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Hex Edits Repository
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Name: Straight Yoshi Fireball by darknight
Description: Turn Mario's normal fireball into Yoshi's fireball except that here you can shoot up to 8 fireballs, not only one.

Code
if read1($00FFD5) == $23
sa1rom
!Base2 = $6000
else
lorom
!Base2 = $0000
endif
org $00FE94
db -$50,$50	;   speed
org $00FEA9
db $07		;   slot
org $00FEBF
LDA #$11	;   type
STA $170B|!Base2,x
LDA #$00	;   vertical speed
org $029FD4
db $00		;   gravity


--------------------
Baby please, would you end your night with me?
Name: Disable Mario Powerup Animations
Author: Maarfy
Description: Disables the "power-down when hurt," "touched Mushroom/growing up," "touched Fire Flower" and "touched Feather" animations, causing the player to change powerup state without freezing the game briefly.

Code
if read1($00FFD5) == $23
	sa1rom
	!addr	= $6000
else
	lorom
	!addr	= $0000
endif

;==================================================================================================

org $00F5FC				; Disable "power down" animation
	STZ $19				;  Make player small
	LDA #$7F			;  
	STA $1497|!addr			;  Set flashing invulnerability timer
	BRA $1C				;  Skip over animation setup
	NOP				;  

;==================================================================================================

org $01C554				; Disable "growing big" animation from collecting Mushroom while small
	db $6D				;  Repoints jump table past animation setup
					; 
org $01C56C				; 
	NOP				; 
	INC $19				;  Make player big

;==================================================================================================

org $01C5B4				; Disable "collected Cape Feather" animation
					;  Only use ONE of the two options below

;	BRA $07 : NOP #7		;  Use this one to still show the smoke puff

	RTL : NOP			;  Use this one to get rid of the smoke puff

;==================================================================================================

org $01C55C				; Disable "collected Fire Flower" animation
	db $F7				;  Repoints jump table past animation setup


Name: Overworld Level Remapper
Author: imamelia
Description: Makes the overworld use levels 0-5F instead of 0-24 and 101-13B. (They will still be listed as 101-13B in the overworld editor, of course.)

Code: Pastebin link

--------------------


Signed Major Flare, a.k.a Br OW Hacker.




Name: SMW Boss Property Patch
Author: Luigi-San
Description: Changes many different properties related to SMW's original boss battles, including palettes, sprites thrown, hits needed to win, etc.
Code: Pastebin Link

--------------------


Signed Major Flare, a.k.a Br OW Hacker.


Name: LM Level Animation Hack Manager (or LLAHM)
Author: Hamtaro126
Description:
Originally posted by Hamtaro126

This patch revamps your level animations from scratch.

Basically you can now hack Lunar Magic's Animation flags easily with this patch, without constantly getting tired of pushing the COIN button every single level!

This is compatible with Lunar Magic v2.31

Thanks for FuSoYa for the ROM hack provided within Lunar Magic.


Code:

Code
org $03FE00 ;PC 020000-020100 is LM's space for VRAM Animation options data.

;Format (Binary):
;
;76543210
;GPgp----
;
;0=Enable, 1=Disable
;
;-: Reserved (Unused)
;G: In-Game Tile Animation Flag 
;P: In-Game Palette Animation Flag 
;g: Lunar Magic Tile Animation Flag 
;p: Lunar Magic Palette Animation Flag 

;Levels $000-$0FF
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
;Levels $100-$1FF
db $00,$00,$00,$00,$30,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Name: Non-Dynamic Yoshi Tile Remapper
Author: Maarfy
Description: Allows for easy remapping of the non-dynamic tiles associated with the Yoshi, baby Yoshi and Yoshi Egg sprites, as well as tile properties as far as permitted by the original code.

