42-2E43 [90 B1] Pointer
2E59-2E5A [44 00] Starting Index
2E5E-2E5F [05 00] X-Span -1
2E63-2E64 [01 00] Y-Span -1

Tileset Specific Sprite Palettes
2E6B-2E6C [18 B3] Pointer
2E82-2E83 [C4 01] Starting Index
2E87-2E88 [05 00] X-Span -1
2E8C-2E8D [01 00] Y-Span -1

Layer 2 Background Palettes
2E94-2E95 [B0 B0] Pointer
2EAB-2EAC [04 00] Starting Index
2EB0-2EB1 [05 00] X-Span -1
2EB5-2EB6 [01 00] Y-Span -1

Layer 1 Berry Palettes
2EBD-2EBE [74 B6] Pointer
2EC2-2EC3 [52 00] Starting Index
2EC7-2EC8 [06 00] X-Span -1
2ECC-2ECD [02 00] Y-Span -1

Berry Sprite Palettes
2ED4-2ED5 [74 B6] Pointer
2ED9-2EDA [32 01] Starting Index
2EDE-2EDF [06 00] X-Span -1
2EE3-2EE4 [02 00] Y-Span -1

Overworld Map Layer 2 Palettes
2F28-2F29 [D8 B3] Pointer
2F30-2F31 [32 B7] Pointer (Special World Passed)
2F4D-2F4E [82 00] Starting Index
2F52-2F53 [06 00] X-Span -1
2F57-2F58 [03 00] Y-Span -1

Overworld Map Layer 1 Palettes
2F5F-2F60 [28 B5] Pointer
2F64-2F65 [52 00] Starting Index
2F69-2F6A [06 00] X-Span -1
2F6E-2F6F [05 00] Y-Span -1

Overworld Map Sprite Palettes
2F76-2F77 [7C B5] Pointer
2F7B-2F7C [02 01] Starting Index
2F80-2F81 [06 00] X-Span -1
2F85-2F86 [07 00] Y-Span -1

Overworld Map Layer 3 Palettes
2F8D-2F8E [EC B5] Pointer
2F92-2F93 [10 00] Starting Index
2F97-2F98 [07 00] X-Span -1
2F9C-2F9D [01 00] Y-Span -1

Title Screen Layer 3 Palettes (Row 1)
2FA9-2FAA [3C B6] Pointer
2FAE-2FAF [10 00] Starting Index
2FB3-2FB4 [07 00] X-Span -1
2FB8-2FB9 [00 00] Y-Span -1

Title Screen Layer 3 Palettes (Row 2)
2FC0-2FC1 [2C B6] Pointer
2FC5-2FC6 [30 00] Starting Index
2FCA-2FCB [07 00] X-Span -1
2FCF-2FD0 [00 00] Y-Span -1

Layer 3 Palettes (Boss Battles)
2FE5-2FE6 [70 B1] Pointer
2FEA-2FEB [10 00] Starting Index
2FEF-2FF0 [07 00] X-Span -1
2FF4-2FF5 [01 00] Y-Span -1

Larry/Iggy Platform Palette
2FFC-2FFD [5C B6] Pointer
3001-3002 [00 00] Starting Index
3006-3007 [07 00] X-Span -1
300B-300C [00 00] Y-Span -1

Morton, Roy, Ludwig, Unused, Reznor Platform
1DF6E-1DF72 [BC A4 98 78 6C] Pointers, low byte
1DF73-1DF77 [B2 B2 B2 B3 B3] Pointers, high byte

Bowser Lightning Colors
1E22E-1E230 [DE B5 00] Pointer

Bowser Palettes
1E243-1E245 [9E B6 00] Pointer

62DD8 [A0 B0] Castle Destruction Scene BG Pointer
62DDF [B0 B0] Castle Destruction Scene BG Pointer
64E74 [A0 B0] Castle Destruction Scene BG Pointer

1C9F: 20 A6 AD Jump to Title Screen Palette Subroutine
2798: 20 25 AD Jump to Map Screen Palette Subroutine
63018: B9 DC AD Related to Boss Battle L3 Palette Subroutine?
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6302 days
Last view: 6288 days
Posted on 01-16-06 10:19 PM Link | Quote
Sprite tile mappings for the Info Block and Blue Shell-less Koopa, please.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6291 days
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Posted on 01-17-06 09:33 PM Link | Quote
Since we have some request in here, I'd like to add my own.

I need help finding the Banza Bill speed. All my searches came up with nothing. :/
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6302 days
Last view: 6288 days
Posted on 01-18-06 12:17 AM Link | Quote
Well I'm doing it all myself, you ungrateful hackers
Though I am charting out that unknown block of sprite tilemap data. Here's what I have so far:
9d83: Top half of Koopa Troopa (frame 1)
9d84: Bottom half of Koopa Troopa (frame 1)
9d85: Top half of Koopa Troopa (frame 2)
9d86: Bottom half of Koopa Troopa (frame 2)
9d87: Top half of Koopa Troopa (turning)
9d88: Bottom half of Koopa Troopa (turning)
9d89, 9d8a, 9d8b: Koopa Troopa shell (default frame, then animation frames in order)
9d8c: Shell-less non blue Koopa Troopa (frame 1)
9d8d: Shell-less non blue Koopa Troopa (frame 2)
9d8e: Shell-less non blue Koopa Troopa (same as 9d8d... turning animation?)
9d90: Shell-less non blue Koopa Troopa (kicking frame)

