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05-06-24 03:19 PM
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Glyphodon



 





Since: 11-18-05

Last post: 6327 days
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Posted on 08-10-06 02:09 AM Link | Quote
Interesting Item Box Values
Format:
Number - Graphic, drops when you get hit or press select

00 - Nothing
01 - Mushroom
02 - Flower
03 - Star
04 - Feather
05 - Upside down blue Yoshi's Egg, drops vines
97 - Blue coin, drops Winged Vertical Red Koopa
A5 - Silver smiling coin, drops fish
AD - Upside-down silver P-switch, drops Magikoopa magic
C6 - Blue Koopa, drops floating up and down nonsense
CA - Yellow Koopa, drops what may be a floating fireball
F1 - Upside-down coin, drops very strange object

I recorded these for my hack, which uses the item box graphic for something totally different.


(edited by Glyph Phoenix on 08-11-06 06:07 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
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Posted on 08-10-06 08:07 AM Link | Quote
I've actually documented each address of the item box modifier.
It can be found somewhere in the SMW hacking crap.
All from 00 to FF.
Glyphodon



 





Since: 11-18-05

Last post: 6327 days
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Posted on 08-11-06 05:51 AM Link | Quote
Could you be more specific? There's pages upon pages of SMW hacking crap.


(edited by Glyph Phoenix on 08-11-06 06:07 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
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Posted on 08-11-06 02:33 PM Link | Quote
http://board.acmlm.org/thread.php?id=1690
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
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Posted on 08-14-06 11:52 PM Link | Quote
Probably not very useful to anyone else, but I've certainly been looking for them for quite a while:

0xE923 Tile used by flattened P-Switch
0xE929 Tile used by flattened Shelless Koopa
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
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Posted on 08-15-06 01:54 AM Link | Quote
Originally posted by icegoom
0xE923 Tile used by flattened P-Switch
0xE929 Tile used by flattened Shelless Koopa


I remember myself trying to find the first one. It could be fairly useful.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6291 days
Last view: 6291 days
Posted on 08-16-06 05:38 PM Link | Quote
0x194B9 [04] - sound effect played while blocks are being generated by the eating/creating sprite. I know that sprite's getting old now, but just change it to $01, it's pretty funny. To get other sounds only accessible by other sound registers, the next byte (8D) shouldn't be changed, but the two bytes after that determine what sound register to load the number to (big endian).


(edited by Goldensunboy on 08-16-06 04:38 PM)
Sukasa

Birdo
Not quite as active as before.
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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 08-16-06 06:53 PM Link | Quote
What comes before that first byte, $A9?

LDA #SOUNDEFFECT
STA $SOUNDBUFFER

Heh, how simple and yet how effective. Hey, where's the pointer table for the two entries?
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6291 days
Last view: 6291 days
Posted on 08-16-06 09:31 PM Link | Quote
There is no pointer table around that area. The actual code for the loading of the sound effect was in the sprite's code.
$03/92A7 A0 04 .. .. LDY #$04 A:017F X:0007 Y:00F0 P:envMXdizc
$03/92A9 AD 09 19 .. LDA $1909 [$03:1909] A:017F X:0007 Y:0004 P:envMXdizc
$03/92AC C9 FF .. .. CMP #$FF A:0100 X:0007 Y:0004 P:envMXdiZc
$03/92AE F0 10 .. .. BEQ $10 [$92C0] A:0100 X:0007 Y:0004 P:envMXdizc
$03/92B0 A5 13 .. .. LDA $13 [$00:0013] A:0100 X:0007 Y:0004 P:envMXdizc
$03/92B2 29 03 .. .. AND #$03 A:01A4 X:0007 Y:0004 P:eNvMXdizc
$03/92B4 05 9D .. .. ORA $9D [$00:009D] A:0100 X:0007 Y:0004 P:envMXdiZc
$03/92B6 D0 05 .. .. BNE $05 [$92BD] A:0100 X:0007 Y:0004 P:envMXdiZc
$03/92B8 A9 04 .. .. LDA #$04 A:0100 X:0007 Y:0004 P:envMXdiZc
$03/92BA 8D FA 1D .. STA $1DFA [$03:1DFA] A:0104 X:0007 Y:0004 P:envMXdizc

$03/92BD BC 7C 15 .. LDY $157C,x[$03:1583] A:0104 X:0007 Y:0004 P:envMXdizc
$03/92C0 A5 9D .. .. LDA $9D [$00:009D] A:0104 X:0007 Y:0000 P:envMXdiZc
$03/92C2 D0 67 .. .. BNE $67 [$932B] A:0100 X:0007 Y:0000 P:envMXdiZc
$03/92C4 B9 6F 92 .. LDA $926F,y[$03:926F] A:0100 X:0007 Y:0000 P:envMXdiZc
$03/92C7 95 B6 .. .. STA $B6,x [$00:00BD] A:0110 X:0007 Y:0000 P:envMXdizc
$03/92C9 B9 74 92 .. LDA $9274,y[$03:9274] A:0110 X:0007 Y:0000 P:envMXdizc
$03/92CC 95 AA .. .. STA $AA,x [$00:00B1] A:0100 X:0007 Y:0000 P:envMXdiZc
$03/92CE 22 1A 80 01 JSL $01801A[$01:801A] A:0100 X:0007 Y:0000 P:envMXdiZc

This is just a small portion of the code I got from one trace through one part of one frame when the eating/creating sprite made the first block. I'm pretty sure this code is called more than just on every frame a block is created.
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








