Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in SMW Hacking. |
Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | New poll | | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 | Add to favorites | Next newer thread | Next older thread |
User | Post | ||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
| ||
18CC: Level to use on the title screen.
(Note that the byte is the actual number + $24) Edit: 1EB1: Level to use during the "Welcome to dinosaur land" intro. (Note that the byte is the actual number + $24) Also, setting 1EB1 to 00 will make the game skip the intro and move directly to the overworld. (edited by Smallhacker on 01-13-07 07:15 PM) |
|||
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: 6432 days Last view: 6431 days |
| ||
Oh wow, SH! Awesome! I'm going to try something with that.
EDIT: Couldn't remember if anyone had, but I looked into the lives routine. It's definitely going to take a .ips file to be able to change. Working on it now if anyone cares to know. So far, I do know this: It's one fucked-up way of setting lives. It's set in a loop that sets 255 bytes around that area to #$04. (edited by Sukasa on 01-13-07 08:03 PM) |
|||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6431 days Last view: 6431 days |
| ||
At address 0x90CE replace D0 11 20 30 AD A5 0F 18 69 1B C9 37 A9 01 9D 94 15 90 0D with EA to make the classic and upsidedown piranha plants keep coming out of the pipe even if Mario is near or on top of the sprite.
Edit: Fixed address. Sprites that the turn block will change into when hit by Magikoopa's Magic: 0xBE7D: [78] 1-UP 0xBE83: [21] Coin 0xBE89: [27] Thwimp 0xBE8F: [07] Yellow Koopa (edited by Davros on 01-20-07 04:28 AM) |
|||
RDOG Goomba Since: 11-17-05 From: London, Ontario, Canada Last post: 6461 days Last view: 6456 days |
| ||
0x7806 - Death code (edited by RDOG on 01-20-07 03:24 AM) (edited by RDOG on 01-20-07 03:25 AM) |
|||
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: 6432 days Last view: 6432 days |
| ||
Originally posted by Davros There must be a better way than that. That looks like it wipes out the entire subroutine, which could be trouble if something else used it; you should be able to get the same effect by just changing a branch condition or something along those lines. |
|||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6431 days Last view: 6431 days |
| ||
Originally posted by Alice Thanks for reminding me. *goes to address 0x90CE and changes D0 to 80* What do you know? It works. BTW, I made a mistake in my last post, it's address 0x90CE not 0x90E0. My bad.
|
|||
BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6432 days Last view: 6431 days |
| ||
Originally posted by asakuS...what? I changed the starting number of lives just the other night (at $2025), and it worked fine. The loop only sets either one or two addresses to #$04 ($7E0DB4 and $7E0DB5), depending on whether or not it's a two-player game: LDX $0DB2 ;two-player flag (0 or 1) LDA #$04 STA $0DB4,X DEX BPL #$FA |
|||
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: 6432 days Last view: 6431 days |
| ||
Wow. I am an idiot, then.
Guess that I shouldn't try to code things like that when I'm tired... Well, it *does* let you make Mario and Luigi have different lives, at least And... I get it I mixed up BPL and BNE. |
|||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6438 days Last view: 6439 days |
| ||
Finally! Dry Bones and Bony Beetle's crumbling animation:
Frame 1: xE654 (4E) Frame 2: xE65E (2E) (Each frame is three 8x8 tiles wide and 2 tall. The value entered is the upper middle tile. The tiles to the left and right are automatically selected to make up the frame. It'd be a nice space saver if someone could figure out how to make the animation frames just use one 16x16 tile...) and Fishin' Lakitu's Pole: Rod: x168A8 (AA) Line: x16907 (89) |
|||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6431 days |
| ||
Originally posted by icegoom Excellent! For ages, SMW hackers must've been looking for those offsets. Thank you! |
Pages: 1 2 3 4 5 6 7 8 9 10 11 | Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | | |