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05-06-24 12:48 PM
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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses New poll | |
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SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6387 days
Last view: 6287 days
Posted on 11-09-06 06:24 PM Link | Quote
Here's a few random addresses I've found recently. I can't really vouch for their usefulness, though.

** Related to the end-of-level scorecard display **

x2CE1A [30 28 31 28 32 28 33 28 34 28] -- 'MARIO' tiles and attributes used in the end-of-level scorecard

x2CE61 [40 41 42 43 44] -- 'LUIGI' letters used in the end-of-level scorecard (uses the same attributes as the MARIO letters)

x2CEC4 [05] -- Number of LUIGI tiles to use in the end-of-level scorecard

x2CE66 -- Change to 80 1C to prevent the player from getting a free 1UP at the goal if the tens digit of your bonus star counter and the tens and ones digits of your time are all the same

** Relating to bonus stars obtained at goal posts **

x3F3AA -- Table of bonus stars to receive at the goal. The table is x20 bytes long, and each byte corresponds to a four-pixel range, from the lowest to the highest point. (The values in this table are binary-coded decimal numbers, so e.g. if the table says x17 it means you will get 17 (decimal) stars at that level.)

x3F462 [50] -- If you get this many bonus stars at the goal, you will also be awarded a 3UP. (This is also a BCD number; see above.)

x3F463 [D0] -- Change to 80 to disable getting a 3UP when getting the above number of bonus stars.

** Related to the Bowser battle item box frame (probably not too useful... oh, well) **

x1B643 [70 80 70 80] -- X position of each corner of the frame (in the order upper-left, upper-right, lower-left, lower-right)

x1B647 [07 07 17 17] -- Y position of each corner of the frame (same order as above)

x1B66E [43] -- Tile to use for the frame (each corner uses the same 16x16 tile)

x1B64B [37 77 B7 F7] -- Attributes for each corner of the frame (same order as above)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 11-09-06 07:57 PM Link | Quote
What's the start and end addresses for the Triangle Block routine? I want to see if I can try and use that routine to make a block that will allow Mario to run up the side of a wall without running. Then I could try my hand at making a magnetic block that Mario could walk upon on all sides, even upside-down...
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 11-09-06 07:59 PM Link | Quote
You cannot make Mario walk upside-down without rewriting a huge chunk of the game's physics engine. And that's just for starters.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 11-09-06 08:03 PM Link | Quote
Originally posted by Kailieann
You cannot make Mario walk upside-down without rewriting a huge chunk of the game's physics engine. And that's just for starters.

Huh. Oh well. I'd still like to find a way to allow Mario to walk up walls using the Purple Triangle without having to run (even if I have to make a Custom Power-Up to do it!).
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6331 days
Last view: 6331 days
Skype
Posted on 11-09-06 08:52 PM Link | Quote
I don't think you would need a powerup for that, but you would either need to write an entire new subroutine, or rewrite the old one.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 11-09-06 09:04 PM Link | Quote
Originally posted by ibz10g
I don't think you would need a powerup for that, but you would either need to write an entire new subroutine, or rewrite the old one.

I'd rather make a new one, for a Custom Block. I want old and new. Technically, I just want to see what all I can do by changing that one simple effect. All I need to know is where the subroutine for the Purple Block starts and ends (I'd do trial-and-error, but I'm really paranoid, and I'm afraid that if I try each and every byte, I'll eventually tear up my ROM beyond repair).
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6331 days
Last view: 6331 days
Skype
Posted on 11-09-06 09:07 PM Link | Quote
That's why you back up your work all the time. It's saved my ass on multiple occasions.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6286 days
Last view: 6286 days
Posted on 11-10-06 05:16 AM Link | Quote
Even more tilemaps that are scattered:

Tilemaps used by sprite 62:

0xB545
60 Left edge of platform

0xB54A
61 Center of platform

0xB555
62 Right edge of platform

0xB572
62 Right edge of platform

Tilemaps used by sprite 5F:

0xC9EA
A2 Chain used by platform

0xCA71
A2 Chain used by platform

0xCAC7
A2 Chain used by platform

0xCAD3
A2 Chain used by platform

0xCBBB
60 Left edge of platform
61 Center of platform
61 Center of platform
62 Right edge of platform

Tilemaps used by sprite 9E:

0x159A4
E8 Chain

0x15A00
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball

Sadly, changing the last four tiles freezes the game.

Tilemaps used by sprite A3 and sprite E0:

0x159AA
A2 Chain used by platform

0x15A44
A2 Chain used by platform
60 Left part of platform
61 Center part of platform
62 Right part of platform

Tilemaps used by sprite C2:

0x186DD
A2 Blurp frame 1

0x186E1
EC Blurp frame 2

More miscellaneous tilemaps:

0x18FB0
C0 Info Box tilemap

0x19211
AC Reflecting Fireball tilemap

0x1941C
E0 Falling Spike tilemap
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6286 days
Last view: 6286 days
Posted on 11-10-06 08:48 AM Link | Quote
Originally posted by pikaguy900
Huh. Oh well. I'd still like to find a way to allow Mario to walk up walls using the Purple Triangle without having to run (even if I have to make a Custom Power-Up to do it!).


