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05-06-24 04:48 PM
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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses New poll | |
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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: 6287 days
Last view: 6286 days
Posted on 02-11-06 07:39 PM Link | Quote
Radical.

Then I'll just have to try and update those to be 24-bit... Imagine, your own levels in LM showing up there!

Um... Time for Geiger's SNES9X debugger?
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6288 days
Last view: 6286 days
Posted on 02-11-06 07:40 PM Link | Quote
Originally posted by Sukasa +
Um... Time for Geiger's SNES9X debugger?


Definitely. What about the enemies themselves, though? How are they stored?
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: 6288 days
Last view: 6286 days
Skype
Posted on 02-11-06 07:44 PM Link | Quote
asdf: Look here

Sukasa: No. Time to take a break from the debugger. Okay. I only used it to generate a list of data used between the Yoshi's house scene and the first enemy scene, but still!
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: 6287 days
Last view: 6286 days
Posted on 02-11-06 07:46 PM Link | Quote
Smallhacker: I meant I'd do it sorry.
Mattrizzle

Red Goomba








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

Last post: 6584 days
Last view: 6584 days
Posted on 02-13-06 10:03 AM Link | Quote
Originally posted by Smallhacker
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).


Nice! Now we can edit the enemy scenes entirely! I can't believe it was that close to the other data, and I still couldn't find it after all of this time.

I know that a lot of the data for the objects and castle destruction sequences are in or around this bank as well, so someone may want to look around there.

Here are some of the object tilemaps (sans the high bytes):
17 6B5BB [05] Rope
6B5BC [06] Clouds
18 6B5DB [00] Water with animated surface (Top)
6B5DF [02] " (Bottom)
19 6B5DC [01] Water with normal surface (T)
6B5E0 [03] " (B)
1A 6B5DD [04] Lava with animated surface (T)
6B5E1 [05] " (B)
1B 6B5DE [08] Climbing net with top edge (T)
6B5E2 [0B] " (B)
1C 6B62B [26] Donut bridge (T)
6B62C [44] " (B)

80-E 6ECDE-6ED69 Ghost House entrance

84-E 6C46B-6C4E8 Castle entrance
85-E 6ED93-6EE32 Yoshi's House

8A-E 6EE7E-6EE81 Green Switch
8B-E 6EE82-6EE85 Yellow Switch
8C-E 6EE86-6EE89 Blue Switch
8D-E 6EE8A-6EE8D Red Switch
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 02-14-06 09:56 AM Link | Quote
x9832 Bomb-Omb's explosion SFX
x983C length of the explosion
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
Last view: 6286 days
Posted on 02-14-06 10:29 AM Link | Quote
Two Questions:

- How can you find out ROM addresses? I'm familiar with RAM, but ROM...?
- How can you edit it?


(edited by Raccoon Sam on 02-14-06 09:29 AM)
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 02-15-06 10:23 AM Link | Quote
Originally posted by Raccoon Sam
Two Questions:

- How can you find out ROM addresses? I'm familiar with RAM, but ROM...?

using a tracer, usally I trace sound effects and then I search around the routine where the SFX is. (but I think there are better methods )

-How can you edit it?

by using a hex editor
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 02-16-06 08:41 PM Link | Quote
0x77F8 by EA EA EA EA to disable item box auto-falling when you get hurt
0x136B2: Sprite Spawned by bullet bill shooter
Finally, we can decide wich sprite Its shoot

---RAM adress-----
7E148F: Flag used to detect If Mario hold a object
7E0071: Flag used to detect If Mario is in a cinematic
Techokami

Porcupo








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

Last post: 6301 days
Last view: 6287 days
Posted on 02-16-06 09:47 PM Link | Quote
I figured out mapping addresses by looking in the standard sprite mapping block and comparing the values with the tile addresses in the Lunar Magic 8x8 editor, in the sprite area. Kinda silly, but it works for me
spel werdz rite









Since: 11-19-05

Last post: 6287 days
Last view: 6286 days
Posted on 02-25-06 03:01 PM Link | Quote
Originally posted by Sukasa +
...could you please make a .html page and post a link to them all?

