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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | New poll | | |
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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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Radical.
Then I'll just have to try and update those to be 24-bit... Imagine, your own levels in LM showing up there! Um... Time for Geiger's SNES9X debugger? |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by Sukasa + Definitely. What about the enemies themselves, though? How are they stored? |
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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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asdf: Look here
Sukasa: No. Time to take a break from the debugger. Okay. I only used it to generate a list of data used between the Yoshi's house scene and the first enemy scene, but still! |
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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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Smallhacker: I meant I'd do it sorry. | |||
Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6729 days Last view: 6729 days |
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Originally posted by Smallhacker Nice! Now we can edit the enemy scenes entirely! I can't believe it was that close to the other data, and I still couldn't find it after all of this time. I know that a lot of the data for the objects and castle destruction sequences are in or around this bank as well, so someone may want to look around there. Here are some of the object tilemaps (sans the high bytes): 17 6B5BB [05] Rope 6B5BC [06] Clouds 18 6B5DB [00] Water with animated surface (Top) 6B5DF [02] " (Bottom) 19 6B5DC [01] Water with normal surface (T) 6B5E0 [03] " (B) 1A 6B5DD [04] Lava with animated surface (T) 6B5E1 [05] " (B) 1B 6B5DE [08] Climbing net with top edge (T) 6B5E2 [0B] " (B) 1C 6B62B [26] Donut bridge (T) 6B62C [44] " (B) 80-E 6ECDE-6ED69 Ghost House entrance 84-E 6C46B-6C4E8 Castle entrance 85-E 6ED93-6EE32 Yoshi's House 8A-E 6EE7E-6EE81 Green Switch 8B-E 6EE82-6EE85 Yellow Switch 8C-E 6EE86-6EE89 Blue Switch 8D-E 6EE8A-6EE8D Red Switch |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6544 days Last view: 6544 days |
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x9832 Bomb-Omb's explosion SFX
x983C length of the explosion |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6431 days |
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Two Questions:
- How can you find out ROM addresses? I'm familiar with RAM, but ROM...? - How can you edit it? (edited by Raccoon Sam on 02-14-06 09:29 AM) |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6544 days Last view: 6544 days |
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Originally posted by Raccoon Sam |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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0x77F8 by EA EA EA EA to disable item box auto-falling when you get hurt
0x136B2: Sprite Spawned by bullet bill shooter Finally, we can decide wich sprite Its shoot ---RAM adress----- 7E148F: Flag used to detect If Mario hold a object 7E0071: Flag used to detect If Mario is in a cinematic |
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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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I figured out mapping addresses by looking in the standard sprite mapping block and comparing the values with the tile addresses in the Lunar Magic 8x8 editor, in the sprite area. Kinda silly, but it works for me | |||
spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Originally posted by Sukasa +linky linky! Sorry for taking so long. I forgot for a while and I was fixing some descriptions and it still isn't so perfect. But you get the idea. P.S. Another thing I found is the Choco Island 2 data! Jump to offset x2DCE1 for all the data. I don't know the exact way the data goes, but I'm working on it. (edited by spel werdz rite + on 02-25-06 11:54 PM) |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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By your document, at 7E1DF9, I putted a 52 on a SMW by the Geigerīs SNES9x Debugger, interesting sound...really. Maybe that sound was on the beta version ! | |||
Zachio Knuckle Joe Since: 11-19-05 From: Q forever Last post: 6464 days Last view: 6463 days |
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Originally posted by spel werdz rite +Originally posted by Sukasa +linky linky! Sorry for taking so long. I forgot for a while and I was fixing some descriptions and it still isn't so perfect. But you get the idea. He said a HTML file, you posted a .doc |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Be happy it's even there.
It took enough work as it was. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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Mega mole data
0x18B32: change to EAEAEA to disable animation 0x1896F: X speed (left) 0x1896F: X speed (right) sprite colision detection is at Snes $018032, JSL to it in a sprite code to make it change direction when touching another sprite (edited by Bio on 02-28-06 03:34 PM) (edited by Bio on 02-28-06 03:34 PM) |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Does someone else want to look into the Choco Island 2 data a bit?
I've been staring at it and I have no idea what to do with it! Remember, it's around x2DCE1. All I've found out was what level it loads on. I want to get a little more familiar with it because it would be pretty cool in a hack, but the data is beyond my limited relm of ASM knowledge. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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change 0x15DD7 to EA EA EA to disable hammer bros. platform(sprite 9C) vertical movement and change 0x15DDA to EA EA EA to disable the horizontal movement
change 0x015C94 to EA EA EA to make hammer bros stop turning around (edited by Bio on 03-08-06 09:32 PM) (edited by Bio on 03-08-06 09:32 PM) (edited by Bio on 03-08-06 10:02 PM) |
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Hamtaro126 Red Goomba stupid as as OSHT BAN Since: 11-20-05 From: Hacktown, Usa Last post: 6692 days Last view: 6431 days |
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I found 3 of those coin tile sprite mappings (they are 8x16) in a hex editor
a long time ago when I was working on my hack! there are 2 seprete addresses on where they are. And for right now, Search for these: EA FA EA to EA FA ?? make sure to search it a 2nd time in your hex editor to find a duplicate there are 2 types of coin sprite mappings. In the right order: 1st search: Coin that pops up after killing an enemy with a Fireball. 2nd search: Coin that pops up after hitting a [?] block. -hamtaro126 NOTE- AUGH!!!! I had a hard-drive crash, so i have to re-start from scratch! |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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to find the moving coin mapping, just check the graphic byte 2 in MWR and add 0x9D83 to it | |||
Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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Originally posted by Mattrizzle Yeah! We have the enough data to edit the ending escenes !. Itīs time to make a program... Iīm not, I donīt have the enough knowledge to make one . |
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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | | |