(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-16-24 07:18 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses New poll | |
Pages: 1 2 3 4 5 6 7 8 9 10 11Add to favorites | Next newer thread | Next older thread
User Post
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6328 days
Last view: 6327 days
Posted on 04-16-06 02:29 PM Link | Quote
19ACC: Frames until Reznors spin cycle loops.
19ACF: Wooden spinning mode7 object size
19AD3 - 19AD4: Time until the "Wheeeeew" Sound plays and you beat the level.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6327 days
Last view: 6327 days
Posted on 04-17-06 09:01 PM Link | Quote
I have an update on the Lemmy/Wendy battle:

0x1CFD5: [03]
It's the normal setting for Lemmy/Wendy and the decoys.

If you change it to 00, the decoys will keep appearing even if Lemmy/Wendy is defeated.
If you change it to 01, they will go up to the screen, you won't be able to hit them since the interaction is disabled.
If you change it to 02, they will be paralyzed.

0x1D0D4: [02]
The amount of intervals in Lemmy/Wendy's HP to make the reflecting fireball and any other sprite in the room dissappear after they are defeated.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6626 days
Last view: 6626 days
Posted on 04-18-06 06:00 PM Link | Quote
Addresses related to the overworld border:

207AA [1E] X placement of Mario
207B2 [06] Y placement of Mario
207BC [08] Walking speed of Mario
207E9 [18] X placement of first row of tiles behind Mario
2081B [18] X placement of other three rows
207ED [07] Y placement of tile group behind Mario
20803 [7E] Tile used for group behind Mario
20808 [36] Attributes of group
22600-22732 Layer 3 Border Tile Data
1BD4F [50 8B] Position of Level Name
1BD5E [39] Palette/GFX Page of Level Name
2DDC9 [50 88] Position of Lives Counter
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6328 days
Last view: 6327 days
Posted on 04-19-06 02:12 AM Link | Quote
0x15c68 (6 Bytes) = How often Hammer Brother Throws hammer.
0x15cc4 (1 Byte) = Sprite he throws




(edited by Raccoon Sam on 04-19-06 01:13 AM)
(edited by Raccoon Sam on 04-20-06 01:31 PM)
Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 04-20-06 03:38 PM Link | Quote
In RAM at 7E13C1 lies the current 16 X 16 overworld tile Mario is on. It's also the third number in the 16 X 16 overworld status bar in LM; for example the tile for Yoshi's house is 56.

I noticed because at x21336 there is a branch statement adapted from a Pro Action Replay code BMF found that, if set to F0, means Mario can warp to Star World simply by pressing the select button. There's some code after that that deals with the tile Mario is currently standing on.


(edited by Glyph Phoenix on 04-20-06 02:46 PM)
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: 6328 days
Last view: 6328 days
Posted on 04-20-06 11:19 PM Link | Quote
Random data from another thread.
Originally posted by ghettoyouth
Some data about the Nintendo Logo:

x15C1
"Nintedo Presets" logo SFX

x1589-158D
X position of the "Nintendo Presents" tiles
(4 16x16Tiles) (10[left]-F0[Right])
x158E-1590
Tiles for "nintendo presets"(XY)
x15A5
Y position for the whole logo! (01-0F)
x15CB
Brightness (x1-xF) the first bit(standard=0)
controlls how many times the logo fades out to
the titlescreen

x15DB-15DF
Color settings for the BG Color at the Logo (?)

x15E0
change to 10 and the logo will be purple
(no colors from the palette!) ,doesn't work with
ZSNES(logo will be black)

x15E1
Dito, but the standart value is 2F and not 20 as above


[edit] More random data.
Originally posted by Mattrizzle
Originally posted by BMF54123
Uh, care to elaborate on where you actually stick those values, for those of us who haven't delved very deep into sprite hacking yet?


