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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 1/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by Smallhacker Hello everyone! At 38260 there is an unused Ghost House exit with clouds in the background and shorter goal posts than all of the used levels. One of those sprite levels could go with it. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 2/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by Luigi-5 During the time I didn't have an internet connection, I managed to concoct some assembly tweaks that will make all four Koopas go into their shells when stomped. Here's what you need to change: 98AB: 5C LL MM HH (where HHMMLL is the pointer to where you will place the following data) This will make the Koopas go into their shells (but only for one frame): HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F0 04 5C AF 96 01 5C CB 96 01 AC18: 5C LL MM HH (where HHMMLL is a different pointer to where you will place the following data) This gives the Koopas the stun time that Buzzy Beetles, Goombas, and Mechakoopas use: C0 0F F0 14 C0 04 F0 10 C0 05 F0 0C C0 06 F0 08 C0 07 F0 04 5C 1C AA 01 5C 28 AA 01 The pointers must be in SNES format. If you don't know how to convert an address to SNES format, get Lunar Address. Of course, you also need a hex editor. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 3/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by icegoom I think I may have a solution to that problem. Instead of this: Posted by myself Put in this: HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F008 5C AF 96 01 5C CB 96 01 5C 8B 96 01 The code above will make the green, red and blue Koopas come out of their shells as the above code does, but the yellow Koopa will instead become an invincible spinning shell when it comes to. Of course, you'll have to shift the code around and change the pointers, but you probably already knew that. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 4/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
C31B [80] How long the bonus star number stays on the screen
C364 [32] Palette/priority/flip of Goal tape tiles 3F2C8-3F333 X-coordinates of bonus star numbers (FF terminates the string) 3F334-3F39F Y-coordinates of bonus star numbers (read the note above) 3F3A0-3F3A9 Relative pointers for each star number formation's tilemap (0-9) 1449F [2E: Throw block] 1st type of block Chargin’ Chuck can smash through, -0x100 144A3 [1E: Turn block] 2nd type of block Chuck can smash through, -0x100 144BE [02] What top row of blocks become when Chuck smashes through them 144DB [02] What bottom row of blocks become when Chuck smashes through them ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 5/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Be prepared for a post chock full of sweet addresses!
7559 [1C] Dragon Coin sound 755E [01] How many regular coins a Dragon Coin gives you 7564 [18] What object overlaps Dragon coin after it is collected Yoshi Stuff 4FA9 [20 21 27 28] Mario riding on Yoshi animations 4FC5 [1D] Animation frame for Mario crouching on Yoshi 53AE [29] Animation frame for Mario entering horizontal pipe on Yoshi 5429 [21] Animation frame for Mario entering vertical pipe on Yoshi ECA8 [00] Yoshi's standing animation ECE7 [02] Falling animation frame ECED [05] Jumping animation frame ECF6 [03] Turning animation frame ED01 [07] Eating animation frame ED09 [06] Eating animation (while holding up) ED1D [04] Crouching animation frame ED2D [04] Waiting animation frame ED79 [01] Change to 00 to make Mario walk even when riding Yoshi EDC2 [0C 0B 0C 0B 0A 0B 0A 0B] Growing animation sequence EE3C [03] Yoshi's thank you message EFE4-EFED Y-position of Mario on Yoshi (1 byte for each frame; 10 bytes) EFEE-EFF0 Walking animation frames EFF1-EFF2 [02 FE] Base X-position of Yoshi (1st byte facing right; 2nd facing left) EFF3-EFF4 [00 FF] ? EFF5-EFF7 [03 02 01] Animation speed of walking frames EFF8 [00] Animation speed while running EFF9-F005 Yoshi's head tiles (points to table at 9E47-9E57) F006-F012 Yoshi's body tiles (points to table at 9E47-9E57) F013-F01F X-position of Yoshi's head (facing right; 13 bytes) F020-F02C X-position of Yoshi's head (facing left; 13 bytes) F02D-F039 ? Yoshi's head (facing right; 13 bytes) F03A-F046 ? Yoshi's head (facing left; 13 bytes) F047-F053 Base Y-position of