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Techokami |
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![]() ![]() Red Paragoomba Level: 18 Posts: 26/50 EXP: 27115 Next: 2782 Since: 02-19-07 From: HoleNet! Last post: 5691 days Last view: 4928 days |
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Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 27/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
I tried to omit many of the addresses that have already been posted in this thread. Here goes...
Most offsets were found by me, unless otherwise noted. 35BE-35CB Bowser ending palette (7 colors) 380C-381B colors used in animation of Yoshi coin and yellow map spot 381C-382B colors used in animation of red map spot 389E-390D Bowser palettes (8 palettes, 7 colors each) (Kind of pointless now that Smallhacker made an editor for it) 390E-3931 "The End" palettes (3 palettes, 6 colors each; order is Luigi, Mario, Princess) 1BB02-1BB81 Magikoopa palettes (8 palettes; 8 colors each, including transparent color) 1BB82-1BC01 Big Boo Boss palettes (in same way as Magikoopa palettes) 1232A (21) Sprite fireballed enemies spawn 1235B-1235E Fireball tile table 1235F-12362 Fireball tiles' palette/gfx page/priority/flip (Warning: If you change the palette, the small flame left by the hopping flame may use the wrong palette. Change 1244C to fix this.) 143A6 (48) Sprite Diggin' Chuck unearths 1CDBA (1B) Sprite Puntin' Chuck kicks Now, for some Dino-Rhino/Torch info... AB87 (6F) Sprite spawned from stomping Dino-Rhino (May need to change the offset below to make it look right) 3F66C Palette/gfx page of the latter(from table found by mikeyk) 19FFE-1A002 Dino-Torch flame tile horiz. displacement table (horizontal flame) 1A003-1A007 Dino-Torch flame tile horiz. displacement table (vertical flame) 1A008-1A00C Dino-Torch flame tile vert. displacement table (horizontal flame) 1A00D-1A011 Dino-Torch flame tile vert. displacement table (vertical flame) 1A012-1A01B Dino-Torch flame tile table (2 animation frames, each 4 bytes w/an unused byte) 1A01C-1A01F Dino-Torch flame tiles' palette/gfx page/priority/flip 1A020 Dino-Torch palette/gfx page/priority/flip (Only for those that start as Dino-Torches) 1A021-1A024 Dino-Torch tile table (4 animation frames, each 1 byte) 1A025-1A02C Dino-Rhino tile horizontal displacement table 1A02D-1A034 Dino-Rhino tiles' palette/gfx page/priority/flip (4 bytes facing left, 4 bytes facing right) 1A035-1A038 Dino-Rhino tile vertical displacement table 1A039-1A048 Dino-Rhino tile table (4 animation frames, each 4 bytes) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is more graphics data, this time for the Mechakoopas: $1B50F-1B516 tile horizontal displacement table (4 bytes facing left, 4 bytes facing right) $1B517-1B52E tile vertical displacement table (6 animation frames, each 4 bytes) $1B52F-1B546 tile table (6 animation frames, each 4 bytes) $1B547-1B54E tiles' priority/flip (4 bytes facing left, 4 bytes facing right) $1B54F-1B552 (02 00 00 02) tile sizes (00= 8x8, 02= 16x16) $1B553 (0B) Palette/gfx page used when coming to, #1 $1B554 (05) Palette/gfx page used when coming to, #2 $1B556 (0B) Regular palette/gfx page $1B560 (05) Animation frame used when stunned $1B56A (04) Animation frame used when kicked $1B5EF-1B5F0 (F9 0F) Wind-up key horizontal displacement (1 byte facing right, 1 byte facing left) $1B5F1-1B5F2 (4D 0D) Wind-up key palette/gfx page (1 byte facing right, 1 byte facing left) $1B5F3-1B5F6 Wind-up key tile table (4 animation frames, each 1 byte) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $1E243-1E245 Pointer to Bowser's first palette (SNES $00/B69E) $1DF6E-1DF70 pointers Morton, Roy, and Ludwig's palettes (SNES format, low byte) $1DF73-1DF75 pointers Morton, Roy, and Ludwig's palettes (SNES format, high byte) SNES $00/B2BC (PC $34BC) Morton (Replace with B384 to make him grey) SNES $00/B2A4 (PC $34A4) Roy (Replace with B33C to make him pink) SNES $00/B298 (PC $3498) Ludwig (Replace with B378 to make him dark green) --- @ icegoom: About changing the palettes: At 1DF6E-1DF70 change the bytes to: 84 CC A4 and at 1DF73-1DF75 change the bytes to: B3 B3 B2 This should make Morton gray, Roy pink, and Ludwig blue. Changing these bytes makes Morton and Roy use two palettes that are normally unused in the game, while giving Ludwig the default blue palette. If you want to edit these palettes in Lunar Magic: Morton's palette is palette number F in Sprite Palette 4. Roy's palette is palette number F in Sprite Palette 7. Btw, Roy's head should be the same color as his shell. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $17B8F (05) Sumo Bros. flame palette/gfx page $1A29B-1A29C (45 05) Blargg palette/gfx page (1 byte facing right, 1 byte facing left) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I found some of what you asked for: 11F4B [C2] tile of smiley face coin 11F50 [04] palette/gfx page/priority/flip of smiley face coin tile 11F55 [02] size of smiley face coin tiles (00=8x8; 02=16x16) 8FDF-8FE0 [46 06] palette/gfx page/priority/flip of Para Goomba wing tiles 8FE1-8FE4 [C6 C6 5D 5D] Para Goomba wing tiles 8FE5-8FE8 [02 02 00 00] size of Para Goomba wing tiles A01C-A01F [5D C6 5D C6] Parakoopa wing tiles A020-A023 [46 46 06 06] palette/gfx page/priority/flip of Para Koopa wing tiles A024-A027 [00 02 00 02] size of Parakoopa wing tiles 13D17-13D1A [5D C6 5D C6] Yoshi wing tiles 13D1B-13D1E [46 46 06 06] palette/gfx page/priority/flip of Yoshi wing tiles 13D1F-13D22 [00 02 00 02] size of Yoshi wing tiles I still have yet to find the coins or the wings for the flying grey platforms. Various Sprite Tilemaps: 7DA4 8FE1 Goomba Wings A01C Paratroopa Wings 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 B583 Long grassy platform B58C Long rock platform BCB7 C809 Power Ups CBBB Brown Swing Platform C9EA [A2] Tile of chain link connected to platform C9EF [31] Palette of chain link connected to platform CAC7 [A2] Tile of other chain links CACC [31] Palette of other chain links CAFB [31] Palette of platform D646 Ludwig Fireball E0E3 Bonus Roulette E390 Bowser Flame E394 " Palettes EB85 Some sort of cloud animation FC37 Boo Buddy/Stone Boo FC4E Larry/Iggy ball 10083 Larry/Iggy 10153 Larry/Iggy shell 110B2 [6F] Tile of broken Yoshi egg piece 110BC [03] Palette/GFX page of broken Yoshi egg piece 10F42 Water Splash 1235B Mario Fireball 12363 Reznor Fireball 12417 Tiny flame left by hopping flame 124A4 Pitchin' Chuck's baseball 124B1 [39] " Palette 124DF Hammer Bro. Hammer 124E7 [47 47 07 07 87 87 C7 C7] " Palettes 12547 Another cloud animation 13D17 Yoshi Wings 13E0E Dolphin 14095 Hothead? 14158 Urchin Body 14A7E Chuck Head(All) 14B8B Chuck Body(All) 14C97 Clappin' Chuck Pieces (Raised Hand, Clapping Hands) 14CFA [47 07] Palettes/ Attributes of arm tiles (facing right/left) 14D17 [1C] First arm tile when running (+1 for the 2nd tile) 14D9B Diggin' Chuck Pieces (Shoulder, Shovel, Raised shovel) 14F45 157C4 Banzai Bill 15A00 Ball 'n' Chain 159A4 [E8] Tile of chain 15A44 Rotating gray platform 159AA [A2] Tile of chain 15A63 [33] Palette of platform 159BF [33] Palette of chain(for Ball 'n' Chain & Rotating gray platform) 15AA1 Bubble items/enemies 15BC3 Item/enemy-containing bubble 15CF1 Amazing Flyin' Hammer Brother 15E1F Hammer Bro. Platform 1600E Sumo Bros. 16572 Large Green Bubble 1686A Moving hole from Ghost House Lakitu 168A8 [AA] Fishing pole tile 168AD [24] 1-UP tile 168B2 [35] Fishing pole palette 168B7 [3A] 1-UP palette 16907 [89] Fishing line tile 1690C [35] Fishing line palette 17156 [4D] Cloud face tile 1715B [39] Cloud face palette 16BE6 Lakitu in a Pipe 16C1B [5B] Palette 16E72 Super Koopa 1730C Wiggler 176E7 Yoshi's House fireplace flame 177BC Ghost House Exit Door 17829 No Yoshi Signpost 17921 Ghost House Doors 17B04 Sumo Bros. Flame 17C0E Castle BG Flame 17DBF Boo Ceiling 17FB8 Unused Swooper Ceiling 184F8 Big Boo 1868E Falling Grey Platform 186AD [03] " Palette 18793 Porcu-Puffer 1888A Forest Secret Area Platform 18934 Sinking Lava Platform 18A37 Mega Mole 18AA0 Swooper 18D2E Bowser Statue(Both) 18F18 Diagonal Platform 19005 Timed Platform 190B0 Grey Castle Brick 1910B Bowser Statue Fireball 1916D Reflecting Stream of Boo Buddies 19360 Fishin' Boo 196BB Wooden Castle Spike 19870 Rex 19988 Fishbone (Tail fin) 19D5D Reznor 1A012 Dino Torch 1A039 Dino Rhino 1A291 Blargg 1A5D9 Clouds from Bowser's ship 1ABCE Princess Toadstool(Bowser Battle) 1AE95 Blushing Mario Faces (Super, Small) 1B3ED Bowser's Steel Ball 1B52F Mechakoopa 1B5F3 Mechakoopa Windup Key 1C45B Chainsaw Bottom 1C5CE Dry Bones E654 [48] ? Related to Dry Bones(don't remember how) E65E [2E] ? " 1C693 Disco Ball 1CBB9 Fireworks 1D31A Lemmy Koopa(and decoys) 1D3A4 Wendy O. Koopa(and decoys) Dry Bones Byte 1 is the Bone in the throwing frame Byte 2 is the Head Byte 3 is the Body $1C5B3-1C5BE [00 08 00|00 F8 00|00 04 00|00 FC 00] x-displacement table $1C5BF-1C5C4 [43 43 43|03 03 03] palette/gfx page (3 bytes facing right, 3 bytes facing left) $1C5C5-1C5CD [F4 F0 00|F4 F1 00|F4 F0 00] y-displacement table $1C5CE-1B546 [00 64 66|00 64 68|82 64 E6] tile table $124CC [80] frame 1 of thrown bone $124D0 [82] frame 2 of thrown bone $124DA [02] palette/gfx page of thrown bone (the flip is controlled by something else) This doesn't include the crumbling sprites... yet. Bubble Stuff: 15AA1-15AA8 [A8 CA 67 24 AA CC 69 24] Bubble Sprites Tile Table First 4 bytes are 1st frame of each sprite, Second 4 bytes are the 2nd frame of each sprite, in the order of: Goomba, Bob-Omb, Cheep-Cheep, Mushroom. 15AA9-15AAC [84 85 05 08] Palette/GFX Page Table of Sprites This is in the same order as above. 