Sure, here are some of the ROM addresses that use those values(if that's what you were asking for):
7CD7 [00] Unknown, STA 00 to 7E170B
7F27 [12] Object that Mario "breathes" while underwater
8017 [12] Object that Mario leaves when he jumps into water
80C0 [05] Object Fire Mario shoots (must change 80A9 to 07 for some values to work)
918D [03] Object Hopping flame leaves behind
D5EA [01] Unknown, STA 01 to 7E170B
F499 [11] The three objects Yoshi spits out after eating a red shell
FF37 [01] Unknown, STA 01 to 7E170B
10740[07] Objects to use for lava splash
11E01[0F] Unknown, STA 0F to 7E170B
12412[00] Unknown, STA 00 to 7E170B
126E4[01] Unknown, STA 01 to 7E170B
1362E[08] Object that appears before Torpedo Ted is spawned
1467A[0D] Object that Pitchin' Chuck pitches
15CC4[04] Object that Hammer Bros. throw
16291[0C] The 4 objects that Volcano Lotus spits
163CE[0B] The 2 objects that the fire-shooting Piranha Plant spits
171BD[0A] Object that the coin game cloud drops
174E3[0E] Object that falls off of Wiggler when stomped
19B09[00] Unknown, STA 00 to 7E170B
19D09[02] Object that Reznor spits
1C662[06] Object that Dry Bones throws
3FE53[10] 4 objects to use for spin jump stars




(edited by HyperMackerel on 04-21-06 04:57 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6328 days
Posted on 04-21-06 07:51 PM Link | Quote
Also there is more info about the Nintendo logo that Mattrizzle found the past year on a thread that I made requesting how to change th palette of it . Is this:

x15B0. The Default value is 30. If you change it to 32, it will change to the palette 9. If you change to 34, to palette A. And consecutively...

Thanks to Mattrizzle for this .
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6626 days
Last view: 6626 days
Posted on 04-22-06 10:17 AM Link | Quote
I have found so many sprite graphic-related addresses that it's hard for me to remember which ones I've posted. I really should just put all of my documents on a website, but they're all unorganized as is.

Here's more:

B52E [EA] Left tile of checkerboard platform
B533 [EB] Middle tiles of checkerboard platform
B53E [EC] Right tile of checkerboard platform

B545 [60] Left tile of normal platform
B54A [61] Middle tiles of normal platform
B555 [62] Right tile of normal platform

C9EA [A2] Tile of chain link connected to platform
C9EF [31] Palette of chain link connected to latform
CAC7 [A2] Tile of other chain links
CACC [31] Palette of other chain links
CAFB [31] Palette of platform
CBBB [60 61 61 62] Brown swing platform Tiles

DE47 [C0 C2 E0 C2] Line-guided rope motor
DE4C [CE CE CE CE CE CE CE CE] Rope parts
DEAC [31] Rope Palette

10989-10990 [00 03 00 00 01 07 00] Block bounce sprite attributes
113F1-113F9 [40 6B 2A 42 EA 8A 40] Block bounce sprite tiles

10D8C [00 00 80 80 80 C0 40 00] Exploding Block/Monty Mole Dirt Tile Attributes
Note: This is just for the regular brown exploding block, not the flashing one.

1C45B [E0 C2 C0 C2] Chainsaw motor
1C4C0 [8E] Top tile of Chainsaw blade
1C4BB [AE] Bottom tile of Chainsaw blade

I know I had info on the Castle Destruction Sequences' background tilemaps, but I may have to find it again.

Edit: Here they are!
63A00-63BBE World 4 (BG2)
63BBF-63C55 Castle (BG1)
63C56-63DB8 World 3/7 (BG2)
63DB9-63F01 World 6 (BG2)
63F02-64084 World 1/2/5 (BG2)
653A8-653CF Destroyed castle (BG1)

These are in a very simple format:

Lowercase=low byte, Uppercase=high byte
ccCC LLll TTAA TTAA...etc until FF is reached

ccCC=Starting coordinate
LLll=Length of the following tile group, minus 1
TT=Tile
AA=Attributes/high byte of tile

I still need to find the addresses that determine what palette set each of the scenes use.