Mind you, the only vertical movement tiles made for Mario are for running.
If you'd want him walking, you'd probably have to remove the running ability.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6293 days
Last view: 6293 days
Posted on 11-10-06 09:12 PM Link | Quote
Originally posted by Davros
0x15A00
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball

Sadly, changing the last four tiles freezes the game.


So I learned when I tried to fix the Ball 'n' Chain after the first version of Sprite Tool's firebars glitched them up. (I need to start over with a clean ROM to fix them at some point... )

I've been looking for Blurps for a long time, so yay! Incidentally, has anyone ever found the mappings for crumbled Dry Bones and Bony Beetles?
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 11-11-06 06:05 AM Link | Quote
Originally posted by Davros
0x15A00
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball
EA Spiked Ball

Sadly, changing the last four tiles freezes the game.

Nintendo used that space for both code and data, which means that if you change that to invalid code, the game will crash.

If you want to edit the spiked ball's tilemap, here's how to do it:

$181E2 should be the start of a short block of $FFs. Change the first four bytes there to the new tilemap. Then, go to $15A2C (where you should see "00D8") and change it to "E2FF".

Note: If $181E2, $181E3, $181E4 and $181E5 aren't $FFs, you must find some other free space between $10200 and $181FF and change $15A2C to the two byte pointer of that location instead.
spel werdz rite









Since: 11-19-05

Last post: 6287 days
Last view: 6286 days
Posted on 11-11-06 12:47 PM Link | Quote
What do you think would happen if it were changed to executible code?
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 11-12-06 11:28 AM Link | Quote
The code would execute, obviously.
But good luck finding a combination that looks good and executes well.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6293 days
Last view: 6293 days
Posted on 11-14-06 07:06 PM Link | Quote
Originally posted by Smallhacker
If you want to edit the spiked ball's tilemap, here's how to do it:

Ooh, thanks! There's one less thing I have to worry about fixing.


(edited by icegoom on 11-14-06 06:06 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6286 days
Last view: 6286 days
Posted on 11-16-06 04:47 PM Link | Quote
Some Yoshi Egg tilemaps:

0xF961
02 Broken egg frame 1 (Green, Red, Blue and Yellow)
02 Broken egg frame 2 (Green, Red, Blue and Yellow)
00 Yoshi Egg tilemap (Red, Blue and Yellow)

0xF994
00 Yoshi Egg tilemap (Red, Blue and Yellow)

Some info on Yoshi's tongue:

0xF694
09 Gfx page of Yoshi's tongue

0xF698
40 Palette of Yoshi's tongue (only changes the right side)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6286 days
Last view: 6286 days
Posted on 12-02-06 07:48 PM Link | Quote
Torpedo Ted tilemaps:

0x13B2D
80 Torpedo Ted's face

0x13B37
82 Torpedo Ted's propeller frame 1

0x13B3F
A0 Torpedo Ted's propeller frame 2

0x13B43
82 Torpedo Ted's propeller frame 1

Dolphin tilemaps:

0x13E0E
E2 Dolphin's head frame 1
88 Dolphin's head frame 2
E7 Dolphin's body frame 1
A8 Dolphin's body frame 2
E8 Dolphin's tail frame 1
A9 Dolphin's tail frame 2
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6293 days
Last view: 6293 days
Posted on 12-02-06 11:25 PM Link | Quote
Originally posted by Davros
Some info on Yoshi's tongue:

Here's the mappings for Yoshi's tongue:

0xF688
76 middle of tongue

0xF68C
66 end of tongue

0xF28B
3F lump in Yoshi's throat as he swallows

And ghettoyouth found the mappings for Yoshi's fire a while back:

0x1217A
04 fireball frame 1

0x1217E
2B fireball frame 2
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6286 days
Last view: 6286 days
Posted on 12-14-06 06:22 PM Link | Quote
Volcano Lotus info:

0x16208
8E Top of Volcano Lotus frame 1
9E Top of Volcano Lotus frame 2
E2 Top of Volcano Lotus frame 3

0x16212
CE Bottom of Volcano Lotus

0x16256
39 Palette/Gfx page of tile E2

0x1625A
35 Palette/Gfx page of tiles 8E and 9E

0x16291: [0C]
Extended sprite used by the Volcano Lotus
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6286 days
Last view: 6286 days
Posted on 12-23-06 03:48 PM Link | Quote
Does anyone know the address of what Splittin' Chuck turns into?
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6286 days
Last view: 6286 days
Posted on 01-01-07 06:30 AM Link | Quote
I found the values that determines the palette/gfx page of the standard sprites:

0x9FB6
00 Palette/Gfx page of standard sprites (shared)

0xA13C
00 Palette/Gfx page of standard sprites (shared)
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