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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | New poll | | |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6544 days Last view: 6544 days |
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i'm not sure but can't you do it with LM? | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6432 days Last view: 6430 days |
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I've been trying to find the line-guided brown/checkerboard platform (sprite 62 and 63) speed bytes while the boards were down. My results this time were much better than my previous results, although I still have yet to find it. I believe I am on the right track, though. I know that the (x) speed is 10 (by testing it against several sprites). I eventually tracked this down at 0xDECC.
a9 08 4c 04 dc 15 15 15 15 0c 10 10 10 10 0c 0c 10 10 10 10 0c 15 15 10 10 10 10 10 10 10 10 10 10 10 10 15 15 00 00 00 00 00 00 01 02 00 00 00 00 02 01 00 00 00 00 01 See the bolded 10s? When I messed around with those, changing them all to the same thing, the sprite 63 platform screwed up when I jumped on it (it had some jitters, then dropped off the track). Oddly, this only happened when I made the bytes something far from 10. When I set it to 0F, for example, everything was normal. Could anyone help field this one? |
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NES Boy Red Paragoomba Since: 02-22-06 Last post: 6671 days Last view: 6671 days |
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Can anyone find the Tile Mappings for Iggy Koopa and Larry Koopa? Because in the game, Iggy has Larry's hair, even though Iggy's real hair has its own graphics when viewing the tiles:
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Big Al Goomba Since: 11-19-05 From: New Jersey, USA Last post: 6470 days Last view: 6456 days |
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I don't know if anyone found this one, but does anyone know where I can find the palette that the text in message boxes use? I want to change it to use another palette. Thanks! | |||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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Here's the ROM Addresses I have found so far:
Question Blocks: 0x10AB0: [04] Sprite that comes out of blocks 127 and 128. 0x10AC1: [04] Sprite that comes out of blocks 127 and 128 if Yoshi is present. Sprites used by other sprites: 0x85A0-0x85A3: [15 0F 00 04] Sprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa) 0xC513-0xC516: [74 75 77 76] Sprites used by the changing item (Mushroom, Flower, Feather, Star) Sprite generators: 0x1331C: [1C] Sprite spawned by Diagonal Bullet Bill generator 0x1336E: [17] Sprite spawned by Jumping Fish generator 0x1348E: [41] Sprite spawned by Dolphin generator 0x135F1: [44] Sprite spawned by Torpedo Ted generator Enemies spawning sprites: 0xC133: [20] The sprite that Magikoopa throws (originally found by Teenz) 0x147C8: [91] Sprite spawned by Splitin' Chuck 0x15F96: [2B] Sprite spawned by Sumo Brother 0x18CE5: [B3] Sprite spawned by Bowser statue Sprite tile mappings: 0x9DE6: EC Spike Top frame 1 8C Spike Top frame 2 A8 Spike Top frame 3 AA Spike Top frame 4 8E Spike Top frame 5 AC Spike Top frame 6 0x9DEC: AE Hopping Flame frame 1 8E Hopping Flame frame 2 0x9DEE: EC Face of Lakitu EE Lakitu's body CE Face of Lakitu when he's defeated EE Lakitu's body A8 Lakitu throwing EE Lakitu's body 0x9E0D: 67 Fish frame 1 69 Fish frame 2 88 Fish frame 3 CE Fish frame 4 Tiles 67 and 69 use page 1 and Tiles 88 and CE use page 0 (in the Lunar Magic 8x8 Tile Editor). 0x9E5A: 6A Eerie frame 1 ED Eerie frame 2 0x17FB8: AE Hanging Swooper Death Bat AE Hanging Swooper Death Bat C0 Flying Swooper Death Bat EB Half of the translucent block and Spike Top (The Swooper Death Bat tilemaps were originally found by Mattrizzle). Change EB to C0 to correct the graphics (this eliminates ExGFX at last!!!). (edited by Davros on 04-03-06 11:27 PM) (edited by Davros on 04-04-06 05:11 PM) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6728 days Last view: 6728 days |
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From my notes, here are the offsets related to the Iggy/Larry tilemap:
FC4E Larry/Iggy ball 10083 Larry/Iggy 10153 Larry/Iggy shell From experimenting with this data I know that the hair tiles cannot be changed individually. Attempting to give Iggy the proper hair will just make Larry have Iggy's hair. Someone with a greater knowledge of ASM might be able to bypass this limitation, though. (edited by Mattrizzle on 03-23-06 03:49 PM) |
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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 0x8FC4 by EA EA to disable mushroom horizontal movement
change 0xC5E7 by EA EA EA to stop fire flower from going behind the FG(finally) change 0xC62C by EA EA EA to disable moving coin and star movement (edited by Bio on 03-25-06 02:24 PM) |
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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 Bio thanks man, this is very useful! |
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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: 6431 days Last view: 6431 days |
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Yeah, but I wonder why that was there to begin with... | |||
Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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Change 114C to EA to make Mario's lives read the lives address correctly instead if adding one to it. This address sounds familiar so I'm pretty sure it's already been found, but I can't remember where.
