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?
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...
-------------------- <Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
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.]
-------------------- 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)
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.
$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?
$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?
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.)
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.
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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