(edited by Mattrizzle on 04-22-06 11:04 AM)
(edited by Mattrizzle on 04-25-06 03:55 PM)
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6589 days
Last view: 6327 days
Posted on 04-22-06 08:40 PM Link | Quote
Heres a request, A TXT/DOC formatted document
containing all of the SFX and Music adresses and
stuff So we can remember how to manage and edit
SFX/Music (Or make anothe editor to move
SFX/Music around so we can play Diffrent SFX
instead of the Default [Eg; Item box SFX, Coin SFX])

(NOT Including the addresses that edits the music
data itself, I still know that address that Black-
hole99 gave me! That is why i am waiting for
Solar Soundtrack)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 04-22-06 08:46 PM Link | Quote
Originally posted by Hamtaro126
(Or make anothe editor to move
SFX/Music around so we can play Diffrent SFX
instead of the Default [Eg; Item box SFX, Coin SFX])


why you don't just... look at SMW central to change the SFX used to stuff with a hex editor, this will be less complicated than moving the whole music data.

also ASM request shouldn't be done in this thread


(edited by Bio on 04-22-06 07:47 PM)
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6626 days
Last view: 6626 days
Posted on 04-26-06 04:57 PM Link | Quote
More:

2B575-2B8FD Title Screen Layer 3 Data (I know it can be edited with Lunar Magic)

110CC [66 6E FF 6D 6C 5C] Sparkle Tiles (Star Mario)

Found by someone else (I forgot who)
12F4C-12F61 Score Tiles (1st Half)
12F62-12F77 Score Tiles (2nd Half)

12F78-12F88 Score added from score sprites, divided by 10 (low)
12F89-12F99 Score added from score sprites, divided by 10 (high)

Found by me
130D9 [08] Attributes of normal & 1-UP score sprites
12FD9-12FDC [01 02 03 05] Lives given by 1-UP, 2-UP, 3-UP, and 5-UP sprites
12FDD-12FE1 [05 0A 0F 14 19] Coins given by the x5, x10, x15, x20, and x25 coin sprites
12FE2-12FE3 [04 06] Attributes of 2-UP & 3-UP score sprites

The unused 5-UP and coin addition sprites have no palette attributes. To make room for them, change the pointer at 130DD-130DE.

12B8B [04; Green Koopa] 1st sprite to change after beating Special Zone
12B8F [07; Yellow Koopa] What sprite the above becomes

12B91 [05; Red Koopa] 2nd sprite to change after beating Special Zone
12B95 [06; Blue Koopa] What sprite the above becomes

12BC3 [02] Palette to use for sprites changed by Silver P-Switch
(only those which don't start out on the screen)

13BDA [21; Moving Coin] Sprite to use for those changed by Silver P-Switch
(the ones that change while on the screen)

13BEF [02] Palette to use for sprites changed by Silver P-Switch
(again, the ones that change while on the screen)

8535 [09 07 05 07] Colors of Yoshi Eggs (Red, Blue, Yellow, Blue)
8540 [03] How many types of Yoshi Eggs to allow, minus one

8655 [01] How many types of P-Switches to allow, minus one
8666-8667 [06 02] Colors of P-Switches (Blue, Silver)

E56A [31] Attributes of ledge-dwelling Monty Mole
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6327 days
Last view: 6327 days
Posted on 04-30-06 05:38 PM Link | Quote
Some minor but useful info:

0xA9DA: [0F]
Sprite spawned from Para-Goomba

0xA9DB: [0D]
Sprite spawned from Para-Bomb

An update on the Super Koopa (sprite 73):

0x16CF2 and 0x16D19: Changing both of them to EA EA EA EA will cause the feather to never get spawned from the Super Koopa.

