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04-22-23 09:24 PM
Acmlm's Board - I3 Archive - - Posts by Mattrizzle
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Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 11-19-05 01:03 AM, in SMW ROM addresses Link
At last, it has returned, which means more addresses from me!

2B27 [2C 30 2D 0E]
Sprite GFX Files to load for THE END screen

C545 [02 02 04 06]
Eaten berry palettes (unused, red, pink, green)

C55F [80]
Eaten berry tile

10989-10990 [00 03 00 00 01 07 00 04]
Block bounce sprite pal/gfx

113F1-113F8 [40 6B 2A 42 EA 8A 40 A0]
Block bounce sprite tiles

Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 11-20-05 04:13 PM, in Please help me!! Link
Sprite 53 is the throw block sprite. Did you modify it in any way?
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 11-25-05 04:18 PM, in Sprite-creating routine disassembly Link
Sprite data isn't the only thing we haven't found. No one to my knowledge has hacked sound effects. I don't mean changing what sound effects are played, but being able to create your own.

All of the data surrounding the sprite tilemap data I've posted should be other things related to those sprites. I have looked in these areas and been successful in finding things like the speed of certain sprites.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 12-11-05 09:40 PM, in Yoshi Sound Glitch Link
Did you apply the Demo World 3 music patch to your ROM? If so, certain sound effects, such as Yoshi getting hurt and swallowing things are missing. The pointers for the sound effects in the DW3 ROM are located at 301440. I may make a patch to correct this when I have the time.


(edited by Mattrizzle on 12-11-05 08:45 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 12-12-05 11:02 PM, in Yoshi Sound Glitch Link
The format is very much the same as the music, except that you can only use one channel.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 12-13-05 04:42 PM, in Throw block sprite help! Link
Bio: The throw block sprite won't show up because it uses a timer to tell how long it stays on the screen. You'll have to find the RAM address for the timer and load to the address in your code.

Hamtaro: What about the colors do you want to know? I know that the sprite cycles through all of the sprite palettes, but is that what you wanted? I'm afraid you'll have to be more specific.


(edited by Mattrizzle on 12-13-05 03:48 PM)
(edited by Mattrizzle on 12-13-05 03:50 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 12-27-05 01:19 PM, in "Nintendo Presents" Sprite Number Link
The palette/gfx page setting for the logo is located at 15B0. Its default value is 30.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 12-31-05 07:23 PM, in SMAS music in SMW hacks Link
301440 is the start of the sound pointers in a SMAS music hack. Each pointer is 2 bytes. At 3014FC-3014FF are the pointers for the pause and unpause sound, which are both incorrectly 21A8 [A8 21]. Change them both to [A9 21] to fix the pause sounds.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-01-06 02:12 PM, in SMAS music in SMW hacks Link
I've looked through all of the sound effects and documented them. Although nearly all of the sound effects from SMW exist in SMAS, several sound effects are missing from the hack. Here's the list of them all:

0000 Missing Sounds(Yoshi Hurt, Yoshi Digesting, Firework Released #2)

SMAS Sounds
1866 Entering Vase
1877 Exiting Vase
1888 Hit Enemy(SMB2)
1896 Charged Jump(SMB2)
18B2 Totaling Score
18B9 End of Totaling Score
18C1 Double Dragon Coins
18F0 Climb Vine
18FA Explosion (SMAS)
190C Flagpole(SMB)
191B Magic Wand Falling
193D Boomerang
1946 Whale Spout
1956 Bowser Roar
199E Phanto's Eyes Glowing(SMB2)
19A4 Entering Level (SMB3)
19DB Bringing up file screen (SMAS)
19E3 Exiting Title Screen (SMAS)
1A0A Entering Game Select Screen (SMAS)
1A31 Flip Card/P-Meter Full
1A38 Frog Mario Hop
1A42 Pat?
1A50 Tick-Tick
1A5A Long Hum
1A91 Wood Block?
1A99 Select Character(SMB2)
1AA6 Big Treasure Chest Opening
1AB9 Wandering Hammer Bros. (1 tick)
1AC2 Grabbing Enemy (SMB2)
1AD2 Cherry (SMB2)
1ADA Save Game(SMAS)
1AE4 Roar/Spitting
1B6E Boom-Boom Falling (SMB3)
1B7D Princess' Door Opening(SMB3)
1B92 Magic Wand hitting Ground
1B9F Thrown Hammer(SMB3)
1BAF Wandering Hammer Bros.
1BBE Getting Item From Chest Pt 2
1BC9 Getting Item From Chest Pt 1
1BD9 Weird Bloop
1BE8 Treasure Chest Appearing
1C08 Hurt(SMB2)
1C3B Phanto Shaking
1C56 Weird Bloop
1CA7 Throw(SMB2)
1CB1 Castle Blasting off
1D08 Rocket Taking Off (SMB2)
1D1F Stopwatch
1D2E Hawkmouth Open
1D38 Hawkmouth Close
1D42 Pulling out Vegetable

SMW Sounds
1D52 Princess' Cry for Help
1D5E Flame UNUSED
1D66 ""(Farther to Right) UNUSED
1D6E ""(Farther to Right)
1D76 ""(Farther to Right)
1D7E ""(Farther to Right)
1D86 ""(Farther to Right)
1D8E ""(Farther to Right)
1D96 ""(Farthest to Right)
1D9E Firework Explosion #1
1DCF Firework Released #1
1DDF Firework Explosion #2
1E10 Firework Explosion #3
1E41 Firework Released #3
1E53 'Incorrect' Sound
1E5B 'Correct' Sound
1E63 Falling Sound
1E72 Oww Sound
1E86 Blargg Surfacing
1EBF Leaping Flame
1EC6 Swooper Swooping
1EEB Bowser's Ball Hitting Ground
1EF5 Switch Running Out
1F3A Message
1F44 Moving on Map
1F4E Yoshi
1F63 Whistling
1F77 Revolving Panel on Map
1F9E Continuous Rumbling
1FD1 Fizzing?
1FFF Castle Destruction Scene Explosion
2006 Boss Falling in Lava
204F Popped Bubble/Clap
205B Thunder
2082 Flame Breath
2089 Destroyed Castle
20BC Path Appearing
20C9 Yoshi Spitting
20D8 Koopa Kid Defeated
2141 P-Balloon
214B Motor on Path
215A Spin Jump Attack
2182 Bouncing
21A9 Pause/Unpause
21B3 Scroll Screen
21C8 Open Cape
21DE Swimming
21EE Getting Reserved Item
21FF Yoshi's Egg Hatching
220F Dragon Coin
2228 100 seconds left(High)
224E 100 Seconds Left(Low)
2274 Midway Gate
228D Shrinking/Entering Pipe
22CC Hit Switch
22E4 Fireball
22EC Shell Sound #1
22F3 "" #2
22FA "" #3
2301 "" #4
2308 "" #5
230F "" #6
2316 "" #7
231D "" #8
2324 "" #9
232B Bouncing off of an Unstompable enemy
233E Yoshi's Tongue
234E Ricochet/Thump
2358 Vine/Key Sprout
2366 Item Sprout
237B Releasing Reserved Item
23AE Dry Bones Crumbling
23C9 Becoming Caped Mario
241A Boo Appearing (SMB3 Battle)
2441 Growing
2464 1-UP
2470 Appear Sound
2497 Becoming Raccoon Mario
24DF Losing Suit
24F8 Spin Jump
2512 Coin
251A Breaking Block
2545 Door Open
2571 Kapow
2581 Door Close
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-08-06 03:17 PM, in Before the latest board crash... Link
6160-61D9 Mario tile expansion pointer table
(This tells what expansion set each animation frame uses)

61DA-6205 Mario tile expansion table
(4 bytes each)

5EEC-5F31 Mario tile displacement pointer table
(This tells what displacement set each animation frame uses)

5F32-5F4D displacement set pointers

5F50-???? Mario tile X-displacement table

6032-???? Mario tile Y-displacement table



And as an extra:
638C-638D [00 40] Palette/gfx page to use for Mario
(byte 1 facing left, byte 2 facing right)


(edited by Mattrizzle on 01-08-06 02:20 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-08-06 04:16 PM, in Looking for a few Yoshi's Island offsets. Link
Music:
Some of the tracks appear more than one time in the ROM.
I've listed both offsets for those.
ED89C Make Eggs, Throw Eggs
F36BC, F43EE Death
F378C, F44BE Baby Mario kidnapped by Toadies
F38EA, F461C Level Start
F3956, F4688 Game Over
F3B5C Introduction
F40B0 Welcome to Yoshi's Island
F488A Goal Part 1/Win Bonus
F49A1 Goal Part 2
F5143 Powerful Mario/Mini-Game
102623 Title Screen
102EB9 Story
Of course, this isn't all of the music.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-09-06 04:53 PM, in Enemy Ideas.. Link
Originally posted by Techokami
Another name is "Bombshell Bill" and I've been trying to figure this one out for some time =O *yoinks, will credit*


Bombshell Bills are golden Bullet Bills from the Paper Mario series. They are basically a stronger version of them.
Missile Bills are the flashing Bullet Bills from SMB3 that home in on you.
Torpedo Bill doesn't exist, but Torpedo Ted does.

Pidgit
Change Lakitu's graphics and palette to look like Pidgit, and change the cloud's graphics and tilemap to look like a flying carpet. Disable the routine that makes him throw Spinies.


(edited by Mattrizzle on 01-09-06 03:53 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-14-06 09:59 AM, in How to go about finding something out Link
Originally posted by DJ Bouche, a long time ago
SMAS/N-SPC music format:

Most games will have more than one (if not all) songs loaded into the SPC bank, there is usually a table of pointers which point to the songs in the SPC bank (btw, when calculating SPC pointers, omit the header which is 0x100 bytes)

If you're having trouble finding the music data in a N-SPC format, go to 0x130 in the SPC file (or 0x30 in the SPC memory) and follow one of those pointers, those are the current track counters. They'll get you somewhere.

An N-SPC song is made up of a number of parts.
The first is the pattern pointer list. A pattern is a collection of 1-8 tracks. Patterns can be arranged and stuff to create a song, patterns are there because of reused parts of songs etc (I will say now that Squaresoft formats work completely different from this).
The pattern pointers i was talking about before will point to this pattern pointer list.
If the song doesn't loop, the pattern pointer list ends with a 00 00.
If it does, the song pointer list ends with a value less than 0100 [typically FF for most games, I personally don't think this value makes a difference, since it never has for me] (all values are stored in lil endian, reverse byte format), and then the pointer to the part of the pattern pointer list that is the loop point is placed.
Following a pattern pointer, you will find 8 track pointers. These are, as you can guess, assigned to each respective DSP channel. Follow the track pointers and you're into music data. The format isn't very complicated but if anyone wants a command list or what not, I'll be happy to post a PM to you.


Now finding this data in the ROM can get a bit tricky, but for most N-SPC games, they have a definite way of uploading this data. The data in the rom is exactly what will be sent to the SPC700, including the block headers etc.
The block header will have two 16-bit values, location and length (or it might be the other way around, not sure I haven't done this stuff in a while), Evil Peer might be able to confirm this one. After the header is the data itself, At the end of a block, you can place another block header and data. After the last block you send a length of 0000 and the location is the address of the starting code in the SPC.


If you have any more questions, feel free to ask.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-15-06 09:54 PM, in SMW ROM addresses Link
I found a bunch of palette loading subroutines, so here's offsets from them (may have already posted some of these):

Layer 3 Crusher Palette
220A-220B [6C B6] Pointer

Palette loading Documentation
Mario/Luigi Palettes
Pointers
250A-250B [86 00] Starting Index
(Note: Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
2520-2521 [14 00] X-Span x2

Layer 3 Palettes
2E06-2E07 [70 B1] Pointer
2E0B-2E0C [10 00] Starting Index
2E10-2E11 [07 00] X-Span -1
2E15-2E16 [01 00] Y-Span -1

Foreground/Sprite Palettes
2E1D-2E1E [50 B2] Pointer
2E22-2E23 [84 00] Starting Index
2E27-2E28 [05 00] X-Span -1
2E2C-2E2D [09 00] Y-Span -1

Back Area Colors
2E3C-2E3D [A0 B0] Pointer

Tileset Specific FG Palettes
2E42-2E43 [90 B1] Pointer
2E59-2E5A [44 00] Starting Index
2E5E-2E5F [05 00] X-Span -1
2E63-2E64 [01 00] Y-Span -1

Tileset Specific Sprite Palettes
2E6B-2E6C [18 B3] Pointer
2E82-2E83 [C4 01] Starting Index
2E87-2E88 [05 00] X-Span -1
2E8C-2E8D [01 00] Y-Span -1

Layer 2 Background Palettes
2E94-2E95 [B0 B0] Pointer
2EAB-2EAC [04 00] Starting Index
2EB0-2EB1 [05 00] X-Span -1
2EB5-2EB6 [01 00] Y-Span -1

Layer 1 Berry Palettes
2EBD-2EBE [74 B6] Pointer
2EC2-2EC3 [52 00] Starting Index
2EC7-2EC8 [06 00] X-Span -1
2ECC-2ECD [02 00] Y-Span -1

Berry Sprite Palettes
2ED4-2ED5 [74 B6] Pointer
2ED9-2EDA [32 01] Starting Index
2EDE-2EDF [06 00] X-Span -1
2EE3-2EE4 [02 00] Y-Span -1

Overworld Map Layer 2 Palettes
2F28-2F29 [D8 B3] Pointer
2F30-2F31 [32 B7] Pointer (Special World Passed)
2F4D-2F4E [82 00] Starting Index
2F52-2F53 [06 00] X-Span -1
2F57-2F58 [03 00] Y-Span -1

Overworld Map Layer 1 Palettes
2F5F-2F60 [28 B5] Pointer
2F64-2F65 [52 00] Starting Index
2F69-2F6A [06 00] X-Span -1
2F6E-2F6F [05 00] Y-Span -1

Overworld Map Sprite Palettes
2F76-2F77 [7C B5] Pointer
2F7B-2F7C [02 01] Starting Index
2F80-2F81 [06 00] X-Span -1
2F85-2F86 [07 00] Y-Span -1

Overworld Map Layer 3 Palettes
2F8D-2F8E [EC B5] Pointer
2F92-2F93 [10 00] Starting Index
2F97-2F98 [07 00] X-Span -1
2F9C-2F9D [01 00] Y-Span -1

Title Screen Layer 3 Palettes (Row 1)
2FA9-2FAA [3C B6] Pointer
2FAE-2FAF [10 00] Starting Index
2FB3-2FB4 [07 00] X-Span -1
2FB8-2FB9 [00 00] Y-Span -1

Title Screen Layer 3 Palettes (Row 2)
2FC0-2FC1 [2C B6] Pointer
2FC5-2FC6 [30 00] Starting Index
2FCA-2FCB [07 00] X-Span -1
2FCF-2FD0 [00 00] Y-Span -1

Layer 3 Palettes (Boss Battles)
2FE5-2FE6 [70 B1] Pointer
2FEA-2FEB [10 00] Starting Index
2FEF-2FF0 [07 00] X-Span -1
2FF4-2FF5 [01 00] Y-Span -1

Larry/Iggy Platform Palette
2FFC-2FFD [5C B6] Pointer
3001-3002 [00 00] Starting Index
3006-3007 [07 00] X-Span -1
300B-300C [00 00] Y-Span -1

Morton, Roy, Ludwig, Unused, Reznor Platform
1DF6E-1DF72 [BC A4 98 78 6C] Pointers, low byte
1DF73-1DF77 [B2 B2 B2 B3 B3] Pointers, high byte

Bowser Lightning Colors
1E22E-1E230 [DE B5 00] Pointer

Bowser Palettes
1E243-1E245 [9E B6 00] Pointer

62DD8 [A0 B0] Castle Destruction Scene BG Pointer
62DDF [B0 B0] Castle Destruction Scene BG Pointer
64E74 [A0 B0] Castle Destruction Scene BG Pointer

1C9F: 20 A6 AD Jump to Title Screen Palette Subroutine
2798: 20 25 AD Jump to Map Screen Palette Subroutine
63018: B9 DC AD Related to Boss Battle L3 Palette Subroutine?
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 01-30-06 08:46 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by NEONswift
Any bugs affected by both caps being active at once? What happens when you metal cap fly under water for example?


The metal+wing cap combination can't fly underwater, because Metal Mario can't triple jump down there.
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 02-11-06 12:39 PM, in Stunt Race FX Link
The Super FX format graphics are located at 30200 and 90200. What's interesting is that there was originally a 3WD drive in the game, until the programmers decided to remove one wheel and change it to 2WD. The third first attachment shows a sprite they apparently forgot to change!

Edit: I didn't realize that the attachment at the bottom of the list would appear as the leftmost.

Edit2: That 2nd unused Music track sounds like the Class Select, City, and Canyon music combined.

Attachments




(edited by Mattrizzle on 02-11-06 11:45 AM)
(edited by Mattrizzle on 02-11-06 11:46 AM)
(edited by Mattrizzle on 02-11-06 11:47 AM)
(edited by Mattrizzle on 02-11-06 01:18 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 02-11-06 01:01 PM, in Super Mario Kart Music editing... Link
I hate to say this, but most of the music in Super Mario Kart is compressed, just like the other data. I searched for the music data one time before, but all I could find were snippets of it. If I remember correctly, the beginning of each song wasn't compressed, but the other parts were.


(edited by Mattrizzle on 02-11-06 12:02 PM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 02-12-06 12:21 AM, in Stunt Race FX Link
Actually, those mini-sprites are used in Speed Trax and Radio Control. You just have to look closer. When a car is far enough away from you, it is replaced with one of those sprites. They may look different in the game, as scaling is used on them.

And about the colors: Don't forget that you can choose what enemy cars appear in Speed Trax by pressing Select at the Car Selection screen. You can't set 2WD as an enemy vehicle in Speed Trax. However, you can have four F-Types, Coupes, or 4WDs. Still, I wonder why they didn't give you the option to race against 2WD, as it looks like there is plenty of space to add these sprites. Time constraints?

Edit: It appears that the other mini-sprites are used, but the 2WD sprites are unused! No sprite is swapped in when 2WD is far away.


(edited by Mattrizzle on 02-12-06 12:09 AM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 02-12-06 08:49 AM, in Stunt Race FX Link
That's strange, those values work just fine for me. Another value must determine this as well. The only other problem is that the camera isn't the proper one for Trailer, as it clips through him.

Attachments




(edited by Mattrizzle on 02-12-06 07:52 AM)
Mattrizzle

Red Goomba








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

Last post: 6205 days
Last view: 6205 days
Posted on 02-12-06 03:56 PM, in Stunt Race FX Link
I found more values for the Car Modifier code!
7E2028 ??
7E2029 ??
3D 85 Coupé
11 84 4WD
B9 81 F-Type
E5 82 2WD
69 86 Trailer
6E 87 CPU F-Type
90 89 CPU 4WD
86 88 CPU 2WD UNUSED!
A8 8A CPU Coupé

The CPU versions of the cars are different from the normal cars in that they lack eyes, have a lower polygon count and they seem to be much weaker. The unused CPU 2WD still has 3 wheels! However, it doesn't have the proper body(it uses the CPU 4WD's body).

Attachments




(edited by Mattrizzle on 02-12-06 02:58 PM)
Pages: 1 2 3
Acmlm's Board - I3 Archive - - Posts by Mattrizzle


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