Banner
VLDCX results are out!
Views: 591,165,691
Time: 2017-12-17 10:38:30 PM
12 users online: buggy789, Gabriel12102673, Star Boy, he, leod, LuigiFanGamer, MojoDallin, Rainsnow Man, o Festive Husk, Omegabi, D3l3T3.M3, K1lL.M3, BuR4.M3, Still Zandro - Guests: 71 - Bots: 248Users: 33,283 (1,472 active)
Latest: GuestMember
Tip: Proofread your message boxes for spelling and grammar mistakes.Not logged in.
SMB3 - Boss Bass Tile ID banks
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars - SMB3 - Boss Bass Tile ID banks
Pages: « 1 »
Boss Bass uses an odd way to form a sprite. Usually I use VSNES to look for Tile ID's for sprites while most of them work. Other times I have to find Tile ID's by LDA followed by a STA Absolute,Y and sometimes Absolute,X. So how did the Boss Bass sprite been created? I have tried seeking these numbers but no luck. Here's my screenshot!

QUESTION ANSWERED! I never knew it was straight down forward and I finally found it after corrupting the bytes via hex editor so many times. Here is the data. I'm using a headered SMAS rom.

x14A4A0 Boss Bass (Facing Right, 12 Bytes)
71 A4 A5 A9 98 99 AA A6 9A 9B A7 A8

x14A4AC Boss Bass (Facing Left, 12 Bytes)
9A 9B A7 A8 98 99 AA A6 71 A4 A5 A9

x14A546 Load absolute X to ROM OFFSET x14A4A0 (BD A0 A2)
x14A549 Store absolute Y at RAM $802 from x14A546 (99 02 08)
x14A54C Load absolute X to ROM OFFSET x14A4D0 (BD D0 A2)
x14A54F Store absolute Y at RAM $803 from x14A54C (99 03 08)
Pages: « 1 »
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars - SMB3 - Boss Bass Tile ID banks

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2017 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 21

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented