![]() |
| Register | Login | |||||
|
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
|
| | |||
| Acmlm's Board - I3 Archive - - Posts by Mattrizzle |
| Pages: 1 2 3 |
| User | Post | ||
|
Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6205 days Last view: 6205 days |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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 |
| ||
Originally posted by Techokami 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 |
| ||
Originally posted by DJ Bouche, a long time ago 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 |
| ||
| 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 |
| ||
Originally posted by NEONswift 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 |
| ||
| 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 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. (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 |
| ||
| 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 |
| ||
| 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 |
| ||
| 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. (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 |
| ||
| 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). (edited by Mattrizzle on 02-12-06 02:58 PM) |
| Pages: 1 2 3 |
| Acmlm's Board - I3 Archive - - Posts by Mattrizzle |