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Main - ROM Hacking - The Super Mario Bros. Coding Questionnaire | New thread | New reply |
GameGenie81 |
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Koopa Level: 24 Posts: 83/100 EXP: 78085 Next: 40 Since: 08-15-07 From: Milwaukie, OR Last post: 5432 days Last view: 5385 days |
Could you please sticky this thread, moderators?
This questionnaire is all about coding for Super Mario Bros. 1 and Super Mario Bros. 2 (Japan), whether it is easy or hard to figure out: When I enter a cloud level in Super Mario Bros., the resulting syntaxes in the ROM code I discovered are:
Why does the RAM address that points to "CloudTypeOverride" have a result of #$03 that is loaded in the A register; which follows the previous RAM instruction that points to "AreaType" which retains the then-current result that is #$01, or "GroundMusic," that is loaded in the Y register? Thank you, Ben ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
beneficii |
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Shyguy Level: 23 Posts: 36/85 EXP: 62075 Next: 5648 Since: 02-19-07 Last post: 3133 days Last view: 3110 days |
For Super Mario Bros., here is the memory map:
http://www.romhacking.net/docs/345/ Here is the comprehensive disassembly, which will most certainly answer your specific question: http://www.romhacking.net/docs/344/ For Super Mario Bros. 2, here is an ongoing project to complete a fully labelled disassembly: http://sm2.beneficii.net/ ____________________ 「しっかり統制された民兵は自由な国の安全保証にとって必要なので、国民が武器を所有し携帯する権利は侵されてはならない」アメリカ合衆国憲法修正第2条 |
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Main - ROM Hacking - The Super Mario Bros. Coding Questionnaire | New thread | New reply |
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