Edit: ...anybody know how to change the Bob-omb's explosion's graphic page? (edited by Glyph Phoenix on 04-01-06 10:10 AM) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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More ROM Addresses:
0xD26F: [34] Sprite spawned by Ludwig von Koopa 0x16CFE: [77] Sprite spawned by Super Koopa when stomped 0x16F9F: [61] Sprite that the 'group of floating skulls' is made from 0x17181: [78] The sprite that the Coin Game Cloud drops More sprite tile mappings: 0x9DCA A6 - Bullet Bill A4 - Vertical Bullet Bill A6 - Diagonal Bullet Bill 1 A8 - Diagonal Bullet Bill 2 Tiles A4, A6 and A8 use page 1. They are being used by sprite generators D6 and D7. 0x9E11 8E ??? AE ??? I'm not sure which sprite uses these mappings, I changed the values, but nothing. 0x9E13 A2 Thwimp frame 1 A2 Thwimp frame 2 B2 Thwimp frame 3 B2 Thwimp frame 4 0x9E1D-0x9E28: Springboard tile mappings (originally found by BMF) 0x9E5C 88 Ghost frame 1 8C Ghost frame 2 A8 Ghost laughing frame 1 8E Ghost laughing frame 2 AA Ghost laughing frame 3 AE Ghost laughing frame 4 8C Ghost frame 2 88 Ghost frame 1 A8 Ghost laughing frame 1 0x9E65 AE Rip Van Fish frame 1 AC Rip Van Fish frame 2 8C Rip Van Fish frame 3 8E Rip Van Fish frame 4 0x9E69 CE Vertical Dolphin frame 1 EE Vertical Dolphin frame 2 0x9E6B C4 The rock of a Diggin' Chuck frame 1 C6 The rock of a Diggin' Chuck frame 2 0x9E6D 82 Monty Mole frame 1 84 Monty Mole frame 2 86 Monty Mole frame 3 0x9E70 8C Tile of Goal Sphere sprite (originally found by BMF) 0x18AA0 AE Swooper Bat frame 1 C0 Swooper Bat frame 2 E8 Swooper Bat frame 3 (The Swooper tilemaps were originally found by Mattrizzle). (edited by Davros on 04-05-06 07:27 PM) (edited by Davros on 06-23-06 06:28 PM) (edited by Davros on 06-28-06 02:35 PM) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6728 days Last view: 6728 days |
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Originally posted by Glyph Phoenix Change 1031E to 18. Heres a slew of addresses: SPC Pointers (in SNES format) 70200 SPC Engine/SFX/Instrument Definitions (2E8-2F6) 2E9 [00] Low Byte 2EE [80] Middle Byte 2F3 [0E] High Byte 78200 SPC Sample Pointers/Samples (2FD-30B) 2FE [00] Low 303 [80] Middle 308 [0F] High 71AB1 SPC Music Bank 1 (Map) (30E-31C) 30F [B1] Low 314 [98] Middle 319 [0E] High 730D6 SPC Music Bank 2 (Levels) (348-356) 349 [D6] Low 34E [AE] Middle 353 [0E] High 1E600 SPC Music Bank 3 (Ending) (359-367) 35A [00] Low 35F [E4] Middle 364 [03] High 18C4 [0E 81](30E) Pointer for title screen music bank 22B4 [0E 81](30E) Pointer for map music bank -------------- Wiggler 1730C-1730F [C4 C6 C8 C6] Body Tiles 173B1-173B2 [D5 F2] Pointer to use for X placement of angry eyes tile 173BE [88] Angry eyes tile 174D5 [04] Number of harmful segments, minus 1 174D3-174D4 [00 08] X placement of flower tile (on head) (1 byte facing right, 1 byte facing left) 174D5-174D6 [04 04] X placement of angry eyes tile (1 byte facing right, 1 byte facing left) ~~~~~~~~~~~~~~ 449E BG Tiles/Palette for Flipped Gate (1) 99 9C 8B 1C 8B 1C 8B 1C 8B 1C 99 DC 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 99 1C 8B 9C 8B 9C 8B 9C 8B 9C 99 5C 44E6 BG Tiles/Palette for Flipped Gate (2) BA 9C AB 1C AB 1C AB 1C AB 1C BA DC AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C BA 1C AB 9C AB 9C AB 9C AB 9C BA 5C BCB7 Gate Sprite Tiles BDD3 [09] Palette of Gate Sprite ECA8 [00] Yoshi's standing animation 1C4C0 [8E] Top tile of Chainsaw 1C4BB [AE] Middle tile of Chainsaw DE47 [C0 C2 E0 C2] Motor at top of Line-guided rope DE4C [CE CE CE CE CE CE CE CE] Rope parts DEAC [31] Rope Palette (edited by Mattrizzle on 04-05-06 12:04 PM) (edited by Mattrizzle on 04-05-06 12:07 PM) (edited by Mattrizzle on 04-05-06 12:08 PM) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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I think you missed one:
