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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | New poll | | |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Finally, sprite generator data
0x12BB1: Sprite that all sprite change into when a silver pow active(only work on offscreen sprite)take in note the the sprite will use the same palette than the silver coin that is normally spawned 0x131BC: Sprite that the 'group of 5 eerie' is made from, by changing this you can make be a group of any sprite you want 0x1324E: Sprite spawned by bowser fireball generator 0x13244: SFX played by bowser fireball generator change 0x13243 by EA EA EA EA EA to disable bowser fireball generator SFX 0x13294: Sprite spawned by bullet bill generator 0x13289: SFX played by bullet bill generator Change 0x13288 by EA EA EA EA EA to disable Bullet bill generator SFX 0x133CF: Sprite spawned by Super koopa generator 0x1341A: Sprite spawned by bubble generator 0x134E9: Sprite spawned by eerie generator (edited by Bio on 01-05-06 12:52 AM) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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I wonder if there's an address that says what the brown block turns into when a pow is active, or what the Black Pirhana Plant becomes after a silver Powe, etc.
Also, the offsets that state what comes out of the turn blocks: 10AA1 1 byte Sprite number Sprite that comes out of egg in block 126 (Yoshi) 10AA2 1 byte Sprite number Sprite that comes out of egg in block 126 if Yoshi is already present (1up) 10AA4 1 byte Sprite number Sprite that comes out of blocks 117 and 118 when small (Mushroom) 10AA5 1 byte Sprite number Sprite that comes out of block 117 when big (Flower) 10AA6 1 byte Sprite number Sprite that comes out of block 119 (Star) 10AA7 1 byte Sprite number Sprite that comes out of block 118 when big (Feather) also effects the question blocks. I don't know the tilenumbers exactlt, but you guys know what I'm talking about. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by spel werdz rite they are using animation, they don't transform in another block |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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I know that, but what I was saying was "is there an offset that says what the brown block acts like when a pow is hit?" | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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I looked at the backup I made before the board went down and found some data not in the archive.
--==Ghettoyouth==-- Some sound adresses: xB6F3 SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite x18F7E SFX that comes up when the Message comes out of the Message Block x1746C SFX that comes up when mario hits a Wiggler x1983B SFX that comes up when Mario hits a Rex xAB41 SFX that comes up when Mario jumps on an enemy with the spine jump x243F write a 12 into this adress and the music is still playing during a paused game O_o x1CE5 SFX that comes up when you select a game at the title screen --==BMF==-- $85DB: Length of time before sprite #19's message box appears (don't set lower than 04) --==Mattrizzle==-- Dry Bones Byte 1 is the Bone in the throwing frame Byte 2 is the Head Byte 3 is the Body $1C5B3-1C5BE [00 08 00|00 F8 00|00 04 00|00 FC 00] x-displacement table $1C5BF-1C5C4 [43 43 43|03 03 03] palette/gfx page (3 bytes facing right, 3 bytes facing left) $1C5C5-1C5CD [F4 F0 00|F4 F1 00|F4 F0 00] y-displacement table $1C5CE-1B546 [00 64 66|00 64 68|82 64 E6] tile table $124CC [80] frame 1 of thrown bone $124D0 [82] frame 2 of thrown bone $124DA [02] palette/gfx page of thrown bone (the flip is controlled by something else) This doesn't include the crumbling sprites... yet. |
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jp Red Paragoomba Since: 12-19-05 From: Uruguay Last post: 6779 days Last view: 6779 days |
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I'm looking for info on Mario's running speed. It seems complicated, because I set a write breakpoint at 7E007B (mario's x speed), but that didn't work! (It only brought up some STZ when you collide, etc.)
I tried with read breakpoints and that did work, but still I couldn't figure it out. I found a couple of misc. bytes though (don't know if they're known already): 5CB7 Vine climbing speed 1 (right AND down) 5CB9 Vine climbing speed 2 (left and up) 59AF Seems to be falling maximum speed (without button held) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6730 days Last view: 6730 days |
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I found a bunch of palette loading subroutines, so here's offsets from them (may have already posted some of these):
Layer 3 Crusher Palette 220A-220B [6C B6] Pointer Palette loading Documentation Mario/Luigi Palettes Pointers 250A-250B [86 00] Starting Index (Note: Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss) 2520-2521 [14 00] X-Span x2 Layer 3 Palettes 2E06-2E07 [70 B1] Pointer 2E0B-2E0C [10 00] Starting Index 2E10-2E11 [07 00] X-Span -1 2E15-2E16 [01 00] Y-Span -1 Foreground/Sprite Palettes 2E1D-2E1E [50 B2] Pointer 2E22-2E23 [84 00] Starting Index 2E27-2E28 [05 00] X-Span -1 2E2C-2E2D [09 00] Y-Span -1 Back Area Colors 2E3C-2E3D [A0 B0] Pointer Tileset Specific FG Palettes 2E42-2E43 [90 B1] Pointer 2E59-2E5A [44 00] Starting Index 2E5E-2E5F [05 00] X-Span -1 2E63-2E64 [01 00] Y-Span -1 Tileset Specific Sprite Palettes 2E6B-2E6C [18 B3] Pointer 2E82-2E83 [C4 01] Starting Index 2E87-2E88 [05 00] X-Span -1 2E8C-2E8D [01 00] Y-Span -1 Layer 2 Background Palettes 2E94-2E95 [B0 B0] Pointer 2EAB-2EAC [04 00] Starting Index 2EB0-2EB1 [05 00] X-Span -1 2EB5-2EB6 [01 00] Y-Span -1 Layer 1 Berry Palettes 2EBD-2EBE [74 B6] Pointer 2EC2-2EC3 [52 00] Starting Index 2EC7-2EC8 [06 00] X-Span -1 2ECC-2ECD [02 00] Y-Span -1 Berry Sprite Palettes 2ED4-2ED5 [74 B6] Pointer 2ED9-2EDA [32 01] Starting Index 2EDE-2EDF [06 00] X-Span -1 2EE3-2EE4 [02 00] Y-Span -1 Overworld Map Layer 2 Palettes 2F28-2F29 [D8 B3] Pointer 2F30-2F31 [32 B7] Pointer (Special World Passed) 2F4D-2F4E [82 00] Starting Index 2F52-2F53 [06 00] X-Span -1 2F57-2F58 [03 00] Y-Span -1 Overworld Map Layer 1 Palettes 2F5F-2F60 [28 B5] Pointer 2F64-2F65 [52 00] Starting Index 2F69-2F6A [06 00] X-Span -1 2F6E-2F6F [05 00] Y-Span -1 Overworld Map Sprite Palettes 2F76-2F77 [7C B5] Pointer 2F7B-2F7C [02 01] Starting Index 2F80-2F81 [06 00] X-Span -1 2F85-2F86 [07 00] Y-Span -1 Overworld Map Layer 3 Palettes 2F8D-2F8E [EC B5] Pointer 2F92-2F93 [10 00] Starting Index 2F97-2F98 [07 00] X-Span -1 2F9C-2F9D [01 00] Y-Span -1 Title Screen Layer 3 Palettes (Row 1) 2FA9-2FAA [3C B6] Pointer 2FAE-2FAF [10 00] Starting Index 2FB3-2FB4 [07 00] X-Span -1 2FB8-2FB9 [00 00] Y-Span -1 Title Screen Layer 3 Palettes (Row 2) 2FC0-2FC1 [2C B6] Pointer 2FC5-2FC6 [30 00] Starting Index 2FCA-2FCB [07 00] X-Span -1 2FCF-2FD0 [00 00] Y-Span -1 Layer 3 Palettes (Boss Battles) 2FE5-2FE6 [70 B1] Pointer 2FEA-2FEB [10 00] Starting Index 2FEF-2FF0 [07 00] X-Span -1 2FF4-2FF5 [01 00] Y-Span -1 Larry/Iggy Platform Palette 2FFC-2FFD [5C B6] Pointer 3001-3002 [00 00] Starting Index 3006-3007 [07 00] X-Span -1 300B-300C [00 00] Y-Span -1 Morton, Roy, Ludwig, Unused, Reznor Platform 1DF6E-1DF72 [BC A4 98 78 6C] Pointers, low byte 1DF73-1DF77 [B2 B2 B2 B3 B3] Pointers, high byte Bowser Lightning Colors 1E22E-1E230 [DE B5 00] Pointer Bowser Palettes 1E243-1E245 [9E B6 00] Pointer 62DD8 [A0 B0] Castle Destruction Scene BG Pointer 62DDF [B0 B0] Castle Destruction Scene BG Pointer 64E74 [A0 B0] Castle Destruction Scene BG Pointer 1C9F: 20 A6 AD Jump to Title Screen Palette Subroutine 2798: 20 25 AD Jump to Map Screen Palette Subroutine 63018: B9 DC AD Related to Boss Battle L3 Palette Subroutine? |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Sprite tile mappings for the Info Block and Blue Shell-less Koopa, please. | |||
Chaos Force Just drifting by... Since: 11-17-05 Last post: 6436 days Last view: 6432 days |
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Since we have some request in here, I'd like to add my own.
