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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: 6533 days Last view: 6433 days |
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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) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6445 days Last view: 6432 days |
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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: 6432 days Last view: 6432 days |
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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: 6445 days Last view: 6432 days |
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Originally posted by Kailieann 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!). |
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ibz10g Spiny Since: 08-10-06 From: Altoona, Iowa Last post: 6477 days Last view: 6477 days |
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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: 6445 days Last view: 6432 days |
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Originally posted by ibz10g 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). |
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ibz10g Spiny Since: 08-10-06 From: Altoona, Iowa Last post: 6477 days Last view: 6477 days |
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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: 6432 days Last view: 6432 days |
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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 |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
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Originally posted by pikaguy900 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. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by Davros 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? |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by Davros 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. |
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spel werdz rite Since: 11-19-05 Last post: 6433 days Last view: 6432 days |
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What do you think would happen if it were changed to executible code? | |||
Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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The code would execute, obviously.
But good luck finding a combination that looks good and executes well. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by Smallhacker Ooh, thanks! There's one less thing I have to worry about fixing. (edited by icegoom on 11-14-06 06:06 PM) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6432 days Last view: 6432 days |
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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) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6432 days Last view: 6432 days |
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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 |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by Davros 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 |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6432 days Last view: 6432 days |
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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 |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
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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: 6432 days Last view: 6432 days |
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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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