RAM Addresses:

7E0076: Left or Right Status (originally found by Kailieann)

0 = Facing left
1 = Facing right

7E13F3: Mario is inflated (when you grab a P-Ballon)

0 = Nothing
1 and above = You will get inflated forever, but you won't be able to control Mario anymore

7E13FF: Same as 7E0076, but with a different value

0 = Facing left
2 = Facing right

7E1470: Same as 7E148F (flag used to detect if Mario is holding an object)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6328 days
Last view: 6327 days
Posted on 05-01-06 03:31 PM Link | Quote
Originally posted by Davros

0 = Facing left
1 = Facing right



2, 3, 4, etc...?
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: 6328 days
Last view: 6328 days
Posted on 05-02-06 02:22 AM Link | Quote
I doubt those would do anything useful. Although it might be interesting to see what the values of the various "direction facing" addresses are when Mario is running up or down a wall. I'd look, but I need to go to bed like 20 minutes ago.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6327 days
Last view: 6327 days
Posted on 05-02-06 09:44 PM Link | Quote
Some random ROM Addresses:

0x7C4D: [60]
Sprite that the flat green switch palace will turn into after being hit

0x8E31: [13]
Sprite that the Spiny Egg turns into after touching the ground

0x997C: [21]
Sprite spawned from the Yellow Koopa

0xA4BC: [35]
Sprite that the baby Yoshi will turn into

0xC53D: [81]
Sprite that the Changing Item is made from

0xDFBD: [82]
Sprite that the Bonus game is made from

0xF7CD: [70]
Sprite that Pokey is made from when swallowed

0x1084E: [53]
Sprite that the Throw Block is made from

0x13152: [A3]
The sprite that the 3 platforms is made from

0x13CC6: [74]
Sprite that the berries are made from when swallowed

0x17754: [8B]
Sprite spawned from the fireplace that the Side Exit Enable sprite uses

0x18B77: [02]
Sprite that the sliding koopa turns into after touching the ground

0x19CD2: [A9]
Sprite that Reznor will turn into after being hit

0x1C519: [74]
Sprite that the invisible mushroom is made from
Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 05-31-06 03:12 PM Link | Quote
At RAM 7E1342 there is a quickly changing address that goes roughly from 1 to 8. When Mario is dunked in the water the number can jump to 0x0A or even 0x13.

I'm hacking the water function so one of Mario can walk through the water like on the ground when a certain flag is set, and this address is written to. A number is left-shifted if Mario is in water but written to 1342 regardless. The number changes whether Mario is moving or not, and I can't figure out what it means. Does anybody know what 7E1342 is for?

Oh, and this has probably already been mentioned but I couldn't find it: 7E0075 is the "Mario is swimming" flag.


(edited by Glyph Phoenix on 05-31-06 02:14 PM)
(edited by Glyph Phoenix on 05-31-06 03:03 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6328 days
Last view: 6327 days
Posted on 06-01-06 11:19 AM Link | Quote
Any signs of anything related to Mini-Dino/Dino-Torch?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 06-01-06 11:33 AM Link | Quote
Originally posted by Raccoon Sam
Any signs of anything related to Mini-Dino/Dino-Torch?

Mikeyk sprite disasambly page
@Glyph phoenix: maybe it a mirror of the Mario position status


(edited by Bio on 06-01-06 10:35 AM)
Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 06-01-06 05:32 PM Link | Quote
The thing is, even when standing still that address is wildly changing.

If I leave the code alone nothing particularily bad seems to happen, so I guess I don't need to know what it is to keep working on my hack anyway.
Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 06-03-06 10:42 PM Link | Quote
I'd really love to be able to stop the screen from scrolling mid-level (and start it again) but I don't know what I could write to in order to make that happen. Does anyone know?

I would simply like the game to temporarily think the level is a "No vertical or horizontal scroll" level, if possible.

I am aware that the graphics glitch if Mario moves while scrolling is temporarily disabled. I can work around this.


(edited by Glyph Phoenix on 06-03-06 09:45 PM)
Pages: 1 2 3 4 5 6 7 8 9 10 11Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.021 seconds; used 454.21 kB (max 594.43 kB)