Code
if read1($00FFD5) == $23
	sa1rom
else
	lorom
endif

;===================================================================================================

!whole_egg_tile		= $00	; Sprite tile of the uncracked Yoshi egg
!cracked_egg_tile	= $02	; Sprite tile of the cracked Yoshi egg
!smoke_puff_tile	= $62	; Sprite tile of smoke puff (hatched) Yoshi egg
!tongue_mid_tile	= $76	; Sprite tile of the middle segments of Yoshi's tongue
!tongue_end_tile	= $66	; Sprite tile of the tip of Yoshi's tongue
!swallowing_tile	= $3F	; Sprite tile of Yoshi's throat when swallowing
!egg_shard_tile		= $6F	; Sprite tile of Yoshi egg shard minor extended sprite

!whole_egg_page		= $01	; Graphics page used by hatching Yoshi egg + Yoshi's throat tile
!cracked_egg_page	= $01	;  $00 = SP1/SP2
!smoke_puff_page	= $00	;  $01 = SP3/SP4
!swallowing_page	= $01	; 

!whole_egg_prop		= $3B	; YXPPCCCT properties of Yoshi egg found in block or laid by Yoshi (default: green)
!color_egg_prop_x0	= $09	; YXPPCCCT properties of Yoshi Egg sprite (2C) at position X=0 (default: red)
!color_egg_prop_x1	= $07	; YXPPCCCT properties of Yoshi Egg sprite (2C) at position X=1 (default: blue)
!color_egg_prop_x2	= $05	; YXPPCCCT properties of Yoshi Egg sprite (2C) at position X=2 (default: yellow)
!color_egg_prop_x3	= $07	; YXPPCCCT properties of Yoshi Egg sprite (2C) at position X=3 (default: blue)
!tongue_prop		= $09	; YXPPCCCT properties of Yoshi's tongue segments; X-flip automatically applied as needed
!egg_shard_prop		= $03	; YXPPCCCT properties of Yoshi egg shard minor extended sprite;
				;  Y- and X-flip automatically applied as needed

;===================================================================================================

org $018335			; YXPPCCCT properties of free-standing Yoshi Egg sprite (2C)
	db !color_egg_prop_x0
	db !color_egg_prop_x1
	db !color_egg_prop_x2
	db !color_egg_prop_x3

org $019C17			; Tile used by egg found in block or laid by Yoshi
	db !whole_egg_tile

org $01F08B			; Tile used by Yoshi's throat when swallowing
	db !swallowing_tile

org $01F097			; Graphics page used by Yoshi's throat tile when swallowing
	db !swallowing_page

org $01F488			; Tile used by the middle segments of Yoshi's tongue
	db !tongue_mid_tile

org $01F48C			; Tile used by the tip of Yoshi's tongue
	db !tongue_end_tile

org $01F494			; Base YXPPCCCT properties of Yoshi's tongue
	db !tongue_prop&$BF

org $01F75C			; Tile and graphics page for hatching Yoshi egg sequence
	db !smoke_puff_page
	db !cracked_egg_page
	db !cracked_egg_page
	db !whole_egg_page

	db !smoke_puff_tile
	db !cracked_egg_tile
	db !cracked_egg_tile
	db !whole_egg_tile

org $01F794			; Tile used by free-standing Yoshi Egg sprite (2C)
	db !whole_egg_tile

org $028EB2			; Tile used by Yoshi egg shard minor extended sprite
	db !egg_shard_tile

org $028EBC			; Base YXPPCCCT properties used by Yoshi egg shard minor extended sprite
	db !egg_shard_prop&$3F

org $07F42A			; YXPPCCCT properties used by egg found in block or laid by Yoshi
	db !whole_egg_prop
Name: Stop Title Screen Movement
Description: Stops title screen player movement and looping (from FAQ).

Code
if read1($00FFD5) == $23
    sa1rom
else
    lorom
endif


org $009C82
NOP
LDA #$00
Name: No-Fade Out Goal
Description: Prevents fade out at goal walk. This hex edit does not disable fade outs after boss battles (from FAQ)

Code
if read1($00FFD5) == $23
    sa1rom
    !addr = $6000
else
    lorom
    !addr = $0000
endif


org $00AF35
	JMP $B091
	NOP

org $00B091
	LDA $13C6|!addr
	BEQ $FA
	LDA $13
	AND #$03
	JMP $AF39
All right, I've got a couple. They're simple, but basic enough that I think it's worth including them:

Name: Remove Lives
Description: Thanks to KKevinM for this one. It stops the player from losing a life when the player dies.
Code
org $00D0D8
NOP #3



This next one is one I personally like to include in all of my projects, so I'll post it here if anyone else wants it:

Name: Removes "Level Completed" Movement
Description: Stops Mario from automatically moving to the next tile on the overworld after beating a level. I can't explain why I like it so much, something about the automatic movement just always bothered me.
Code
org $04922E
db $00


--------------------
Science teachers are too afraid to teach their students about the element of surprise.
Name: Disable Dino-Torch fire.
Description: makes Dino-Torches never shoot fire (and consequently, never stop walking).

Code
if read1($00FFD5) == $23
    sa1rom
    !C2 = $D8
else
    lorom
    !C2 = $C2
endif

org $039D41
stz !C2,x
bra $58



Name: Remove cape floating timer.
Description: makes so that Mario stops floating with the cape as soon as you stop holding B, instead of waiting for a timer. (I know this is easy to find in the ROM map, but I've seen people ask for it so I may as well just put this in here).

Code
org $00D909
db $00
Name: Creating/Eating Block Sprite Editor
Author: Luigi-San, tweaked by Maarfy
Description: A group of hex edits focused on the Creating/Eating Block Sprite, gathered in patch form for ease of use.

Originally posted by Luigi-San
This patch changes the path used by the creating/eating block sprite (sprite B1, used in Roy's Castle and Larry's Castle in the original game) for both the main overworld and all submaps as well as some extra data related to the sprite. No freespace or credit needed.

Code
if read1($00FFD5) == $23
	sa1rom
	!addr	= $6000
else
	lorom
	!addr	= $0000
endif

;==================================================================================================

!tile		= $2E		; Tile shown by sprite

!SFX		= $04		; \ 
!BNK		= $1DFA|!addr	; / Sound effect played by sprite; set !SFX = $00 to mute
!SFX_rate	= 2		; Rate at which above sound effect is played (1-8, higher is slower)

!x_spd		= $10		; Horizontal movement speed of sprite
!y_spd		= $10		; Vertical movement speed of sprite

; WARNING - changing either speed causes bugs, see below

;==================================================================================================
; The two tables below set the paths used by the Creating/Eating Block sprite when on a submap or
; the main overworld. An entry of $FF terminates the sprite. The size of either table may not be
; increased, but $FF may be written sooner to create shorter paths.
;
; Format is $XY:	X = number of tiles to move (0-F)
;			Y = direction to move (0 = right, 1 = left, 2 = down, 3 = up)
;
;	Example: $XY = $92	-> "Move downwards for 9 tiles"
;
; Note that if the X or Y speed of the sprite is less than $10, the number of blocks placed becomes
; inaccurate (fewer than expected), and if greater than $10, the sprite may create gaps which will
; prematurely destroy the eating sprite.
;==================================================================================================

org $0393A4					; Submap
	db $10,$13,$10,$13,$10,$13,$10,$13
	db $10,$13,$10,$13,$10,$13,$10,$13
	db $F0,$F0,$20,$12,$10,$12,$10,$12
	db $10,$12,$10,$12,$10,$12,$10,$12
	db $D0,$C3,$F1,$21,$22,$F1,$F1,$51
	db $43,$10,$13,$10,$13,$10,$13,$F0
	db $F0,$F0,$60,$32,$60,$32,$71,$32
	db $60,$32,$61,$32,$70,$33,$10,$33
	db $10,$33,$10,$33,$10,$33,$F0,$10
	db $F2,$52,$FF

org $0393EF					; Main Overworld
	db $80,$13,$10,$13,$10,$13,$10,$13
	db $60,$23,$20,$23,$B0,$22,$A1,$22
	db $A0,$22,$A1,$22,$C0,$13,$10,$13
	db $10,$13,$10,$13,$10,$13,$10,$13
	db $10,$13,$F0,$F0,$F0,$52,$50,$33
	db $50,$32,$50,$33,$50,$22,$50,$33
	db $F0,$50,$82,$FF

;==================================================================================================

org $03926F					; Movement speed in order Right, Left, Down, Up, Stationary
	db !x_spd,$100-!x_spd,$00,$00,$00	;   X-speed
	db $00,$00,!y_spd,$100-!y_spd,$00	;   Y-speed

org $039293					; Tile used by sprite
	db !tile				; 

org $0392B0					; Sound effect playing routine
						; 
if !SFX != $00					; 
	LDA $13					; 
	AND.b #($01<<!SFX_rate)-1		; 
	ORA $9D					; 
	BNE +					; 
	LDA #!SFX				; 
	STA !BNK				; 
						; 
	+					; 
else						; 
	BRA $0B					; 
	NOP #11					; 
endif						; 

Pages: « 1 2 »
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