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Chaos Force |
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![]() ![]() Micro-Goomba Level: 11 Posts: 7/15 EXP: 4455 Next: 1530 Since: 02-21-07 Last post: 4531 days Last view: 2902 days |
Posted by Smallhacker This would of been great information when I was making The Castle, with the hatless Mario :/ |
Sgraff87 |
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![]() ![]() Panser Level: 42 Posts: 62/345 EXP: 491453 Next: 29909 Since: 02-19-07 Last post: 5595 days Last view: 5270 days |
Crazy as it sounds, I wonder if it is possible to use Mario's animations from when he uses the hammer to destroy one of the towers. Like a hammer powerup or something.
Of course I do not expect it to work, but since it is coded already, I just wonder. |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 36/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
All right, so x124DF is the Hammer Tilemap. By default, the values here are 08 6D 6D 08 08 6D 6D 08. You can change the 08's to your heart's content, but if you change the 6D's, it majorly screws up the flipping of the bone Dry Bones throws. I don't suppose there's a work around for this... 6D's a pretty annoying position for the Hammer graphics to occupy, being offset from the 16 x 16 grid. That's where the flip data for Dry Bones' bone is, anyway.
EDIT: Well, crap... I thought maybe I could fix the problem by repointing where the Hammer's Tilemap was. I found the pointer for the Hammer Tilemap at x12528 and changed it from DF A2 to EC B5 to redirect the graphics to a block of FF's at 137EC. But I guess the Bone's attributes got moved over, too, because that didn't fix anything. I guess I'll just have to live with either the Hammer tile being at 6D or the bone looking kind of wonky. |
Sukasa |
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![]() ![]() Red Birdo Level: 91 Posts: 84/2112 EXP: 7444284 Next: 24628 Since: 02-19-07 Last post: 4054 days Last view: 2826 days |
Just posting this since BMF was interested in it, and in case anyone else is too. AFAIK this is the routine that controls when Layer 3 is cut off at (which scanline)
// Super Mario World IRQ vector routine - $8374, PC Headered $574 SEI PHP REP #$30 PHA PHX PHY PHB PHK PLB SEP #$30 LDA $4211 BPL 4211Branch LDA #$81 LDY $0D9B BMI 0D9BBranch STX $4200 LDY #$1F JSR Sub1 //$843B / $73B LDA $22 STA $2111 LDA $23 STA $2111 LDA $24 STA $2112 LDA $25 STA $2112 LDA $3E STA $2105 LDA $40 STA $2131 4211Branch: REP #$30 PLB PLY PLX PLA PLD RTI 0D9BBranch: STZ $4300 // $8439 / $639 LDYLoop: LDY #$20 Sub1: // $843B / $63B BIT $4212 BVS LDYLoop 4212Loop: BIT $4212 BVC 4212Loop DEYLoop: DEY BNE DEYLoop RTS |
Davros |
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![]() ![]() Koopa Level: 26 Posts: 12/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
Porcu-Puffer fish data:
0x1872D: [10 F0] Horizontal speed of the Porcu-Puffer fish. 0x18780: [94 AA 22 1A 80 01] Change 94 to 74 and change 1A to 2A to make the Porcu-Puffer fish go in a straight line and also float on air. Grey Castle Block data: 0x19071: [00 F0 00 10] Horizontal speed of the Grey Moving Castle Block. 0x19075: [40 50 40 50] Time in position of the Grey Moving Castle Block. 40 is the time it waits until it goes to the other direction. 50 is the length it travels (6 blocks). |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 39/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
A couple of small tilemap related things I've been looking for for awhile:
0x11F30: [98] Tile used by Wiggler's Flower once it falls off his head 0x14D17 [1C] Tile used by Chargin' Chuck's shoulder while charging (value is the left tile. The tile to the right is automatically chosen to complete the arm) |
Raccoon Sam |
