Register - Login
Views: 87803947
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
12-13-17 12:08:42 PM

Jul - Posts by Mattrizzle
Pages: 1 2 3 4 5 6 7
Mattrizzle
140
Level: 27


Posts: 1/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 07-30-07 04:15:24 PM, in I did it again Link
At times, I've slept right past my alarm because it only beeps for a minute. Other times I've done what The Captain said. I've also set it incorrectly before. (PM instead of AM)
Mattrizzle
140
Level: 27


Posts: 2/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 08-05-07 03:10:31 PM, in SM64 Gameshark/Hex Stuff (last edited by Mattrizzle at 01-12-08 06:53 PM) Link
I've only tested these codes on an actual GameShark. They may not work on an emulator.

8022261E 00?? Samples Loaded for Instruments
00- Yoshi & other creatures
01- Footsteps
02- Water SFX
03- Sand SFX
04- Misc. SFX (Stars shimmering)
05- Boxes breaking/doors opening & closing
06- Bowser, etc.
07- Mole/metal clanking
08- Mario 1 (Jumping, attacking...)
09- Menu & Camera SFX--Almost Musical
0A- Mario 2 (Falling, Dieing, "Thank you so much for playing my game...)
0E- Castle
14- Xylophone (the music track these samples are used for is unknown)
1E- Peach's Letter

These values don't work most of the time:
0B- Snow Level
0D- Races, Courses 14 & 15
0F- Courses 7 & 8
10- Course 5
11- Title Screen
12- Bowser Battles 1 & 2
13- Courses 3 & 9
15- Courses 6 & 11
16- Star Select
17- Wing/Vanish Caps
18- Metal Cap
19- Bowser's Road
1A- Ending Pt. 1
1B- Boss Battle
1D- Bowser Battle 3
22- Courses 1, 2, 12, & 13
23- Ending Pt. 2
24- File Select
25- Ending

80222629 00?? Music Pitch

Both of these codes were found by me.
Mattrizzle
140
Level: 27


Posts: 3/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 08-24-07 11:22:07 AM, in SM64 Sound Hacking Link
If I remember correctly, crickets chirp in the outside area of Big Boo's Haunt, along with the howling wind.
Mattrizzle
140
Level: 27


Posts: 4/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 10-16-07 12:42:25 PM, in Post Beta SMW discoveries here. (last edited by Mattrizzle at 03-11-17 08:15:19 PM) Link
Lost tiles: Misc. Ghost house stuff
Found in: Ghost Houses(GFX07)
Five blank tiles lie in GFX07: 8A, 92, 93, 94, and 95. Strangely, four of these tiles(92-95) correspond to the dirt tiles in most other tilesets. But why did they blank these out?


Also found in GFX07 are an odd semi-transparent tile and a vertical bone similar to the one found in cave tileset. But this one isn't even in the Ghost House's Map16!

Lost tiles: Ghost House clouds

Found in: Ghost Houses(GFX0C)
Clouds do appear outside the Ghost houses in the game(see top-left of picture), but three cloud tiles are unused: 46,47, and 70. These tiles can be used to make larger clouds(see right half of picture).
Mattrizzle
140
Level: 27


Posts: 5/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 10-16-07 03:17:00 PM, in Post Beta SMW discoveries here. (last edited by Mattrizzle at 03-11-17 08:19:14 PM) Link
Originally posted by Smallhacker

Anyway, they seem to have changed their minds before the Test ROM, as it contains a flattened Sprite P-switch... (but no normal P-switch...?).
That reminds me...

This tile was found in the SNES Test ROM, in the place that the animated tiles are loaded in the final version of SMW. It appears to be a normal P-Switch resized to an 8x8 tile. One could theorize that the un-squished P-Switch was an animated tile, (Remember, the switch had a flashing 'P' in SMB3) so it makes sense...
Mattrizzle
140
Level: 27


Posts: 6/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 12-01-07 11:25:54 PM, in Past usernames Link
  1. MewPikaBlastoise - AOL, 1999; a few months after Pokémon hit the US, so you get the point...
  2. Heavy Troopa - I wanted something related to Super Mario RPG. but then my sister said it sounded like I was a fat soldier. I was quick to reject it.
  3. SuprMarioBros4me(no 'e' in 'Super') - as the Heavy Troopa name had to go, my sister helped me come up with a name. I didn't think of it at the time but '4me' meant you had a crush on someone.
  4. MarioandLuigi4me
  5. mario4me - on some ISP other than AOL
  6. BigMattrizzle - AOL, 2003; a friend of mine gave me the nickname Mattress, which he later Snoop Doggified into The Big Mattrizzle. This later became my first username at Acmlm's Board.
  7. Mattrizzle - got tired of the 'Big' part.
  8. Mattrizzle87 - 2007, Board 2; my sister helped me come up with this variant, but I got tired of it and reverted to #7.
All of my other usernames are some variant of my first name/initials and my birth year (e.g.: mtg87).
Mattrizzle
140
Level: 27


