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Main - ROM Hacking - SMA4 Hex tutorial New thread | New reply


H4ck3r
Posted on 06-24-11 05:00 PM (rev. 3 of 06-24-11 05:13 PM) Link | Quote | ID: 144086


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Hello and welcome to my tutorial on how to hack SMA4.
In this tutorial i will explain how to change the background, and some objects.
Ok, things you will need:

A SMA4 ( Super Mario Advance 4 ) rom.
A hex editor ( in this tutorial i'm using XVI32 ).

Once you got all this stuff, open your SMA4 rom in a hex editor, and click search, and then you click find, and in the empty text field you type in: 00 16 01 00, and click search, if you are in XVI32 search until you are at adress 1408D2.
if you jumped to the object, then you see the object 00 16 01 00, go to the very last 00 and change it to 10, the object will now be a flower, however if you are small mario it will be a mushroom.

In part 2 i will explain how to change the background and other objects.



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Kawa
Posted on 06-24-11 07:05 PM Link | Quote | ID: 144087


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Since: 02-20-07
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Voor een tutorial is dit aardig beneden peil. Kijk eens naar de 65816 ASM Tutorial (wow thread #99). In het gedeelte "Your first Opcode" bijvoorbeeld staat een hele uitleg van hoeveel bytes er in een opdracht gaan. Zie je het verschil?

Nee?

In jouw "tutorial" zeg je alleen maar "doe dit, observeer dat".

In tegenstelling tot dat, kan het ook zo:

"The very last 00 is the object type identifier. When set to 00 it's a (you didn't even specify that so I can't state it in this example), but if you set it to, for example, 10, the object will be a flower..."

In 't kort: leg dingen uit!

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H4ck3r
Posted on 06-24-11 07:20 PM (rev. 2 of 06-24-11 07:21 PM) Link | Quote | ID: 144088


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Since: 06-08-11
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Posted by Kawa
Voor een tutorial is dit aardig beneden peil. Kijk eens naar de 65816 ASM Tutorial (wow thread #99). In het gedeelte "Your first Opcode" bijvoorbeeld staat een hele uitleg van hoeveel bytes er in een opdracht gaan. Zie je het verschil?

Nee?

In jouw "tutorial" zeg je alleen maar "doe dit, observeer dat".

In tegenstelling tot dat, kan het ook zo:

"The very last 00 is the object type identifier. When set to 00 it's a (you didn't even specify that so I can't state it in this example), but if you set it to, for example, 10, the object will be a flower..."

In 't kort: leg dingen uit!

Dankjewel voor de tip, ik zal de tip in part 2 gebruiken.


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