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Mistakes in the ROM or RAM maps
Forum Index - SMW Hacking - Resource & Tool Releases - SMW Data Repository - Mistakes in the ROM or RAM maps
Pages: « 1 2 3 4 » Thread Closed
I noticed that a few of the SNES hardware register have been added to the RAM map and have been incorrectly mapped to $7E21XX while they are mapped to $(00-3F)21XX

I'm also not very sure if we should have those in the RAM map...
This kind of stuff is mapped the same in every SNES game, right? So if it is, I'll remove them since they're not actually relevant to the gameplay of SMW. And if what I just said made no sense, don't yell at me because I really don't have a clue about how to anything except make cheat codes.

(I haven't actually removed them yet; waiting for confirmation by someone who knows what they're talking about)
$7E0003 is 2 bytes

also, just so people know $7E0004 is not a mistake, you can add "high byte for block #" to it, in addition to what it already has.
モノクマ!



$7E:1493 1 byte Misc. Set to $FF (Should be $01) to end level (? sphere)

Setting it to $FF will just fade the screen and make you walk, but setting it to $01 will actually show the sequence and end the level.









I made a mistake with submitting:

$7E:0DAA 1 byte Misc. Copy of controller data 2
=
$7E:0DA4 1 byte Misc. Copy of controller data 2

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My blog. I could post stuff now and then
Originally posted by Ersanio
I made a mistake with submitting:

$7E:0DAA 1 byte Misc. Copy of controller data 2
=
$7E:0DA4 1 byte Misc. Copy of controller data 2

Done, beside, are you sure those aren't the data for the previous frame? this would make some sence since the game need to know those for the one frame version of the controller
Originally posted by Bio
Originally posted by Ersanio
I made a mistake with submitting:

$7E:0DAA 1 byte Misc. Copy of controller data 2
=
$7E:0DA4 1 byte Misc. Copy of controller data 2

Done, beside, are you sure those aren't the data for the previous frame? this would make some sence since the game need to know those for the one frame version of the controller

It was I who submitted them before, and well I'm not sure why those copies are there. I'm sure they're not copies of the frame-only one. Specifically, the game seems to read $7E:0DA4 to check if the START button has been pressed.
Update to address...

x10D8C - x10D93 (8 bytes, 00 00 80 80 80 C0 40 00): Broken Bricks properties.

xyppccct
x10D8C - 00000000
x10D8D - 00000000
x10D8E - 10000000
x10D8F - 10000000
x10D90 - 10000000
x10D91 - 11000000
x10D92 - 01000000
x10D93 - 00000000

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
The description on these Ram Addresses need to change:

$7E:1504 12 bytes Sprites Throw timer
$7E:151C 12 bytes Sprites Related to Vertical Sprite Direction Table
$7E:1528 12 bytes Sprites Chargin' Chuck Hit Count
$7E:1534 12 bytes Sprites Unknown Sprite Table
$7E:1594 12 bytes Sprites Unknown Sprite Table
$7E:1626 12 bytes Sprites Unknown Sprite Table

They appear to be multipurpose since they aren't limited to a single specific action. Depending on their use, they can either be:

-A hit point counter
-A sprite counter
-A fireball hit point counter
-A timer counter
-Check the sprites vertical position
-Check the sprite position
-Check and increase the sprite state
-Other

Also:

$7E:1558 12 bytes Sprites Unknown Sprite Table

$7E:1558 is the "Time to disable contact with shells"

$7E:163E 12 bytes Sprites Jump timer

$7E:163E is probably a "Multipurpose timer".
I submitted a RAM adress but he put 00 instead of 7E at the beginning. Can somebody take care of this? >_<
God, I'm stupid. I submitted the ROM Adress x2102E and forgot to include to change it to 80 to fix the glitch. Someone fix it please.

Edit: This thread should be renamed to "Mistakes in the RAM/ROM Map".
Here's something I found out recently:

$7E:1F11 1 byte Misc. Current submap for Mario (0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star)
$7E:1F12 1 byte Misc. Current submap for Luigi (0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star)

The description for $7E:1F11 needs to be updated.


Double post.

Here are some recent finds:

$7E:1F17 1 byte Misc. OW X position for Mario (Low Byte)
$7E:1F19 1 byte Misc. OW Y position for Mario (Low Byte)
$7E:1F1B 1 byte Misc. OW X position for Luigi (Low Byte)
$7E:1F1D 1 byte Misc. OW Y position for Luigi (Low Byte)

$7E:1F18 1 byte Misc. OW X position for Mario (High Byte)
$7E:1F1A 1 byte Misc. OW Y position for Mario (High Byte)
$7E:1F1C 1 byte Misc. OW X position for Luigi (High Byte)
$7E:1F1E 1 byte Misc. OW Y position for Luigi (High Byte)

The description for $7E:1F17, $7E:1F19, $7E:1F1B, $7E:1F1D should be updated.

Thanks to pikaguy900 for finding the High Bytes.
I noticed this:

$7E:13C6 1 byte Misc. Unknown, boss-related

Looked up in all.log and saw this:
CODE_0081F7: AD C6 13 LDA.W $13C6 ; \
CODE_0081FA: C9 08 CMP.B #$08 ; |If the current cutscene isn't the ending

So I fired up the debugger and messed around with the hex editor, and it IS the cutscenes handler thing.

I think someone should change the description.

--------------------
My blog. I could post stuff now and then
$1781 and $1782.
Their descriptions need to be swapped, as $1781 handles fireball 2's priority, not 1. And vice versa for $1782.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
x657D0 - Music Boss castle destruction sequence music #2.
I think it's x657D4.

--------------------
Koyuki sig
Bump.

$71 in the RAM map seems to be wrong.

#$05 is NOT the door, it is the value, if Mario enters a horizontal pipe.

#$0D is the value, if Mario enters a door.

Fix that asap.
Not really a mistake, but anyway:

Address x012D1 in the ROM Map could be updated. Its length is 24 bytes, and you could add "Change all bytes to FF to remove it" in the description.

--------------------


 
While doing a request for Parabuzzy, I found out that 7E:0073 isn't just a "ducking while jumping" flag. It seems to be a ducking flag even when you're on the ground.

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<blm> zsnes users are the flatearthers of emulation
It seems that the ROM address I submitted is wrong:

30657 - Change from 9C to 8D to fix the P-switch music repeating glitch when using custom music.

It turns out that whoever posted that posted the ROM address in decimal, thus making it incorrect in hex. The correct address is actually 077C6. Could someone fix this?

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Your layout has been removed.
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