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Mattrizzle
Posted on 05-04-07 06:59 AM (rev. 2 of 05-04-07 06:59 AM) Link | Quote | ID: 32800


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Posted by icegoom

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.


Yeah, you're right. My dad had just arrived home from work and was reading what I was typing, which caused me to botch that part of the post. It's been corrected.

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Mattrizzle
Posted on 05-10-07 06:34 PM Link | Quote | ID: 34385


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SnifflySquirrel recently posted how to fix the solid tiles that appear when you bump a coin object from below with a block in this thread.

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icegoom
Posted on 05-12-07 02:51 PM Link | Quote | ID: 34846


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A few addresses I found this week:

Fishbone:

x19999 [A6] Head frame 1
x1999D [A8] Head frame 2
x19988 [A3 A3 B3 B3] Tail

x0FC3A [0E 02 02] Boo Block Palettes (palette of ghost form, halfway form, block form)

x3F41A [EF] Tile used by Bonus Star formation (the little stars which make up the big number)

Davros
Posted on 05-15-07 10:57 PM Link | Quote | ID: 35638


Koopa
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Minor tilemaps:

0xA3FA:
EC Key tilemap

0xC812:
E4 P-ballon tilemap

A few speed values:

0xFA8C: [10 F0]
Horizontal speed of the Eeries.

0x18FEA: [10]
Horizontal speed of the Timed Lift.

If you change it to F0, it will go left.

icegoom
Posted on 05-17-07 05:58 AM Link | Quote | ID: 35940


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Posted by Davros
0xC812:
E4 P-ballon tilemap

Ooh, I'd been looking for that one for a while. Why didn't I think to look right near the other power-ups? Right next to the P-Balloon, we have:

0xC813 [E8] Unused Flying Red Coin tilemap (just the coin, the wings are shared with Goombas or something)

0xC814 [24] Unused Yellow Flying Mushroom tilemap (again, just the mushroom itself)

0xC815 [EC] I'm guessing this is the unused flying Key's tilemap

The Kins
Posted on 05-19-07 05:29 PM Link | Quote | ID: 36409


Paratroopa
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Posted by Smallhacker
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.
This intrigues me for reasons that may well be obvious...

Mattrizzle
Posted on 05-19-07 08:09 PM Link | Quote | ID: 36453


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Posted by The Kins
Posted by Smallhacker
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.
This intrigues me for reasons that may well be obvious...
Do I smell a new Ninji Saga?

Puntin' Chuck
1CDAD [14 EC] X-position of sprite spawned by Puntin' Chuck(facing right/left)
1CDAF [00 FF] X-speed of sprite spawned by Puntin' Chuck, high byte(facing right/left)
1CDB1 [18 E8] X-speed of sprite spawned by Puntin' Chuck, low byte(facing right/left)
1CDC6 [08] Status of sprite spawned by Puntin' Chuck
1CDFE [E0] Y-speed of sprite spawned by Puntin' Chuck


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The Kins
Posted on 05-20-07 03:56 AM Link | Quote | ID: 36611


Paratroopa
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Posted by Mattrizzle87
Do I smell a new Ninji Saga?

Depends on when your awesome music patch comes out.

Davros
Posted on 05-27-07 10:48 PM Link | Quote | ID: 38991


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Creating/Eating block data:

0x1946F: [10 F0 00 00 00]
X speed of the Creating/Eating block

0x19474: [00 00 10 F0 00]
Y speed of the Creating/Eating block

0x19493: [2E]
Tile used by the Creating/Eating block

0x194B9: [04]
SFX played by the Creating/Eating block

Smallhacker
Posted on 05-29-07 10:02 PM Link | Quote | ID: 39432


Panser
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21278-2127E
These addresses are apparently related to the hard-coded paths on the overworld.

Setting those bytes to 00 will (as far as I can tell) disable the following hard-coded paths:

Donut Plains 1 - Donut Plains 2 (both directions)
Forest of Illusion 4 - Forest of Illusion 2 (both directions)
Chocolate Island 3 - Chocolate Fortress (both directions)
Chocolate Island 2 - Pipe (only CI2 -> Pipe)
(Does not affect Front Door - Star Road path)

21280-21281 appears to be related to the Pipe -> CI2 path.

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Smallhacker
Posted on 06-01-07 11:15 AM Link | Quote | ID: 40806


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1651-1657
Background color for castle destruction movies. (One byte per movie)

1659-165F
Castle palette for castle destruction movies. (One byte per movie)

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Mattrizzle
Posted on 06-01-07 04:24 PM (rev. 4 of 06-01-07 05:31 PM) Link | Quote | ID: 40838


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538D-538E X-Speed At Which Mario Enters/Exits a Horizontal Pipe
538F-5390 Y-Speed at Which Mario Enters/Exits a Vertical Pipe
6116-6119 [00 46 83 46] Tileset to use for Mario, paged by status ($7E0019)
611A-615F Tile expansion pointer table (Small)
6160-61D9 Tile expansion pointer table (Big){This was mislabeled in SMW Central's ROM Map.}
61DA-6205 Tile expansion table
638C-638D [00 40] Mario's palette(left/right)
65AA [3D] Which animation frame value to start pulling tilemaps from the size-independent table

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Smallhacker
Posted on 06-05-07 07:55 AM (rev. 3 of 06-05-07 08:14 AM) Link | Quote | ID: 42526


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2BCD: GFX file to use for Nintendo Presents logo.
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.

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Davros
Posted on 06-05-07 09:36 AM Link | Quote | ID: 42557


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Posted by Smallhacker
2BCD: GFX file to use for Nintendo Presents logo.


It also supports ExGFX files.

In other news, I found a way to make the Fish (Cheep Cheep) sprite use a single gfx page when it's flopping on land:

At 0xB319 replace 9D F6 15 with EA EA EA so the Fish (Cheep Cheep) tilemap uses a single gfx page.

And at 0x9E0D change 67 69 88 CE to 67 69 67 69 so it uses the new tilemap.

That means you have two extra tile spaces for you to use.

Mattrizzle
Posted on 06-05-07 05:01 PM Link | Quote | ID: 42614


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Posted by Smallhacker
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.


Now we could possibly make a jump from the subroutine these came from and make more graphics change when the special world is passed!

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Smallhacker
Posted on 06-05-07 08:52 PM Link | Quote | ID: 42652


Panser
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Posted by Mattrizzle87
Posted by Smallhacker
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.


Now we could possibly make a jump from the subroutine these came from and make more graphics change when the special world is passed!


As I mentioned on IRC, one could even make the game replace nearly all graphics after the special world. (GFX 28-2A, 32 and 33 would be a lot more complicated, though.)

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Davros
Posted on 06-05-07 11:50 PM Link | Quote | ID: 42708


Koopa
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0x8527: [3F]
How long until the Timed Lift falls down ($3F = 1 second)

0x852F: [FF]
How long until the Timed Lift falls down ($FF = 4 seconds)

0x8591: [09]
SFX played by the Banzai Bill

0x16B1A: [A4]
Left tile from the Growing/shrinking pipe end

0x16B1F: [A6]
Right tile from the Growing/shrinking pipe end

Smallhacker
Posted on 06-08-07 11:57 AM Link | Quote | ID: 43597


Panser
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04C24 - What happens after fireworks
------------------------------------
0B: Return to overworld
18: (Default)
26: THE END screen


615B6 - What happens after Yoshi's House
----------------------------------------
03: Title screen (Ending music will play until it ends/a file is opened)
0C: Castle entrance sequence*, followed by Donut Ghost House (Ending music will play until it ends, hitting a message box, beating the level or dying causes the level (and music) to restart)
23: (Default)
27: THE END screen (Ending music will play until it ends)

The 0C one could be used to create some kind of level-based ending.

*This could possibly be disabled by making that level a non-entrance level, but I'm far from sure.

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icegoom
Posted on 06-13-07 03:44 AM Link | Quote | ID: 44882


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Some sprite tilemap stuff I've found over the last couple of weeks:

0x0B886 [AA]
Floating Mine tilemap (The value is the tile used by first frame, which is then flipped horizontally and vertically. The tile to its right will automatically be chosen for the second frame)

0x0B862 [31 71 A1 F1]
Floating Mine's Flip/Palette/GFX Page (top left tile, top right, bottom left, bottom right)

0x1916D [88 8C 8E A8 AA AE 88 8C]
Leader of Reflecting Stream of Boo Buddies Tilemap

0xDDBF [6C]
Ground-guided Grinder tilemap (value is first frame, tile to right is automatically chosen as second frame)

0x1936C [0D]
Fishin' Boo's face palette/GFX page

0x1936A [04 04]
Fishin' Boo's cloud palette/GFX page

0x1936E [04 04]
Fishin' Boo's cloud palette/GFX page

0x1936D [09]
Fishin' Boo's pole palette/GFX page

0x19370 [0D 0D 0D]
Fishin' Boo's line palette/GFX page

0x19373 [07]
Fishin' Boo's flame's palette/GFX page

joe
Posted on 06-20-07 03:24 AM Link | Quote | ID: 47083


Red Paratroopa
Level: 31

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Since: 04-08-07
From: Justus League 2

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Didn't see this anywhere...

0x2DD08, 18 bytes : Pointer table for Chocolate Island 2 layer 1
0x2DD1A, 18 bytes : Pointer table for Chocolate Island 2 sprites
0c2DD2C, 18 bytes : Pointer table for Chocolate Island 2 layer 2

Chocolate Island 2 layer 1 pointers are only two bytes, so can only point to levels in bank $06. For example, a level in the main layer 1 pointer table as 54 86 06 would be here as 54 86. But, if it was 54 86 07, you can't use it.

Layer 2 pointers are also only two bytes, so can only point to backgrounds. For example, a background in the main layer 2 pointer table as 74 E6 FF would be here as 74 E6. But, a level (such as B7 8B 07) can't be used.

Sprite pointers can only point to bank $07.

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