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04-25-23 09:15 AM
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: 6207 days
Last view: 6207 days
Posted on 02-12-06 11:42 PM, in Stunt Race FX Link
Caution: Huge post below!

I now know that the reason Trailer's image doesn't appear properly all the time is because the image value is a two byte pointer.

Body Model Modifiers
7E2005?? Player 1
7E2006??

7E2067?? Player 2/CPU 1
7E2068??

7E20C9?? CPU 2
7E20CA??

7E212B?? CPU 3
7E212C??

Here is a whole mess of values, but it isn't anywhere close to all of them:
40 A0 Nothing?
5C A0 Nothing?
78 A0
94 A0
B0 A0
CC A0
E8 A0
04 A1
20 A1
3C A1
58 A1
74 A1
90 A1
AC A1
C8 A1
E4 A1
00 A2 F-Type
1C A2 F-Type shadow (no spoiler)
38 A2 4WD shadow
54 A2 Coupé shadow
70 A2 F-Type shadow
8C A2 4WD
A8 A2 Coupé
FC A2 2WD
18 A3 F-Type front end
34 A3 F-Type left fender
50 A3 F-Type right fender
6C A3 F-Type cab
88 A3 F-Type engine
A4 A3 F-Type spoiler
C0 A3 4WD roof
DC A3 4WD spoiler
F8 A3 4WD cab/bed
14 A4 4WD chassis
30 A4 4WD front end
4C A4 4WD tailgate
68 A4 Coupé front end
84 A4 Coupé roof
A0 A4 Coupé left side
BC A4 Coupé right side
D8 A4 Coupé back end
F4 A4 Coupé spoiler
10 A5 Big red T
2C A5 Big red I
48 A5 Big red U
64 A5 Big red P
80 A5 Big red C
9C A5 Big red S
B8 A5 Big red H
D4 A5 Big red L
F0 A5 ?
0C A6 ?
28 A6 ?
44 A6 ?
60 A6 Big red G
7C A6 Big red A
98 A6 Big red M
B4 A6 Big red E
D0 A6 Big red O
EC A6 Big red V
08 A7 Big red R
24 A7 HUGE arrow texture?
40 A7 Trailer cab
5C A7 Trailer trailer (closed)
78 A7 Trailer trailer (open)
94 A7 Trailer trailer (closing animation)
B0 A7 Same as above?
CC A7 Textured cube?
E8 A7 CPU/Battle Trax F-Type
04 A8 CPU/Battle Trax Coupé
20 A8 CPU/Battle Trax 4WD
3C A8 2WD windshield
58 A8 2WD front end
74 A8 2WD middle
90 A8 2WD back end
AC A8 2WD right fender
C8 A8 2WD left fender
E4 A8 2WD shadow
00 A9 CPU/Battle Trax 2WD
1C A9 The side bars for the inside of Trailer's trailer in Stunt Trax
38 A9 The inside of Trailer's trailer in Stunt Trax
54 A9 Nothing?

The values always increment by 1C, so you can test all the model values in this way.

Other RAM addresses:
Car Sound Set Modifiers
7E0D89?? Player 1

00 F-Type
01 Coupé
02 4WD
03 2WD
04 Trailer

Color/Texture Modifiers
7E205E?? Player 1
7E205F??

7E20C0?? Player 2/CPU 1
7E20C1??

7E2122?? CPU 2
7E2123??

7E2184?? CPU 3
7E2185??

These are just examples of what these values do. They work on more than the regular car models.
91 8F Red F-Type, Green 2WD w/Yellow fenders, Blue 4WD w/Red chassis, Yellow Coupé
63 91 Blue F-Type, Yellow 2WD w/Red fenders, Green 4WD w/Blue chassis, Red Coupé
35 93 Green F-Type, Red 2WD w/Blue fenders, Yellow 4WD w/Green chassis, Blue Coupé
07 95 Yellow F-Type, Blue 2WD w/Green fenders, Red 4WD w/Yellow chassis, Green Coupé
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 02-13-06 10:03 AM, in SMW ROM addresses Link
Originally posted by Smallhacker
YES
I found the actual level data. Like I thought, it uses the standard SMW level format. You can even view the scenes in LM (Open Level Address).


Nice! Now we can edit the enemy scenes entirely! I can't believe it was that close to the other data, and I still couldn't find it after all of this time.

I know that a lot of the data for the objects and castle destruction sequences are in or around this bank as well, so someone may want to look around there.

Here are some of the object tilemaps (sans the high bytes):
17 6B5BB [05] Rope
6B5BC [06] Clouds
18 6B5DB [00] Water with animated surface (Top)
6B5DF [02] " (Bottom)
19 6B5DC [01] Water with normal surface (T)
6B5E0 [03] " (B)
1A 6B5DD [04] Lava with animated surface (T)
6B5E1 [05] " (B)
1B 6B5DE [08] Climbing net with top edge (T)
6B5E2 [0B] " (B)
1C 6B62B [26] Donut bridge (T)
6B62C [44] " (B)

80-E 6ECDE-6ED69 Ghost House entrance

84-E 6C46B-6C4E8 Castle entrance
85-E 6ED93-6EE32 Yoshi's House

8A-E 6EE7E-6EE81 Green Switch
8B-E 6EE82-6EE85 Yellow Switch
8C-E 6EE86-6EE89 Blue Switch
8D-E 6EE8A-6EE8D Red Switch
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 02-25-06 10:58 AM, in Overworld pallete overwrite problems Link
That's because indexes 1-5 of Mario's palette are overwritten in the Overworld to make the Yellow Yoshi appear yellow. All you need to do is edit those colors in the Overworld editor.
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-07-06 07:57 PM, in Redrawing every sprite... Link
Icegoom, this should help you with the problems you're having with Morton:

Originally posted by Mattrizzle
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton
SNES $00/B2A4 (PC $34A4) Roy
SNES $00/B298 (PC $3498) Ludwig



Those sprites make Shigefumi Hino's look cheap. Keep up the good work! The only ones I think look odd are the Moles and the Thwomps. The Moles look weird with necks and the Thwomps look too spiky.

I also think that you should use the larger Bob-Omb.


(edited by Mattrizzle on 03-07-06 07:19 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-11-06 05:29 PM, in Redrawing every sprite... Link
As nice as that Reznor looks, it does seem more fitting for a Wario game than for Mario. You should make it look more like the original. As for the two Sumo Bros., you can only use one type per area. Also, both of them would have to use the same palette. I like the one that looks like a sumo better. It just seems to have more originality
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-17-06 04:01 PM, in Shelless Koopa troubles (Sprite Tilemap related) Link
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-19-06 05:05 PM, in Palette-Changing? Link
Here's the solution to your problem. Open the rom in a hex editor and go to address 15B0. The value there should be 30. Change it to 38.
When you play the rom again, "Mike O'Shay Presents" should be red instead of brown.

Don't know what a hex editor is? Search for one! I use XVI32, if that helps...
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-23-06 04:19 PM, in SMW ROM addresses Link
From my notes, here are the offsets related to the Iggy/Larry tilemap:

FC4E Larry/Iggy ball
10083 Larry/Iggy
10153 Larry/Iggy shell

From experimenting with this data I know that the hair tiles cannot be changed individually. Attempting to give Iggy the proper hair will just make Larry have Iggy's hair. Someone with a greater knowledge of ASM might be able to bypass this limitation, though.




(edited by Mattrizzle on 03-23-06 03:49 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 03-30-06 06:00 PM, in Yoshi related ASM sub-routines Link
Originally posted by ghettoyouth
Originally posted by lynch82
of that way (appart from being alittle messy) is that yoshi can't go down pipes if the down key is disabled.


doesn't matter, i want to replace yoshi with kuribo's shoe


Kuribo's Shoe could go down pipes, though.
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-05-06 11:11 AM, in If you plan to replace sprites 12, 36 and 69... Link
One thing to keep in mind: When you edit sprites with Mario World Reconfigurator, editing Graphic Byte 3 is evil. It isn't related to the normal sprite tables at all, but to the tilemap at 9D83 in the rom. For instance, if you change Graphic Byte 3 of the Sprite 00, it won't change anything about the green shelless Koopa, but it will change the normal Koopa's head in its first animation frame.


