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Main - ROM Hacking Archives - SMW ROM Addresses | New thread | New reply |
Smallhacker |
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![]() ![]() Panser Swedish weirdo times eleven Level: 41 Posts: 12/339 EXP: 478714 Next: 1431 Since: 02-19-07 From: Stockholm, Sweden Last post: 4791 days Last view: 4790 days |
Like last time, I'll start this thread by posting a link to the old one.
Archived ROM address thread ____________________ ![]() ![]() |
blackhole89 |
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![]() ![]() The Guardian Moloch whose eyes are a thousand blind windows! Level: 123 Posts: 37/4196 EXP: 20846609 Next: 384657 Since: 02-19-07 From: Ithaca, NY, US Last post: 77 days Last view: 1 day |
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Raccoon Sam |
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![]() ![]() Cobrat Level: 56 Posts: 23/672 EXP: 1336036 Next: 62140 Since: 02-19-07 From: Hi Last post: 3074 days Last view: 2305 days |
Don't have anything to submit, but I do have a request.
I need the address for the sprite that Splittin' Chuck splits into. ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 3/195 EXP: 208744 Next: 20435 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
Posted by Raccoon Sam SMWCentral's ROM map says it's x147C8. |
Raccoon Sam |
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![]() ![]() Cobrat Level: 56 Posts: 63/672 EXP: 1336036 Next: 62140 Since: 02-19-07 From: Hi Last post: 3074 days Last view: 2305 days |
Posted by icegoomPosted by Raccoon Sam That's strange. I checked the page earlier today and saw nothing. Thanks a bunch! ____________________ |
xineohPK |
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![]() ![]() Paragoomba Level: 20 Posts: 11/67 EXP: 42058 Next: 381 Since: 02-20-07 From: Wisconsin, U.S. Last post: 5362 days Last view: 5165 days |
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icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 13/195 EXP: 208744 Next: 20435 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
Posted by KPhoenix 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 |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 61/216 EXP: 243463 Next: 10188 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
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 |
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![]() ![]() Cheep-cheep Level: 33 Posts: 17/195 EXP: 208744 Next: 20435 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
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 |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 64/216 EXP: 243463 Next: 10188 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
Posted by icegoom Thanks! |
Luigi-San |
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![]() ![]() Melon Bug Level: 58 Posts: 43/732 EXP: 1518845 Next: 58701 Since: 02-20-07 Last post: 3859 days Last view: 3118 days |
Does anyone know the location of the "5UP" GFX? |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 18/195 EXP: 208744 Next: 20435 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
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 |
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![]() beh Level: 86 Posts: 270/1816 EXP: 5934455 Next: 207652 Since: 02-21-07 Last post: 5752 days Last view: 5752 days |
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 |
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![]() ![]() Leever Level: 33 Posts: 31/194 EXP: 207212 Next: 21967 Since: 02-21-07 Last post: 4857 days Last view: 4655 days |
Posted by icegoom here's the 5-up ingame ^ you have to do a lot of stomping/scrolling/restomping with the wigglers to see it. |
Katelyn |
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![]() beh Level: 86 Posts: 326/1816 EXP: 5934455 Next: 207652 Since: 02-21-07 Last post: 5752 days Last view: 5752 days |
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 |
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![]() ![]() Koopa Level: 26 Posts: 2/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
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 |
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![]() ![]() Paragoomba Level: 20 Posts: 5/66 EXP: 41078 Next: 1361 Since: 03-04-07 From: England Last post: 5468 days Last view: 5187 days |
Posted by KPhoenixIf 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 ____________________ Deviant Art Profile |
Phoenix Yoshi |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 90/216 EXP: 243463 Next: 10188 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
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 |
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![]() ![]() Panser Swedish weirdo times eleven Level: 41 Posts: 42/339 EXP: 478714 Next: 1431 Since: 02-19-07 From: Stockholm, Sweden Last post: 4791 days Last view: 4790 days |
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. ____________________ ![]() ![]() |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 29/195 EXP: 208744 Next: 20435 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
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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