That would be wonderful.
linky linky! Sorry for taking so long. I forgot for a while and I was fixing some descriptions and it still isn't so perfect. But you get the idea.

P.S. Another thing I found is the Choco Island 2 data!
Jump to offset x2DCE1 for all the data. I don't know the exact way the data goes, but I'm working on it.


(edited by spel werdz rite + on 02-25-06 11:54 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6287 days
Posted on 02-26-06 01:31 PM Link | Quote
By your document, at 7E1DF9, I putted a 52 on a SMW by the Geigerīs SNES9x Debugger, interesting sound...really. Maybe that sound was on the beta version !
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6319 days
Last view: 6318 days
Posted on 02-27-06 09:33 AM Link | Quote
Originally posted by spel werdz rite +
Originally posted by Sukasa +
...could you please make a .html page and post a link to them all?

That would be wonderful.
linky linky! Sorry for taking so long. I forgot for a while and I was fixing some descriptions and it still isn't so perfect. But you get the idea.

P.S. Another thing I found is the Choco Island 2 data!
Jump to offset x2DCE1 for all the data. I don't know the exact way the data goes, but I'm working on it.


He said a HTML file, you posted a .doc
spel werdz rite









Since: 11-19-05

Last post: 6287 days
Last view: 6286 days
Posted on 02-27-06 10:38 AM Link | Quote
Be happy it's even there.
It took enough work as it was.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 02-27-06 09:10 PM Link | Quote
Mega mole data

0x18B32: change to EAEAEA to disable animation
0x1896F: X speed (left)
0x1896F: X speed (right)

sprite colision detection is at Snes $018032, JSL to it in a sprite code to make it change direction when touching another sprite


(edited by Bio on 02-28-06 03:34 PM)
(edited by Bio on 02-28-06 03:34 PM)
spel werdz rite









Since: 11-19-05

Last post: 6287 days
Last view: 6286 days
Posted on 03-05-06 03:16 AM Link | Quote
Does someone else want to look into the Choco Island 2 data a bit?
I've been staring at it and I have no idea what to do with it!

Remember, it's around x2DCE1.

All I've found out was what level it loads on.
I want to get a little more familiar with it because it would be pretty cool in a hack, but the data is beyond my limited relm of ASM knowledge.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 03-08-06 10:29 PM Link | Quote
change 0x15DD7 to EA EA EA to disable hammer bros. platform(sprite 9C) vertical movement and change 0x15DDA to EA EA EA to disable the horizontal movement
change 0x015C94 to EA EA EA to make hammer bros stop turning around


(edited by Bio on 03-08-06 09:32 PM)
(edited by Bio on 03-08-06 09:32 PM)
(edited by Bio on 03-08-06 10:02 PM)
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6548 days
Last view: 6286 days
Posted on 03-11-06 12:13 PM Link | Quote
I found 3 of those coin tile sprite mappings (they are 8x16) in a hex editor
a long time ago when I was working on my hack! there are 2 seprete
addresses on where they are.

And for right now, Search for these:

EA FA EA
to
EA FA ??

make sure to search it a 2nd time in your hex editor to find a duplicate

there are 2 types of coin sprite mappings. In the right order:

1st search: Coin that pops up after killing an enemy with a Fireball.
2nd search: Coin that pops up after hitting a [?] block.

-hamtaro126

NOTE- AUGH!!!! I had a hard-drive crash, so i have to re-start
from scratch!
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 03-11-06 12:47 PM Link | Quote
to find the moving coin mapping, just check the graphic byte 2 in MWR and add 0x9D83 to it
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6287 days
Posted on 03-11-06 03:27 PM Link | Quote
Originally posted by Mattrizzle
Now we can edit the enemy scenes entirely!

Yeah! We have the enough data to edit the ending escenes !. Itīs time to make a program... Iīm not, I donīt have the enough knowledge to make one .
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