I need help finding the Banza Bill speed. All my searches came up with nothing. :/ |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Well I'm doing it all myself, you ungrateful hackers
Though I am charting out that unknown block of sprite tilemap data. Here's what I have so far: 9d83: Top half of Koopa Troopa (frame 1) 9d84: Bottom half of Koopa Troopa (frame 1) 9d85: Top half of Koopa Troopa (frame 2) 9d86: Bottom half of Koopa Troopa (frame 2) 9d87: Top half of Koopa Troopa (turning) 9d88: Bottom half of Koopa Troopa (turning) 9d89, 9d8a, 9d8b: Koopa Troopa shell (default frame, then animation frames in order) 9d8c: Shell-less non blue Koopa Troopa (frame 1) 9d8d: Shell-less non blue Koopa Troopa (frame 2) 9d8e: Shell-less non blue Koopa Troopa (same as 9d8d... turning animation?) 9d90: Shell-less non blue Koopa Troopa (kicking frame) More as I dig it up. EDIT: More stuff for you all: 9d91: stunned shell-less koopa/sliding blue shell-less koopa 9d92: second frame for stunned shell-less koopa 9d93: frame 1 of shell-less blue koopa (I needed this!) 9d94: frame 2 of shell-less blue koopa 9d95: turn animation for shell-less blue koopa 9d96: blue shell-less koopa kick animation 9dbd: first frame of pirahna (head) 9dbe: first frame of pirahna (vine) 9dbf: second frame of pirahna (head) 9dc0: second frame of pirahna (vine) (edited by Techokami on 01-17-06 11:28 PM) (edited by Techokami on 01-18-06 09:10 AM) |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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SmallHacker pointed me to this post in the archives. It's better than my post :O
mikeyk's sprite mapping offsets It's how I made the turning animations for those enemies =] |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6446 days Last view: 6432 days |
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Triple post, BUT:
1235B 4 bytes Fireball sprite mappings 1600E is... SUMO BROS MAPPINGS! =D 1600E: Left head tile (8x8) (frame 1) 1600F: Right head tiles (8x8) (frame 1) 16010: Left body tiles (8x16) (frame 1) 16011: Right body tiles (16x16) (frame 1) 16012 - 16015: Same as above but for frame 2 That's all of the Sumo bro I can figure out... 8 bytes. 16E72 Forgot how many bytes Super Koopa mappings (AKA mini hell) (edited by Techokami on 01-21-06 09:27 PM) |
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Stephan Reiken Blipper Since: 11-17-05 Last post: 6439 days Last view: 6433 days |
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Here's something interesting I found...
This occurs when you run into the Shell-less Koopa Troopa after it hops into a shell, but before it becomes (Or as it becomes?) a Koopa Troopa. Try it, it isn't easy and I found it by mistake. Just keep running into the shell after a Koopa jumps in, but before it changes into a Koopa Troopa. Expand a bit on Techokami's list here... 9d8e: Shell-less non blue Koopoa Troopa (Upper Glitched frame ) 9d90: Shell-less non blue Koopa Troopa (kicking frame, Lower Glitch frame) |
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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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I've found that earlier, but never said anything since I never managed to get a screenshot. | |||
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 |
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On the subject of glitches, play the original MSW, and in one of the foreste levels where there is a wiggler and a hammer brother in the same spot, get killed while above the wiggler.
Now, does anyone have an idea for a fix for that? |
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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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I was looking for the location of the level segments found in the "enemy names" part of the ending. I still haven't found them (they're probably using the normal level format, by the way), but I found the data deciding where parts of the screen should be blacked out.
The "black data" can be found right before the same scene's enemy names. (Example: Names for scene with Lakitu, Spiny, Para-Goombas and such starts at 6F5A0. The black data for the same scene starts at 65F00.) Black data format: The black data consists of a lot of horizontal and vertical "lines". Byte 1: Should be $2x, where x is the upper 4 (?) bits of the start position Byte 2: Lower 8 bytes of start position. Byte 3: Mode. $40 = Horizontal line. $C0 = Vertical line. Other values unknown. Byte 4: Length of line in tiles. Actual amount of tiles = (Length/2)-1. This byte should be even. Otherwise, a garbage tile will appear at the end of the line. Byte 5: Tile to place. Standard is $FA (black tile) Byte 6: Always $34? Useage unknown. |
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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 |
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Ooh! That could be used to change the blacking to make nice borders around the enemies! Awesome find, Smallhacker! Now, with the start position settings, how does that tranform into X/Y data?
Object based... just like so much of SMW. |
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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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Byte 1 | 0010 YYYY | YYYX XXXX | Byte 2 | |||
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 |
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Ah, thanks.
Since those a probably in increments of 8x8 tiles... Now, where is the pointer table to these (there is a pointer table for them, right?) |
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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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YES
I found the actual level data. Like I thought, it uses the standard SMW level format. You can even view the scenes in LM (Open Level Address). 062E29 Spiny, Lakitu, Wiggler 062E3E Hammer Bro., Super Koopa, Piranha plant 062E53 Sumo Bro., Pokey, Bullet Bill 062E77 Rex, Banzai Bill, Mega Mole 062E9E Dino-Rhino/-Torch, Koopas 062EC8 Cave enemies 062EDA Water enemies 062EEF Ghosts 062F04 Castle enemies 062F1F Castle enemies 2 062F31 Reznor 062F3D Mechakoopas 062F52 Bowser 062F58 Pointer table (13 pointers, 2 bytes each) |
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