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Main - ROM Hacking - Super Mario Bros hitbox data New thread | New reply


CKY-9K
Posted on 01-13-10 11:32 AM Link | Quote | ID: 125498


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Does anyone know where the hitbox data is in the ROM address of Super Mario Bros?

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DahrkDaiz
Posted on 01-13-10 05:10 PM Link | Quote | ID: 125506


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hitbox data? Like, what determines it detection for blocks? sprites?

Kawa
Posted on 01-13-10 05:27 PM Link | Quote | ID: 125507


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Or do you mean things like "Mario is 16 pixels high, Super Mario 24 pixels, goombas 16..."?

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DahrkDaiz
Posted on 01-13-10 05:30 PM Link | Quote | ID: 125508


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I can tell you now, there won't be any sort of data table for this stuff. Most hit detection code in Mario games is hard coded values. There's usually 4 or 5 routines that handle hit detection in general. If you want to modify a single object/sprite hit detection, you're going to have write special case code.

CKY-9K
Posted on 01-15-10 05:43 AM Link | Quote | ID: 125562


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well I just got this fceux emulator and there's a script to show all hitboxes.
It's really strange, and one of my hacks needs the character to always be small but able to break blocks after getting a mushroom.

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DahrkDaiz
Posted on 01-15-10 04:18 PM Link | Quote | ID: 125567


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what? script? can you show a screenshot of what you're referring to? As far as the character height, that's hard coded. It will take a bit of digging to figure out where it decide the height of your character.

RT-55J
Posted on 01-15-10 09:26 PM (rev. 2 of 01-15-10 09:26 PM) Link | Quote | ID: 125574

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http://www.youtube.com/watch?v=eDaYK1cOCmw

CKY-9K
Posted on 01-21-10 02:25 AM Link | Quote | ID: 125799


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Yeah that's it.
I don't get why my copy is drawing everything like 8 pixels below what is should like on the video.

I did find a game genie code that simulated small mario all the time, but it wasn't actually editting the actual hit box.

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ShaneM
Posted on 10-08-14 06:27 AM Link | Quote | ID: 158683


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The routine "HeadChk" determines collision and the routine "CheckForSolidMTiles" determines whether an object is climable or solid (which draws from data in "SolidMTileUpperExt")


SolidMTileUpperExt:
.db $10, $62, $88, $c5

CheckForSolidMTiles:
jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB
cmp SolidMTileUpperExt,x ;compare current metatile with solid metatiles
rts

HeadChk: lda Player_Y_Position ;get player's vertical coordinate
cmp PlayerBGUpperExtent,x ;compare with upper extent value based on offset
bcc DoFootCheck ;if player is too high, skip this part
jsr BlockBufferColli_Head ;do player-to-bg collision detection on top of
beq DoFootCheck ;player, and branch if nothing above player's head
jsr CheckForCoinMTiles ;check to see if player touched coin with their head
bcs AwardTouchedCoin ;if so, branch to some other part of code
ldy Player_Y_Speed ;check player's vertical speed
bpl DoFootCheck ;if player not moving upwards, branch elsewhere
ldy $04 ;check lower nybble of vertical coordinate returned
cpy #$04 ;from collision detection routine
bcc DoFootCheck ;if low nybble < 4, branch
jsr CheckForSolidMTiles ;check to see what player's head bumped on
bcs SolidOrClimb ;if player collided with solid metatile, branch
ldy AreaType ;otherwise check area type
beq NYSpd ;if water level, branch ahead
ldy BlockBounceTimer ;if block bounce timer not expired,
bne NYSpd ;branch ahead, do not process collision
jsr PlayerHeadCollision ;otherwise do a sub to process collision
jmp DoFootCheck ;jump ahead to skip these other parts here


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Main - ROM Hacking - Super Mario Bros hitbox data New thread | New reply

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