15B19 [19] Bubble pop sound 15BA1-15BA4 [0F 0D 15 74] Sprites from Bubble Table 15BA5-15BB3 X(horizontal) Placement of Bubble Tiles 3 animation frames, each 5 bytes 15BB4-15BC2 Y(vertical) Placement of Bubble Tiles 3 animation frames, each 5 bytes 15BC3-15BC7 [A0 A0 A0 A0 99] Bubble Tile Table 15BC8-15BCC [07 47 87 C7 03] Palette/GFX Page of Bubble Tiles 15BCD-15BD1 [02 02 02 02 00] Bubble Tile Size Table ---------- SPC Pointers (in SNES format) 70200 SPC Engine/SFX/Instrument Definitions/unknown 24-byte table 2E9 [00] Low Byte 2EE [80] Middle Byte 2F3 [0E] High Byte 78200 SPC Sample Pointers/Samples 2FE [00] Low 303 [80] Middle 308 [0F] High 71AB1 SPC Music Bank 1 (Map) 30F [B1] Low 314 [98] Middle 319 [0E] High 730D6 SPC Music Bank 2 (Levels) 349 [D6] Low 34E [AE] Middle 353 [0E] High 1E600 SPC Music Bank 3 (Ending) 35A [00] Low 35F [E4] Middle 364 [03] High -------------- Wiggler 1730C-1730F [C4 C6 C8 C6] Body Tiles 173B1-173B2 [D5 F2] Pointer to use for X placement of angry eyes tile 173BE [88] Angry eyes tile 17425 [04] Number of harmful segments, minus 1 174D3-174D4 [00 08] X placement of flower tile (on head) (1 byte facing right, 1 byte facing left) 174D5-174D6 [04 04] X placement of angry eyes tile (1 byte facing right, 1 byte facing left) ~~~~~~~~~~~~~~ 449E BG Tiles/Palette for Flipped Gate (1) 99 9C 8B 1C 8B 1C 8B 1C 8B 1C 99 DC 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 9B 1C F8 1C F8 1C F8 1C F8 1C 9B 5C 99 1C 8B 9C 8B 9C 8B 9C 8B 9C 99 5C 44E6 BG Tiles/Palette for Flipped Gate (2) BA 9C AB 1C AB 1C AB 1C AB 1C BA DC AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C AA 1C 82 1C 82 1C 82 1C 82 1C AA 5C BA 1C AB 9C AB 9C AB 9C AB 9C BA 5C BCB7 Gate Sprite Tiles BDD3 [09] Palette of Gate Sprite ----------------------------- ----------------------------- 16A0 [59 81](359) Pointer for ending music bank (added 11/6/06) 18C4 [0E 81](30E) Pointer for title screen music bank 22B4 [0E 81](30E) Pointer for map music bank 1C4C0 [8E] Top tile of Chainsaw 1C4BB [AE] Middle tile of Chainsaw DE47 [C0 C2 E0 C2] Motor at top of Line-guided rope DE4C [CE CE CE CE CE CE CE CE] Rope parts DEAC [31] Rope Palette A4FB [05] Number of enemies baby Yoshi must eat to grow A4BC [35] Sprite baby Yoshi becomes after eating the required number of enemies More Sound Effects: A491 [06] Sound baby Yoshi makes when eating F2D4 [06] Sound Yoshi makes when eating F91E [13] Sound Yoshi makes when hurt 1C238[06] 10D84 [3C 3D 3D 3C 3C 3D 3D 3C] Exploding Block/Monty Mole Dirt Tiles 10D8C [00 00 80 80 80 C0 40 00] Exploding Block/Monty Mole Dirt Tile Attributes ------------------------ Here are addresses related to the overworld border: 207AA [1E] X placement of Mario 207B2 [06] Y placement of Mario 207BC [08] Walking speed of Mario 207E9 [18] X placement of first row of tiles behind Mario 2081B [18] X placement of other three rows 207ED [07] Y placement of tile group behind Mario 20803 [7E] tile of group behind Mario 20808 [36] Attributes of group 22600-22732 Layer 3 Border Tile Data 1BD4F [50 8B] Position of Level Name 1BD5E [39] Palette/GFX Page of Level Name 2DDC9 [50 88] Position of Lives Counter ------------------------- I know I posted these before, but the original post is missing: 113F1-113F9 [40 6B 2A 42 EA 8A 40] Block bounce sprite tiles 10989-10990 [00 03 00 00 01 07 00] Block bounce sprite attributes In the order of: Turn block with item / ! block Note block ? block Turn block that can be bounced off of from the side(now it can be fixed!) Translucent block On/off switch Turn block New stuff 42B2-42C0 Block turns into table --------------------------------- 7CD7 [00] Unknown, STA 00 to 7E170B 7F27 [12] Object that Mario "breathes" while underwater 8017 [12] Object that Mario leaves when he jumps into water 80C0 [05] Object Fire Mario shoots (must change 80A9 to 07 for some values to work) 918D [03] Object Hopping flame leaves behind D5EA [01] Unknown, STA 01 to 7E170B F499 [11] The three objects Yoshi spits out after eating a red shell FF37 [01] Unknown, STA 01 to 7E170B 10740[07] Objects to use for lava splash 11E01[0F] Unknown, STA 0F to 7E170B 12412[00] Unknown, STA 00 to 7E170B 126E4[01] Unknown, STA 01 to 7E170B 1362E[08] Object that appears before Torpedo Ted is spawned 1467A[0D] Object that Pitchin' Chuck pitches 15CC4[04] Object that Hammer Bros. throw 16291[0C] The 4 objects that Volcano Lotus spits 163CE[0B] The 2 objects that the fire-shooting Piranha Plant spits 171BD[0A] Object that the coin game cloud drops 174E3[0E] Object that falls off of Wiggler when stomped 19B09[00] Unknown, STA 00 to 7E170B 19D09[02] Object that Reznor spits 1C662[06] Object that Dry Bones throws 3FE53[10] 4 objects to use for spin jump stars Castle Destruction Sequence BG Tilemaps 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) I still need to find the addresses that determine what palette set each of the scenes use. 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 12BB1 [21] Sprite to use for those changed by Silver P-Switch (only those which don't start out on the screen) 12BB5 [08] Status of sprite (only those which don't start out on the screen) 12BC3 [02] Palette to use for sprites changed by Silver P-Switch (only those which don't start out on the screen) 13BDA [21] Sprite to use for those changed by Silver P-Switch (the ones that change while on the screen) 13BDF [08] Status of sprite (the ones that change while on the screen) 13BEF [02] Palette to use for sprites changed by Silver P-Switch (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 EC69 [02] Palette of sprite Lakitu throws when silver P-Switch is active 1E0D7 [20 03 30 03 40 03 50 03] Can't remember what this stuff is... 1E13A [88 03] 1E194 [60 03] 103CF 10426 Ludwig BG Tiles 1045F Morton/Roy BG Tiles 7/5/06 Bowser Battle Sounds (some of these weren't found by me) 1937 [16] 1st Bowser Music 1A804 [09] Bowser dropping steel ball 1A902 [17] Bowser goes away 1A9A8 [1D] Bowser's fireball attack 1A9C2 [18] Bowser returns 1A9F7 [17] Primary flame sound 1AA41-1AA48 [2D 2E 2F 30 31 32 33 34] Other flame sounds 1AA49-1AA4A [19 1A] Music for the other attack phases 1AAB3 [2A] Peach crying for help 1AAE4 [10] Peach throwing sound 1AD8D [09] Bowser's ship bouncing 1ADF4 [1B] Bowser's demise 1AE53 [1C] Peach appears 1B2B9 [01] Mario bumped by ship 1B32A [28] Bowser hurt 1B3A4 [25] Steel ball hitting ground 1B3B2 [01] Steel ball bouncing 1A7B8 [54] Amount of time between dropping Mechakoopas 1A800 [80] Timing of steel ball dropping 1A80F [60] Amount of time before dropping the Mechakoopas (after dropping the 2nd steel ball) 1A818 [20] Amount of time before dropping the 2nd steel ball 1A823 [A1] Sprite to use for steel ball 1A9E0 [60] Timing to start Bowser fireball attack (For this, and most others, higher values make it occur sooner) 1A9FC [08] Status of sprite spawned by Bowser's fireball attack 1AA01 [33] Sprite spawned by Bowser's fireball attack 1AA65 [20] Timing of Bowser stopping clown car in foreground (This one is reversed) 1AA6F [A0] Timing of Peach throwing the mushroom 1AA7C [01] How soon Bowser starts moving again 1AA80 [40] Timing of Bowser coming out of clown car 1AA84 [3F] Timing of music for next attack phase 1AAAF [E8] Timing of Peach crying for help sound 1AAE9 [08] Status of sprite spawned by Peach 1AAEE [74] Sprite spawned by Peach 1AE7F [47] Starting Y-coordinate of Peach sprite 1E10A [03] How many animation frames the propeller has, -1 1AE93 [01 11] Y-coords of blushing Mario face tiles (Super, small) 1AE95 [6E 88] Blushing Mario face tiles (Super, small) 1B643-1B646 [70 80 70 80] X-coordinates of Item box tiles 1B647-1B64A [07 07 17 17] Y-coordinates of Item box tiles 1B64B-1B64E [37 77 B7 F7] Item box palettes 1B66E [43] Item box tile 1B68C-1B69B X-coordinates of 1st and 3rd rows of castle roof 1B69C-1B6AB Y-coordinates of 1st and 3rd rows of castle roof 1B6B9 [10] How many tiles to load for 2nd row group, -1 1B6C0 [C0] Y-coordinate of 2nd row of castle roof 1B6D1 [10] Difference in X-coordinate for tiles in 2nd row 1B6D5 [08] Tile of 2nd row of castle roof 1B6DA [0D] Palette of 2nd row of castle roof 1B6F3 [0F] How many tiles to load for 1st & 3rd row group, -1 1B70D [08] Tile of 3rd row of castle roof 1B70F [06] How many tiles will use the address below 1B713 [03] Tile of 1st row of castle roof 1B718 [0D] Palette of 1st and 3rd rows of castle roof The repeated data below is called for when Peach comes from Bowser's clown car 1B747 [08] Tile of 3rd row of castle roof (copy?) 1B749 [06] How many tiles will use the address below 1B74D [03] Tile of 1st row of castle roof (copy?) 1B752 [0D] Palette of 1st and 3rd rows of castle roof(copy?) 7/12/06 C39E [AC] Tile for Vine Piranha head(1) C3A2 [AE] Tile for Vine Piranha head(2) C3AE [F0] Y speed of vine growth 1110B [05] Change to 00 to give Invincible Mario coin sparkles 1111A [06] Palette of star sparkles 16085 [34] Palette of Sumo Bros. 160B6 [30] Y speed of lightning bolt 2A2E [0F] GFX File loaded for "MARIO START!," "GAME OVER," etc. 2C79 [31] GFX File loaded for enemies after Special World is passed 2D43 [27] GFX File loaded for Mode 7 objects 1385F-13862 [00 01 00 FF] X coordinates of Pokey animation 13863-13864 [02 FE] X speed (right, left) 1388D [8A] Pokey head segment tile (eaten) 13891 [E8] Pokey body segment tile (eaten) 1398C [E8] Pokey body segment tile 13990 [8A] Pokey head segment tile 13995 [05] Pokey tiles palette/GFX page F805 [0A] Amount of time Yoshi's tongue stays out before he swallows an enemy 10/11/06 - 10/15/06 14660 [10 F8] Starting X-coordinate of baseball when thrown by Chuck (Byte 1 facing right; byte 2 facing left) 14662 [00 FF] High byte X-coord? 14664 [18 E8] X-speed of baseball when thrown by Chuck (Byte 1 facing right; byte 2 facing left) Map16 tile replacement addresses 7453 [0D] What the remaining blocks become when hitting the incorrect block in a bonus area 7482 [02] 74CE [02] BEB6 [02] C3E6 [03] Tiles created from vine sprite E53C [08] Tile spawned by ledge-dwelling Monty Mole 10981 [02] 113B9 [09] Tile spawned behind bouncing block sprite 13D03 [04] Tile spawned from eating a berry (using tongue) 144BE [02] 144DB [02] 14F61 [1B] Tile spawned from stepping on big ! switch 15408 [04] Tile spawned from eating a berry (w/o using tongue) 164D6 [06] Tile spawned by coin snake sprite [A9 ?? 