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ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6420 days
Last view: 6420 days
Posted on 03-12-06 07:19 AM Link | Quote
i'm not sure but can't you do it with LM?
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6308 days
Last view: 6306 days
Posted on 03-12-06 09:14 PM Link | Quote
I've been trying to find the line-guided brown/checkerboard platform (sprite 62 and 63) speed bytes while the boards were down. My results this time were much better than my previous results, although I still have yet to find it. I believe I am on the right track, though. I know that the (x) speed is 10 (by testing it against several sprites). I eventually tracked this down at 0xDECC.

a9 08 4c 04 dc 15 15 15 15 0c 10 10 10 10 0c 0c 10 10 10 10 0c 15 15 10 10 10 10 10 10 10 10 10 10 10 10 15 15 00 00 00 00 00 00 01 02 00 00 00 00 02 01 00 00 00 00 01

See the bolded 10s? When I messed around with those, changing them all to the same thing, the sprite 63 platform screwed up when I jumped on it (it had some jitters, then dropped off the track). Oddly, this only happened when I made the bytes something far from 10. When I set it to 0F, for example, everything was normal. Could anyone help field this one?
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6546 days
Last view: 6546 days
Posted on 03-16-06 10:04 PM Link | Quote
Can anyone find the Tile Mappings for Iggy Koopa and Larry Koopa? Because in the game, Iggy has Larry's hair, even though Iggy's real hair has its own graphics when viewing the tiles:

Big Al

Goomba


 





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

Last post: 6346 days
Last view: 6332 days
Posted on 03-17-06 02:37 PM Link | Quote
I don't know if anyone found this one, but does anyone know where I can find the palette that the text in message boxes use? I want to change it to use another palette. Thanks!
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 03-17-06 04:44 PM Link | Quote
Here's the ROM Addresses I have found so far:

Question Blocks:

0x10AB0: [04]
Sprite that comes out of blocks 127 and 128.

0x10AC1: [04]
Sprite that comes out of blocks 127 and 128 if Yoshi is present.

Sprites used by other sprites:

0x85A0-0x85A3: [15 0F 00 04]
Sprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa)

0xC513-0xC516: [74 75 77 76]
Sprites used by the changing item (Mushroom, Flower, Feather, Star)

Sprite generators:

0x1331C: [1C]
Sprite spawned by Diagonal Bullet Bill generator

0x1336E: [17]
Sprite spawned by Jumping Fish generator

0x1348E: [41]
Sprite spawned by Dolphin generator

0x135F1: [44]
Sprite spawned by Torpedo Ted generator

Enemies spawning sprites:

0xC133: [20]
The sprite that Magikoopa throws (originally found by Teenz)

0x147C8: [91]
Sprite spawned by Splitin' Chuck

0x15F96: [2B]
Sprite spawned by Sumo Brother

0x18CE5: [B3]
Sprite spawned by Bowser statue

Sprite tile mappings:

0x9DE6:
EC Spike Top frame 1
8C Spike Top frame 2
A8 Spike Top frame 3
AA Spike Top frame 4
8E Spike Top frame 5
AC Spike Top frame 6

0x9DEC:
AE Hopping Flame frame 1
8E Hopping Flame frame 2

0x9DEE:
EC Face of Lakitu
EE Lakitu's body
CE Face of Lakitu when he's defeated
EE Lakitu's body
A8 Lakitu throwing
EE Lakitu's body

0x9E0D:
67 Fish frame 1
69 Fish frame 2
88 Fish frame 3
CE Fish frame 4

Tiles 67 and 69 use page 1 and Tiles 88 and CE use page 0 (in the Lunar Magic 8x8 Tile Editor).

0x9E5A:
6A Eerie frame 1
ED Eerie frame 2

0x17FB8:
AE Hanging Swooper Death Bat
AE Hanging Swooper Death Bat
C0 Flying Swooper Death Bat
EB Half of the translucent block and Spike Top

(The Swooper Death Bat tilemaps were originally found by Mattrizzle).

Change EB to C0 to correct the graphics (this eliminates ExGFX at last!!!).


(edited by Davros on 04-03-06 11:27 PM)
(edited by Davros on 04-04-06 05:11 PM)
Mattrizzle

Red Goomba








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

Last post: 6604 days
Last view: 6604 days
Posted on 03-23-06 04:19 PM Link | Quote
From my notes, here are the offsets related to the Iggy/Larry tilemap:

FC4E Larry/Iggy ball
10083 Larry/Iggy
10153 Larry/Iggy shell

From experimenting with this data I know that the hair tiles cannot be changed individually. Attempting to give Iggy the proper hair will just make Larry have Iggy's hair. Someone with a greater knowledge of ASM might be able to bypass this limitation, though.




(edited by Mattrizzle on 03-23-06 03:49 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6307 days
Last view: 6306 days
Posted on 03-25-06 03:19 PM Link | Quote
change 0x8FC4 by EA EA to disable mushroom horizontal movement
change 0xC5E7 by EA EA EA to stop fire flower from going behind the FG(finally)
change 0xC62C by EA EA EA to disable moving coin and star movement


(edited by Bio on 03-25-06 02:24 PM)
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6420 days
Last view: 6420 days
Posted on 03-26-06 05:01 AM Link | Quote
Originally posted by Bio

change 0xC5E7 by EA EA EA to stop fire flower from going behind the FG(finally)



thanks man, this is very useful!
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: 6307 days
Last view: 6307 days
Posted on 03-26-06 05:47 AM Link | Quote
Yeah, but I wonder why that was there to begin with...
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-01-06 06:25 AM Link | Quote
Change 114C to EA to make Mario's lives read the lives address correctly instead if adding one to it. This address sounds familiar so I'm pretty sure it's already been found, but I can't remember where.

Edit: ...anybody know how to change the Bob-omb's explosion's graphic page?


(edited by Glyph Phoenix on 04-01-06 10:10 AM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 04-04-06 01:20 AM Link | Quote
More ROM Addresses:

0xD26F: [34]
Sprite spawned by Ludwig von Koopa

0x16CFE: [77]
Sprite spawned by Super Koopa when stomped

0x16F9F: [61]
Sprite that the 'group of floating skulls' is made from

0x17181: [78]
The sprite that the Coin Game Cloud drops

More sprite tile mappings:

0x9DCA
A6 - Bullet Bill
A4 - Vertical Bullet Bill
A6 - Diagonal Bullet Bill 1
A8 - Diagonal Bullet Bill 2

Tiles A4, A6 and A8 use page 1. They are being used by sprite generators D6 and D7.

0x9E11
8E ???
AE ???

I'm not sure which sprite uses these mappings, I changed the values, but nothing.

0x9E13
A2 Thwimp frame 1
A2 Thwimp frame 2
B2 Thwimp frame 3
B2 Thwimp frame 4

0x9E1D-0x9E28:
Springboard tile mappings (originally found by BMF)

0x9E5C
88 Ghost frame 1
8C Ghost frame 2
A8 Ghost laughing frame 1
8E Ghost laughing frame 2
AA Ghost laughing frame 3
AE Ghost laughing frame 4
8C Ghost frame 2
88 Ghost frame 1
A8 Ghost laughing frame 1

0x9E65
AE Rip Van Fish frame 1
AC Rip Van Fish frame 2
8C Rip Van Fish frame 3
8E Rip Van Fish frame 4

0x9E69
CE Vertical Dolphin frame 1
EE Vertical Dolphin frame 2

0x9E6B
C4 The rock of a Diggin' Chuck frame 1
C6 The rock of a Diggin' Chuck frame 2

0x9E6D
82 Monty Mole frame 1
84 Monty Mole frame 2
86 Monty Mole frame 3

0x9E70
8C Tile of Goal Sphere sprite (originally found by BMF)

0x18AA0
AE Swooper Bat frame 1
C0 Swooper Bat frame 2
E8 Swooper Bat frame 3

(The Swooper tilemaps were originally found by Mattrizzle).


(edited by Davros on 04-05-06 07:27 PM)
(edited by Davros on 06-23-06 06:28 PM)
(edited by Davros on 06-28-06 02:35 PM)
Mattrizzle

Red Goomba








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

Last post: 6604 days
Last view: 6604 days
Posted on 04-05-06 12:40 PM Link | Quote
Originally posted by Glyph Phoenix
...anybody know how to change the Bob-omb's explosion's graphic page?


Change 1031E to 18.