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

Last post: 6287 days
Last view: 6286 days
Posted on 08-16-06 09:34 PM Link | Quote
No, sorry. I meant for pointing to the block's directional data, so that it could be moved to an open bank and no longer have any space limitations.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6291 days
Last view: 6291 days
Posted on 08-16-06 09:51 PM Link | Quote
Ah, sorry about that.
$03/9306 B9 A4 93 LDA $93A4,y;Load command for E/C sprite from directional table1, with submap data. (195A4-195EE, headered)
$03/9309 B0 03 BCS $03 [$930E];Check if Mario is on main OW or submap, if on main, perform next OpCode. If on submap, skip next OpCode.
$03/390B B9 EF 93 LDA $93A4,y;Load accumulator (and overwrite previous value) with command from E/C sprite directional data table2, with main overowrld data. (195EF-19622, headered)

I thought you were thinking there was a table for sound effects. My IPS repoints the data to make the directional code go without its normal limits. However, I am kind of skeptical about the place I put the code. At that opcode, Y is 8-bit, allowing up to FE commands. (command FF has to be FF to terminate the sprite) With a little work, I think Y could be changed the 16-bit, though, allowing for a path just about as long as anyone can imagine. I thought the path in Larry's castle was long. It used just over a fourth of the possible data it could use to make its path. (last command was number 0x47, about.)

If it helps you any, the command number that is loaded to Y to index the table every time a new command is to be loaded is stored at $03:153B (rom?).
Glyphodon



 





Since: 11-18-05

Last post: 6327 days
Last view: 6308 days
Posted on 08-18-06 03:26 PM Link | Quote
At 7E1693 in RAM, there is the low byte of whatever block Mario is standing on. It's fun... try messing with it.

Does anyone have any data pertaining to whether Mario's touching a wall he cannot pass or on whether or not Mario is running up a wall via the purple block?

Edit: Also, there's one major mistake I found with my previous big list of addresses... the Powerup Routine is way off. I don't even know how I got to that conclusion. At xC6AC or around there is the real powerup routine; coins, flowers, mushrooms, and feathres run this routine when you collect them. At xC6CB, anyway, is an opcode comparing the sprite number with the coin's sprite number: if they match, the game runs the coin code, or something like that.


(edited by Glyph Phoenix on 08-18-06 10:36 PM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6386 days
Last view: 6322 days
Posted on 08-21-06 03:50 PM Link | Quote
Here are some addresses from my notes:

x15C1 = Nintendo Presents sound
x15C3 = Also something Nintendo Presents sound related
x15CB = Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
xA929 = Kicking shell sound
x9B9F = Hitting block with shell sound
xF957 = Yoshi egg coming out of block sound
xA4C6 = Yohis egg explodes sound
xEF60 = Mario jumping on Yoshi sound
x2B54E = Something Yoshi swallowing related sound
xF2D4 = Yoshi swallowing sound sound
xAD59 = Mario jumps on a koopa sound
xAB40 = Yoshi stomping on enemy sound
xF91E = Yoshi runs away sound
xB6F3 = Message Box hit sound
x18F7E = Layer 3 text appear sound
x218A0 = When arriving a level point sound
xA85B = Koopa hit by shell sound
x2B54E = Collecting Coin/Hitting question block from below sound
x149F7 = Hitting Chuck sound
x14908 = Running Chuck sound

PS: I don't know if any of them have been posted, I just traced some sound addresses.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 08-22-06 06:58 AM Link | Quote
ram $7E:0088 Misc. movements of mario
rom x7609 wich movement when Mario enters a vertical pipe.

00=nothing
01=flashing
02=
03=game stops for a while, after that Mario is flashing
04=get flower animation
05=enter a door
06=enter a vertical pipe
07=shoot from a diagonal pipe
08=shoot into the sky (like when yoshi get's wings from a ?-block)
09=end the level without activating events on the OW
0A=seems to be the castle entrance moves(?)
0B=game freezes
0C=WTF??? can somebody explain this?? O_o
0D=game freezes
0E-FF= crash


(edited by ghettoyouth on 08-22-06 05:58 AM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 08-22-06 10:36 AM Link | Quote
Originally posted by Ice Man
I just traced some sound addresses.
Is it possible to enable a sound for when Mario exits a horizontal pipe?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
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Posted on 08-22-06 10:47 AM Link | Quote
Originally posted by ghettoyouth
08=shoot into the sky (like when yoshi get's wings from a ?-block)



Moses! Someone take advantage on this and make an NSMB Vertical Cannonpipe!
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6386 days
Last view: 6322 days
Posted on 08-22-06 12:44 PM Link | Quote
Peter, you would have to create a small routine, so it actually plays the sound. There is no offset to enable it because it wasn't implemented in SMW. I might be wrong though, so feel free to correct me.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 08-22-06 01:28 PM Link | Quote
Originally posted by Raccoon Sam
Originally posted by ghettoyouth
08=shoot into the sky (like when yoshi get's wings from a ?-block)



Moses! Someone take advantage on this and make an NSMB Vertical Cannonpipe!


hmm the ram adress doesn't work with a custom block for some reason


(edited by ghettoyouth on 08-22-06 12:28 PM)
Disruptive Idiot

Red Paragoomba


 





Since: 11-17-05
From: Syosset

Last post: 6414 days
Last view: 6286 days
Posted on 08-22-06 01:39 PM Link | Quote
Originally posted by ghettoyouth
Originally posted by Raccoon Sam
Originally posted by ghettoyouth
08=shoot into the sky (like when yoshi get's wings from a ?-block)



Moses! Someone take advantage on this and make an NSMB Vertical Cannonpipe!


hmm the ram adress doesn't work with a custom block for some reason


Maybe it's just a status indicator and isn't actually what causes Mario to use that movement? You could check out the vertical pipe routine and see what exactly it does to clarify.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6450 days
Last view: 6295 days
Posted on 08-22-06 03:22 PM Link | Quote
according to my notes, ram $71 is the address for the mario actions that ghettoyouth listed. try using that in your custom blocks
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