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0725C Table Values
Forum Index - SMW Hacking - Resource & Tool Releases - SMW Data Repository - 0725C Table Values
Pages: « 1 »
This is a list of values that I have compiled for the table located at $0725C (SNES address $00F05C). This table is what determines the bounce sprite graphics for quite a few Map16 blocks. Once I know specifically which ones I'll tell you guys. Anyways, here goes:

00 = Turn block
01 = Note block
02 = ? block
03 = Unused turn block you can hit from the sides (P-Switch by default)
04 = Translucent block
05 = ON/OFF switch (Makes the sound, too!)
06 = Turn block; turns into a turning block for a few seconds then changes back to the original tile.
07 = Shattering block!
08 = Crashes game
09 = Crashes game
0A = Crashes game
0B = No bounce tile, buggy, block doesn't change and executes several times when hit. Also makes random tiles appear on screen. DO NOT USE.
0C = Crashes game
0D = Same as #$0B
0E = Crashes game
0F = Crashes game
10 = Turn block; uses palette A (Yellow)
11 = Turn block; uses palette D (Green)
12 = Upside-down Turn block
13 = Tile 4E, uses 2nd graphics page (SP3/SP4), and uses palette 9 (Gray)
14 = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette C (Red), and is Y-Flipped
15 = Same as #$14
16 = Turn block; uses palette B (Blue)
17 = Turn block; X- and Y-flipped
18 = Turn block; uses palette F
19 = Upside-down Turn block; uses palette D (Red)
1A = Same as #$00
1B = Turn block; uses palette D (Red) and is X- and Y-flipped
1C = Turn block; uses palette F and is X- and Y-flipped
1D = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette E, and is X- and Y-Flipped
1E = Turn block; uses palette C (Red)
1F = Same as #$00
20 = Tile 4E, uses 2nd graphics page (SP3/SP4), and uses palette A (Yellow)
21 = Same as #$14
22 = Same as #$13
23 = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette E, and is Y-Flipped
24 = Same as #$1D
25 = Same as #$1E
26 = Turn block; uses palette E and is Y-flipped
27 = Same as #$1D
28 = Same as #$1E
29 = Same as #$14
2A = Same as #$14
2B = Same as #$16

I stopped there because it seemed they were all repeats.
Interesting. Nice find! Are these modifiable by hex when you find the blocks?

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<TLMB> I use YY-CHR to edit DNA
I believe that I have found all of the blocks affected by these addresses.

$725C-7278 = Map16 entries 111-12D
$7279-727C = Map16 entries 21-24
$727D = Turn block when spin jumped on while big
$727E = Green ! Block (16A)
$727F = Yellow ! Block (16B)

It can be assumed that the blocks are in the same order for the other tables too. Also: The ? block that appears when a blue P-switch is hit doesn't appear to be modifiable by this table.
Awesome. So i could go to those addresses in hex, and modify the bounce sprite? Sweet.

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<TLMB> I use YY-CHR to edit DNA
Here's all the different tables. They are all 36 (Decimal) bytes long, located right after one another, and are all in the same order I just posted:

(PC Address)
$00725C - Bounce block graphic table
$007280 - Item each block spawns
$0072A4 - Side each block can be activated on.
$0072C8 - What each block turns into after being activated.

These were all in the ROM map, except the last one, for whatever reason.

$0072A4 bytes are stored in the 0000BTLR format, where B is the bottom side, T is the top side, L is the left side, and R is the right side.

Example: The 4-way bounce block can be activated from all four sides, meaning that it's value is #%00001111, or #$0F in hex. If you wanted to change it into a block that can only be bounced on from the sides, you'd use #%00000011, or #$03.

Both $007280 and $0072C8 do NOT use actual sprite numbers/map16 values. There is a list of values similar to the one I posted first. Maybe I'll compile those later.
Originally posted by Boingboingsplat
$0072C8 - What each block turns into after being activated.

These were all in the ROM map, except the last one, for whatever reason.


Actually I submitted that one, I don't know why it wasn't moderated. I'll submit it again if it turns out to be a mistake not from my side.

Also, nice list you got there. Thanks to that I got to improve my patch :D.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
I just noticed a mistake. All of the "Tile 4E" one's are actually the turn block graphic, but using graphics page 2. They use tile 4E because I remapped the turn block bounce sprite to tile 4E on the ROM I compiled the list on.
Interesting find, Boing. I'm pretty sure this list is going to be pretty useful for me in the future. Thanks! :)

Also, there are lots of bounce tiles related to the turn blocks, heh.
That's great!

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Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


Originally posted by Broozer
Interesting find, Boing. I'm pretty sure this list is going to be pretty useful for me in the future. Thanks! :)

Also, there are lots of bounce tiles related to the turn blocks, heh.

Turn block seems to be the only one that gets it's properties changed.
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