0x1736E 8C Wiggler's head Some SFX values: 0xC129: [10] SFX played by Magikoopa 0xC128-0xC12C: Change it to EA EA EA EA EA to disable the sound 0x132E0: [09] SFX played by Diagonal Bullet Bill generator 0x132DF-0x132E3: Change it to EA EA EA EA EA to disable the sound 0x136A8: [09] SFX played by Bullet Bill Shooter 0x136A7-0x136AB: Change it to EA EA EA EA EA to disable the sound 0x147AF: [10] SFX played by Splitin' Chuck 0x147AE-0x147B2: Change it to EA EA EA EA EA to disable the sound 0x18CDB: [17] SFX played by Bowser Statue 0x18CDA-0x18CDE: Change it to EA EA EA EA EA to disable the sound 0x15F65: [09] SFX played by Sumo Brother 0x15F64-0x15F68: Change it to EA EA EA EA EA to disable the sound |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6531 days Last view: 6431 days |
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Here's some information on various level data tables in the ROM (all addresses are in PC format):
Level pointer tables: $2E200 -- Layer 1 pointer table (0x600 bytes long, 3 bytes per level) $2E800 -- Layer 2 pointer table (0x600 bytes long, 3 bytes per level) I haven't experimented with this much, but it's probably safe to assume that the data pointed to is interpreted differently depending on the level mode. $2EE00 -- Sprite pointer table (0x400 bytes long, 2 bytes per level) The bank byte of the sprite data is stored in a separate table at $77300. All the default SMW levels have a bank byte of 0x07, leading me to believe that this is a Lunar Magic extension. Level entrances and the settings in the Other Properties window in Lunar Magic are stored in a separate set of tables starting at $2F200. Each table is 0x200 bytes long, indexed by level number. $2F200 -- Level settings byte 1 bbbbyyyy b = Layer 2 scroll settings (from Other Properties) y = Level entrance Y position $2F400 -- Level settings byte 2 bbtttxxx b = Layer 3 settings (from Other Properties) t = Level entrance type x = Level entrance X position $2F600 -- Level settings byte 3 mmmmffbb m = Level entrance midway screen f = Level entrance FG init position b = Level entrance BG init position $2F800 -- Level settings byte 4 ywvsssss y = Disable no-Yoshi intro flag w = Unknown vertical position flag v = Vertical positioning flag s = Level entrance screen number Following this is a set of secondary entrance related tables. Again, there are four tables, 0x200 bytes each, indexed by secondary entrance number. $2FA00 -- Secondary Entrances byte 1 Contains the low byte of the destination level. $2FC00 -- Secondary Entrances byte 2 ffbbyyyy f = FG init position b = BG init position y = Entrance Y location $2FE00 -- Secondary Entrances byte 3 xxxsssss x = Entrance X position s = Entrance screen $30000 -- Secondary Entrances byte 4 smuxlttt s = Level slippery flag m = Manual setting flag (if set, the X and Y locations represent the actual exit location rather than indexing into a table) u = Subscreen flag (if set, entrance is on subscreen 1, otherwise it's on subscreen 0; only used if "manual setting" is set) x = Upper bit of X location (only used if "manual setting" is set) l = Upper bit of level number t = Entrance type Note that the secondary entrance data is based on studying a ROM that has already been modified with Lunar Magic. This probably won't be much good to anyone, but I haven't seen it mentioned in any ROM address tables, so now at least it's documented. EDIT: Fixed the formatting a little, so it's easier to read. (edited by SnifflySquirrel on 04-12-06 11:27 AM) |
