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| Acmlm's Board - I3 Archive - - Posts by Mattrizzle |
| Pages: 1 2 3 |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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 |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by Smallhacker 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 |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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. | |||
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Icegoom, this should help you with the problems you're having with Morton:
Originally posted by Mattrizzle 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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 | |||
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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 |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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... |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by ghettoyouthOriginally posted by lynch82 Kuribo's Shoe could go down pipes, though. |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by Glyph Phoenix 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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 If there's something you don't understand about this, don't hesitate to PM me. |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| 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! |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| @ 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| It appears that every user with an id greater than 1073 has no name. | |||
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by Stifu 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. |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 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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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by Stifu 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) |
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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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Originally posted by BMF54123 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 |
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| Acmlm's Board - I3 Archive - - Posts by Mattrizzle |