Posts: 7/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 12-08-07 09:20:51 PM, in Mario RPG Level editor? In progress? Link
Omega45889 and giangurgolo are working on a SMRPG editor called Super Modify RPG. You can find info and screenshots here (warning to 56k users). Also, giangurgolo's findings can be seen here.
Mattrizzle
140
Level: 27


Posts: 8/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 12-11-07 10:30:59 AM, in The General Project Screenshot/Videos Thread... Link
Originally posted by Buu-Huu
Don't you think too that the Secret and Extra levels should have some pictures too? Showing the level theme or something like that.
While I could make unique icons for them, I prefer the programmers' original idea of surprising the player. It's all up to Golden Yoshi in the end, though.
Mattrizzle
140
Level: 27


Posts: 9/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 12-24-07 11:48:00 AM, in Super Smash Bros Brawl Link
Originally posted by Metal_Man88
I was hoping they'd give him his old costume, I hate Warioware.
Me too!

I like Wario's red color scheme. It makes me think of Wario stealing Mario's old clothes. Then again, Mario does have the color scheme that looks like Wario's.
Mattrizzle
140
Level: 27


Posts: 10/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-01-08 10:56:55 AM, in Yoshi's Island Offsets/Helpful Info (last edited by Mattrizzle at 01-01-08 11:02 AM) Link
Seeing as SMW Central has been shut down for nearly a day, I felt that I should post this thread here. Keep in mind that I don't have all of the previously posted information.

Sprite Tables
18200-1872D Sprite pointer table 1 (3 bytes per pointer) 000-1B9
1872E-18C5B Sprite pointer table 2 (3 bytes per pointer) 000-1B9
51420 Clipping (8 bytes per clipping type)
51520-5191D bit 7: Makes the sprite inedible if set
5191E-51D1B Determines if the sprite stays on ledges
51D1C-52119 Graphics-Related
5211A-52517 Graphics-Related
52518-52915 ?
52916-52D13 ?
52D14-53111 ?

Change these offsets to 02 to make Baby Mario invisible:
3413D [01]
34197 [01]
51DDE [01]

2A53C [08 00] Speed of Piranha Plants' chomping

----------
10200-10247 Yoshi color assignments for each level
(12 bytes per world: Levels 1-8, Extra, Bonus, & 2 unused entries)
This won't change the Yoshi colors on the map.

In-game Yoshi Palettes(15 colors per palette)
1FA240 00: Green
1FA25E 01: Pink
1FA27C 02: Yellow
1FA29A 03: Light Blue
1FA2B8 04: Purple
1FA2D6 05: Brown
1FA2F4 06: Red
1FA312 07: Blue

Intro Yoshi Palettes(16 colors per palette)
1FEF4A Brown
1FEF6A Pink
1FEF8A Yellow
1FEFAA Light Blue
1FEFCA Purple
1FEFEA Green
1FF00A Red
1FF02A Blue

3C7B [00 A0] Reference to start of palette data($3FA200)
3C80 [A0 5F]

FX Graphics pointers (adding #$01 to the pointer makes it use the upper bitplane)
AD0F [00 E0 20 E0] Harry Hedgehog
168BB [E1 60 A1 20 C1 60 C1 20] Naval Piranha's head(mouth closed, half open, fully open, turning)
26991 [A0 60 60 20 A0 00 00 20 C0 00] Each Yoshi transformation when time expires(car/mole tank/helicopter/train/submarine/mushroom)
74B2B [80 E0] Growing snowball
7DF43 [01 C0 01 E0 21 E0 41 E0 61 E0] Toadies(story)
8934F [E1 C0] Balloon (Throwing Balloons Mini-battle)
8A229 [E1 C0] Balloon, untouched (Popping Balloons)
8A272 [E1 C0] Balloon, touched (Popping Balloons)

20BB8 [01 00 03 00 05 00 09 00] Shyguy Colors(Green, Red, Yellow, Pink)
2C7E7 [20 00 15 01] Enemies from '?' Bucket (Bandit, Coin)
7855B [02 00 02 00 04 00 08 00 02 00 04 00 08 00 02 00] Crazy Dayzee Colors(Yellow, Yellow, Blue, Purple, Yellow, Blue, Purple, Yellow)

