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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Bros 3 data | New poll | | |
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1184 Micro-Goomba Since: 03-30-06 Last post: 6606 days Last view: 6606 days |
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I need alot of Super Mario Bros 3 data. Like this for example:
What item is in the Treasure Chest on each level. Where can I find some of that data? Better yet all of those hex datas? |
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DahrkDaiz Nipper Plant U wan hax Mario?! Since: 11-17-05 Last post: 6291 days Last view: 6290 days |
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Item find in a treasure chest in levels is determined by a Sprite in the level. The Y position of that sprites determines what item will come out of that chest. As for other data...
My personal notes and actually updated with more stuff, but mostly ram locations. |
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The Onyx Dragoon 150 Since: 11-17-05 From: Somewhere between Mars and Jupiter, Sitting on an Asteroid Last post: 6294 days Last view: 6291 days |
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hmm...should this be another one of those data threads (sticky'd)? | |||
insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6533 days Last view: 6328 days |
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I'm holding my SNES data soon. I need to finish the level offset list. Anyway I finally decode the text last night for most levels but I'm looking for the text in a Princess's letter.
There's no deadline where should host the document but It takes a long time to get all of my SMB3 all-stars down. It's been a month since I started it. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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I only started SMB3 hacking some day ago but here the data I've found:
---ROM--- 0xE257: start of the fireball/hammer throwing routine 0xE25A: 1st power-up that can throw hammer/fireball 0xE25E: 2nd power-up that can throw hammer/fireball ---RAM--- $7D1:BG color $7D2-$7D4: Mario pallette $72B: Current number of player $3f3:power-up to display on map screen $7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack) (edited by Bio on 03-31-06 04:43 PM) (edited by Bio on 03-31-06 04:57 PM) (edited by Bio on 03-31-06 05:17 PM) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6291 days Last view: 6290 days |
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Originally posted by Bio Actually this is a "custom" offset I made, in the original game it's part of Player2's item inventory I believe (since there isn't the 2 player mode in my hack, I used a lot of p2 related offset for my routines ) A few notes I dug up in my .txt's mess : Originally posted by smb3 notes 0x is for ROM addresses; $ is for RAM addresses. You can aslo find the stuffs I found about smb3's music here : smb3 music docs The format is pretty similar to smb1's, of which I wrote a doc. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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thank a lot JaSp, these data are going to be very useful
Originally posted by JaSpOriginally posted by Bio I should stop finding adress while playing other person hack more data found: $90: Mario X position $A2: Mario Y position(low byte) $87: Mario Y position(high byte) $7CE1:Fireball/hammer 2 status(0=don't exist 1=fireball 2=hammer 5=hit something) $7CE2:Fireball/hammer 1 status(0=don't exist 1=fireball 2=hammer 5=hit something) $7CE3:Fireball/hammer 2 Y position $7CE4:Fireball/hammer 1 Y position $7CE5:Fireball/hammer 2 X position $7CE6:Fireball/hammer 1 X position $7CE7:Fireball/hammer 2 Y speed $7CE8:Fireball/hammer 1 Y speed $7CE9:Fireball/hammer 2 X speed $7CEA:Fireball/hammer 1 X speed 0xE2FB:hammer initial Y speed 0xE313: hammer X speed 0xE322:higher the value, less height the hammer reach before falling 0xE3CA:change to EA EA EA to disable hammer Y speed variation (edited by Bio on 03-31-06 06:07 PM) (edited by Bio on 03-31-06 06:24 PM) (edited by Bio on 03-31-06 07:59 PM) (edited by Bio on 03-31-06 08:02 PM) (edited by Bio on 03-31-06 08:18 PM) (edited by Bio on 03-31-06 08:20 PM) (edited by Bio on 03-31-06 08:24 PM) (edited by Bio on 03-31-06 08:45 PM) (edited by Bio on 03-31-06 09:07 PM) (edited by Bio on 03-31-06 09:37 PM) (edited by Bio on 03-31-06 09:50 PM) (edited by Bio on 04-01-06 01:02 PM) |
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The Onyx Dragoon 150 Since: 11-17-05 From: Somewhere between Mars and Jupiter, Sitting on an Asteroid Last post: 6294 days Last view: 6291 days |
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Thanks guys...this is helpful. Does this work for you, Luigi_Fan_9999? | |||
1184 Micro-Goomba Since: 03-30-06 Last post: 6606 days Last view: 6606 days |
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Yes it does. Thanks, I already have the data saved in My Documents. Now not to be off-topic or anything but I also need SMB1 data, SMB2 (J) data, and the American SMB2 data to make level editors for them. (edited by Luigi_Fan_9999 on 04-04-06 06:34 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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meh, there is already enough editor for SMB and SMB2, I'm not sure about SMB2j thought | |||
insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6533 days Last view: 6328 days |
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You can find SMB2j stuff here. But keep in mind that I need to find more data. Just scroll down. (edited by insectduel on 04-05-06 02:37 PM) (edited by insectduel on 04-05-06 02:40 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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bump, but do somebody have the overworld TSA data? | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6291 days Last view: 6290 days |
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Daiz's TSA editor with overworld tsa support :
just right here Have fun |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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thank again JaSp | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6290 days Last view: 6290 days |
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bump, but here some more data:
0x10975: power-up ASM pointer table (2 byte long) 0x10023: power-up tilemap(largely undocumented) 0x10029: super Mario and fire Mario tilemap 0x10035: frog suit and tanooki tilemap 0x34525: pallete for item on map screen 0x34575: table of power-up given by item on map screen 0x3457F: Mario pallete used on map screen 0x3AEA8: GFX to load for power-up 0x3673f: tilemap2 0x3783C: Mario pallete to use in castle cinematic and map-screen ~0x1CF60: table of 16x16 tile used to build object $7FE7: sprite pallete table ~ mean that I'm not sure if this is the begin of the table (edited by Bio on 04-18-06 09:34 PM) (edited by Bio on 04-18-06 09:35 PM) |
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