(edited by Mattrizzle on 04-05-06 04:45 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-05-06 12:40 PM, in SMW ROM addresses Link
Originally posted by Glyph Phoenix
...anybody know how to change the Bob-omb's explosion's graphic page?


Change 1031E to 18.

Heres a slew of addresses:

SPC Pointers (in SNES format)
70200 SPC Engine/SFX/Instrument Definitions (2E8-2F6)
2E9 [00] Low Byte
2EE [80] Middle Byte
2F3 [0E] High Byte

78200 SPC Sample Pointers/Samples (2FD-30B)
2FE [00] Low
303 [80] Middle
308 [0F] High

71AB1 SPC Music Bank 1 (Map) (30E-31C)
30F [B1] Low
314 [98] Middle
319 [0E] High

730D6 SPC Music Bank 2 (Levels) (348-356)
349 [D6] Low
34E [AE] Middle
353 [0E] High

1E600 SPC Music Bank 3 (Ending) (359-367)
35A [00] Low
35F [E4] Middle
364 [03] High

18C4 [0E 81](30E) Pointer for title screen music bank
22B4 [0E 81](30E) Pointer for map music bank
--------------
Wiggler
1730C-1730F [C4 C6 C8 C6]
Body Tiles

173B1-173B2 [D5 F2]
Pointer to use for X placement of angry eyes tile

173BE [88]
Angry eyes tile

174D5 [04] Number of harmful segments, minus 1

174D3-174D4 [00 08]
X placement of flower tile (on head)
(1 byte facing right, 1 byte facing left)

