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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 » Link - Thread Closed
054C5 - Jump height while walking

This was waiting to be moderated before the rollback.

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$00:D64B 1 byte Sound effect Spin jump sound
It's 00:D64A, not B.
EDIT: Proof:
CODE_00D649: A9 04 LDA.B #$04 ; \ Play sound effect
CODE_00D64B: 8D FC 1D STA.W $1DFC ; /
On the ROM Map, the byte that the description of 0191C refers to is actually 0191D.
At $7F0B44, there is supposed to be 13,500 bytes of empty space. Yet in my old copy of the RAM map, there are also 2048 bytes of space for dynamic sprite GFX...at $7F0B44. Shouldn't this be rewritten so that the empty space starts at $7F1344 and contains 11,452 bytes instead? I notice that the new RAM map doesn't have the address for the dynamic sprite GFX at $7F0B44. Is that space empty or not?
Originally posted by imamelia
At $7F0B44, there is supposed to be 13,500 bytes of empty space. Yet in my old copy of the RAM map, there are also 2048 bytes of space for dynamic sprite GFX...at $7F0B44. Shouldn't this be rewritten so that the empty space starts at $7F1344 and contains 11,452 bytes instead? I notice that the new RAM map doesn't have the address for the dynamic sprite GFX at $7F0B44. Is that space empty or not?

The RAM map is supposed to be for ROMs you haven't done any major hex editing to... So, unless you use dynamic sprites, all that area is free, as far as we know so far...

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
The RAM map is for original, unedited SMW ROM only. Since dynamic sprites didn't exist in SMW at all, it is just free space there.

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My blog. I could post stuff now and then
smwcentral iconEdit: oh, and on a random note, I finally learned how to convert zsnes videos to avi files! :)
The RAM address $76 is more than direction. It controls scroll and Mario's head position.
I was just making an xkas patch.... and then I accidentally put FF into 76. When I tried it, Mario's head moved. I decided to experiment with that address, increasing and decreasing it with L and R (using L and R patch). This is what happened.

[HHEdit: URLs are nicer when they're clickable.]

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
Scepile, thats amazing. being able to convert ZSNES Movie images into Avi, although there is a few issues (like you mentioned)

don't give up trying, because you will eventually find the answer to it.
Well I wasn't sure of how to make it clickable.....
Originally posted by scepile3
Edit: oh, and on a random note, I finally learned how to convert zsnes videos to avi files! :)
The RAM address $76 is more than direction. It controls scroll and Mario's head position.
I was just making an xkas patch.... and then I accidentally put FF into 76. When I tried it, Mario's head moved. I decided to experiment with that address, increasing and decreasing it with L and R (using L and R patch). This is what happened.

[HHEdit: URLs are nicer when they're clickable.]
66666 $0C:E466 1 byte ASM change from 00 to 66 to summon Satan
man don't put me on speaker crab
HyperHacker
Satan? In my SMW? I think not.
My projects - ROM hacks, Gameshark codes, homebrew, useful apps, online 65816 disassembler
SCAM: HomebreWare and Wiiunlocker
Generation over 9000: The first time you see this, put a meme in your signature.
Removed.

Who let that through??

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
$18FD, if Davros's Exploding Block sprites are correct, is the address that gets set when Whistlin' Chuck whistles. Yet I don't see it in the RAM map anywhere...why?
Originally posted by imamelia
$18FD, if Davros's Exploding Block sprites are correct, is the address that gets set when Whistlin' Chuck whistles. Yet I don't see it in the RAM map anywhere...why?

"RAM Addresses - The list currently contains 415 addresses which is approximately 82.12% of the RAM."

I guess $18FD is still in the 17.88% of the unmapped RAM. Want to submit that?

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Sure.

Well, I just did...and unfortunately, since I've never submitted a RAM address before and don't know the format, it appeared as $00:18FD instead of $7E:18FD. (In fact, in an attempt to correct the problem, I submitted it twice.)
Originally posted by ICB
Removed.

Who let that through??


That was a joke submission. I think it was approved by one of the other ROM mods, since they wanted me to remove it.

I could've sworn I removed it thereafter, though... perhaps it was put back up? O_o

I guess that's what you get when you mess around. *points finger to *censored** >_> <_<

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
As stated on #serioushax, there are actually a lot of RAM addresses that are unlisted. I checked out a few of them: $46-5A (don't know what they do; found $46-48 only in large blocks of data), $5E-63 (probably used...who knows?), $68-70 (ditto), $8D-93 (used, but for what purpose?), $F0-FF (no idea), $...well, how far does the block at $0703 go?, $7EB1E6, $7EC005, $7F0000 (there's a table there, but how big is it? Does it go all the way to $7F0533, or even $7F0B43?). Also, $0660 is misdocumented: it can't possibly be 160 bytes long, since $0680 is used for the lightning effect.
$0EF9 should be 55 bytes, not 54
This change is so minor it's anal for me to point it out, but, here it goes.

The description for RAM $1434 says to end the level via keyhole by setting it to $30. It should be #$30.

But maybe there's a note or something that says $30 or $40 or whatever means #$30 or #$40. So yeah I might be pointing this out for nothing but anyways...

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Your layout has been removed.
08FC4 $01:8DC4 2 bytes ASM Set to EA EA to disable mushroom horizontal movement

Wrong: i just realized that this disables some sprite horizontal movement, such as coin, winged goomba etc...

I think it should be changed.

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Watch, i made a Super Mario 64 level
Pages: « 1 2 3 4 » Link - Thread Closed
Forum Index - SMW Hacking - Resource & Tool Releases - SMW Data Repository - Mistakes in the ROM or RAM maps

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