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05-07-24 05:30 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 01-14-07 12:51 AM Link | Quote
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.


(edited by Smallhacker on 01-13-07 07:15 PM)
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 01-14-07 01:32 AM Link | Quote
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.


(edited by Sukasa on 01-13-07 08:03 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6287 days
Last view: 6287 days
Posted on 01-14-07 03:46 AM Link | Quote
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


(edited by Davros on 01-20-07 04:28 AM)
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6316 days
Last view: 6311 days
Posted on 01-20-07 09:07 AM Link | Quote
0x7806 - Death code


(edited by RDOG on 01-20-07 03:24 AM)
(edited by RDOG on 01-20-07 03:25 AM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6288 days
Last view: 6288 days
Posted on 01-20-07 09:56 AM Link | Quote
Originally posted by Davros
At address 0x90E0 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.

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.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6287 days
Last view: 6287 days
Posted on 01-20-07 10:43 AM Link | Quote
Originally posted by Alice
You should be able to get the same effect by just changing a branch condition or something along those lines.

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.


At address 0x90CE replace D0 with 80 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.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6287 days
Last view: 6287 days
Posted on 01-20-07 11:06 AM Link | Quote
Originally posted by asakuS
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.
...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
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 01-20-07 10:47 PM Link | Quote
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.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 02-10-07 01:08 AM Link | Quote
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)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
Last view: 6287 days
Posted on 02-16-07 08:06 PM Link | Quote
Originally posted by icegoom
Finally! Dry Bones and Bony Beetle's crumbling animation:

Frame 1:
xE654 (4E)

Frame 2:
xE65E (2E)


Excellent! For ages, SMW hackers must've been looking for those offsets. Thank you!
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