$01D12A
|
1 byte |
Sprite physics |
Morton and Roy's speed for third hit, left. |
$01D12C
|
1 byte |
Sprite physics |
Morton and Roy's speed for third hit, right. |
$01D12F
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for first hit, up. |
$01D131
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for first hit, down. |
$01D133
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for second hit, up. |
$01D135
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for second hit, down. |
$01D137
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for third hit, up. |
$01D139
|
1 byte |
Sprite physics |
Morton and Roy's vertical speed for third hit, down. |
$01D239
|
2 bytes |
Sprite physics |
How fast Morton and Roy rotate when they're crawling on a wall or ceiling. By default FC and 04. The closer to 00, the slower it gets. Do not exceed above a difference of 80 (that is, don't make the first value 01-7F, and don't make the second value 81-FF). Using 00 isn't recommended either. |
$01D26E
|
1 byte |
Sprite physics |
Falling speed of Morton and Roy |
$01D28C
|
1 byte |
Timer |
How much the ground shakes after Morton/Roy hit the floor. |
$01D295
|
1 byte |
Timer |
How long Mario is stunned for after Morton/Roy hits ground. |
$01D29A
|
1 byte |
Sound effect |
Morton/Roy landing sound effect. |
$01D29F
|
1 byte |
Timer |
How long Morton/Roy stays put after landing on floor. |
$01D2D0
|
1 byte |
Misc. |
Timer determining how many frames to wait before being able to interact with Morton/Ludwig/Roy, after having interacted with it. (By default: 08) |
$01D2FA
|
1 byte |
Misc. |
Y speed of Mario when he bounces off Morton/Roy (normal state) and Ludwig (always). |
$01D2FE
|
1 byte |
Sound effect |
Which sound to generate when stomping Ludwig when he's inside his shell, and Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too here, see $01D3AC).
By default #$02. |
$01D31F
|
1 byte |
Sound effect |
SFX Played when Mario hits Morton/Roy while on the ceiling, while falling, and after they have just landed. |
$01D330
|
1 byte |
Mario physics |
Mario's Y-Speed after jumping on Morton/Roy when they have just landed. Closer to 80 - highest. |
$01D335
|
1 byte |
Sound effect |
Sound effect played when Mario hits Morton/Roy when going up the wall. |
$01D343
|
1 byte |
Misc. |
X speed of Mario when he bounces off Morton/Roy when they're crawling on the left side of the screen. |
$01D349
|
1 byte |
Misc. |
X speed of Mario when he bounces off Morton/Roy when they're crawling on the right half of the screen. |
$01D34D
|
1 byte |
Misc. |
Y speed of Mario when he bounces off Morton/Roy in their unusual state (as in, crawling on walls, falling from ceiling). |
$01D37A
|
1 byte |
Misc. |
Horizontal scaling of Morton/Roy/Ludwig (Mode 7) just after they're hit. The higher the value, the thinner they are. Extreme values, such as 00 (biggest) or FF (smallest), are not recommended as they may or may not partially affect the gameplay. Keep the value near the original, if you change it.
By default: #$18. |
$01D383
|
1 byte |
Misc. |
Vertical scaling of Morton/Roy/Ludwig (Mode 7) just after they had been hit. The bigger the value, the shorter the Koopa Kids become.
Do not change the value to #$00 - #$1F or #$80 - #$FF as it will mess up. If changing value, keep it near the original since it might affect the Koopa Kid's height afterwards, if the value was too extreme.
By default: #$28. |
$01D3A2
|
1 byte |
Timer |
How long Morton/Roy/Ludwig recovers after Mario has hit him. |
$01D3AC
|
1 byte |
Sound effect |
Which sound to generate when stomping Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too, see $01D2FE).
By default #$28. |
$01D3F4
|
1 byte |
Sound effect |
Sound effect played when Morton, Ludwig and Roy takes damage from a fireball. Stored into $1DF9. |
$01D3F8
|
6 bytes |
Misc. |
Counts fireball hits to Morton/Roy/Ludwig. Change to [80 06] to make Morton/Roy/Ludwig immune to fireballs.
