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SMW ROM Addresses - Incarnation 5
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Pages: « 1 » Link - Thread Closed
...brought back to life from the Acmlm-based boards, it's the fifth incarnation of threads for people like me who are too lazy to submit findings to the ROM/RAM maps. (Yes, this thread is both for ROM and RAM addresses, no matter what the thread title says)

Links to previous incarnations (containing a lot of stuff not found in the ROM/RAM maps)

Incarnation 2
Incarnation 3
Incarnation 4

...so. Let's fill this thread with even more invaluable information!
$00:9F2A (PC address 212A).
1 byte.

Change 01 to FF to make the fading mosaic, like after Mario dies, go smoother, and maybe a bit faster.
80 will make it exceedingly slow.

Edit :

Also,

$7E:13D9

Does a variety of things on the OW. #$0B = star Warp, #$0C = ladder climbing, #$0A is the zooming effect after switching from submaps, etc.
#$03 and #$04 work together. If a direction is being pressed (#$03), #$04 will let you move.

Needs some extra research.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Some of you may already know this.

Level Music values:

0x286DB [02] Here we go!
0x286DC [06] Cave Drums
0x286DD [01] Piano
0x286DE [08] Castle
0x286DF [07] Ghost House
0x286E0 [03] Water Level
0x286E1 [05] Boss Battle
0x286E2 [12] Switch Battle

If you replace the value that the "Here we go!" uses in the Music Selection List with a value that uses custom music, go to level C5 and C7 and set the Bypass Music to 00 to prevent the intro from freezing/crashing.

In address 0x2B2B you can find the values that the FG/BG GFX list uses to load in the level:

[14 17 19 15] 0: Normal 1
[14 17 1B 18] 1: Castle 1
[14 17 1B 16] 2: Rope 1
[14 17 0C 1A] 3: Underground 1
[14 17 1B 08] 4: Switch Palace 1
[14 17 0C 07] 5: Ghost House 1
[14 17 0C 16] 6: Rope 2
[14 17 1B 15] 7: Normal 2
[14 17 19 16] 8: Rope 3
[14 17 0D 1A] 9: Underground 2
[14 17 1B 08] A: Switch Palace 2
[14 17 1B 18] B: Castle 2
[14 17 19 1F] C: Cloud/Forest
[14 17 0D 07] D: Ghost House 2
[14 17 19 1A] E: Underground 3
[14 17 14 14] F: Unused?

The unused setting doesn't appear in Lunar Magic.
OK, this is a probably been pointed out already, but, it's true nonsense, to me at least:

Originally posted by ROM Map

02A2E $00:A82E GFX File loaded for "MARIO START!," "GAME OVER," etc.

Now now. Change the value to FF (that's what I did), and go to a level.
There will be a MARIO/LUIGI START! message with garbled GFX. Makes sense. Then, the screen flashes yellow for not even a split second, and you appear in a random (?) level. When I entered Yoshi Island 2, I was either greeted by a castle entrance and then the level, or the red switch palace.

Originally posted by me
WTF


Then, I beat Yoshi's Island 1, which became a red switch palace.

The event of the path unrevealing didn't occur, and I got to the Yellow Switch palace. The game didn't ask me to save or not.
When I entered it, I was sent to level 1.

Once beated, some event occured (I couldn't see it tough), and I could easily travel between Yoshi's Island 1 and the Palace, even tough the event for the path never occured.
I decided to go back to Yoshi's Island 2, and the game crashed.
Or did it? The Mario start message came up very late with different graphics, and then the game began to play the boss music with random SFX in the Bg.
Note that it is the "MARIO START" message that causes this, since Yoshi's house enters normally.

Okay, I don't know if this is the right thread, or if this has been known before, but at least, I find it weird how GFX can control level entries somehow.

Exiting a level by a pipe works fine too, since it doesn't show up the "MARIO START" message.

Now, what does the game over do? The game just plays a black screen with the game over music, and then freezes without doing crazy stuff.


...for me, that sure was odd.

Anyway, I just began HEX Editing, so, bear with me if I said something already known. hurrr

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At address 0x90CE replace D0 with 80 to make the classic and upsidedown piranha plants keep coming out of the pipe even if Mario is near or on top of the sprite.

