| ROM Address Removals |
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Forum Index - SMW Central - Moderation of Hacks and Files - ROM Map - ROM Address Removals |
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| Posted on 2009-09-23 11:37:11 AM |
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Any addresses removed from the ROM map will be noted here.
Thank you.
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| Last edited on 2010-11-01 06:15:52 AM by Kieran Menor. |
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| Posted on 2009-10-04 02:02:08 AM |
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Whacked with the costum bamhanner:
1BD4F $03:BB4F 2 bytes Layer 3 Position of OW level names if you have saved the Overworld in Lunar Magic (which makes address 21F22 not work due to the code not being called anymore). Increase/decrease by 1 to make it move up to the right/left, increase/decrease by 20 to make it move down/upwards.
Note that #$8B should be considered the low byte for the address, not #$50.
Reason:
Originally posted by ErsanngnngngngnngngI would like to remind people that BOTH the ROM and RAM map is only for a CLEAN SMW ROM.
This area is freespace in the clean smw rom.
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| Posted on 2009-10-09 03:42:05 AM |
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Removed ROM address:
| Address | SNES | Length | Type | Description | | 0C68E | $01:C48E | 1 byte | Sound effect | Mario spin-jump from water sound effect. |
Removal reason:
I changed it. Nothing happened, so I grabbed all.log and saw this:
CODE_01C48D: BD 40 15 LDA.W $1540,X
CODE_01C490: C9 36 CMP.B #$36
...Yeah, nothing related to sound effects at all.
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| Posted on 2009-10-12 08:38:37 AM |
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Removed ROM address:
| Address | SNES | Length | Type | Description | | 02686 | $00:A486 | 1 byte | Misc. | Level that triggers overworld Earthquake sequence |
Removal reason:
Originally posted by all.logDATA_00A481: .db $00,$05,$09,$00,$03,$07,$00
Since when does level 07 trigger the earthquake sequence?
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| Posted on 2009-10-18 09:03:22 AM |
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After making a tool to find duplicate ROM addresses, I decided to make use of the output:
| Address | SNES | Length | Type | Description | | 02E1D | $00:AC1D | 16 bytes | Palette | Mario Start palette. |
Originally posted by all.logCODE_00AC1C: A9 50 B2 LDA.W #$B250 ; \
CODE_00AC1F: 85 00 STA $00 ; |
CODE_00AC21: A9 84 00 LDA.W #$0084 ; |Load colors 2-7 in palettes 4-D from 00/B250
CODE_00AC24: 85 04 STA $04 ; |(Object and sprite palettes)
CODE_00AC26: A9 05 00 LDA.W #$0005 ; |
CODE_00AC29: 85 06 STA $06 ; |
CODE_00AC2B: A9 09 00 LDA.W #$0009 ; |
CODE_00AC2E: 85 08 STA $08 ; |
CODE_00AC30: 20 FF AC JSR.W LoadColors ; /
It might be the pointer to it, but why the hell is it 16 bytes then?
Also, the correct address already exists.
| Address | SNES | Length | Type | Description | | 035BE | $00:B3BE | 14 bytes | Palette | Bowser ending palette (7 colors). |
It doesn't fit there and collides with two other addresses.
| Address | SNES | Length | Type | Description | | 2D910 | $05 710 | 16 bytes | Level data | Background V-Scroll Data | | 2D920 | $05 720 | 16 bytes | Level data | Background H-Scroll Data |
Collision. I kept the more detailed versions.
| Address | SNES | Length | Type | Description | | 30657 | $06:8457 | 1 byte | Music | Change from 9C to 8D to fix the P-switch music repeating glitch when using custom music. |
Originally posted by ErsanngnngngngnngngI would like to remind people that BOTH the ROM and RAM map is only for a CLEAN SMW ROM.
Collides with the unused beta level 01A in the clean ROM.
A large number of other addresses were also merged.
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| Posted on 2009-10-31 10:00:28 AM |
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| Address | SNES | Length | Type | Description | | 0C5E7 | $01:C3E7 | 3 bytes | ASM | Mario Set to EA EA EA to stop fire flower from going behind the FG(finally) |
Whatever it is trying to do, it at least does NOT do what the description says.
Originally posted by The Bible of SMW HackingCODE_01C3E7: 20 40 91 JSR.W CODE_019140
If my mind does not fail me, that routine handled object interaction. Not sprite priority.
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| Posted on 2009-12-26 02:23:45 PM |
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BUMPTY BUMP!
Found in the ROM map| 096BF | $01:94BF | 124 bytes | Misc. | Rip Van Fish's data. |
Very inspecific, and incorrect too. To me, it looks like you found the sprite<->block interaction routine.
Please research this some more, we have a huge lack of information about block behaviours.
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| Posted on 2010-01-01 10:07:10 AM |
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User ROM| 05455 | $00:D255 | 1 byte | Sound effect | Exiting vertical pipe sound effect. |
This one was already in the ROM map before. Next time, please watch if your ROM address hasn't already been submitted.
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| Posted on 2010-02-07 04:17:43 PM |
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| Address | SNES | Length | Type | Description | | 026A2 | $00:A4A2 | 3 bytes | Misc. | -I forgot what exactly it was, but it was along the lines of 'change this byte to 80 and the level end's fading colours won't mess up'.- |
That works, but it actually messes with the OW palette updating per submap, and likely also per level.
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| Posted on 2010-03-03 11:11:54 AM |
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| Address | SNES | Length | Type | Description | | 2B30C | $05:B10C | 98 bytes | ASM | Beat Level Routine (Goal Tape). JSL to it to beat the level as if hitting a goal tape. |
Reason of removal:
...goal routine? Lolwut? At best it's a routine which handles the message box.
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| Posted on 2010-04-03 07:04:04 PM |
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Removed:
02121 (Bit 1) | $00:9F21 | 2,344 bytes | Misc. | Its suoer mario butt
21782 | $04:9582 | 16,777,215 bits Misc. | Its big ass huge
Reason: Grow a brain please.
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| Posted on 2010-05-19 11:26:02 AM |
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09000 $01:8E00 355 bytes Misc. Memes!
Self-explanatory.
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| Posted on 2010-06-12 02:12:52 PM |
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| Address | SNES | Length | Type | Description | | 05B05 | $00:D905 | 1 byte | Physics | Mario's falling speed when floating with a cape/feather. |
Reason of removal:
CodeCODE_00D904: B5 15 LDA RAM_ControllerA,X
CODE_00D906: 10 1C BPL CODE_00D924
You're changing a RAM address here. With that description, definitely not the smartest of ideas.
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| Last edited on 2010-06-12 04:53:15 PM by Roy. |
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Forum Index - SMW Central - Moderation of Hacks and Files - ROM Map - ROM Address Removals |