PLEASE USE THE TWEAKS SECTION TO SUBMIT HEX EDITS NOW!! THIS THREAD STILL EXISTS AS NOT ALL HEX EDITS HAVE BEEN MOVED OVER THERE CURRENTLY!
This thread is for anyone who wants to post any useful hex edits so that we can have an organized database instead of forcing the user to go to the ROM Map and get overwhelmed. I will put all of them on a list in this thread.
To post a hex edit use this format:
Name: [Name of the hex edit]
Category: [Name of Category]
Description: [Description of the Hex Edit]
Address 1: [Address1]
Edit: [Edit of Address1]
Address 2: [Address2]
Edit: [Edit of Address2]
.
.
.
Address N: [AddressN]
Edit: [Edit of AddressN]
ASM: (optional)
Lists:
Fixes:
Name: HurtFix by BMF54123
Description: This is HurtFix by BMF54213. It's kinda a register correction (invalid overwrites of X and Y...)
Addresses: $00F5E2, $00F5F3
Important Constants:
Useful Features:
Name: Disable Koopa turning.
Address: $018BCC
Edit: Change to A9 00 to disable Koopa turning.
Name: RPG Overworld
Description: Good ol' RPG overworld patch that allows free-roam walking, no beep sound when on a new tile and Mario staying on the direction he walks. Note that you must set every 16x16 level tile you want Mario to walk on have enabled to go to every direction, "Level has been passed" and "No enter if level passed".
Addresses: $04925F, $049263, $04969F
Name: Reznor Bridge's Shatter Time
Addresses: $03D739, $03D74E
Edit: Change them both to modify the speed which Reznor's bridge shatters. The condition is that $03D74E has to be set with a value greater than $03D739.
Name: POW color modifier
Addresses: $018454, $028A30
Edit: Change them both to A9 00 if you want all P-Switches to be silver, or A9 01 if you want all P-Switches to be blue.
Code for Silver Switches:
Code for Blue Switches:
Name: Disable 1-up Combo from Star
Notes: Note that sprites with a custom interaction has to be done in their code if they don't use default interaction.
If you use GIEPY, you can easily do this by opening sprite_misc.asm in the folder "libraries" and go to "StarKill". You then change the #$08 at the first CMP #$08 and LDA #$08 to #$07. If a sprite still allows you to make a 1-up chain then the star kill is handled inside the sprite and not in any external routine. The star kill code is often marked with "StarKill", "StarWin" or any label with "star" and repeat the same procedure.
Addresses: $01A851, $01A855, $039609, $03960D, $02F2AC, $02F2B0
Edit: The star combo stops at 2000 points which prevents the player from gaining any 1-up from stars.
Name: Prevent the player from walking after touching a goal sphere in a horizontal level
Address1: $018778
Edit1: 20 23 CD
Address2: $01CD23
Edit2: Lorom: 9E C8 14 CE C6 13 60 Sa1rom: 9E 42 32 CE C6 73 60
Name: Straight Fireballs
Address1: $00FEC5
original1: 30
Edit1: 00
Address2: $029F99
original2: 00 B8 C0 C8 D0 D8 E0 E8
Edit2: 00 00 00 00 00 00 00 00
Address3: $029FD4
original3: 04
Edit3: 00
Address4: $029FE4
original4: 02
Edit4: 01
Screenshot:
Name: Debug - Walk on all OW Paths by Alcaro
Addresses: $049291, $0CF87C, $0CF9CF, $0CFA06, $0CFAE3, $0CFCBF, $0CFEF0, $0CFD13, $0CFF66
Name: Customisable Amount of Dragon Coins in Level (originally "3 Yoshi Coins in Level")
Addresses: $008FDB, $00F349, $00F37E
Notes: This hex edit allows you to change how many dragon coins you need to collect before the game registers them as all collected.
This thread is for anyone who wants to post any useful hex edits so that we can have an organized database instead of forcing the user to go to the ROM Map and get overwhelmed. I will put all of them on a list in this thread.
To post a hex edit use this format:
Name: [Name of the hex edit]
Category: [Name of Category]
Description: [Description of the Hex Edit]
Address 1: [Address1]
Edit: [Edit of Address1]
Address 2: [Address2]
Edit: [Edit of Address2]
.
.
.
Address N: [AddressN]
Edit: [Edit of AddressN]
ASM: (optional)
Code
;Hex Edit in code
Lists:
Fixes:
Name: HurtFix by BMF54123
Description: This is HurtFix by BMF54213. It's kinda a register correction (invalid overwrites of X and Y...)
Addresses: $00F5E2, $00F5F3
Code
org $00F5E2 LDA #$0F STA $1DF9 org $00F5F3 LDA #$04 STA $1DF9
Important Constants:
Useful Features:
Name: Disable Koopa turning.
Address: $018BCC
Edit: Change to A9 00 to disable Koopa turning.
Code
org $018BCC LDA #$00
Name: RPG Overworld
Description: Good ol' RPG overworld patch that allows free-roam walking, no beep sound when on a new tile and Mario staying on the direction he walks. Note that you must set every 16x16 level tile you want Mario to walk on have enabled to go to every direction, "Level has been passed" and "No enter if level passed".