1AC0E [C0 01 C2 01 E0 01 E2 01 C4 01 C6 01 E4 01 E6 01 C8 01 CA 01 E8 01 EA 01 CC 01 CE 01 EC 01 EE 01] Tile space which most FX graphics occupy
88633 [C0 C2 C4 C6 E0 E2 E4 E6 C8 CA CC CE E8 EA EC EE] Throwing Balloon/?Giant Snowball? tilemap

8826A [02 00] What music plays during Mini-Battles
882CD-882E4 Mini-Battle routines(1)
[E8 80 EE 80 F4 80 DC B6 79 AD 91 9D 98 9D 64 B7 E5 80 6E B7 06 C5 FA 80]
883F2-88409 Mini-Battle routines(2)
[5E 82 5E 82 5E 82 DD B6 1A AE 88 9E 88 9E 65 B7 E5 80 5C B8 FA C5 5E 82]

B9B54 [37] Game Mode to switch to when selecting a new game (Intro)
263AE [0B 00] Game Mode to switch to after intro (Level)
263B4 [0B 00] Welcome level
--------
Super FX Icons
45C16-45C2D Pointers to icon sets for each world
45C2E-45DDD Super FX Icon GFX pointers (this includes level and item icons)
BDDA3-BDDAE Pointers to icons' bitplanes used for each world
BDDB8-BDDF6 Bitplane used for each level icon (1 byte per level) 11=bitplane 1; 15=bitplane 2
BDE03-BDE03 Controller setting icons
BDE43-BDE4E Pointers to icon palettes for each world
BDE4F-BDEDE Palette used for each level icon (2 bytes per level)

130674= 74 04 53
--------
Map Screen
Change BB6B1 to 2E and BB6B8 to A7 03 to play mini-battles at the Bonus Icons on the Map

BB643 [08] How many levels can be scrolled to on the map
BB6AE [D0] Change to 80 to make the Bonus icon lead to a level

X-coords of each Yoshi on world map
BBFAE [30 00 58 00 98 00 C8 00 10 01 28 01 68 01 B8 01]
BBFBE [30 00 60 00 98 00 D0 00 10 01 50 01 88 01 C0 01]
BBFCE [30 00 70 00 A0 00 C8 00 18 01 58 01 98 01 D0 01]
BBFDE [30 00 70 00 A0 00 C8 00 18 01 58 01 90 01 C8 01]
BBFEE [30 00 60 00 A0 00 D0 00 18 01 58 01 90 01 C8 01]
BBFFE [30 00 68 00 98 00 C8 00 18 01 50 01 80 01 B8 01]

Y-coords of each Yoshi on world map
BC00E [9C 00 7C 00 A4 00 A8 00 94 00 74 00 8C 00 90 00]
BC01E [A4 00 94 00 9C 00 90 00 9C 00 9C 00 8C 00 8C 00]
BC02E [AC 00 94 00 84 00 A4 00 A4 00 84 00 AC 00 90 00]
BC03E [9C 00 A4 00 8C 00 B0 00 A4 00 A4 00 9C 00 8C 00]
BC04E [AC 00 7C 00 8C 00 80 00 74 00 8C 00 84 00 7C 00]
BC05E [AC 00 A4 00 94 00 94 00 9C 00 9C 00 8C 00 A8 00]

For the following addresses, every first byte determines the tile, and every second byte determines the attributes.
BC0D2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3B] Inactive Yoshi tilemaps, Worlds 1-5
BC0E2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3D] Inactive Yoshi tilemaps, World 6
BC2AE [E2 BE] Reference: Inactive Yoshi tilemaps, World 6
BC2B3 [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5
BC43F [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5

BC11A [4A 2D 4C 2D 4A 2D 4C 2D] Baby Mario Tilemap

BC894-BC8D7 Active Yoshi color assignments on world map
(12 bytes per worlds 1-5; 8 bytes world 6)

BD4FE [09] How many icons flip when clicking score icon 1st time
BD85D [09] How many icons flip when clicking score icon 2nd time
BE227 [0A] Which icon reveals scores
BE233 [0B] Which icon opens the control change menu

BE38E [40 00 40 00 00 40 00 80 80 00] Button sequence that unlocks the Mini-Battle menu
BE213 [20] Button which must be held for duration of sequence(Select)
BE34E [20] Button which must be held for duration of sequence(Select)
BE359 [C0 C0] What buttons can be used during button-pressing sequence(X, A, Y, B)
BE36D [0A 00] How many button presses are in the sequence, x2


Button flags:
01 00: ?
02 00: ?
04 00: ?
08 00: ?
10 00: R
20 00: L
40 00: X
80 00: A
00 01: Right
00 02: Left
00 04: Down
00 08: Up
00 10: Start
00 20: Select
00 40: Y
00 80: B