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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: 6430 days |
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I apologize for being annoying, but i searched everywhere near the
''Throw block creation routine'' for the 'Throw block Color asm'' and i still could not find it, But I found the addresses for the ''Broken Brick sprite mappings'' and the ''Time Limit for the Throw block Before It Dies''. I will now give you these addresses: 10855 - A9 FF (Change FF to 00 to make the Throw block stay forever!) 10D84 - 3C 3D 3D 3C 3C 3D 3D 3C (Sprite mappings for Broken Bricks, Broken Turn blocks, and Broken Throw Blocks.) Reminder: Please read the whole thing, please? -hamtaro126 |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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I have finally found Lemmy/Wendy and the Big Boo Boss hitpoints!
0x1D01A: [03] Lemmy and Wendy's HP 0x183A2: [03] Big Boo Boss HP I think RAM Address 7E1534 determines the amount of hitpoints that Lemmy/Wendy and the Big Boo Boss have. |
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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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0x5282:power-up that can throw fireball
0x5265: power-up that can do cape spin (edited by Bio on 04-12-06 05:08 PM) |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6430 days |
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Originally posted by Bio Holy fuck man.. That's Useful! Thanks! Also, have you figured out yet power-up that allows flying? |
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Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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He's right. Those are some great addresses you found, Bio. I plan on using them right away.
Just thought I'd mention that. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6531 days Last view: 6431 days |
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I figured out how to change the levels that use the "dark castle" No-Yoshi intro!
As Smallhacker theorizes in the SMW Entrance Level Repointer readme, it's determined by level number. Address $2DC47 (PC) is the start of a block of code that checks for five specific level numbers, and loads 0x05 (the index of the dark castle intro) into X if any of them are set. Specifically, the bytes we're interested in are $2DC4B, $2DC4F, $2DC53, $2DC57, and $2DC5B. These are the level numbers the game checks for (they're in the format the OW uses, so level 101 would be represented by 0x25, level 102 would be represented by 0x26, etc.). By default, the addresses are set to 31, 32, 34, 35, and 40 (for levels 10C, 10D, 110, 111, and 11C, respectively). Now if I can only figure out why level 139 in one of my test ROMs uses the nighttime No-Yoshi sign intro despite using the "Normal 1" tileset... |
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