At Address 0x13695, replace the next 12 bytes with EA to make the Bullet Bill Shooter keep shooting even if Mario is standing next to the generator.

0x19008: [0B 4B 0B] Properties (Palette, gfx page, etc..) of the Timed Lift.



Originally posted by Smallhacker
(containing a lot of stuff not found in the ROM/RAM maps)

Incarnation 2
Incarnation 3
Incarnation 4


Then should we put said information in the ROM\RAM maps?
smwcentral icon00102B seems to be another timer related rom address. I accidentally increased it from 10 to FF and the time decreased like crazy.

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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)
Well, I'm working on releasing a tool to edit the walk properties for the 16x16 overworld tiles, but until then I guess I'll just post this:

x220A7 - Two bytes per tile, starts at tile $01 and goes to $51.
First byte is X distance mario moves across tile
Second byte is Y distance mario moves across tile
The distance is based on walking right for a horizontal path
and walking down for a vertical path (see next entry)

x22149 - Two bytes per tile, starts at tile $01 and goes to $51
If the two bytes are $01,$00 then the tile is a horizontal path
If they are $00,$01 then a vertical path.
No other values were used in game
It seems odd to use two bytes to do this, so it might be worth experimenting with other values

x221EB - One byte per tile, starts at tile $01 and goes to $51
Mario pose while walking

0 - Mario Vertical
4 - Mario Horizontal
8 - Mario Swimming Vertical
C - Mario Swimming Horizontal
10 - Entering Level
14 - Climbing
18-FF - Unused

Only multiples of 4 seem to be used, using a value inbetween just seems to result in oddly animated versions of the normal values

The first tile and tiles $52-$BF don't have entries in the tables, so if you want to give them mario paths, you'll have to extend the tables.

Originally posted by rubixcuber
Well, I'm working on releasing a tool to edit the walk properties for the 16x16 overworld tiles, but until then I guess I'll just post this:

x220A7 - Two bytes per tile, starts at tile $01 and goes to $51.
First byte is X distance mario moves across tile
Second byte is Y distance mario moves across tile
The distance is based on walking right for a horizontal path
and walking down for a vertical path (see next entry)

x22149 - Two bytes per tile, starts at tile $01 and goes to $51
If the two bytes are $01,$00 then the tile is a horizontal path
If they are $00,$01 then a vertical path.
No other values were used in game
It seems odd to use two bytes to do this, so it might be worth experimenting with other values

x221EB - One byte per tile, starts at tile $01 and goes to $51
Mario pose while walking

0 - Mario Vertical
4 - Mario Horizontal
8 - Mario Swimming Vertical
C - Mario Swimming Horizontal
10 - Entering Level
14 - Climbing
18-FF - Unused

Only multiples of 4 seem to be used, using a value inbetween just seems to result in oddly animated versions of the normal values

The first tile and tiles $52-$BF don't have entries in the tables, so if you want to give them mario paths, you'll have to extend the tables.

So hypothetically, could we use the 18-FF zone to create custom walk styles?

--------------------
Your layout has been removed.
Hypothetically yes, but it would be a lot of work, and not something I'm currently planning on doing myself.
Originally posted by rubixcuber
x221EB - One byte per tile, starts at tile $01 and goes to $51
Mario pose while walking

I actually found that a few months ago, but more or less forgot about it.
Update to x22149:

It looks like the two bytes control the horizontal and vertical direction walked. So not quite the same as the direction of the tile, although there is a correlation.

The first byte controls mirroring for walking from the left or top and the second byte controls mirroring for walking from the right or below.

It looks like it ignores everything except the least significant bit, so values other than 0 and 1 don't do anything interesting.
x213E1 [80] Music to use when entering a level.
x213e3 [FB] Change to f9 or fc to use sound effect when entering a level.
Like the other threads Alcaro closed, why is this still here? And why can't someone just put the info into the ROM map?

World Community Grid: Thread | Team
 
Originally posted by Ann Chovy
why is this still here?

I missed it when I closed the others. Thanks for the find.
Quote
And why can't someone just put the info into the ROM map?

I've got no idea. I'll go submit them.

--------------------
<blm> zsnes users are the flatearthers of emulation
Pages: « 1 » Link - Thread Closed
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