BF32C [34 32 64 32 94 32 C4 32 34 5A 64 5A 94 5A CC 5A] Cursor Location for each Mini-Battle icon (X-location, Y-location)
BF5C9 [00 04 0C 12 08 16 14] Mini-Battles in Mini-Game Menu
BF5DD [2D] Game Mode for Mini-Battles(from Menu)
--------
Palette Stuff
NOTE: The palette pointers here must be added to 1FA200 in order to find the actual locations!
3C14-3C23 [40 00 5E 00 7C 00 9A 00 B8 00 D6 00 F4 00 12 01] Relative pointers to each Yoshi palette
3C73 [14 BA] Refers to aforementioned table
3D86 [14 BA] Refers to aforementioned table
3D9B [14 BA] Refers to aforementioned table
26566[14 BA 00] Refers to aforementioned table
81D36[14 BA 00] Refers to aforementioned table

27D23-27D32[5C 00 7A 00 98 00 B6 00 D4 00 F2 00 10 01 2E 01] Seems to be relative pointers to the end of each Yoshi palette
27D33-27D40[AA 27 C8 27 E6 27 04 28 22 28 40 28 5E 28] ? Unused Yoshi palette pointers
12E58[23 FB 04] Previous Yoshi's Palette at Goal
27D51[23 FB 04] Has to do with palette cycle when Yoshi's controls are reversed

1CC36 [2C CB 5F] Yoshi Transformation Palette Pointer

1FA45E Placeholder Yoshi palette normally unseen in game
1FC98E darker version of above
1FC9AC darker version of above
1FC9CA darker version of above
1FC9E8 darker version of above
1FCA06 darker version of above
1FCA24 darker version of above
1FCA42 darker version of above

Active Yoshi colors on Map screen(3 indexes per color)
1FE188 Light Blue
1FE18E Purple
1FE194 Green
1FE19A Brown
1FE1A0 Yellow
1FE1A6 Red
1FE1AC Pink
1FE1B2 Blue
--------
RAM Addresses
7E0118?? Game Mode
00: Nintendo Presents
04: Story
0B: To Level Start
1E: To Map Screen
29: Flip Cards
2D: Throwing Balloons
37: To Game Intro

7E0212 Bonus Challenge Mode
00 Flip Cards
02 Scratch and Match
04 Drawing Lots
06 Match Cards
08 Roulette
0A Slot Machine

7E03A7 Mini Battle Mode
00 Throwing Balloons (4)
02 Throwing Balloons (5)
04 Throwing Balloons (6)
06 Beta(Throwing Balloons FG; HUD: YOSHI:00, TIME:00, BANDIT:00)
08 Gather Coins
0A Popping Balloons (Stationary Platforms)
0C Popping Balloons (Moving Platforms)
0E Beta(Wooden deck/silos and log cabins in the grass; HUD: TIME:99, BANDIT:04)
10 Beta(2 grassy platforms, 4 posts and...A MINE CART TRACK!; HUD: YOSHI:00, BANDIT 06)
12 Watermelon Seed Spitting Contest
14 Watermelon Seed Spitting Contest (2P)
16 Throwing Balloons (2P)

7E02B8-7E02FF High Scores for each level
7E7360 Sprite Number

7E0134?? Background Color
7E0136?? Layer 1 Tileset
7E0138?? Layer 1 Palette
7E013A?? Layer 2 Image
7E013C?? Layer 2 Palette
7E013E?? Layer 3 Type
7E0140?? Layer 3 Palette
7E0142?? Sprite Set
7E0144?? Sprite Palette
7E0146?? Layer/Ordering Properties
7E0148?? Tile Animation (upper 4 bits of Special Effects)
7E014A?? Palette Animation (0-14) (lower 4 bits of special Effects)
7E014C?? Layer 2 Scrolling?
7E014E?? Music
7E0150?? Set to 01 to make Chomp rocks brown and remain where they are when you leave the screen
----------
Level-related
BF5E7-BF670 pointers to each level's starting point data(added to BF671)
BF671-BF750 level starting point data
BF751-BF7DA pointers to each level's midway point data(added to BF7DB)
BF7DB-BF9C2 level midway point data

Format for starting/midway point data:
Byte 1: Level data(Multiplied by 06 and added to BF9C3)
Byte 2: Starting X-coordinate
Byte 3: Starting Y-coordinate
Byte 4: ?(whatever this is, a few levels share the same value; always 00 in midway point data)

