I'm interesting in learning how to hack SMW using only a hex-editor.
(As you can probably guess, this would actually be for SMA2 hacking, so if you happen to know of any SMA2 differences, please point them out.)
Information that would be useful (in approximate order of priority):
√ How object/sprite data is stored (a list of all objects/extended objects/sprites would be nice as well, though I could get that from Lunar Magic)
√ How screen exits are stored
√ How level headers are stored
- How messages are stored (which hex values correspond to each character, what determines which level they're used in, etc.-- this is for message blocks and castle destruction scenes)
Edit: I located some GBA messages and worked out the character values for myself. (The castle destruction scene messages are in a different format though-- I couldn't find them.)
- How level names are stored (I've heard SMW has a convoluted way of generating level names, but I could still rename a level something like "Yoshi's Secret Area", "Forest of Illusion 5", or "Chocolate Plains 1", right?)
Edit: I found this for SMW (it was in the ROM map), but SMA2's level names are apparently stored in a different format. (Hopefully an easier-to-use format.)
- How Layer 1 overworld data is stored (this would be for modifying map icons, though it would also be nice to change event numbers if I feel like giving a 1-exit level a secret exit instead of a normal exit)
(I would also need pointer locations, but I could probably find them on my own by searching for hex values-- GBA pointers are pretty simple as far as I know.)
(By the way, remember that I'm asking about how they're stored without any of Lunar Magic's modifications.)
–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
(As you can probably guess, this would actually be for SMA2 hacking, so if you happen to know of any SMA2 differences, please point them out.)
Information that would be useful (in approximate order of priority):
√ How object/sprite data is stored (a list of all objects/extended objects/sprites would be nice as well, though I could get that from Lunar Magic)
√ How screen exits are stored
√ How level headers are stored
- How messages are stored (which hex values correspond to each character, what determines which level they're used in, etc.-- this is for message blocks and castle destruction scenes)
Edit: I located some GBA messages and worked out the character values for myself. (The castle destruction scene messages are in a different format though-- I couldn't find them.)
- How level names are stored (I've heard SMW has a convoluted way of generating level names, but I could still rename a level something like "Yoshi's Secret Area", "Forest of Illusion 5", or "Chocolate Plains 1", right?)
Edit: I found this for SMW (it was in the ROM map), but SMA2's level names are apparently stored in a different format. (Hopefully an easier-to-use format.)
- How Layer 1 overworld data is stored (this would be for modifying map icons, though it would also be nice to change event numbers if I feel like giving a 1-exit level a secret exit instead of a normal exit)
(I would also need pointer locations, but I could probably find them on my own by searching for hex values-- GBA pointers are pretty simple as far as I know.)
(By the way, remember that I'm asking about how they're stored without any of Lunar Magic's modifications.)
–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3