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| sprites hex number |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - sprites hex number |
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Thread Closed |
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| Posted on 2009-12-05 10:05:20 AM |
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I'm using the sprite SMB3 Treasure Chest 2 and you can change the sprite that comes out and I need a list of the sprites's hex number's so if someone could help me.
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| Posted on 2009-12-05 10:14:00 AM |
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Taken from a very obvious thread:
Sprites
Standard Sprites
00 Green Koopa, no shell.
01 Red Koopa, no shell.
02 Blue Koopa, no shell.
03 Yellow Koopa, no shell.
04 Green Koopa.
05 Red Koopa.
06 Blue Koopa.
07 Yellow Koopa.
08 Green Koopa, flying left.
09 Green bouncing Koopa (Y&1).
0A Red vertical flying Koopa.
0B Red horizontal flying Koopa.
0C Yellow Koopa with wings.
0E Keyhole.
0F Goomba.
10 Bouncing Goomba with wings.
1A Classic Pirhana Plant (use ExGFX).
1C Bullet Bill.
21 Moving coin.
2D Baby green Yoshi.
2F Portable spring board.
35 Green Yoshi.
3E POW, blue/silver (X&1).
45 Directional coins, no time limit.
4F Jumping Pirhana Plant.
50 Jumping Pirhana Plant, spit fire.
59 Turn block bridge, horizontal and vertical.
5A Turn block bridge, horizontal.
6B Spring board, left wall.
6C Spring board, right wall.
6D Invisible solid block.
74 Mushroom.
75 Flower.
76 Star.
77 Feather.
78 1-UP.
79 Growing Vine.
7B Standard Goal Point.
"Secret" Goal Point.
7E Flying Red coin, worth 5 coins.
7F Flying Yellow 1-UP.
80 Key.
81 Changing item from a translucent block.
83 Left flying question block, coin/flower/feather/1-UP (X&3).
84 Flying question block, coin/flower/feather/1-UP (X&3).
B1 Creating/Eating block (X&1).
B9 Info Box, message 1/2 (X&1).
BD Sliding Koopa without a shell.
C1 Flying grey turnblocks, first up/down (X&1).
C7 Invisible mushroom.
C8 Light switch block for dark room.
DA Green Koopa shell.
DB Red Koopa shell.
DC Blue Koopa shell.
DD Yellow Koopa shell.
DF Green shell, won't use Special World color.
Tileset specific Sprites
0D Bob-omb.
11 Buzzy Beetle.
13 Spiny.
14 Spiny falling.
15 Fish, horizontal.
16 Fish, vertical.
18 Surface jumping fish.
1B Bouncing football in place.
1D Hopping flame.
1E Lakitu Normal/Fish (X&1).
1F Magikoopa.
20 Magikoopa's magic, stationary.
22 Green vertical net Koopa, below/above (X&1).
23 Red fast vertical net Koopa, below/above (X&1).
24 Green horizontal net Koopa, below/above (X&1).
25 Red fast horizontal net Koopa, below/above (X&1).
26 Thwomp.
27 Thwimp.
28 Big Boo.
29 Koopa Kid (place at X=12, Y=0 to 6).
2A Upside down Piranha Plant.
2B Sumo Brother's fire lightning.
2C Yoshi egg Red/Blue/Yellow/Blue (X&3).
2E Spike Top.
30 Dry Bones, throws bones.
31 Bony Beetle.
32 Dry Bones, stay on ledge.
33 Fireball, vertical. Requires buoyancy!
34 Boss fireball, stationary.
37 Boo.
38 Eerie.
39 Eerie, wave motion.
3A Urchin, fixed vertical/horizontal (X&1).
3B Urchin, wall detect v/h (X&1).
3C Urchin, wall follow clockwise/counter (X&1).
3D Rip Van Fish.
3F Para-Goomba.
40 Para-Bomb.
41 Dolphin, horizontal.
42 Dolphin2, horizontal.
43 Dolphin, vertical.
44 Torpedo Ted.
46 Diggin' Chuck.
47 Swimming/Jumping fish, doesn't need water. (!)
48 Diggin' Chuck's rock.
49 Growing/shrinking pipe end.
4A Goal Point Question Sphere.
4B Pipe dwelling Lakitu.