Here are the references to these tables in case you want to change the locations of them:
B1F4 [E7 F3 17](BF5E7) Reference to level starting point data pointers
B1F9 [72 F4 17](BF672) Reference to level starting point data, byte 2
B207 [73 F4 17](BF673) Reference to level starting point data, byte 3
B215 [71 F4 17](BF671) Reference to level starting point data, byte 1
B28F [C3 F7 17](BF9C3) Reference to level object data, low byte
B295 [C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
B29B [C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
B2A3 [C8 F7 17](BF9C8) Reference to level sprite data, high byte

E86A [51 F5](BF751) Reference to level midway point data pointers
E86E [DC F5](BF7DC) Reference to level midway point data, bytes 2 and 3?
E877 [DB F5](BF7DB) Reference to level midway point data, byte 1
E87E [DE F5](BF7DE) Reference to level midway point data, byte 4

85C5C[E7 F3 17](BF5E7) Reference to level starting point data pointers
85C61[71 F4 17](BF671) Reference to level starting point data, byte 1
85C6F[C3 F7 17](BF9C3) Reference to level object data, low byte
85C75[C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
85C7B[C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
85C83[C8 F7 17](BF9C8) Reference to level sprite data, high byte

114BBC-114C4B Pointers to each level name

W1: 73 4A 9E 4A CA 4A F8 4A 21 4B 4C 4B 78 4B A4 4B CC 4B 2F 53 2F 53 4C 4A
W2: F9 4B 23 4C 47 4C 6C 4C 90 4C BD 4C E7 4C 0E 4D 38 4D 2F 53 2F 53 2F 53
W3: 5D 4D 88 4D B3 4D DC 4D 04 4E 2A 4E 55 4E 7F 4E A6 4E 2F 53 2F 53 2F 53
W4: CD 4E F5 4E 23 4F 4F 4F 78 4F A5 4F D4 4F FF 4F 2C 50 2F 53 2F 53 2F 53
W5: 52 50 67 50 91 50 BC 50 E4 50 0A 51 38 51 61 51 8D 51 2F 53 2F 53 2F 53
W6: BA 51 DE 51 0C 52 39 52 64 52 8C 52 B4 52 DD 52 04 53 2F 53 2F 53 2F 53

All of the gibberish level names point to [2F 53](11552F). The first copy of this pointer in each world is for the Bonus Challenge slot. The isolated [2C 4A] in World 1 is for the "Welcome to Yoshi's Island" level.

TIP: Remember that most pointers are byte-swapped and in SNES format!

To correct the side effects of changing the Bonus challenge icons into levels,
make the following changes in parentheses:

BD2ED (Change to [0E 0B 16 0B 1E 0B 26 0B 2E 0B 36 0B 4E 0C 56 0C 5E 0C 66 0C 70 0C 78 0C])
BD305 (Change to [4E 0B 56 0B 5E 0B 66 0B 6E 0B 76 0B 8E 0C 96 0C 9E 0C A6 0C B0 0C B8 0C])
BD31D (Change to [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C DE 0C E6 0C F0 0C F8 0C])
BD367 [ED D0] Reference: flipped Score tile coordinate table(row 1)
(Change to EF DC)
BD36C [FF D0] Reference: flipped Score tile coordinate table(row 2)
(Change to ED D0)
BD371 [11 D1] Reference: Flipped Score tile coordinate table(row 3)
(Change to 05 D1)
BD376 [23 D1] Reference: Flipped Score tile coordinate table(row 4)
(Change to 1D D1)
BA8F2 [09] How many icons can flip over after beating a level
(Change to 0A)
BD3E1 [12] How many icons have a border when flipped over, x2
(Change to 14)
BD399 [D0] Change to 30 (with BD9E6) to make scores beyond the extra level appear green when the levels are incomplete
BD9E6 [D0] Change to 30 (with BD399) to make scores beyond the extra level appear green when the levels are incomplete
BD677 [D0] Change to 30 (with BD6AF) to make scores beyond the extra level display a slash when the levels are incomplete
BD6AF [D0] Change to 30 (with BD677) to make scores beyond the extra level display a slash when the levels are incomplete
BD788 [12] How many icons can flash if the high score is 100, x2
(Change to 14)