85 9C] Tile spawned instruction 426B-4273 MAP16 Tile spawned table pt. 1 (00-08) 42B2-42C0 MAP16 Tile spawned table pt. 2 (09-17) 150E4 [04] How many pieces make up the pea bouncer 1512C [3D] Tile of pea bouncer 15133 [0A] Attributes of pea bouncer tile 151FE [01 01 03 05 07] Bounciness of each part of pea bouncer 16720 [02 07 07 02] Tiles left behind by mushroom scale platforms (in order of left platform sinking; rising, right platform rising; sinking) 16799 [80] GFX tile used by scale platforms (mirrored for right side) 16A3E [14 00 02 00 15 00 02] Tiles left behind by rising/sinking pipe (in order of left side rising; sinking, right side rising; sinking) Wiggler 17251 [0E] Palette cycling sequence 00-Palette 00; 2nd gfx page 02-Palettes 00,02; 2nd gfx page 04-Palettes 00,04; 2nd gfx page 06-Palettes 00,02,04,06; 2nd gfx page 08-Palettes 00,08; 2nd gfx page 0A-Palettes 00,02,08,0A; 2nd gfx page 0C-Palettes 00,04,08,0C; 2nd gfx page 0E-All palettes; 2nd gfx page 17258 [F1] Palette result? (tested w/17251 as 0E) F0-Palette 08; 1st gfx page F1-Palette 08; 2nd gfx page F2-Palette 0A; 1st gfx page F3-Palette 0A; 2nd gfx page F4-Palette 0C; 1st gfx page F5-Palette 0C; 2nd gfx page(changes palette cycling to 04,06,0C,0E; 2nd page) F7-Palette 0E; 2nd gfx page(changes palette cycling to 06,0E; 2nd page) FD-Palette 0C; 2nd gfx page(changes palette cycling to 0C,0E; 2nd page) FF-Palette 0E; 2nd gfx page(disables palette cycling) -------------------- 11/20/06 1736E [8C] Head tile 1739A [05] How many segments Wiggler has 173E4 [98] Flower tile 173EE [0A] Palette of flower 173F7 [00] Size of flower/angry eyes tile 173DF [08] X-coord of flower 173FC [05] ------------------- 11E8F [34] Spin stomp star palette 11E94 [EF] Spin stomp star tile 3F33A-3F3C9 Bonus Star amounts for each y-coord 3F462 [50] What amount of Bonus Stars needed for a special bonus 3F466 [0A] Special bonus for above (3-UP) C358 [D4] Goal tape tile (the other tiles are this value +1) AC2E [09] State of Koopa when stomped ACA0 [0A] State of Koopa shell when kicked 8E0D [08] Sprite number to start adding wings to 2-tile high sprites 981C [00 00 00 00 00 01 02 03] Sprites that come out of Koopa Troopas 122FB [28] Change to 0A to make other enemies die like Chargin' Chuck when hit by fireballs 10/18/06 9ED3 [00 08 00 08] X-coordinates of many sprites that are made up of 4 8x8 tiles 9ED7 [00 00 08 08] Y-coordinates of many sprites that are made up of 4 8x8 tiles 9A81 [64] Koopa eye tiles when in shell (open) 9A89 [4D] Koopa eye tiles when in shell (closed) 7D7E [0C] Sound for items given at goal point 8DCD [02] What animation frame most regular sprites use when turning around 40200 Default start of compressed graphics 175F [2F] GFX File loaded for Credits font 2348 [14] GFX File loaded for Animated map tiles 10/23/06 2590 Game over font-loading routine 1E20 Appears to be the button-press sequence for the demo 2B54E [01] Coin collection sound 8E31 [13] Sprite generated from Spiny Egg EEFE [F0] Yoshi's hopping height in idle state Bob-omb A3F0 [CA] Tile used when stunned 10314 [BC] Explosion star tile Change 1031D to 06 and 1031F to 18 to make the explosion stars use the first gfx page 5843 [D0] Change to 80 to disable spin jump (The A button will just make Mario do a regular jump) 10/25/06 18CC [EB] Title screen level low byte 18CE [00] Title screen level high byte 1920 [E9] Which level has alternate music 1EB1 [E9] Intro level number 10/26/06 A9DA [0F 0D] What sprites Para-Goomba and Para-Bomb become 175DB [D2 D3 D0 D1 9B] Tiles for hopping birds from Yoshi's House 175E0 [71 31] Flip of tiles (byte 1 facing right, byte 2 facing left) 175E2 [08 04 06 0A] Palettes of hopping birds 176E7 [D4 AB BB 9A] Fireplace flame tiles 176F3 [B8] X-coords of flame tiles 176FB [B0] Y-coord of flame top 17700 [B8] Y-coord of flame bottom 17729 [35] Fireplace flame palette 1779E [08 18 F8 F8 F8 F8 28 28 28 28] Ghost House exit door tile X-coords 177A8 [00 00 FF FF FF FF 00 00 00 00] Related to above 177B2 [5F 5F 8F 97 A7 AF 8F 97 A7 AF] Ghost House exit door tile Y-coords 177BC [9C 9E A0 B0 B0 A0 A0 B0 B0 A0] Ghost House exit door tiles 177C6 [23 23 2D 2D AD AD 6D 6D ED ED] Ghost House exit door tile attributes 17819 [F8 08 F8 08 00 00 00 00] No Yoshi signpost tile X-coords 17821 [00 00 10 10 20 30 40 08] No Yoshi signpost tile Y-coords 17829 [C7 A7 A7 C7 A9 C9 C9 E0] No Yoshi signpost tiles 17831 [A9 69 A9 69 29 29 29 6B] No Yoshi signpost tile attributes 178A0-178AB [00 10 20 00 10 20 00 10 20 00 10 20] Castle door tile X-coords 178AC-178B7 [00 00 00 10 10 10 20 20 20 30 30 30] Castle door tile Y-coords 178D5 [A5] Castle door tile 178DA [21] Castle door tile attributes 10/27/06 F46A Code that makes Yoshi spit out flames when he has the red shell in his mouth F473 Code that makes Red Yoshi spit out flames no matter what color of shell is in his mouth 11/7/06 3B92-3BC3 Low byte of