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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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| I haven't found anywhere in the ROM where any value higher than 12 is STA'd to 170B. Only one of the values I tested beyond this is interesting. 16 makes every sprite turn into a Mushroom scale platform, and they even eat away the scenery! All the values I've tested beyond 16 (up to 44) either yield a crash or some other uninteresting glitch. It's safe to say that we won't find the beta Dino Rhino fireball in this bunch. (edited by Mattrizzle on 04-22-06 08:34 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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| 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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Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6207 days Last view: 6207 days |
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| I already posted the addresses to fix that here. It's in my second post on the page. (edited by Mattrizzle on 04-24-06 05:23 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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| 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 |
| Pages: 1 2 3 |
| Acmlm's Board - I3 Archive - - Posts by Mattrizzle |