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11-01-24 12:08 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - Mario's reserve box modifier. New poll | | Thread closed
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Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6465 days
Last view: 6465 days
Posted on 01-03-06 01:56 PM Link
A little something that I did in my spare time..
I checked Each Hexademical value to see what the sprites were. Enjoy.


Mario’s Reserve box item modifier
Master code: 7E0DC2
01: Mushroom
02: Flower
03: Starman
04: Cape Feather
05: 1-up Mushroom
06: Vine
07: Fireworks
08: Goal Tape
09: I have no idea. Disables any horizontal movement..
0A: P-Balloon
0B: Flying Red coin. (Worth 5 normal coins)
0C: Flying 1-up mushroom
0D: Flying Key
0E: Random Item
0F: Bonus Game roulette block
10: Left Flying ”?” Block with one coin inside
11: Left and Right Flying ”?” Block with one coin inside
12: ...? Nothing, I suppose...
13: Wiggler
14: Lakitu’s Cloud (Never runs out)
15: ...? Blasts Mario to right at amazing speed..
16: The wooden sledge from Iggy’s Castle
17: Yoshi’s House Birds. (Maximum amount is 4)
18: Smoke (From Yoshi’s House’s chimney)
19: Fire (From Yoshi’s House’s fireplace)
1A: ”EXIT” Sign and doors from Ghost House
1B: Pushes Mario to Right..?
1C: Rising/Lowening Mushroom Platform
1D: Green Floating Ghost Bubble
1E: Chargin’ Chuck
1F: Chargin’ Chuck (Also..?)
2A: Goomba (In a bubble..?)
2B: Ball (From Ball ’n’ Chain)
2C: Banzai Bill
2D: Bowser Battle background elements..! (Palette Change, Sprites go behind foreground layer, Lightnings on background, and various Sprite deletions/disappearings)
2E: I have no idea..
2F: Mechakoopa
30: Grey Plaform
31: A Spike Ball
32: ’Lil Sparky
33: Hothead
34: Bouncy
35: Blargg
36: Nothing..? No idea..
37: Fishbone
38: Rex
39: Sharp wooden stick, move down, then up.
3A: Sharp wooden stick, move up, then down.
3B: Fishin’ Boo
3C: Boo Block
3D: Background Boo. Doesn’t do anything.
3E: Moving ”Used” Block. (Roy)
3F: Fake Ceiling Spike
40: Koopa Statue Fireball (Moving Right)
41: Grinder
42: Podoboo
43: Diagonal moving Podoboo
44: Diagonally right moving grassy platform
45: Diagonally left moving grassy platform
46: Message box (Message depends on its X position)
47: Falling Platform
48: Moving stone box
49: Koopa Statue
4A: Blue Shellless Koopa
4B: Swooper
4C: Mega Mole
4D: Grey Wide Falling Platform
4E: Moving Flying Platforms
4F: Blurps
50: Big Spikey Fish
51: Wide Grey falling platform
52: Big Boo Boss (Destroyable with 3 throwable items)
53: Darkness (Adds also the discoball from Bowser’s Castle)
54: Hidden Mushroom. Jumps out when near.
55: Red ”?” Box
56: Crashes game
57: Crashes game
58: Crashes game
59: ...Yellow reversed P-Switch..? Doesn’t do anything, but can be knocked out if hit from below with a box.
5A: Crashes game
5B: Crashes game
5C: Crashes game
5D: Crashes game
5E: Cape..!?
5F: Crashes/Pauses game..?
60: Crashes game
61: Nothing..?
62: Crashes game VERY badly. Creates smaller pixels than allowed, makes the screen go black, change music, or even crash the emulator. Oddly enough, in some levels it appears to be a Koopa with a messed up pallette. When you touch it, you instantly die. Spin jumping doesn’t damage it or Mario, but sometimes it disappears and makes the game crash. Can be destroyed with Star or a Koopa Shell.
63: Changes Mario to scrambled graphic mess.
64: Crashes game
65: Messed up graphics to the sides of the screen. Graphics seemto mimic Mario’s movement..
66: Crashes game
67: Weird enemy. Disables some screens and makes the level size limited. Sometimes changes sprite’s graphics.
68: ...? Damages Mario continuously no matter where you are...
69: No idea. Some enemy, I suppose..
6A: Crashes game
6B: Crashes game
6C: Mario..?!
6D: Crashes game
6E: Crashes game
6F: Crashes game
70: Crashes game
71: Crashes game
72: Crashes game
73: Crashes game
74: Crashes game
75: Crashes game
76: Bursts through level at amazing speed. Kills Mario instantly no matter what.
77: Crashes game
78: Crashes game
79: Crashes game
7A: Crashes game
7B: Bursts through level at amazing speed. Mario stays alive until the end of the level.
7C: Crashes game
7D: Heavy enemy. No idea what it is..
7E: Crashes game
7F: Crashes game
80: Replaces Mario with an odd layer full of garbled graphics
81: Crashes game
82: No idea. Seems to be invisible, but if you touch it, you get damaged..