4C Exploding Block, fish/goomba/Koopa/Koopa with shell (X&3).
4D Ground dwelling Monty Mole, follow/hop (X&1).
4E Ledge dwelling Monty Mole, follow/hop (X&1).
51 Ninji.
52 Moving ledge hole in ghost house.
54 Climbing net door, use with object 0x4A-E.
55 Checkerboard platform, horizontal.
56 Flying rock platform, horizontal.
57 Checkerboard platform, vertical.
58 Flying rock platform, vertical.
5B Brown platform floating in water.
5C Checkerboard platform that falls.
5D Orange platform floating in water.
5E Orange platform, goes on forever.
5F Brown platform on a chain.
60 Flat green switch palace switch.
61 Floating skulls.
62 Brown platform, line-guided.
63 Checker/brown platform, line-guided (X&1).
64 Rope mechanism, line-guided (X&1).
65 Chainsaw, line-guided, right/left (X&1).
66 Upside down chainsaw, line-guided, null/left (X&1).
67 Grinder, line-guided, right/left (X&1).
68 Fuzz Ball, line-guided, right/left (X&1).
6A Coin game cloud.
6E Dino Rhino.
6F Dino Torch.
70 Pokey.
71 Super Koopa, red cape, swoop.
72 Super Koopa, yellow cape, swoop.
73 Super Koopa, feather/yellow cape (X&1).
7A Firework, makes Mario temporarily invisible.
7D Balloon.
86 Wiggler.
87 Lakitu's cloud, no time limit. (!)
8A Bird from Yoshi's house, max of 4.
8B Puff of smoke from Yoshi's house.
8D Ghost house exit sign and door.
8E Invisible "Warp Hole" blocks. (!)
8F Scale platforms, long/short between (X&1).
90 Large green gas bubble.
91 Chargin' Chuck.
92 Splitin' Chuck.
93 Bouncin' Chuck.
94 Whistlin' Chuck, fish/Koopa (X&1).
95 Clapin' Chuck.
97 Puntin' Chuck.
98 Pitchin' Chuck.
99 Volcano Lotus.
9A Sumo Brother.
9B Hammer Brother (requires sprite 9C).
9C Flying blocks for Hammer Brother.
9D Bubble with Goomba/bomb/fish/mushroom (X&3).
9E Ball and Chain, clockwise/counter (X&1).
9F Banzai Bill.
A2 MechaKoopa.
A3 Grey platform on chain, clockwise/counter (X&1).
A4 Floating Spike ball, slow/fast (X&1).
A5 Fuzzball/Sparky, ground-guided, left/right (X&1).
A6 HotHead, ground-guided, left/right (X&1).
A8 Blargg.
AA Fishbone.
AB Rex.
AC Wooden Spike, moving down and up.
AD Wooden Spike, moving up/down first (X&1).
AE Fishin' Boo.
AF Boo Block.
B0 Reflecting stream of Boo Buddies.
B2 Falling Spike.
B3 Bowser statue fireball.
B4 Grinder, non-line-guided.
B6 Reflecting fireball.
B7 Carrot Top lift, upper right.
B8 Carrot Top lift, upper left.
BA Timed lift, 4 sec/1 sec (X&1).
BB Grey moving castle block, horizontal.
BC Bowser statue, normal/fire/leap (X&3).
BE Swooper Bat, hang/fly/fly/fly (X&3).
BF Mega Mole.
C0 Grey platform on lava, sinks.
C2 Blurp fish.
C3 A Porcu-Puffer fish.
C4 Grey platform that falls.
C5 Big Boo Boss.
C6 Dark room with spot light.
DE Group of 5 eeries, wave motion.
E0 3 platforms on chains, clockwise/counter (X&1).
E2 Boo Buddies, counter-clockwise.
E3 Boo Buddies, clockwise.
Special Commands and Generators
19 Display text from level Message Box #1.
89 Layer 3 smash (set FG/BG=1, use low tides).
8C Fireplace smoke/exit from side screen (X&1).
C9 Bullet Bill shooter.
CA Torpedo Launcher.
CB Eerie, generator.
CC Para-Goomba, generator.
CD Para-Bomb, generator.
CE Para-Bomb and Para-Goomba, generator.
CF Dolphin, left, generator.
D0 Dolphin, right, generator.
D1 Jumping fish, generator.
D2 Turn off generator 2 (sprite E5).
D3 Super Koopa, generator.
D4 Bubble with Goomba and Bob-omb, generator.
D5 Bullet Bill, generator.
D6 Bullet Bill surrounded, generator.
D7 Bullet Bill diagnal, generator.
D8 Bowser statue fire breath, generator.
D9 Turn off standard generators.
E1 Ghost ceiling.
E4 Swooper death bat ceiling. (use ExGFX)
E5 Reappearing ghosts, generator 2.
E6 Candle flames in background.
E8 Auto-Scroll 1 (set layer2+FG scroll to none).
Auto-Scroll 2 (set FG scroll to none).
Auto-Scroll 3 (set layer2+FG scroll to none).
Auto-Scroll 4 (set FG scroll to none).
E9 Layer 2 Smash 1.
Layer 2 Smash 2.
Layer 2 Smash 3.
EA Layer 2 Scroll 1 (set BG init pos=0 if Y=0).
Layer 2 Scroll 2.
Layer 2 Scroll 3.
Layer 2 Scroll 4.
ED Layer 2 Falls (set layer2 scroll to none).
EF Layer 2 Scroll S (set layer2 H-scroll to none).
Layer 2 Scroll L (set layer2 H-scroll to none).
F2 Layer 2 On/Off Switch controlled.
F3 Auto-Scroll level (Y position controls speed).
F4 Fast BG scroll (use sprite C1 to activate).
F5 Layer 2 sink when touched, short range.
Layer 2 sink when touched, long range.
Layer 2 rise up when touched.
Layer 2 sink a bit when touched, rise back.
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| Posted on 2009-12-05 10:23:29 AM |
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thanks but this is wrong I could of easley look at the sprite window myself to look at the nmber the but its wrong I don't know why but 04=flower and 01=mushroom so if someone could give me the right list
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| Posted on 2009-12-05 10:35:00 AM |
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Are you refering to the descriptions or you're using custom BLOCKS, because you can change the hex values but you don't need to change descriptions.
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| Posted on 2009-12-05 10:41:07 AM |
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no go look at this custom sprite and you'll see what Im talking about
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| Posted on 2009-12-05 10:51:54 AM |
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Which of the four CFG files are you using?
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| Posted on 2009-12-05 11:19:05 AM |
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look at the SMB3 Treasure Chest 2 asm file
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| Posted on 2009-12-05 11:26:42 AM |
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Originally posted by SnowWhiteYoshiEggCFG files
Originally posted by Shy Guy's Stashasm file
Wrong. He's wondering which CFG file you entered in sprites.txt, not which asm file is specified in the cfg.
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| Posted on 2009-12-05 11:29:04 AM |
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Nah, it's alright. I see where your problem is.
The sprite you're using doesn't spawn a sprite, but it puts one into the item box. These numbers don't represent the actual sprite numbers. Try using the Treasure Chest 3.
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| Posted on 2009-12-05 12:07:16 PM |
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Originally posted by SnowWhiteYoshiEggNah, it's alright. I see where your problem is.
The sprite you're using doesn't spawn a sprite, but it puts one into the item box. These numbers don't represent the actual sprite numbers. Try using the Treasure Chest 3.
ok now were is the place were I edit to make what ever sprite come out because in the read me it says the default is Mushroom (74) and a Para-Beetle (20) so I look for it and I couldn't find it so I found were it says
NORMAL LDA #$08 ; \ set sprite status for new sprite
STA $14C8,x ; /
and tried editing that but that just spawn one of my custom sprites its just I thought I knew what I was doing but not I don't I hate this why couldn't be more simple
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| Last edited on 2009-12-05 12:08:21 PM by Shy Guy's Stash. |
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| Posted on 2009-12-05 12:09:31 PM |
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Try opening the CFG file in the CFG file editor. There will be two boxes with 74 and 20 in them - change those.
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| Posted on 2009-12-05 12:45:29 PM |
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yeah ok it didn't say to use the cfg editer so this thread can now be closed and thank for all that help!
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| Posted on 2009-12-05 01:04:44 PM |
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Pages: 1  |
Thread Closed |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - sprites hex number |
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