Heres a slew of addresses:

SPC Pointers (in SNES format)
70200 SPC Engine/SFX/Instrument Definitions (2E8-2F6)
2E9 [00] Low Byte
2EE [80] Middle Byte
2F3 [0E] High Byte

78200 SPC Sample Pointers/Samples (2FD-30B)
2FE [00] Low
303 [80] Middle
308 [0F] High

71AB1 SPC Music Bank 1 (Map) (30E-31C)
30F [B1] Low
314 [98] Middle
319 [0E] High

730D6 SPC Music Bank 2 (Levels) (348-356)
349 [D6] Low
34E [AE] Middle
353 [0E] High

1E600 SPC Music Bank 3 (Ending) (359-367)
35A [00] Low
35F [E4] Middle
364 [03] High

18C4 [0E 81](30E) Pointer for title screen music bank
22B4 [0E 81](30E) Pointer for map music bank
--------------
Wiggler
1730C-1730F [C4 C6 C8 C6]
Body Tiles

173B1-173B2 [D5 F2]
Pointer to use for X placement of angry eyes tile

173BE [88]
Angry eyes tile

174D5 [04] Number of harmful segments, minus 1

174D3-174D4 [00 08]
X placement of flower tile (on head)
(1 byte facing right, 1 byte facing left)

174D5-174D6 [04 04]
X placement of angry eyes tile
(1 byte facing right, 1 byte facing left)
~~~~~~~~~~~~~~
449E BG Tiles/Palette for Flipped Gate (1)
99 9C 8B 1C 8B 1C 8B 1C 8B 1C 99 DC
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
99 1C 8B 9C 8B 9C 8B 9C 8B 9C 99 5C

44E6 BG Tiles/Palette for Flipped Gate (2)
BA 9C AB 1C AB 1C AB 1C AB 1C BA DC
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
BA 1C AB 9C AB 9C AB 9C AB 9C BA 5C

BCB7 Gate Sprite Tiles
BDD3 [09] Palette of Gate Sprite

ECA8 [00] Yoshi's standing animation

1C4C0 [8E] Top tile of Chainsaw
1C4BB [AE] Middle tile of Chainsaw

DE47 [C0 C2 E0 C2] Motor at top of Line-guided rope
DE4C [CE CE CE CE CE CE CE CE] Rope parts
DEAC [31] Rope Palette




(edited by Mattrizzle on 04-05-06 12:04 PM)
(edited by Mattrizzle on 04-05-06 12:07 PM)
(edited by Mattrizzle on 04-05-06 12:08 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 04-05-06 08:36 PM Link | Quote
I think you missed one:

0x1736E
8C Wiggler's head

Some SFX values:

0xC129: [10]
SFX played by Magikoopa

0xC128-0xC12C:
Change it to EA EA EA EA EA to disable the sound

0x132E0: [09]
SFX played by Diagonal Bullet Bill generator

0x132DF-0x132E3:
Change it to EA EA EA EA EA to disable the sound

0x136A8: [09]
SFX played by Bullet Bill Shooter

0x136A7-0x136AB:
Change it to EA EA EA EA EA to disable the sound

0x147AF: [10]
SFX played by Splitin' Chuck

0x147AE-0x147B2:
Change it to EA EA EA EA EA to disable the sound

0x18CDB: [17]
SFX played by Bowser Statue

0x18CDA-0x18CDE:
Change it to EA EA EA EA EA to disable the sound

0x15F65: [09]
SFX played by Sumo Brother

0x15F64-0x15F68:
Change it to EA EA EA EA EA to disable the sound
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6407 days
Last view: 6307 days
Posted on 04-06-06 02:50 PM Link | Quote
Here's some information on various level data tables in the ROM (all addresses are in PC format):

Level pointer tables:

$2E200 -- Layer 1 pointer table (0x600 bytes long, 3 bytes per level)

$2E800 -- Layer 2 pointer table (0x600 bytes long, 3 bytes per level)
I haven't experimented with this much, but it's probably safe to assume that the data pointed to is interpreted differently depending on the level mode.

$2EE00 -- Sprite pointer table (0x400 bytes long, 2 bytes per level)
The bank byte of the sprite data is stored in a separate table at $77300. All the default SMW levels have a bank byte of 0x07, leading me to believe that this is a Lunar Magic extension.


Level entrances and the settings in the Other Properties window in Lunar Magic are stored in a separate set of tables starting at $2F200. Each table is 0x200 bytes long, indexed by level number.

$2F200 -- Level settings byte 1

bbbbyyyy

b = Layer 2 scroll settings (from Other Properties)
y = Level entrance Y position



$2F400 -- Level settings byte 2

bbtttxxx

b = Layer 3 settings (from Other Properties)
t = Level entrance type
x = Level entrance X position



$2F600 -- Level settings byte 3

mmmmffbb

m = Level entrance midway screen
f = Level entrance FG init position
b = Level entrance BG init position



$2F800 -- Level settings byte 4

ywvsssss

y = Disable no-Yoshi intro flag
w = Unknown vertical position flag
v = Vertical positioning flag
s = Level entrance screen number



Following this is a set of secondary entrance related tables. Again, there are four tables, 0x200 bytes each, indexed by secondary entrance number.

$2FA00 -- Secondary Entrances byte 1

Contains the low byte of the destination level.


$2FC00 -- Secondary Entrances byte 2

ffbbyyyy

f = FG init position
b = BG init position
y = Entrance Y location



$2FE00 -- Secondary Entrances byte 3

xxxsssss

x = Entrance X position
s = Entrance screen



$30000 -- Secondary Entrances byte 4

smuxlttt

s = Level slippery flag
m = Manual setting flag (if set, the X and Y locations represent the actual exit location rather than indexing into a table)
u = Subscreen flag (if set, entrance is on subscreen 1, otherwise it's on subscreen 0; only used if "manual setting" is set)
x = Upper bit of X location (only used if "manual setting" is set)
l = Upper bit of level number
t = Entrance type



Note that the secondary entrance data is based on studying a ROM that has already been modified with Lunar Magic.

This probably won't be much good to anyone, but I haven't seen it mentioned in any ROM address tables, so now at least it's documented.

EDIT: Fixed the formatting a little, so it's easier to read.


(edited by SnifflySquirrel on 04-12-06 11:27 AM)
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





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

Last post: 6568 days
Last view: 6306 days
Posted on 04-06-06 03:59 PM Link | Quote
I apologize for being annoying, but i searched everywhere near the
''Throw block creation routine'' for the 'Throw block Color asm''
and i still could not find it,

But I found the addresses for the ''Broken Brick sprite mappings''
and the ''Time Limit for the Throw block Before It Dies''.

I will now give you these addresses:

10855 - A9 FF (Change FF to 00 to make the Throw block stay forever!)

10D84 - 3C 3D 3D 3C 3C 3D 3D 3C
(Sprite mappings for Broken Bricks, Broken Turn blocks,
and Broken Throw Blocks.)

Reminder: Please read the whole thing, please?

-hamtaro126
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 04-06-06 07:57 PM Link | Quote
I have finally found Lemmy/Wendy and the Big Boo Boss hitpoints!

0x1D01A: [03]
Lemmy and Wendy's HP

0x183A2: [03]
Big Boo Boss HP

I think RAM Address 7E1534 determines the amount of hitpoints that Lemmy/Wendy and the Big Boo Boss have.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6307 days
Last view: 6306 days
Posted on 04-12-06 05:46 PM Link | Quote
0x5282:power-up that can throw fireball
0x5265: power-up that can do cape spin


(edited by Bio on 04-12-06 05:08 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6306 days
Last view: 6306 days
Posted on 04-14-06 05:28 PM Link | Quote
Originally posted by Bio
0x5282:power-up that can throw fireball
0x5265: power-up that can do cape spin


Holy fuck man.. That's Useful!
Thanks!
Also, have you figured out yet power-up that allows flying?
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-15-06 03:10 AM Link | Quote
He's right. Those are some great addresses you found, Bio. I plan on using them right away.

Just thought I'd mention that.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6407 days
Last view: 6307 days
Posted on 04-15-06 02:18 PM Link | Quote
I figured out how to change the levels that use the "dark castle" No-Yoshi intro!

As Smallhacker theorizes in the SMW Entrance Level Repointer readme, it's determined by level number. Address $2DC47 (PC) is the start of a block of code that checks for five specific level numbers, and loads 0x05 (the index of the dark castle intro) into X if any of them are set.

Specifically, the bytes we're interested in are $2DC4B, $2DC4F, $2DC53, $2DC57, and $2DC5B. These are the level numbers the game checks for (they're in the format the OW uses, so level 101 would be represented by 0x25, level 102 would be represented by 0x26, etc.). By default, the addresses are set to 31, 32, 34, 35, and 40 (for levels 10C, 10D, 110, 111, and 11C, respectively).

Now if I can only figure out why level 139 in one of my test ROMs uses the nighttime No-Yoshi sign intro despite using the "Normal 1" tileset...
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