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04-25-23 09:15 AM
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: 6207 days
Last view: 6207 days
Posted on 04-22-06 09:27 AM, in I want a fire breathing Dino Rhino Link
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)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-22-06 10:17 AM, in SMW ROM addresses Link
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)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-24-06 06:22 PM, in Climbing Net-Door Problem Link
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)
Mattrizzle

Red Goomba








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

Last post: 6207 days
Last view: 6207 days
Posted on 04-26-06 04:57 PM, in SMW ROM addresses Link
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


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