B8351 [05] How many worlds must be completed before the dark world appears on the title screen
B8724 [0A] Which world doesn't show flags from previous worlds on the title screen
B8E95 [14] Which world triggers the transport to dark world, x2
3139-3168 GFX files to use for each foreground tileset (Worlds 1-5; 3 bytes per tileset)
3169-3198 GFX files to use for each foreground tileset (World 6; 3 bytes per tileset)
3199-31D8 GFX files to use for each Layer 2 tileset
31D9-3238 GFX files to use for each Layer 3 tileset
3239-3538 GFX files to use for each sprite set (6 bytes per set)
354A [0A 00] Which world loads the alternate gfx file table for levels (World 6)
3A74-3AB3 Foreground palette pointers (Worlds 1-5; 2 bytes per tileset)
3AB4-3AF3 Foreground palette pointers (World 6; 2 bytes per tileset)
3C3B [0A 00] Which world loads the alternate palette table for levels (World 6)
BC2A9 [0A] Which world uses alternate Yoshi tilemaps

740A7[28] (4-5: Chomp Rock Zone) Level which always has brown Chomp Rocks
----------
BCA8D [54 EF] Pointer to Mini-Battle Menu drawing Subroutine
BF154 Start of Mini-Battle menu drawing Subroutine
BEA5D Control settings menu subroutine

35F4-35FF Tilemaps for each world map (2 bytes per world: BG1, BG2)
3609-3638 Graphics files for each world map (8 bytes per world)
3D17-3D46 Palette pointers for each world map
(8 bytes/4 pointers per map: palette lines 0, 1, 2, and 7)
E2 3A = 1FDCE2

9FF99-9FFA4 Pointers to Yoshi paths for each world's cinema sequence(2 bytes per pointer, added to 9FFA5)
9FFA5-A0058 Yoshi path data for each world's cinema sequence
These work as checkpoints. Each checkpoint is four bytes:
Byte 1: If 80, tells Yoshi to stop walking and triggers the castle explosion(end of data)
Byte 2: X-coordinate
Byte 3: Z-coordinate
Byte 4: Y-coordinate

BA9FC [08] Base value to use for world map music, -1 (the value at $7E1146 is added to this)
BAA04 [09] Track value 09 check?
----------
Boss-Related
65C60 Text pointers to Kamek's speech before each boss battle(each pointer is two bytes)

Each of these unknown tables are 1 byte per boss battle...
65C76 [02 02 02 02 04 04 02 04 02 04 04 04]
65C82 [35 35 35 35 33 33 35 B3 35 33 33 33]
65C8E [04 04 04 04 01 01 04 01 04 01 01 01]

...and these are 2 bytes per boss battle:
65C9A [D8 00 D8 00 D8 00 D8 00 FA 00 FA 00 D8 00 FA 00 D8 00 FA 00 FA 00 FA 00]
65CB2 [00 3E 00 3E 00 3E 00 3E 00 36 00 36 00 3E 00 36 00 3E 00 36 00 36 00 36]
65CCA [1F 61 DF 22 00 7F EC 23 1F 61 DF 22 00 7F 13 5C 1F 61 DF 22 00 7F EC 23]
65CE2 [DF 22 00 7F EC 23 00 7F 00 7F EC 23 1F 61 20 5D EC 23 1F 61 DF 22 1F 61]

65CFA [0A 0C 0A 0C 0A 0A 0A 0C 0A 0A 0A 0C] Music to use for each boss battle

66769-6678C Boss Palette Pointers(After transformation)
CA A5 5F 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
22 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
A2 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
06 A6 5F 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
8E A5 5F 5-8 Raphael the Raven
42 A6 5F 6-4 Tap-Tap the Red Nose
C2 21 70 6-8 King Bowser

6678D-667B0 Boss Palette Pointers(Before transformation)
02 21 70 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
82 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
22 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
A2 21 70 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
42 21 70 5-8 Raphael the Raven
42 21 70 6-4 Tap-Tap the Red Nose
02 21 70 6-8 King Bowser
---------
Title Screen
7FE80-801FF Title Screen logo tilemap
B849D [80 FC] Reference to above(low/middle bytes)
B84A3 [0F] Reference to above(high byte)
B84E1 [0B 2F] First tile for top row of Stars which appear when you beat the Extra level of a World
B84E9 [1B 2F] First tile for bottom row of Stars which appear when you beat the Extra level of a World
1F9A00-1F9DFF Mode 7 Tilemap (before World 6)
1F9E00-1FA1FF Mode 7 Tilemap (World 6)
1FCAD8-1FCAF5 Title Screen logo palettes

35158 [20 A5 CF] Change to EA EA EA to never lose Baby Mario upon getting hit
Mattrizzle
140
Level: 27


Posts: 11/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-08-08 12:12:36 AM, in Yoshi's Island Offsets/Helpful Info (last edited by Mattrizzle at 03-11-17 08:23:00 PM) Link

It seems that I've exposed yet another thing that the programmers overlooked. Yes, the glitch Golden Yoshi described happens in the normal game too.