83: Crashes game
84: Crashes game
85: Podoboo. Jumps high, then low.
86: Crashes game
87: No idea.. If Mario’s on Yoshi, it acts like Yoshi’s hurt. But If Mario doesn’t have Yoshi, nothing happens. Crashes in some levels.
88: Crashes game
89: Crashes game
8A: Replaces Mario with an odd layer full of garbled graphics
8B: Crashes game
8C: Crashes game
8D: Green Shellless Koopa
8E: Red Shellless Koopa
8F: Blue Shellless Koopa...?
90: Yellow Shellless Koopa
91: Green Koopa With a Shell
92: Red Koopa With a Shell
93: Blue Koopa With a Shell
94: Yellow Koopa With a Shell
95: Green Flying Koopa (Flies in one direction only)
96: Green Jumping Koopa (Jumps high)
97: Red Flying Koopa (Flies Vertically)
98: Red Flying Koopa (Flies Horizontally)
99: Yellow ”Flying” Koopa. (Has Wings, and jumps rarely ever)
9A: ... Nothing..?
9B: Keyhole
9C: Goomba
9D: Winged Goomba
9E: Buzzy Beetle
9F: Nothing...?
A0: Spiny. (Normal state)
A1: Spiny. (”Egg” state)
A2: Fish. (If on ground, starts jumping)
A3: Same as above...? I mean, It’s a fish, and acts like A2...
A4: Fish. (Falls just through the screen..)
A5: Fish. (If Falls to water, jumps 2-3 times low, then it jumps once high. After this, it will sink, and repeat the process..)
A6: Nothing..? Can be destroyed..
A7: Classic Piranha Plant. (Heading up)
A8: Football
A9: Bullet Bill (Facing right)
AA: Hopping Flame
AB: No idea.. A 32 x 16 Sprite with a redish palette. Can be eaten, and can be stomped..
AC: Reapperaing Magikoopa
AD: Magikoopa’s Magical magic
AE: Coin
AF: Green Horizontally Climbing Koopa
B0: Red Horizontally Climbing Koopa
B1: Green Vertically Climbing Koopa
B2: Red Vertically Climbing Koopa
B3: Thwomp
B4: Thwimp
B5: Big Boo
B6: Morton Koopa...!?
B7: Classic Piranha Plant. Somewhat different than the other one..?
B8: Lightning. (Sumo Brothers do these. Causes a short-time fire.)
B9: Green Shellless Koopa. Somewhat different than the other one..?
BA: Nothing...?
BB: ’Lil Sparky..? Somewhat different than the other one..?
BC: Spring
BD: Dry Bones. Throws a bone
BE: Bony Beetle
BF: Dry Bones. Doesn’t throw anything
C0: Podoboo. Jumps quite high..
C1: Garbled Graphics which damage Mario when touched
C2: Green Yoshi
C3: Crashes game
C4: Boo
C5: No idea.. Scrambled graphics, and damages Mario if touched.
C6: Same as above, only hovers up and down.. No idea..
C7: Urchin. Moves Horizontally
C8: Urchin. Moves Vertically.
C9: Urchin. Moves up/down walls, and left/right ceilings/floors.
CA: Rip Van Fish
CB: Nothing..?
CC: Para-Goomba
CD: Para-Bomb
CE: Dolphin. Random movement.
CF: Dolphin. Jumps left and right.
D0: Dolphin. Jumps up.
D1: Torpedo Ted
D2: Trail Coin
D3: Chargin’ Chuck. Somewhat different than the other one..?
D4: Fish. Moves Left, then Right, then jumps.
D5: Diggin’ Chuck’s piece of ground
D6: Growing Pipe’s end
D7: Shining Question Mark sphere secret goal
D8: Pipe Dwelling Lakitu
D9: Exploding block (Green Shellless Koopa inside)
DA: Monty Mole’s ground hideout. (16 x 8)
DB: Monty Mole’s ground hideout. (16 x 16)
DC: Jumpin’ Piranha Plant
DD: Jumpin’ Piranha Plant. (Spits Fireballs)
DE: Ninji.. I suppose..
DF: Horizontally moving platform.
E0: No idea.
E1: No idea
E2: Grey Horizontally moving platform
E3: Big Horizontally moving platform
E4: Grey Vertically moving platform
E5: Big Vertically moving platform
E6: Spreading block. First spreads horizontally, then vertically.
E7: Spreading block. Only spreads horizontally.
E8: Wooden Falling Platform
E9: Wooden Falling Platform. Somewhat different than the other one..?
EA: Big grassy Platform. Hovers in water.
EB: Very Big grassy Platform. Hovers in water.
EC: Swing platform. If Mario goes on it, it starts swinging.
ED: No idea.. Somehow related to switch palace, I think...
EE: Skull Platform
EF: Wooden platform. Moves Line-Guided.
F0: Wooden Platform. Moves Line-Guided. Somewhat different than the other one..?
F1: Line-Guided motor with a rope hanging on it
F2: Line-Guided motorsaw
F3: Line-Guided motorsaw. Somewhat different than the other one..?
F4: Grinder. Somewhat different than the other one..?
F5: Fuzzy
F6: Nothing...?
F7: Money Game cloud
F8: Bouncy platform. Tight from left.
F9: Bouncy platform. Tight from right. (Hey, that rhymes)
FA: Invisible Block...?
FB: Dino Rhino
FC: Dino Torch/Mini Dino
FD: No Idea. Scrambled Graphic just falls through the screen..
FE: Super Koopa. Red Cape.
FF: Super Koopa.Flashing Cape.