Alternately, change to [FE 10 15 BD 10 15] to decouple their fireball HP from their stomp HP, so that they don't die after 2+ fireballs and a single jump. |
$01D3FF
|
1 byte |
Misc. |
How many fireballs it takes before Morton/Ludwig/Roy are killed.
Counts up to the stomping HP counter as well. By default: 0C. |
$01D446
|
4 bytes |
Sprite tilemap related |
Sprite tilemap: Ludwig Fireball |
$01D6D2
|
6 bytes |
Sprite Misc. |
The code that determines whether sprite 63 should be brown or checkered. Change to "A9 xx EA EA EA EA" to make the platform always brown or always checkered (if brown, xx = 00, if checkered, xx = 01).
$01D6D5 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D7)
$01D6D7 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D5) |
$01D6ED
|
3 bytes |
ASM |
Change to EA EA EA to make all line-guided sprites move at the same speed instead of the chainsaws, Grinder, and Fuzzy going twice as fast. |
$01D6F0
|
23 bytes |
Sprite Misc. |
Change to B5 E4 29 10 4A 4A 4A 4A 9D 7C 15 80 14 EA EA EA EA EA EA EA EA EA EA to fix certain line-guided sprites: instead of moving left on odd starting X positions and not showing up at all on even ones (actually, they are just shifted offscreen), they will instead move right on even starting X positions.
x$01D6FA - X position (low byte) of sprites 65, 66, 67 and 68. Change it to 0F to fix its x position when it goes to the right. (USE WITH $01D701)
$01D701 - X position (high byte) of sprites 65, 66, 67 and 68. Change it to 00 to fix its x position when it goes to the right. (USE WITH $01D6FA) |
$01D77D
|
1 byte |
ASM |
Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D7A1. |
$01D7A1
|
1 byte |
ASM |
Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D77D. |
$01D9F8
|
1 byte |
Mario physics |
Change from 10 to 0A to fix a glitch that if the player is climbing a rope mechanism and gets pushed off by solid objects, allows the player to climb in midair. |
$01DB96
|
4 bytes |
Sprite tilemap related |
X displacement for the Grinder tiles (the one that doesn't follow line guides). |
$01DB9A
|
4 bytes |
Sprite tilemap related |
[00 00 10 10] Y offset for the Grinder tiles (the one that doesn't follow line guides). |
$01DB9E
|
4 bytes |
Sprite tilemap related |
[03 43 83 C3] OAM properties for the Grinder tiles (the one that doesn't follow line guides). |
$01DBBF
|
1 byte |
Sprite tilemap related |
Tile used by Grinder (the one that doesn't follow line guides). Note that the sixth bit (#$02) should be cleared or it won't animate; the sixth bit of the frame counter is ORA'd to it. |
$01DBF5
|
1 byte |
Sprite tilemap related |
Line-guided Fuzzball tilemap (Sprite 68) |
$01DC28
|
1 byte |
Sprite tilemap related |
Line-guided Grinder Tilemap |
$01DC47
|
4 bytes |
Sprite tilemap related |
Line-guided Rope's Motor Tilemap |
$01DC4C
|
8 bytes |
Sprite tilemap related |
Line-guided Rope's rope tilemap |
$01DCAC
|
1 byte |
Sprite tilemap related |
Line-Guided Rope Palette |
$01DDBD
|
1 byte |
Sprite number |
Sprite that the Bonus game is made from |
$01DEE3
|
36 bytes |
Sprite tilemap related |
Sprite tilemap: Bonus Roulette |
$01DF07
|
9 bytes |
Sprite tilemap related |
Palette info for the items in the bonus game sprite (0x82). The first three bytes are the palette for the Star. The next three are for the Mushroom, and the last three are for the Fire Flower. They're all expressed as even numbers where 00 = Lunar Magic palette 8, 02 = LM palette 9, and so on. |
$01E092
|
1 byte |
Sprite physics |
Max Y-speed of the fireballs that fall from the sky during the Bowser battle. Default is $20. |
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