6F5E8-6F6F3 Ending text
7D17E-7D76D Story text

As for why the credits text can't be found--it uses the sprite Layer. For some reason, I'm having a much more difficult time finding sprite tilemaps in YI than in SMW...
Mattrizzle
140
Level: 27


Posts: 12/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-10-08 11:46:21 AM, in Jul Faces Link

This is the most recent pic I have of myself (Dec. 8). My hair is now shorter, and the facial hair is gone.
Mattrizzle
140
Level: 27


Posts: 13/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-10-08 05:12:28 PM, in SMW Custom Block Problem (last edited by Mattrizzle at 01-10-08 05:24 PM) Link
There are 7 block bounce sprites:
Turn block with item / ! block
Note block
? block
Unused turn block that can be bounced off of from the sides (looks like a P-Switch )
Translucent block
On/off switch
Turn block

The 8th byte doesn't appear to be used at all...

What tile each sprite uses is in a different table at 113F1.
Mattrizzle
140
Level: 27


Posts: 14/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-12-08 02:52:38 PM, in Jul Pub Link
@ Peardian: Those SMRPG Nintendo Power Player's Guide logos are awesome. Any chance that you'll recreate the Land's End or Nimbus Land logos?

In other news, I found out the battery died in my Pokémon Silver cartridge too, making it the first game I've ever had the internal battery die in.
Mattrizzle
140
Level: 27


Posts: 15/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-12-08 06:52:16 PM, in SM64 Music Editing (last edited by Mattrizzle at 01-12-08 06:52 PM) Link
If it helps at all, the codes which change the instruments loaded and the global pitch of the music can be found here.
Mattrizzle
140
Level: 27


Posts: 16/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 01-19-08 04:43:58 PM, in Yoshi's Island Offsets/Helpful Info Link
Originally posted by B.B.Link
One question though, it may already been discovered but i overlooked it. Does anyone know the offset to change Baby Mario's crying sound? I want to disable it in my project. Thanks in advance.


3484E [A9 44 00 22 D2 85 00] Instruction: play Baby Mario's crying sound
Replace this with EA EA EA EA EA EA EA to disable the sound

If you want to search for more sound effects, look for these strings:
22 D2 85 00
20 9C 8F
85 53

