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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | New poll | | |
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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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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. |
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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 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. |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6729 days Last view: 6729 days |
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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 |
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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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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) |
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Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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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) |
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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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Random data from another thread.
Originally posted by ghettoyouth [edit] More random data. Originally posted by MattrizzleOriginally posted by BMF54123 (edited by HyperMackerel on 04-21-06 04:57 PM) |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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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 . |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6729 days Last view: 6729 days |
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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) |
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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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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) |
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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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Originally posted by Hamtaro126 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6729 days Last view: 6729 days |
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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 |
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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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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) |
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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 Davros 2, 3, 4, etc...? |
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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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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: 6430 days Last view: 6430 days |
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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 |
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Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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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) |
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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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Any signs of anything related to Mini-Dino/Dino-Torch? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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Originally posted by Raccoon Sam 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) |
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Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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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. |
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Glyphodon Since: 11-18-05 Last post: 6471 days Last view: 6452 days |
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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) |
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Acmlm's Board - I3 Archive - SMW Hacking - SMW ROM addresses | | |