More as I dig it up.
EDIT: More stuff for you all:
9d91: stunned shell-less koopa/sliding blue shell-less koopa
9d92: second frame for stunned shell-less koopa
9d93: frame 1 of shell-less blue koopa (I needed this!)
9d94: frame 2 of shell-less blue koopa
9d95: turn animation for shell-less blue koopa
9d96: blue shell-less koopa kick animation
9dbd: first frame of pirahna (head)
9dbe: first frame of pirahna (vine)
9dbf: second frame of pirahna (head)
9dc0: second frame of pirahna (vine)


(edited by Techokami on 01-17-06 11:28 PM)
(edited by Techokami on 01-18-06 09:10 AM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6302 days
Last view: 6288 days
Posted on 01-20-06 02:59 PM Link | Quote
SmallHacker pointed me to this post in the archives. It's better than my post :O
mikeyk's sprite mapping offsets
It's how I made the turning animations for those enemies =]
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6302 days
Last view: 6288 days
Posted on 01-21-06 09:53 PM Link | Quote
Triple post, BUT:
1235B
4 bytes
Fireball sprite mappings

1600E is... SUMO BROS MAPPINGS! =D
1600E: Left head tile (8x8) (frame 1)
1600F: Right head tiles (8x8) (frame 1)
16010: Left body tiles (8x16) (frame 1)
16011: Right body tiles (16x16) (frame 1)
16012 - 16015: Same as above but for frame 2
That's all of the Sumo bro I can figure out... 8 bytes.

16E72
Forgot how many bytes
Super Koopa mappings (AKA mini hell)


(edited by Techokami on 01-21-06 09:27 PM)
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6294 days
Last view: 6288 days
Posted on 02-05-06 03:09 PM Link | Quote
Here's something interesting I found...



This occurs when you run into the Shell-less Koopa Troopa after it hops into a shell, but before it becomes (Or as it becomes?) a Koopa Troopa. Try it, it isn't easy and I found it by mistake. Just keep running into the shell after a Koopa jumps in, but before it changes into a Koopa Troopa.

Expand a bit on Techokami's list here...

9d8e: Shell-less non blue Koopoa Troopa (Upper Glitched frame )
9d90: Shell-less non blue Koopa Troopa (kicking frame, Lower Glitch frame)
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
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Posted on 02-05-06 03:30 PM Link | Quote
I've found that earlier, but never said anything since I never managed to get a screenshot.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
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Posted on 02-05-06 08:12 PM Link | Quote
On the subject of glitches, play the original MSW, and in one of the foreste levels where there is a wiggler and a hammer brother in the same spot, get killed while above the wiggler.

Now, does anyone have an idea for a fix for that?
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
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Posted on 02-11-06 02:10 PM Link | Quote
I was looking for the location of the level segments found in the "enemy names" part of the ending. I still haven't found them (they're probably using the normal level format, by the way), but I found the data deciding where parts of the screen should be blacked out.

The "black data" can be found right before the same scene's enemy names. (Example: Names for scene with Lakitu, Spiny, Para-Goombas and such starts at 6F5A0. The black data for the same scene starts at 65F00.)

Black data format:
The black data consists of a lot of horizontal and vertical "lines".
Byte 1: Should be $2x, where x is the upper 4 (?) bits of the start position
Byte 2: Lower 8 bytes of start position.
Byte 3: Mode. $40 = Horizontal line. $C0 = Vertical line. Other values unknown.
Byte 4: Length of line in tiles. Actual amount of tiles = (Length/2)-1. This byte should be even. Otherwise, a garbage tile will appear at the end of the line.
Byte 5: Tile to place. Standard is $FA (black tile)
Byte 6: Always $34? Useage unknown.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 02-11-06 03:47 PM Link | Quote
Ooh! That could be used to change the blacking to make nice borders around the enemies! Awesome find, Smallhacker! Now, with the start position settings, how does that tranform into X/Y data?

Object based... just like so much of SMW.
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
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Posted on 02-11-06 04:29 PM Link | Quote
Byte 1 | 0010 YYYY | YYYX XXXX | Byte 2
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 02-11-06 04:32 PM Link | Quote
Ah, thanks.

Since those a probably in increments of 8x8 tiles... Now, where is the pointer table to these (there is a pointer table for them, right?)
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 02-11-06 06:51 PM Link | Quote
YES
I found the actual level data. Like I thought, it uses the standard SMW level format. You can even view the scenes in LM (Open Level Address).

062E29 Spiny, Lakitu, Wiggler
062E3E Hammer Bro., Super Koopa, Piranha plant
062E53 Sumo Bro., Pokey, Bullet Bill
062E77 Rex, Banzai Bill, Mega Mole
062E9E Dino-Rhino/-Torch, Koopas
062EC8 Cave enemies
062EDA Water enemies
062EEF Ghosts
062F04 Castle enemies
062F1F Castle enemies 2
062F31 Reznor
062F3D Mechakoopas
062F52 Bowser

062F58 Pointer table (13 pointers, 2 bytes each)
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