Yoshi (13 bytes) F054-F060 Y-position of Yoshi's head F337 [00 00 01 02] Table for abilities given to Yoshi upon eating a shell 01=Stomping dust clouds, 02=Flying, 03=Stomping dust clouds & flying (This table doesn't cover the fire-spitting ability. The first two bytes are unused.) F345 [03 02 02 03 01 00] What ability each color of shell gives to Yoshi (This table points to the table at F337) (In the order of: brown[unused], gray[unused], yellow, blue, red, green) F50A [12] Change to 00 to keep Yoshi from sticking out his tongue F51E [20] Length of Yoshi's tongue (about 2.5 blocks) F529 [08] Amount of time Yoshi's tongue stays at its maximum length F648 [04] X-shift of tongue segments F665 [04] How many tiles comprise Yoshi's tongue (doesn't change collision) F688 [76] Tile for Yoshi's tongue F68C [66] Tile for end of Yoshi's tongue F694 [09] Pal/flip/etc. of Yoshi's tongue F698 [40] Value to add to Pal/flip/etc. of Yoshi's tongue when facing right F6E8 [FC] Y position of sprite grabbed by Yoshi's tongue 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. Overworld Map Stuff 2776F [48] X location of Mario on lives exchange 27770 [78] Y location of Mario on lives exchange 2777B [0A] Tile to use for Mario on lives exchange 2777C [34] Pal/flip/etc. of Mario 27775 [90] X location of Luigi on lives exchange 27776 [78] Y location of Luigi on lives exchange 27781 [0A] Tile to use for Luigi on lives exchange 27782 [36] Pal/flip/etc. of Luigi 27C6D [40] Flip to use when approaching from left 27C6F [12] Base Pal/flip/etc. of Cheep-Cheep 27C74 [24] Maximum height Cheep-Cheep can jump 27C79 [0E] Sound Cheep-Cheep makes 27CB2 [4A] Tile to use for Cheep-Cheep (1) 27CB8 [48] Tile to use for Cheep-Cheep (2) 27CFB [2A] Tile to use for Piranha Plant (1) 27D01 [2C] Tile to use for Piranha Plant (2) 27D03 [32] Pal/flip/etc. of Piranha Plant 27D38 [02] X speed of clouds 27D3D [FF] Y speed of clouds 27D65 [32] Pal/flip/etc. of cloud (left half) 27D76 [72] Pal/flip/etc. of cloud (right half) 27D79 [44] Tile to use for clouds 27F38 [68] Tile to use for Bowser in clown car 27F2E [00] Pal/flip/etc. of Bowser (facing left) 27F35 [40] Pal/flip/etc. of Bowser (facing right) 27FB0 [60] Tile to use for Boo 27FA6 [34] Pal/flip/etc. of Boo (facing left) 27FAD [44] Pal/flip/etc. of Boo (facing right) Ending 621ED [38] X-position of Mario (Credits) 621F2 [8F] Y-position of Mario (Credits) 621F9 [01] Powerup of Mario (Credits) 621FD [08] X-Speed of Mario (Credits) 62205 [52] X-position of Yoshi (Credits) 6220C [8F] Y-position of Yoshi (Credits) 6221E [51] X-position of Peach (Credits) 62235 [A0] Y-position of eggs (Credits) 6228F-622B8 Yoshi's House decoration tiles 622B9-622E2 Yoshi's House decoration palettes 622EA [2F] Y-position of Yoshi's House decorations 628FB [9F] Y-position of Peach waving after eggs hatch 62992 [01] Direction Yoshi faces 629B0 [01] Change to 00 to make Yoshi invisible for the credits sequence 629D5-629E0 Red Yoshi(Cheering) Tiles 629E1-629EC Yellow Yoshi (Cheering) Tiles 620A9-62A14 Red Yoshi(Cheering) Palettes 62A15-62A20 Yellow Yoshi (Cheering) Palettes 62AD8 [68 26 24 6A 28 64 26] Palettes of Baby Yoshis 62B06 [86] Tile of eggs 62B0B [21] Palette of eggs 62B18 [EA] Tile of Baby Yoshis 62B3A-62B45 Red Yoshi (Watching) Tiles 62B46-62B51 Yellow Yoshi (Watching) Tiles 62B52-62B5D Red Yoshi (Watching) Palettes 62B5E-62B69 Yellow Yoshi (Watching) Palettes 62B6A-62B75 Red Yoshi (Watching) Tile X-coords 62B76-62B81 Yellow Yoshi (Watching) Tile X-coords 62B82-62B8D Red Yoshi (Watching) Tile Y-coords 62B8E-62B99 Yellow Yoshi (Watching) Tile Y-coords 62B9A-62B9D [00 06 0C 12] 62BF5 [00] Tile size of 8x8 tiles (Red/Yellow Yoshi watching) 62C0B-62C10 [C4 E4 E6 E8 CE EE] Blue/Green Yoshi Tiles 62C11-62C12 [36 36] Blue Yoshi Palettes 62C13-62C14 [3A 3A] Green Yoshi Palettes Edit: If you change a Koopa or Buzzy Beetle's pointer in the sprite initialization routines table (837D) to 8B 96, it will spawn as an invincible shell! Edit 2: In the same table, applying 9A 83 makes enemies that are unstompable, but don't do damage to Mario. (He just bounces off of them) ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 6/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
I just thought of an idea for a sprite. I call it the Upside-Down Thwomp. If Mario tries to jump over it, it quickly levitates toward the ceiling, then slowly sinks back down.
I also would like to see someone make a SMB3 Spiny. The main difference between it and the normal Spiny is that it becomes shelled when hit from beneath or smacked by the cape. I tried to create it myself, but found that unstompable enemies cannot become shelled. Kind of off-topic, but whatever happened to mikeyk? Does he even know that this board exists? I did read on a blog of his that he thinks Acmlm's Board is basically dead. I would e-mail him myself, but I don't know his e-mail address. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 7/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 8/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
HH: Just tested the address again. The second 02 (at F347) does correspond to the yellow shell, so they weren't swapped. It points to F339 (F337+02), which is set to 01, giving Yoshi the ability to stomp dust clouds.
icegoom: I did find the data for which color of shell and Yoshi gain fire breath, but I forgot to post it. You should be able to find the settings at F470 and F479, respectively. It does seem pretty wasteful that Nintendo didn't put the fire ability in those tables in the first place. Some of the things that have been hiding from me for a long time are those darned addresses that tell what tile and palette the Yoshi egg uses in the Castle destruction sequence. In my hack, elusive coins have been stolen, so I don't want no more stinkin' eggs. I would post some more of the addresses I found during the long time period without the Internet, but I'm too lazy to keep browsing through SMW Central to find out how much of it was already posted. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 9/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
icegoom: F479 controls what color of Yoshi always gets the fire breath. Also, if you want to make the Yellow shell give fire breath as you said earlier, just change F470 to 04.
HH: It's very possible that the invincible shell abilities code is near the fire breath code. Whew...it's ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 10/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Time and time again, I've heard people wanting to put SMB2 music into their hacks. Well, now I've made a patch that will do just that! You can download it at SMW Central. Enjoy! ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 11/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Yeah, I know about the lack of variety in the SMB2 music. I was actually thinking about adding the SMB underground music and altering it to make it sound like the SMB2 prototype underground music.
To anyone who's reading this: I need more ideas for what to put in those repeated slots, as well as more map screen music. Here's an incomplete list of games that use the N-SPC engine: Arkanoid: Doh it Again F-Zero F-Zero 2 Kirby's Dream Course Kirby Super Star The Legend of Zelda: A Link to the Past Mario Paint Sim City SNES Test ROM Star Fox Stunt Race FX Super Mario All-Stars(of course) Super Mario Kart Super Mario World 2: Yoshi's Island Super Metroid Super Scope 6/Nintendo Scope 6 Tetris & Dr. Mario Tetris 2+Bombliss Yoshi's Cookie Yoshi's Safari Games which use a cryptic variant of the N-SPC format(tedious converting required): Panel de Pon/Tetris Attack Pilotwings Super Mario World ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 12/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by icegoom Now, I don't want to get ahead of myself here. I'm sure that some of those games use a slight variant of the N-SPC engine. Of that list, I've really only ported individual tracks from SMK music (Battle Mode & Rainbow Road). When I said "ported" I meant changing all of the pointers in the tracks, and painstakingly changing the SMK instrument references to ones that sound decent in SMAS. I believe that's what Bouche did when he ported the SMW2 star music. Posted by Pac Yes, it would be possible, but I'd have to get rid of some of the music. The SMB1+3 hack hardly has any room left in the level music bank. Then again, Bouche did waste some of that space by having both the SMW2 and SMAS invincibility tracks in there. Posted by Pac Only thing is, you have to keep in mind that the Yoshi's Island tracks are generally huge. As much as I'd like to make a Yoshi's Island music hack, they won't all fit in the same bank. However, someone more experienced than I am with N-SPC and 65816 could code the game so that each track has its own music bank. That's how it was done in many of Nintendo's newer games (Yoshi's Cookie, Yoshi's Safari, Stunt Race FX, Super Metroid, Yoshi's Island). Also it seems that I can only get a total of 24 songs to function in one bank, less than SMW had. I haven't found the bytes in the engine that determine that. Oh, and I forgot that Zelda also uses the N-SPC engine. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 13/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Sgraff87: Well, the sound effects are in the same format as the music, except that they only use one channel, and only a few of the SPC commands are used for them.
iamstillhiro: Excellent hack! I once thought of that idea myself. The only thing about the retro sounds is that I would need to make BRR samples to make the sounds sound like NES sounds. I don't know much about creating them. In my patch I used the SMW2 1-UP sound, which is slower and sounds more like it did in NES days. I post this patch, talk about porting music and slightly changing the drum channel of the SMB underground; and everyone suddenly thinks I'm a great composer. I mean, the tempo is only one byte in the whole track. I'm not very musically inclined. I can change the pitch of a song, but I can't make a total remix of a track from scratch. Changing the pitch and tempo of a song isn't enough to qualify as a remix in my book. On the bright side, Yoshi's Cookie does have several tracks I may use in the map screen music bank. The VS. win screen just screams SMW. Ghost Valley seems to be the best option for the haunted areas, so I'll probably try to put that in. It's late once again! To bed I must go. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 14/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by The Kins This patch puts the SMB2 music data over SMW's music, and fills the ending music bank with FF. Unless you have extra stuff in the 70200-7FFFF and 1E600-1FFFF ranges, it shouldn't be crashing. Oh, I designed this to patch to a ROM with normal SMW music, so the problem may lie in the high bytes of the SPC pointers. To correct this, change 2F3, 308, 319, 353, and 364 to 0E, 0F, 0E, 0E, and 0E respectively. With my next release, I'll add a readme to the zip. Posted by blackhole89 That's odd, because upon when I tried searching for N-SPC data in an SPC dump of Star Fox, I did find the bytes that usually signify the start of the engine (20 CD CF BD) couldn't find anything that resembled N-SPC commands(track data). I thought it may have used a variant of the engine, as I know BS Mario Excitebike does, as it probably has more commands. The only thing here is that I'm looking for music that sounds like Mario. I don't know if those do. I figure I may as well ask you a question here, blackhole. Did you ever find the location in the SMAS N-SPC engine that tells how many tracks to allow? I've expanded the table and moved it to a different location, but any tracks with a value higher than 24(0x18) behave like track 00(nothing). Also, I cant can't pinpoint the locations of sounds written to 1DFA(Mario's jump, turning around, etc.) ____________________ |
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Red Cheep-cheep Level: 33 Posts: 15/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by blackhole89How did Bouche do that? I added a bunch of old SMW instruments that didn't have matching SMAS ones to the end of the instrument table, but I never have made extra instrument tables for different tracks. I can see how it might be possible to have different instrument and sample tables in each bank, but until someone has the guts to make a patch in which each level track is in a separate bank, I'm stuck in the dark on this. Posted by blackhole89Yeah, Moon Song sounds like it would work nicely in cave levels. When I heard the Hell track, it brought to my mind a type of level where Mario has to move quickly from platform to platform, with enemies coming for him in all directions. It seems to be a great candidate for the Athletic level track. I'd like to thank everyone for their ideas, and blackhole for his SPC files! Here's a list of tracks for the updated SMB2 music patch, with tracks not currently added to/shifted in the patch in boldface: Level Music (complete) 01: Yoshi's Cookie: VS. music C 02: Overworld 03: SMB: Underwater hybrid (new SMB2-esque intro, also used in the beginning of a new game) 04: SMB: Bonus Area 05: Subspace (used for P-switch) 06: Cave Prototype 07: SMK: Ghost Valley 08: Interior (used in castles) 09: Death 0A: Game over 0B: Defeat Boss 0C: Bonus Chance (used for black circle end) 0D: Starman 0E: Ending Pt.1 (The beginning fanfare; used when Peach is rescued) 0F: Boss battle 10: Level End 11: Yoshi's Cookie: Action Interlude (used during castle destruction sequence) 12: Strange unused fanfare (used for bonus end) 13: Warp Zone (used for keyhole exit) 14: Final Battle Pt. 1 15: Final Battle Pt. 2 16: Final Battle Pt. 3 17: Zelda 3: Death Mountain (I had to get rid of the instrument used in the final part's melody in order to make room for more tracks) 18: Yoshi's Safari: Pipe Island 19: SMW: Castle 1A: SMW: Bowser Zoom Out 1B: SMW: Bowser Zoom In 1C: SMW: Bowser Defeated 1D: Fire Attack (1st part of DDP intro submap tune) *Other Possible additions: Map Music (complete) 01: Character Select (used on main map) 02: SMW2: Map 2 (used in Yoshi's Island) 03: SML: Pipe (used in Vanilla Dome) 04: SMK: Toad's Victory theme (used in Star Road) 05: DDP: Star- SMB3 Coin Heaven Arrangement (used in Forest of Illusion) 06: DDP: Intro--Wart Battle Arrangement (used in Valley of Bowser) 07: SMB: Defeat Boss--modified chords (used while Valley of Bowser is rising) 08: Tetris & Dr. Mario: Game Select (used in Special World) 09: SMAS: Title Screen 0A: SMAS: Game Select 0B: DDP: Subspace (Arranged by Bouche) 0C: Character Select/SMB3 Ocean Side Hybrid 0D: Stunt Race FX: Class Select (sounds good for a modern city-themed world) 0E: SMW: Vanilla Dome (I always thought it suited an ice world very well) 0F-18: -unused- Title Screen/Ending Music (complete) 01: Title Screen 02: Ending Pt. 2 (Mario sleeping) 03: SMW: Rescue Egg (used during Yoshi Eggs hatching cutscene) 04: DDP: Ending Part 2 (used during enemy sequence) Sound Effects: $1DFC (complete) I've changed my mind. I'll add all of the SMAS sound effects back in. 4A: Charge Jump Sound Effects: $1DF9 (complete) 1B: NES-style Stomp (Edited from Yoshi's Safari) 35: Mario kidnapped by Bandit/Toadie/Swinging ghost (SMW2) 42: Pipe/Swinging ghost hurt (SMW2) 43: Spawning Shy Guy Pt. 1 (SMW2) 44: Spawning Shy Guy Pt. 2 (SMW2) 45: Nep-Enut whimper (SMW2) Anything without a game title is from SMB2. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 16/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by Forte.EXE Wow! You did that without HDMA?! That is great! Do those blocks in the lowest portion of the screen actually hurt Mario? Posted by Forte.EXEHeh...It'd be pretty rotten if you made sprites that look like 1-ups, but instantly kill Mario when touched. Ooh look, there's a 1-UP! --POW! You're dead. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 17/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by icegoomActually, the virus sounds would be fairly easy to get rid of. If you listen closely, they aren't there when the track loops around for the third time. It would just be a matter of changing the part pointers to start at the part where the virus riffs are gone, and deleting those unneeded parts. If all else fails, I could add in the SMB or SMB3 underwater music(though SMB3 music is way overused). I forgot to mention that the only map tracks I want to keep in are the SMW2 map and the SMAS menu. As for the Athletic music I've been thinking that Yoshi's Cookie: VS. Music C may be a better alternative. It just puts in my mind a picture of a vast area, high in the sky as many of the athletic levels are. But it also seems that it could be used, for a cold, mountainous, wintry area. I like music that sounds like it could be used for multiple purposes. For an extra bit of icing on the cake, I could throw in the Yoshi's Cookie: Action Interlude for use in the castle destruction sequences. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 18/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by HyperHackerThere are a total of five blocks of data, I wouldn't really call all of them programs. 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 The addresses above are from the actual subroutines that load in the banks. I believe the SPC engine and samples are loaded in at startup, then a jump to the one of the other three subrountines determines which music bank is loaded in. Games like SMK and SMW2 load in a default music bank, which has the global tracks (death, game over, invincibility, etc.), and then load in an different block of data with level music on it. Posted by HyperHacker The only thing is--I want this to primarily be a SMB2 music patch. I don't want to get rid of any of the SMB2 tracks, but I do want to replace all of the repeated tracks in the pointer table. Possibly, if I made a Zelda hack(doesn't necessarily mean I will) I'd put that as the keyhole exit. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 19/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Posted by HyperHackerThose addresses aren't the locations of routines, but the starting addresses of the actual SPC data blocks. From what I can see, a subroutine that starts at 2E8 loads the SPC engine from 70200, then it jumps to a subroutine at 279. Another subroutine at 2FD loads the sample pointers from 78200, and so on. All of the subroutines are in that general area. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 20/202 EXP: 226325 Next: 2854 Since: 04-21-07 From: United States Last post: 2420 days Last view: 2380 days |
Main - Posts by Mattrizzle |
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