gfx file pointers 3BC4-3BF5 Middle byte of gfx file pointers 3BF6-3C27 High byte of gfx file pointers 2E800- Level BG assignments Level BG tilemaps 65B00 Tall blue column-hills/clouds 65CB9 Water 65E71 2 hills/large cloud 65F44 Clouds 66054 Gradual hills 66159 Mountains 66303 Castle columns 66672 Steep hills/large cloud 66874 Bonus area 66884 Stars 669C0 Steep mountains 66AEE Blank 66AFE Cave 66E82 Forest 67180 Ghost House 67375 Sunken Ship 6765A Castle windows 11/8/06 615C1-615CE Backgrounds used during credits sequence (2 bytes each) 615CF-615DC What MAP16 page is used for each background (2 bytes each) 62DA4-62DAA [06 00 00 02 05 06 00] Back area color for each background 62DAB-62DB1 [03 03 07 00 01 02 00] Palettes used for each background(doesn't seem to work for the first BG) 2B8F-2B92 [19 17 1B 18] GFX files used for backgrounds ---------------------------------------------- 62F58-62F71 Level pointers for enemy screens (found by Smallhacker) ---------------------------------------------- 62F72-62F89 Backgrounds used for enemy screens 7A2 [80 93 0C] 7A5 [36 B6 0C] "THE END" tilemap pointer 00 F3 0D 21CC5-21E90 Level name pieces (unaltered ROM) 21E91 Pointers to 1st name values 21ECF Pointers to 2nd name values 21EED Pointers to 3rd name values 00-null 01-YOSHI's 02-STAR 03-#1 IGGY'S 04-#2 MORTON'S 05-#3 LEMMY'S 06-#4 LUDWIG'S 07-#5 ROY'S 08-#6 WENDY'S 09-#7 LARRY'S 0A-DONUT 0B-GREEN 0C-TOP SECRET AREA 0D-VANILLA 0E-YELLOW 0F-RED 10-BLUE 11-BUTTER BRIDGE 12-CHEESE BRIDGE 13-SODA LAKE 14-COOKIE MOUNTAIN 15-FOREST 16-CHOCOLATE 17-CHOCO-GHOST HOUSE 18-SUNKEN GHOST SHIP 19-VALLEY 1A-BACK DOOR 1B-FRONT DOOR 1C-GNARLY 1D-TUBULAR 1E-WAY COOL 00-null 01-HOUSE 02-ISLAND 03-SWITCH PALACE 04-CASTLE 05-PLAINS 06-GHOST HOUSE 07-SECRET 08-DOME 09-FORTRESS 0A-OF ILLUSION 0B-OF BOWSER 0C-ROAD 0D-WORLD 0E-AWESOME 00-null 01-1 02-2 03-3 04-4 05-5 06-PALACE 07-AREA 08-GROOVY 09-MONDO 0A-OUTRAGEOUS 0B-FUNKY 0C-HOUSE 19F61 [D0] Change to 80 to make Dino-Torches only breathe fire horizontally AB76 [02; Blue Koopa, no shell] Sprite that Super Koopa(73) becomes when stomped 16CFE[77; Cape Feather] Sprite spawned with above FCC7 [AB CD AB CD AB CD F5 FA F5 FA 2A CD 2A CD] Pointers to each Koopa Kid's code 11/14/06 1DF78 [0B 0B 0B 21] GFX files to use for Morton, Roy, Ludwig, and Bowser 1DBDE Morton's tilemap CF99 [00 09 12] Relative pointers to Morton, Roy, & Ludwig's gfx D012 [1E CE 3E CE 5F CE 7D CF E0 CF 43 D0] D065 [16 D1 16 D1 6B CE] 2-byte pointers to Morton, Roy, & Ludwig's behavior code D072 [78 CE B6 CE FD CE] 2-byte pointers to Ludwig's behaviors (spitting fire, spinning in shell, jumping) D0B0 [1B 1C 1D 1B] Spinning shell animation frames D168 [06] Animation frame Ludwig uses when jumping D172 [05] Part 2 D173 [02] Part 3 11/15/06 C238 [02 B9 03] Magikoopa palette pointer C250 [F0] Starting index to use for Magikoopa palette 9A3F [30] Timing that enemies in a stunned state begin to shake 11/16/06 9888 [03] What color shell makes a shelless Koopa become invincible (00:Green; 01:Red; 02 ![]() 11/20/06 1630E [0A] Palette of Jumping Piranha Plant leaves Dino Torch 1A0F3 [04] Which segment is the Dino-Torch body 1A10E [04] Which segment doesn't flip like the fire 11/28/06 9B13 Start of invincible shell routine 12/4/06 B2A1 [02] Value to add for beached Cheep-Cheep animations B30F [01] Change to 00 to switch the gfx pages used by the normal and beached statuses of Cheep-Cheep 12/5/06 16B9B [F8] Rising speed of Pipe Lakitu 16BE3 [08] Sinking speed of Pipe Lakitu 16BCA [22 19 EA 01] Subroutine to jump to when Pipe Lakitu throws a Spiny 18FB0 [C0] Tile to use for Message Block 12/11/06 650D [03] How many palettes to cycle through when Mario/Luigi is invincible, -1 2646 [A0 64] Where to replace row 1 of Cape Mario pieces, sparkles, & stunned Koopa tiles 2652 [F6 0B] 2668 [A0 65] Where to replace row 2 of Cape Mario pieces, sparkles, & stunned Koopa tiles 266E [B6 0C] 11656 [00: 100 pts] Score added for hitting an enemy from below or smacking an enemy with the cape 12/13/06 1112B [D7 C7 D6 C6] Lava splash tiles(1) 11176 [05] Lava splash palette/GFX page(1) 12082 [D7 C7 D6 C6] Lava splash tiles(2) 120D5 [05] Lava splash palette/GFX page(2) 1217A [04] Yoshi fireball tile (1) 1217E [2B] Yoshi fireball tile (2) 1218B [35] Yoshi fireball palette/GFX page 1777F [20 59 F7] Jump to Ghost house door routine 17787 [20 6E F6] Jump to Castle door routine 1778F [20 39 F6] Jump to No Yoshi sign routine 17798 [20 D0 F5] Jump to Ghost house exit door routine 12/14/06 9A07 [06] Default animation frame to use for the shell 9A0E [08] Animation frame to use for the shell when Mario is turning around while holding it 9C22 [06 07 08 07] Animation frame assignments for the shell 9C26 [00 00 00 40] Flip of each animation frame 9C34 [03] How many animation frames the spinning shell has, -1 ____________________ |
Phoenix Yoshi |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 177/216 EXP: 243464 Next: 10187 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
