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Main - ROM Hacking Archives - SMW ROM Addresses New thread | New reply

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Smallhacker
Posted on 02-21-07 07:42 PM Link | Quote | ID: 3560


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Like last time, I'll start this thread by posting a link to the old one.

Archived ROM address thread

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blackhole89
Posted on 02-21-07 07:47 PM Link | Quote | ID: 3563


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/me concentrates his inner energy

Force Sticky!

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Raccoon Sam
Posted on 02-21-07 07:52 PM Link | Quote | ID: 3566


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Don't have anything to submit, but I do have a request.
I need the address for the sprite that Splittin' Chuck splits into.

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icegoom
Posted on 02-25-07 02:14 AM Link | Quote | ID: 6901


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Posted by Raccoon Sam
Don't have anything to submit, but I do have a request.
I need the address for the sprite that Splittin' Chuck splits into.


SMWCentral's ROM map says it's x147C8.

Raccoon Sam
Posted on 02-25-07 03:26 PM Link | Quote | ID: 7369


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Posted by icegoom
Posted by Raccoon Sam
Don't have anything to submit, but I do have a request.
I need the address for the sprite that Splittin' Chuck splits into.


SMWCentral's ROM map says it's x147C8.

That's strange. I checked the page earlier today and saw nothing.
Thanks a bunch!

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xineohPK
Posted on 02-26-07 06:39 AM Link | Quote | ID: 7781


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I'm pretty sure this is relevant. Can someone explain how exaclty would you go about discovering ROM Addresses? I'd be happy to help contribute to finding ROM Addresses for various things, but I don't know how. v_v





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icegoom
Posted on 02-26-07 12:21 PM Link | Quote | ID: 7866


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Posted by KPhoenix
I'm pretty sure this is relevant. Can someone explain how exaclty would you go about discovering ROM Addresses? I'd be happy to help contribute to finding ROM Addresses for various things, but I don't know how. v_v

I believe most people use Geiger's SNES9x debugger, but I have no idea how to work the thing and know of no documentation to learn. Personally, all I know how to find is sprite tilemaps.

For that, I open Lunar Magic's 8x8 tile editor and put the mouse over a tile to find its value. (For instance, Goomba's first walking frame has a value of A8) Then I open the game in a hex editor and search for that value. There are a lot of A8's in the ROM, so this is pretty damn inefficient. If the sprite has a bunch of frames strung next to each other, it's a lot easier to recognize the pattern. Goomba's two walking frames are A8 AA, so if they're stored in sequence like that, they're easier to spot. (It also helps to have a general idea where in the ROM to look. All the standard sprites are right next to each other)

A lot of the time, individual frames are stored separately, which makes things more difficult. The individual frames are often stored in a pattern like this:

A9 (desired value) xx 02

But that's not always the case. Anyway, once you think you've found the value, you change it to something else, save, play the game up to the point where you encounter the sprite, and see if anything's changed. If so, you've found an address. If not, change the value back to what it was and look elsewhere.

All right, so I think I've found the tilemap for Line-Guided Grinder (The Ground-Guided one is somewhere else) It's xDE28, but it acts weird when I change it. The one value controls both of Grinder's frames. Sometimes the value entered is the first frame, then the 16x16 tile to its immediate right is automatically chosen to be the second frame. But then sometimes it chooses the tile to the left. And sometimes both frames are the exact same tile. Maybe someone smarter than me can figure out how it works.

Phoenix Yoshi
Posted on 02-28-07 08:11 PM Link | Quote | ID: 8641


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Does anyone know if there's a value you can change to make levels with vertical scroll set to "Vertical Scroll at Will" have the camera just follow you? It's annoying how you have to land on something solid before the camera will scroll to you, unless you dash first. I want to disable that and always allow the camera to scroll in levels with that setting enabled as if you were always dashing. Does that make any sense to you?

icegoom
Posted on 03-01-07 01:53 AM Link | Quote | ID: 8874


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I was just reading a thread about this in the archives the other day. I'd link you to it if I could find it again... Anyway, go to x7A78 and change D0 to 80.

Phoenix Yoshi
Posted on 03-01-07 02:02 AM Link | Quote | ID: 8876


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Posted by icegoom
I was just reading a thread about this in the archives the other day. I'd link you to it if I could find it again... Anyway, go to x7A78 and change D0 to 80.

Thanks!

Luigi-San
Posted on 03-01-07 09:08 PM Link | Quote | ID: 9125


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Does anyone know the location of the "5UP" GFX?

icegoom
Posted on 03-02-07 01:23 AM Link | Quote | ID: 9238


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The tile used by "5" should be at x12F5C, and the tile used by "up" should be at x12F72. If I recall correctly, the 5-up graphics are weirdly flipped, (It's hard enough to actually see the 5-up graphics in-game that I don't feel like looking for myself) and I don't know if there's a fix for that or not.

Katelyn
Posted on 03-02-07 01:27 AM Link | Quote | ID: 9246

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I think the reason they didn't use the 5-UP sprite in the final game was because it glitched when it was displayed.

It would be possible to fix, but the method is not known yet...

tt87
Posted on 03-03-07 12:16 AM Link | Quote | ID: 9683


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Posted by icegoom
The tile used by "5" should be at x12F5C, and the tile used by "up" should be at x12F72. If I recall correctly, the 5-up graphics are weirdly flipped, (It's hard enough to actually see the 5-up graphics in-game that I don't feel like looking for myself) and I don't know if there's a fix for that or not.




here's the 5-up ingame ^

you have to do a lot of stomping/scrolling/restomping with the wigglers to see it.

Katelyn
Posted on 03-03-07 12:48 AM Link | Quote | ID: 9701

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Yeah, I've seen that when doing the Wiggler glitch in Forest of Illusion 1. After the glitch 5-UP, you get random amounts of coins, lives, and points along with glitched symbols.

Davros
Posted on 03-03-07 09:09 AM (rev. 2 of 03-09-07 11:55 PM) Link | Quote | ID: 9851


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When you have an item that's the same as your current status in the item box (Mushroom-Big Mario, Flower-Fire Mario and Feather-Cape Mario) and carry a sprite at the goal point , a 1-UP will get spawn.

I found those sprite values:

0x7D40: [78]
Sprite that the Blue/Silver P-switch, Portable Spring Board, Throw Block Sprite and carryable stunned enemies will turn into when they reach the goal point.

0x7D50: [78]
Sprite that the Key will turn into when it reaches the goal point.

0x7D54: [78]
Sprite that the Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.

0x7D53-0x7D57: Change it to EA EA EA EA EA to prevent the 1-UP from being spawned at the goal point.

NEONswift
Posted on 03-05-07 03:33 PM Link | Quote | ID: 10775


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Posted by KPhoenix



I'm pretty sure this is relevant. Can someone explain how exaclty would you go about discovering ROM Addresses? I'd be happy to help contribute to finding ROM Addresses for various things, but I don't know how. v_v




If you click on the link below to view my vague collection of help on asm hacking and zelda3 from Euclid youll see that part way down in the first Lesson is a quick run down of GEIGER'S SNES9X debugger which might help you out.

http://www.wku.edu/~james.martin2/resh/z3data.html

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Phoenix Yoshi
Posted on 03-10-07 12:00 AM Link | Quote | ID: 12818


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Okay, I'm going to ask this.... Is there a way one can disable the Yoshi Coins' effect of giving Mario a 1-Up when he gets 5+ of them? I plan on using them in a few levels in my hack as mandatory items to collect to beat the level, and I don't want to give out free lives, like Nintendo loves to do all the time.

Smallhacker
Posted on 03-10-07 02:53 AM Link | Quote | ID: 12937


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That Bony Beetle hack with the bone hovering above the "super beetle" inspired me to look for this:

How to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario):

Change 06D79 to A900, 1B87C to A900 and 0B6C0 to A000.

The first one is for level interaction, the second one is for sprite interaction and the third one is for fixing a problem with solid sprite interaction.


Changing the values to A901, A901 and A001 instead should do the opposite: make all Mario sizes use a 16x32 field. NOTE THAT THIS HAS NOT BEEN TESTED. USE AT YOUR OWN RISK.

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icegoom
Posted on 03-10-07 04:59 PM Link | Quote | ID: 13397


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Ooh, nice. That would have been useful for the Mini-Mario idea sgraff had a while back. Having powered up Mario be small would open up all kinds of graphics space, too.
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