Addresses: $04925F, $049263, $04969F
Code
org $04925F LDA $15;was $16...looks pointless org $049263 BRA $00 org $04969F BRA $04;saving nine cycles (not that it matters, but I find it to be better ths way) NOP NOP NOP NOP
Name: Reznor Bridge's Shatter Time
Addresses: $03D739, $03D74E
Edit: Change them both to modify the speed which Reznor's bridge shatters. The condition is that $03D74E has to be set with a value greater than $03D739.
Code
; This doubles the shattering speed org $03D739 db $1E org $03D74E db $20
Name: POW color modifier
Addresses: $018454, $028A30
Edit: Change them both to A9 00 if you want all P-Switches to be silver, or A9 01 if you want all P-Switches to be blue.
Code for Silver Switches:
Code
org $018454 LDA #$00 org $028A30 LDA #$00
Code for Blue Switches:
Code
org $018454 LDA #$01 org $028A30 LDA #$01
Name: Disable 1-up Combo from Star
Notes: Note that sprites with a custom interaction has to be done in their code if they don't use default interaction.
If you use GIEPY, you can easily do this by opening sprite_misc.asm in the folder "libraries" and go to "StarKill". You then change the #$08 at the first CMP #$08 and LDA #$08 to #$07. If a sprite still allows you to make a 1-up chain then the star kill is handled inside the sprite and not in any external routine. The star kill code is often marked with "StarKill", "StarWin" or any label with "star" and repeat the same procedure.
Addresses: $01A851, $01A855, $039609, $03960D, $02F2AC, $02F2B0
Edit: The star combo stops at 2000 points which prevents the player from gaining any 1-up from stars.
Code
;; Default star-kill interaction org $01A851 CMP #$08 ; if reward would be at least 1up org $01A855 LDA #$07 ; set reward to 8000 points ;; Rex special case org $039609 CMP #$08 ; if reward would be at least 1up org $03960D LDA #$07 ; set reward to 8000 points ;; Wiggler special case org $02F2AC CMP #$08 ; if reward would be at least 1up org $02F2B0 LDA #$07 ; set reward to 8000 points
Name: Prevent the player from walking after touching a goal sphere in a horizontal level
Address1: $018778
Edit1: 20 23 CD
Address2: $01CD23
Edit2: Lorom: 9E C8 14 CE C6 13 60 Sa1rom: 9E 42 32 CE C6 73 60
Code
org $018778 db $20,$23,$CD org $01CD23 if !sa1 == 1 db $9E,$42,$32,$CE,$C6,$73,$60 else db $9E,$C8,$14,$CE,$C6,$13,$60 endif
Name: Straight Fireballs
Address1: $00FEC5
original1: 30
Edit1: 00
Address2: $029F99
original2: 00 B8 C0 C8 D0 D8 E0 E8
Edit2: 00 00 00 00 00 00 00 00
Address3: $029FD4
original3: 04
Edit3: 00
Address4: $029FE4
original4: 02
Edit4: 01
Code
org $029F99 ;reset table with Y-speeds related with fireball bouncing off specific surfaces (slopes) db $00,$00,$00,$00,$00,$00,$00,$00 org $00FEC5 db $00 ;reset fireball's Y speed org $029FD4 db $00 ;no Y Speed acceleration org $029FE4 db $01 ;make fireball disappear when in contact with slopes
Screenshot:
Name: Debug - Walk on all OW Paths by Alcaro
Addresses: $049291, $0CF87C, $0CF9CF, $0CFA06, $0CFAE3, $0CFCBF, $0CFEF0, $0CFD13, $0CFF66
Code
org $049291 JMP $92AF;walk everywhere org $0CF87C db $45;open vanilla dome org $0CF9CF : db $5F org $0CFA06 : db $5F org $0CFAE3 : db $5F org $0CFCBF : db $5F;reveal various star warps org $0CFEF0 : db $5F org $0CFD13 : db $5F org $0CFF66 : db $5F
Name: Customisable Amount of Dragon Coins in Level (originally "3 Yoshi Coins in Level")
Addresses: $008FDB, $00F349, $00F37E
Code
!Coins = 3;This is how many coins you want per level. !Startoffset = $09;This controls how many points the first Yoshi coin will give you. Default is 1000. Valid values: ;01 = 10 ;02 = 20 ;03 = 40 ;04 = 80 ;05 = 100 ;06 = 200 ;07 = 400 ;08 = 800 ;09 = 1000 ;0A = 2000 ;0B = 4000 ;0C = 8000 ;0D = 1up ;0E = 2up ;0F = 3up ;10 = 5up (may glitch) org $008FDB CMP.b #!Coins;This is how many coins to draw in the status bar org $00F349 CMP.b #!Coins;This is how many coins to require before setting the "Yoshi coins gotten" flag org $00F37E ADC.b #!Startoffset;This will change how many points Yoshi coins gives you CMP.b #!Startoffset+!Coins-1;This is how long it takes to get a 1up
Notes: This hex edit allows you to change how many dragon coins you need to collect before the game registers them as all collected.