Posted by Mattrizzle87 So, basically, if one were to change one of those 7's to, say, a 3, we'd get a Gray/Grey Yoshi Egg that spawns a Gray/Grey Yoshi, right? But what if one wanted more Yoshi Eggs? Would they have to change the value at 8540, AND relocate the pointer to 8535? Or what? Does anyone happen to know the pointer to the tiles used by the top half of the Ground-Dwelling Monty Mole digging out of the ground? It seems to use part of the Dying Lakitu tiles, but I'd like to use both Lakitus and Monty Moles in the same level. This means I have to remap the aforementioned tile used by the Monty Mole's digging sprite. |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 75/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5655 days |
Loads and loads of useful addresses there, Mattrizzle. Thanks a lot!
Posted by Phoenix Yoshi x09E71 [CE CE 88 89 CE CE 89 88] Ground-dwelling Monty Mole's Dirt (2 Air tiles, 2 Dirt Tiles) or x09DEE [EC EE CE EE A8 EE] Lakitu Tilemap (three frames, two bytes each. Order: head, body. Idle, throwing, then dying) x16BE6 [EC A8 CE EE EE EE] Pipe-Dwelling Lakitu Tilemap (idle head, dying head, throwing head, then three body tiles) |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 28/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
Posted by Phoenix YoshiYes, that's exactly what they'd have to do.Posted by Mattrizzle87 Here is the pointer: 8543 [35 83] Location of Yoshi Egg color table Posted by Phoenix YoshiThis is what you're looking for, right? Just change all four occurrences of CE to something else: 9E71 [CE CE 88 89] Tiles to use for frame 1 of Monty Mole digging out of ground 9E75 [CE CE 88 89] Tiles to use for frame 2 of Monty Mole digging out of ground(mirrored) ____________________ |
Phoenix Yoshi |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 178/216 EXP: 243464 Next: 10187 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
Posted by Mattrizzle87 Oh, THANK you! Erm... BTW, is there any possible way to change what abilities each Palette will give a Yoshi? |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 29/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
Posted by Phoenix YoshiYes, I posted it earlier in the thread, in the post that has all of the Yoshi data. Well, at least you can change what the first six palettes give a Yoshi. ____________________ |
Phoenix Yoshi |
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![]() ![]() Red Cheep-cheep Level: 34 Posts: 179/216 EXP: 243464 Next: 10187 Since: 02-19-07 From: Georgia Last post: 5172 days Last view: 5144 days |
No, I mean like, custom abilities or something, like maybe a Gray/Grey Yoshi could jump higher than all other Yoshis or something. That'd be cool to see. But anyways, thanks for your help. ...You wouldn't happen to know where the address for getting lives from Yoshi Coins is, would you? I want to disable getting lives from those things... ![]() |
Davros |
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![]() ![]() Koopa Level: 26 Posts: 55/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
While I was looking at the sprite code from Magikoopa's Magic, I found this:
LDA $185F SEC SBC #$11 CMP #$1D 0xBE67: [AD 5F 18 38 E9 11 C9 1D] Code that only allows the turnblocks to be changed into sprites when touched by Magikoopa's Magic. If you change it to EA EA EA EA EA EA EA EA, then every Map16 block will also change into sprites when touched by Magikoopa's Magic. |
Raccoon Sam |
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![]() ![]() Cobrat Level: 56 Posts: 167/672 EXP: 1336039 Next: 62137 Since: 02-19-07 From: Hi Last post: 3074 days Last view: 2305 days |
Hahaha. Gotta love this one. Thanks ![]() ____________________ |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 31/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
HyperHacker |
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![]() ... Level: 72 Posts: 620/1220 EXP: 3258888 Next: 64874 Since: 03-25-07 From: no Last post: 5697 days Last view: 5681 days |
Posted by DavrosHeh, but that would include tile 0x25, the "blank" tile, so he'd just be spawning sprites in front of himself. ![]() |
Davros |
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![]() ![]() Koopa Level: 26 Posts: 56/111 EXP: 89681 Next: 12594 Since: 02-20-07 Last post: 5675 days Last view: 5529 days |
Posted by HyperHacker It only works on solid Map16 blocks, I was just testing it. Also, at 0xBEB5 I found out that JSL $00BEB0 goes to a subroutine that is similar to the Map16 subroutine from the Donut Lift custom sprite and block. That's probably the original Map16 subroutine where mikeyk disassembled the code and did a few changes to it. |
Tyty |
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![]() ![]() Vire Jizz Danmaku Level: 76 Posts: 26/1381 EXP: 3915782 Next: 90278 Since: 04-20-07 From: Canada Last post: 4053 days Last view: 3326 days |