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![]() ![]() Cobrat Level: 56 Posts: 107/672 EXP: 1336038 Next: 62138 Since: 02-19-07 From: Hi Last post: 3074 days Last view: 2305 days |
Posted by icegoom I remember looking for this ages ago. Thanks a bunch. I hate Chargin' Chuck tilemaps too much anyway. ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 50/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
I've got most of Chuck's tilemap documented. I really ought to type that up some time. Here, I don't think these have been found before:
0x9E65 [AE AC 8C 8E] Rip Van Fish Tilemap (2 swimming frames, 2 sleeping frames) 0x10FD7 [F1 F0 E1 E0] Rip Van Fish's Z's (pop, large Z, medium Z, small Z) |
Davros |
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![]() ![]() Koopa Level: 26 Posts: 32/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
Turn Block Bridge data:
0xB89F: [20 00] Length of sprites 59 and 5A 0xB8A1: [01 FF] X offset of sprites 59 and 5A 0xB8A3: [40 40] Time of sprites 59 and 5A 0xB97E 40 Tile used by sprites 59 and 5A |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 4/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
C31B [80] How long the bonus star number stays on the screen
C364 [32] Palette/priority/flip of Goal tape tiles 3F2C8-3F333 X-coordinates of bonus star numbers (FF terminates the string) 3F334-3F39F Y-coordinates of bonus star numbers (read the note above) 3F3A0-3F3A9 Relative pointers for each star number formation's tilemap (0-9) 1449F [2E: Throw block] 1st type of block Chargin’ Chuck can smash through, -0x100 144A3 [1E: Turn block] 2nd type of block Chuck can smash through, -0x100 144BE [02] What top row of blocks become when Chuck smashes through them 144DB [02] What bottom row of blocks become when Chuck smashes through them ____________________ |
Davros |
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![]() ![]() Koopa Level: 26 Posts: 48/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
0xFA8E: [18 E8]
Vertical speed of the Eerie (sprite 39) 0x15799: [E8] Horizontal speed of the Banzai Bill If you change it to 18 it will go left. Ninji data: 0x1C575: [60] Time it takes to jump 0x1C548: [D0 C0 B0 D0] Vertical speed when jumping |
Bio |
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![]() ![]() Red Paragoomba Level: 19 Posts: 21/58 EXP: 33878 Next: 1899 Since: 02-19-07 Last post: 5440 days Last view: 5303 days |
0x5545 Mario 'acceleration' while walking and heading left
0x5547 Mario 'acceleration' while running and heading left(added to the value for walking) 0x5549 Mario 'acceleration' while walking and heading right 0x554B Mario 'acceleration' while running and heading right(added to the value for walking) |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 5/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
Be prepared for a post chock full of sweet addresses!
7559 [1C] Dragon Coin sound 755E [01] How many regular coins a Dragon Coin gives you 7564 [18] What object overlaps Dragon coin after it is collected Yoshi Stuff 4FA9 [20 21 27 28] Mario riding on Yoshi animations 4FC5 [1D] Animation frame for Mario crouching on Yoshi 53AE [29] Animation frame for Mario entering horizontal pipe on Yoshi 5429 [21] Animation frame for Mario entering vertical pipe on Yoshi ECA8 [00] Yoshi's standing animation ECE7 [02] Falling animation frame ECED [05] Jumping animation frame ECF6 [03] Turning animation frame ED01 [07] Eating animation frame ED09 [06] Eating animation (while holding up) ED1D [04] Crouching animation frame ED2D [04] Waiting animation frame ED79 [01] Change to 00 to make Mario walk even when riding Yoshi EDC2 [0C 0B 0C 0B 0A 0B 0A 0B] Growing animation sequence EE3C [03] Yoshi's thank you message EFE4-EFED Y-position of Mario on Yoshi (1 byte for each frame; 10 bytes) EFEE-EFF0 Walking animation frames EFF1-EFF2 [02 FE] Base X-position of Yoshi (1st byte facing right; 2nd facing left) EFF3-EFF4 [00 FF] ? EFF5-EFF7 [03 02 01] Animation speed of walking frames EFF8 [00] Animation speed while running EFF9-F005 Yoshi's head tiles (points to table at 9E47-9E57) F006-F012 Yoshi's body tiles (points to table at 9E47-9E57) F013-F01F X-position of Yoshi's head (facing right; 13 bytes) F020-F02C X-position of Yoshi's head (facing left; 13 bytes) F02D-F039 ? Yoshi's head (facing right; 13 bytes) F03A-F046 ? Yoshi's head (facing left; 13 bytes) F047-F053 Base Y-position of Yoshi (13 bytes) F054-F060 Y-position of Yoshi's head F337 [00 00 01 02] Table for abilities given to Yoshi upon eating a shell 01=Stomping dust clouds, 02=Flying, 03=Stomping dust clouds & flying (This table doesn't cover the fire-spitting ability. The first two bytes are unused.) F345 [03 02 02 03 01 00] What ability each color of shell gives to Yoshi (This table points to the table at F337) (In the order of: brown[unused], gray[unused], yellow, blue, red, green) F50A [12] Change to 00 to keep Yoshi from sticking out his tongue F51E [20] Length of Yoshi's tongue (about 2.5 blocks) F529 [08] Amount of time Yoshi's tongue stays at its maximum length F648 [04] X-shift of tongue segments F665 [04] How many tiles comprise Yoshi's tongue (doesn't change collision) F688 [76] Tile for Yoshi's tongue F68C [66] Tile for end of Yoshi's tongue F694 [09] Pal/flip/etc. of Yoshi's tongue F698 [40] Value to add to Pal/flip/etc. of Yoshi's tongue when facing right F6E8 [FC] Y position of sprite grabbed by Yoshi's tongue 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. Overworld Map Stuff 2776F [48] X location of Mario on lives exchange 27770 [78] Y location of Mario on lives exchange 2777B [0A] Tile to use for Mario on lives exchange 2777C [34] Pal/flip/etc. of Mario 27775 [90] X location of Luigi on lives exchange 27776 [78] Y location of Luigi on lives exchange 27781 [0A] Tile to use for Luigi on lives exchange 27782 [36] Pal/flip/etc. of Luigi 27C6D [40] Flip to use when approaching from left 27C6F [12] Base Pal/flip/etc. of Cheep-Cheep 27C74 [24] Maximum height Cheep-Cheep can jump 27C79 [0E] Sound Cheep-Cheep makes 27CB2 [4A] Tile to use for Cheep-Cheep (1) 27CB8 [48] Tile to use for Cheep-Cheep (2) 27CFB [2A] Tile to use for Piranha Plant (1) 27D01 [2C] Tile to use for Piranha Plant (2) 27D03 [32] Pal/flip/etc. of Piranha Plant 27D38 [02] X speed of clouds 27D3D [FF] Y speed of clouds 27D65 [32] Pal/flip/etc. of cloud (left half) 27D76 [72] Pal/flip/etc. of cloud (right half) 27D79 [44] Tile to use for clouds 27F38 [68] Tile to use for Bowser in clown car 27F2E [00] Pal/flip/etc. of Bowser (facing left) 27F35 [40] Pal/flip/etc. of Bowser (facing right) 27FB0 [60] Tile to use for Boo 27FA6 [34] Pal/flip/etc. of Boo (facing left) 27FAD [44] Pal/flip/etc. of Boo (facing right) Ending 621ED [38] X-position of Mario (Credits) 621F2 [8F] Y-position of Mario (Credits) 621F9 [01] Powerup of Mario (Credits) 621FD [08] X-Speed of Mario (Credits) 62205 [52] X-position of Yoshi (Credits) 6220C [8F] Y-position of Yoshi (Credits) 6221E [51] X-position of Peach (Credits) 62235 [A0] Y-position of eggs (Credits) 6228F-622B8 Yoshi's House decoration tiles 622B9-622E2 Yoshi's House decoration palettes 622EA [2F] Y-position of Yoshi's House decorations 628FB [9F] Y-position of Peach waving after eggs hatch 62992 [01] Direction Yoshi faces 629B0 [01] Change to 00 to make Yoshi invisible for the credits sequence 629D5-629E0 Red Yoshi(Cheering) Tiles 629E1-629EC Yellow Yoshi (Cheering) Tiles 620A9-62A14 Red Yoshi(Cheering) Palettes 62A15-62A20 Yellow Yoshi (Cheering) Palettes 62AD8 [68 26 24 6A 28 64 26] Palettes of Baby Yoshis 62B06 [86] Tile of eggs 62B0B [21] Palette of eggs 62B18 [EA] Tile of Baby Yoshis 62B3A-62B45 Red Yoshi (Watching) Tiles 62B46-62B51 Yellow Yoshi (Watching) Tiles 62B52-62B5D Red Yoshi (Watching) Palettes 62B5E-62B69 Yellow Yoshi (Watching) Palettes 62B6A-62B75 Red Yoshi (Watching) Tile X-coords 62B76-62B81 Yellow Yoshi (Watching) Tile X-coords 62B82-62B8D Red Yoshi (Watching) Tile Y-coords 62B8E-62B99 Yellow Yoshi (Watching) Tile Y-coords 62B9A-62B9D [00 06 0C 12] 62BF5 [00] Tile size of 8x8 tiles (Red/Yellow Yoshi watching) 62C0B-62C10 [C4 E4 E6 E8 CE EE] Blue/Green Yoshi Tiles 62C11-62C12 [36 36] Blue Yoshi Palettes 62C13-62C14 [3A 3A] Green Yoshi Palettes Edit: If you change a Koopa or Buzzy Beetle's pointer in the sprite initialization routines table (837D) to 8B 96, it will spawn as an invincible shell! Edit 2: In the same table, applying 9A 83 makes enemies that are unstompable, but don't do damage to Mario. (He just bounces off of them) ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 62/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
Wow! Awesomeness overload! I remember searching for all those Yoshi animations once upon a time. The Yoshi shell abilities should be useful, but it's too bad there's no red shell data. (I'd like to give fire-breathing to yellow shells and make red shells like ordinary greens shells) |
HyperHacker |
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![]() ... Level: 72 Posts: 512/1220 EXP: 3258886 Next: 64876 Since: 03-25-07 From: no Last post: 5697 days Last view: 5681 days |
That is awesome, but something seems wrong here.
Posted by Mattrizzle87You seem to have swapped yellow and blue. [edit] I can't add. ![]() |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 8/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
HH: Just tested the address again. The second 02 (at F347) does correspond to the yellow shell, so they weren't swapped. It points to F339 (F337+02), which is set to 01, giving Yoshi the ability to stomp dust clouds.
icegoom: I did find the data for which color of shell and Yoshi gain fire breath, but I forgot to post it. You should be able to find the settings at F470 and F479, respectively. It does seem pretty wasteful that Nintendo didn't put the fire ability in those tables in the first place. Some of the things that have been hiding from me for a long time are those darned addresses that tell what tile and palette the Yoshi egg uses in the Castle destruction sequence. In my hack, elusive coins have been stolen, so I don't want no more stinkin' eggs. I would post some more of the addresses I found during the long time period without the Internet, but I'm too lazy to keep browsing through SMW Central to find out how much of it was already posted. ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 64/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5654 days |
Post whatever you have, if you feel like typing it up. I'm sure nobody would mind seeing a bit of repeat information if it meant there was some new stuff. ![]() OK, I got a red shell to act like a green shell by changing F470 from 08 to 00, but I can't figure out what exactly the value at F479 controls. |
HyperHacker |
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![]() ... Level: 72 Posts: 518/1220 EXP: 3258886 Next: 64876 Since: 03-25-07 From: no Last post: 5697 days Last view: 5681 days |
Tsk, I was thinking of the flashing invincible shell. Is that not in these tables? |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 9/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
icegoom: F479 controls what color of Yoshi always gets the fire breath. Also, if you want to make the Yellow shell give fire breath as you said earlier, just change F470 to 04.
HH: It's very possible that the invincible shell abilities code is near the fire breath code. Whew...it's ____________________ |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 25/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
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