On a side note, someone should take advantage on the value 62. Since it creates smaller pixels tha allowed, it can do some serious stuff..


(edited by Raccoon Sam on 01-03-06 12:58 PM)
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: 6467 days
Last view: 6465 days
Skype
Posted on 01-03-06 02:22 PM Link
Just in case you would like to know, add $73 (115) to the value to get the sprite number in Lunar Magic.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6465 days
Posted on 01-03-06 02:36 PM Link
What does this exactly?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6465 days
Last view: 6465 days
Posted on 01-03-06 02:37 PM Link
But I can't use Lunar Magic.
I have OS X.
And Andres, Open up Action Replay cheat window on your emulator and add the code.
For the last 2 digits, put any of those in the list. Then Mario's Reserve box should have the wanted item.


(edited by Raccoon Sam on 01-03-06 01:38 PM)
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

Last post: 6471 days
Last view: 6465 days
Posted on 01-03-06 03:20 PM Link
Well, that isnt ASM, thats an AR code you use in your emulator.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6465 days
Last view: 6465 days
Posted on 01-03-06 03:37 PM Link
AR code write value in RAM, this is useful for ASM because you can make a subroutine that write in the ram
Kailieann



 





Since: 11-18-05

Last post: 6465 days
Last view: 6465 days
Posted on 01-03-06 08:03 PM Link
I was bored before you were
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6465 days
Last view: 6465 days
Posted on 01-04-06 01:03 AM Link
Originally posted by Kailieann
I was bored before you were

Awesome.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6466 days
Last view: 6465 days
Posted on 01-04-06 07:54 PM Link
Originally posted by Kailieann
I was bored before you were


Nice job hiding the link to the data that well.
(In other words, he placed the data where most people would see it, but you kind of buried it down in a hard to see place in a obscure location. But in any case, good job. Both of you.)
Kailieann



 





Since: 11-18-05

Last post: 6465 days
Last view: 6465 days
Posted on 01-04-06 08:23 PM Link
*shrug* it's a work in very slow progress
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6465 days
Last view: 6465 days
Posted on 01-05-06 05:00 AM Link
Yeah.
Think we should combine this stuff and make up the missing holes..?
I mean, You seem to have some information/details that I don't..
And uh, I can't seem to find Baby Yoshi anywhere from 00-FF..
Can you?
spel werdz rite









Since: 11-19-05

Last post: 6466 days
Last view: 6465 days
Posted on 01-05-06 05:08 AM Link
This reminds me, I have to post my SoundFX traces.
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