Posted by Raccoon Sam there is a maximum of 5 at a time.... it gets all glitchy after that... but.... it's still awesome... ![]() ![]() ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 76/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5655 days |
Aww, the floating Wiggler head looks so lonely. I've been wondering for a while if there's a similar value you can change for the number of Pokey segments. (It would be nice to give Pokey four segments regardless of whether Mario was riding Yoshi)
Here are a couple of tilemaps I had to serch for this afternoon: 0x9E69 [CE EE] Vertical Dolphin Tilemap 0x1C45B [E0 C2 C0 C2] Chainsaw's Motor Tilemap |
Sgraff87 |
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![]() ![]() Panser Level: 42 Posts: 145/345 EXP: 491454 Next: 29908 Since: 02-19-07 Last post: 5595 days Last view: 5270 days |
The problem about learning how to hack these ROM addresses is how there is so many that it is overwhelming.
Somehow we should make some kind of file that makes these easier. Like a help file that has category click friendly such as enemy movements, colors, etc. But that is just me. |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 32/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
Posted by Sgraff87If I remember correctly, someone was making an editor that worked with any type of ROM. Though you wouldn't be able to do anything as in-depth as changing enemy movement, you could at least modify all of the posted addresses in a more user-friendly way. In this editor, you could input a list of addresses and tables with descriptions in a text file, and this editor would read the text file when the ROM was opened. You could then edit the ROM data directly form the editor. Unfortunately, this was on one of the previous incarnations of the board, and I don't think this person came back. ![]() Posted by icegoomI could try looking into that for you, if only Pokey's code wasn't so scattered. There would be two separate values, 03 when Mario/Luigi is by himself, and 05 when he's riding Yoshi. ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 77/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5655 days |
Posted by Mattrizzle87 It's not really that important. Don't knock yourself out looking for it. I was just curious if anyone had happened upon such a value. I have already done some searching in the area around Pokey's face and body tiles for 03's and 05's, but none of the values I've changed have done anything. I also tried changing some 02's and 04's and 04's and 06's in case the head didn't count as a segment or the actual value was a -1 deal. I've been looking around the upper 13000's. Where else is Pokey code located? |
Mattrizzle |
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![]() ![]() Red Cheep-cheep Level: 33 Posts: 35/202 EXP: 219052 Next: 10127 Since: 04-21-07 From: United States Last post: 2027 days Last view: 1987 days |
Actually, I was wrong about the Pokey data being scattered. The Dry Bones data, on the other hand... ![]() I found the data that tells how many segments Pokey is spawned with in its sprite initialization routine. 874C [1F; 5] How many segments Pokey has when Mario is riding Yoshi 8753 [07; 3] How many segments Pokey has when Mario isn't riding Yoshi EDIT: I don't know why I didn't see this before! Each bit equals 1 segment, so the possible values are: 01- 1 segment 03- 2 segments 07- 3 segments 0F- 4 segments 1F- 5 segments Mario Animation 4C39 [14] Victory stance while riding Yoshi 5079 [2A 2B 2C 2D 2E 2F] Cape Gliding animation 5163 [3C] Crouching 516A [1D] Crouching while holding item 5175 [3F] Throwing fireball 517B [16] Throwing fireball in midair 517F [0E] Kicking item 5190 [0F] Turning around while holding item 51B4 [09] Holding item in midair 51CE [03] Looking up 5211 [07] Value to add for holding item animations 5219 [03] Value to add for running animations 5225 [10] 45-degree angle running 522F [11] Value to add for running up wall animations 52B9 [3E] Dying 531D-5328 Growing/Shrinking 53AE [29] Entering a horizontal pipe while riding Yoshi 5429 [21] Entering a vertical pipe while riding Yoshi 5B80 [16] Default swimming pose 5CDB-5CDC Climb Fence Animation (1st Back, 2nd Front) 5CDD-5CDE Punch Gate Animation (1st Back, 2nd Front) 657D9-657E8 Swing Hammer Animation (Castle Destruction) 65963 Crouched down w/Mop(Castle Destruction) 659B6 Standing w/Mop(Castle Destruction) ____________________ |
icegoom |
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![]() ![]() Cheep-cheep Level: 33 Posts: 81/195 EXP: 208745 Next: 20434 Since: 02-25-07 From: United States Last post: 5653 days Last view: 5655 days |
Posted by Mattrizzle87 Ah, thanks a lot. Did you mean 8753 for the number of segments when Mario isn't riding Yoshi? The value at 8738 was 10 for me. I was playing around with values and tried 0F at both addresses, which made it so that Pokey always had four segments. But I'll try 15, too. |
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