174D5-174D6 [04 04]
X placement of angry eyes tile
(1 byte facing right, 1 byte facing left)
~~~~~~~~~~~~~~
449E BG Tiles/Palette for Flipped Gate (1)
99 9C 8B 1C 8B 1C 8B 1C 8B 1C 99 DC
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C
99 1C 8B 9C 8B 9C 8B 9C 8B 9C 99 5C

44E6 BG Tiles/Palette for Flipped Gate (2)
BA 9C AB 1C AB 1C AB 1C AB 1C BA DC
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C
BA 1C AB 9C AB 9C AB 9C AB 9C BA 5C

BCB7 Gate Sprite Tiles
BDD3 [09] Palette of Gate Sprite

ECA8 [00] Yoshi's standing animation

1C4C0 [8E] Top tile of Chainsaw
1C4BB [AE] Middle tile of Chainsaw

DE47 [C0 C2 E0 C2] Motor at top of Line-guided rope
DE4C [CE CE CE CE CE CE CE CE] Rope parts
DEAC [31] Rope Palette




(edited by Mattrizzle on 04-05-06 12:04 PM)
(edited by Mattrizzle on 04-05-06 12:07 PM)
(edited by Mattrizzle on 04-05-06 12:08 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-07-06 11:09 PM, in Redrawing every sprite... Link
About changing the palettes:
At 1DF6E-1DF70 change the bytes to:
84 CC A4

and at 1DF73-1DF75 change the bytes to:
B3 B3 B2

This should make Morton gray, Roy pink, and Ludwig blue.

Changing these bytes makes Morton and Roy use two palettes that are normally unused in the game, while giving Ludwig the default blue palette.

If you want to edit these palettes in Lunar Magic:
Morton's palette is palette number F in Sprite Palette 4.
Roy's palette is palette number F in Sprite Palette 7.

Btw, Roy's head should be the same color as his shell.

The palette Bowser uses on the ending screen is palette number E in Sprite Palette 7.

Here's the info I posted on the ending tiles:
Originally posted by Mattrizzle

6360D The Koopa Family
...
The tiles are in this format:
XX YY TT AA
XX- the x-coordinate. Higher values move the tile to the right.
YY- the y-coordinate. Higher values move the tile downward.
TT- the low byte of the tile.
AA- tile attributes. The bits are in this format:

76543210

7- y-flip
6- x-flip
5- 0=scrolls left; 1=scrolls right
4- the size of the tile, 0=1x1 1=2x2
3- palette
2- palette
1- palette
0- high byte of the tile(gfx page)


If there's something you don't understand about this, don't hesitate to PM me.
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-08-06 09:26 AM, in Redrawing every sprite... Link
If you want to make Iggy green, his tile attributes (palette, tileset, flip, etc.) are located in the range 1D42E-1D49C. Just change the lower digit of each byte that ends in 5 to B, while leaving the higher one as it was. The tile attributes for his decoys are at 1D4A0-1D4B4.

For Wendy, you can either choose to leave her red (as in SMB3), or change her to pink (her official artwork). Her attributes are at 1D4B8-1D526. Each low digit of 9 here can be replaced with F. This pink palette is palette F of Sprite Palette 1. Wendy's decoys' attributes are at 1D52A-1D53E.

Keep in mind that in the ending, Wendy may have to share palettes with Roy, unless you edit the teal palette that was used for Buzzy Beetle (seems to be the better option, as the Buzzy Beetle now uses the blue palette anyway.)

Edit: It turns out that the tiles that make up Wendy's bow are jumbled when she looks around. To fix this, replace the strings at these addresses with the following:
1D1AF: 08
1D1B5: 08
1D3D7: 1F 1E
1D3DD: 1E 1F


(edited by Mattrizzle on 04-08-06 09:04 AM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-08-06 11:44 PM, in Redrawing every sprite... Link
You're welcome. I love those Koopaling sprites!

A few things I have to say about them is that the pink part of Wendy's head should be the same color as her body--the orange color, and something seems odd about their side poses, like they have long necks. Also, I think that Baby Mario's shoes could be light blue instead of red.

Keep up the great work!
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-09-06 09:56 PM, in General Project Screenshot Thread Link
@ giangurgulo: The IPS patched just fine, but ZSNES crashes whenever I try to load the ZST.

@ Chainlink1061: That screenshot is fake. You would've fooled me if not for a few minor details:


Those dark green pixels I've highlighted are remnants of the original background.


(edited by Mattrizzle on 04-09-06 09:04 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-14-06 07:27 PM, in AHHHHH CATS! Link
It appears that every user with an id greater than 1073 has no name.
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-18-06 03:50 PM, in I want a fire breathing Dino Rhino Link
Originally posted by Stifu

I guess it'd be better with one (or more) larger fireball(s), like the ones Yoshi spits...

Yes, it appears that Dino-Rhino was meant to spit Yoshi's fireballs, as there is a vertical version of one in the same GFX file as the Dino-Rhino.
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-18-06 06:00 PM, in SMW ROM addresses Link
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
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-19-06 03:56 PM, in I want a fire breathing Dino Rhino Link
Originally posted by Stifu

Anyway, I'd pick Reznorballs, I guess... Why the "?" though ? Aren't you sure they're Reznor fireballs ?


Here's a more complete list, although these don't work with every sprite:
00-Nothing
01-Puff of smoke with various objects?
02-Reznor's fireball
03-Tiny flame left by hopping flame
04-Hammer Bros.' hammer
05-Mario's fireball
06-Bone thrown by Dry Bones
07-Lava Splash
08-Torpedo Ted shooter's arm
09-Red thing that flickers from 16x16 to 8x8?
0A-Coin game cloud's coin
0B-Jumping Piranha Plant's fireball
0C-Volcano Lotus's fireball
0D-Pitchin' Chuck's baseball
0E-Flower that falls off of Wiggler
0F-Trail of smoke
10-Spin Jump star
11-Yoshi's fireball
12-Water bubble


(edited by Mattrizzle on 04-19-06 03:15 PM)
(edited by Mattrizzle on 04-19-06 03:21 PM)
(edited by Mattrizzle on 04-19-06 04:38 PM)
(edited by Mattrizzle on 04-19-06 10:32 PM)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-20-06 05:07 PM, in I want a fire breathing Dino Rhino Link
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
Pages: 1 2 3
Acmlm's Board - I3 Archive - - Posts by Mattrizzle


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