RAM Address
7E0059?? Always play a particular sound effect

(Probably incomplete) List of sounds:
01- Unpause Game
02- Pause Game
03- Swimming/Grabbing egg
04- Appearing/Spitting out enemy
05- Power Up/Beanstalk sprouting
06- Egg Hatching/Slot Machine spinning
07- Bones Crumbling
08- 1-UP
09- Coin
0A- Breaking Sound
0B- Shell Sound #1
0C- Shell Sound #2
0D- Shell Sound #3
0E- Shell Sound #4
0F- Shell Sound #5
10- Shell Sound #6
11- Shell Sound #7
12- Shell Sound #8
13- Bouncing
14- Yoshi digesting
15- That one strange unused SMW sound/Growing block
16- Balloon inflating
17- Yoshi hurt
18- Dragon Coin/Coins spilling
19- Midway tape/End-level ring
1A- Old Yoshi licking sound/Aiming egg
1B- Chainsaw tick
1C- Stomp enemy
1D- Poof
1E- Chink
1F- Ricochet/Thump
20- Throwing an egg
21- Touch fuzzy w/ weird music effect
22- Changes music back to normal
23- Green Glove catching egg
24- Nothing?
25- Piranha Plant shrinking
26- Tap-Tap Walking
27- Powerful Mario Star
28- Tin clanking sound #1
29- Tin clanking sound #2
2A- Tin clanking sound #3
2B- Tin clanking sound #4
2C- Coin Tapping Ground
2D- Selecting "No" at "Try this stage again?" screen
2E- Hitting '?' Bucket
2F- '?' Bucket hitting ground
30- Powerful Mario Star Appearing
31- Entering Pipe
32- Hitting Message Block
33- "Keep Moving" Platforms
34- Trying to enter pinball gate from wrong side
35- Frog bouncing
36- Flower
37- Yoshi Hovering/Empty Egg Plant
38- Baby Mario jumping
39- Piranha Plant chomping
3A- Stomping on Shy Guy
3B- Pop
3C- Yoshi trying to eat something that's inedible
3D- Baby Mario kidnapped
3E- Yoshi licking
3F- Hookbill hit by egg
40- Door opening
41- Door closing
42- Nothing?
43- Yoshi
44- Baby Mario Crying
45- Spitting watermelon seeds
46- Collapsing?
47- Wall falling
48- Thunder/Huge blocks falling
49- Yoshi jumping
4A- Yoshi trying to throw an egg when he has none
4B- Stairs appearing #1
4C- Stairs appearing #2
4D- Stairs appearing #3
4E- Stairs appearing #4
4F- Stairs appearing #5
50- Message appearing/Lakitu throwing Spiny Egg
51- Bonfire Lakitu ready to fire
52- Lower version of 51
53- Lower version of above
54- Lower version of above
55- Lower version of above
56- End of Message
57- Losing stars (over 10)
58- Losing stars (under 10)
59- Chomp Rock rolling
5A- Squeaking
5B- Kamek
5C- Moving Cursor
5D- Entering Level/Train entering track
5E- Frog croaking twice
5F- Water splashing
60- Walking on mud
61- Spitting lava
62- Bumping Melon Bug
63- Lakitu aiming shot
64- Unlocking door
65- Frog croaking once
66- Vase breaking
67- Enemy tumbling
68- Dancing Spear Guy chant #2
69- Dancing Spear Guy chant #1
6A- Ferris wheel platform #1
6B- Ferris wheel platform #2
6C- Ferris wheel platform #3
6D- Incoming Chomp flying in
6E- Fly Guy flying away/Tulip giving stars
6F- Nothing?
70- Transformation music (full)
71- Transformation music Ch. 1
72- Transformation music Ch. 2
73- Flipping for butt stomp
74- Boss exploding(full)
75- Li'l Mouser/Grinder/Tap-Tap squeaking
76- Shy-Guy peeking out of pipe
77- Shy-Guy jumping out of pipe
78- Boss hurt
79- Ghost hurt
7A- Nep-Enut hurt
7B- Naval Piranha chomping
7C- Sluggy the unshaven moving?
7D- Transformation expiring
7E- Switch timer ticking
7F- Switch timer running out
80- Boss defeated
81- Hookbill defeated?
82- Hookbill falling?
83- Roger the Potted Ghost/Lunge Fish chomping
84- Tap-Tap the Red Nose/Tap-Tap the Golden walking
85- Largest Milde popping
86- 2nd largest Milde popping
87- Castle ready to explode
88- 3rd largest Milde popping
89- Another falling sound
8A- Baby Bowser hurt
8B- Baby Bowser flipping for butt stomp
8C- Baby Bowser talking
8D- Baby Bowser yawning
8E- Baby Bowser's first form defeated
8F- Correct sound
90- Incorrect sound
91- Big Baby Bowser roaring
92- Big Baby Bowser hurt
93- Red Coin
94- Last Red Coin
95- Bonus Challenge
96- Pushing "Jell-O"
97- World Completed Fanfare
98- Walking through snow
99- Castle exploding
9A- Kamek flying in on his broom
9B- Yoshi's head stuck in yellow gunk/Yoshi walking in world completed sequence
9C- Egg ricocheting #1
9D- Egg ricocheting #2
9E- Egg ricocheting #3
9F- Stork flapping wings
A0- Freezing enemy w/blue watermelon
A1- Breaking frozen enemy
A2- Poochy running
Mattrizzle
140
Level: 27


Posts: 17/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 02-14-08 01:40:32 PM, in The General Project Screenshot/Videos Thread... (last edited by Mattrizzle at 03-11-17 08:26:30 PM) Link
Now, for an NBA Jam Old-School Edition update:

Chuck Norris is in as a secret player. Also, the regular roster is finished! Avery Johnson and Eddie Johnson are just two of many "new" players.

For those of you who haven't heard, NBA Jam Old-School Edition is a hack of NBA Jam Tournament Edition for the SNES.

Features(those which haven't been implemented are marked with an asterisk):
  • 1992-93 roster with many players from the original arcade version
  • Unlicensed players! (Jordan, Barkley, O'Neal)
  • Player attributes now display correctly(10 is displayed when a player has a 10 in an attribute)
  • 1992-93 team colors/logos
  • 30+ secret players, both old and new*
  • New secret team*
  • Backboard breaking*
  • Fix the bug where your initials wouldn't appear on the Grand Champions list*
  • Many other cosmetic changes sprinkled here and there
Mattrizzle
140
Level: 27


Posts: 18/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 02-24-08 04:03:21 PM, in The General Project Screenshot/Videos Thread... (last edited by Mattrizzle at 05-02-09 08:59 PM) Link
Originally posted by Schwa
The only problem I see about that sprite is that I'm not sure if $1DFB resets to 00 if the non-looping music ends. If that's the case, my above idea would not work at all.
Actually, $1DFB resets to 00 one frame after the music starts playing.
Mattrizzle
140
Level: 27


Posts: 19/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 03-01-08 11:12:00 AM, in SMW beta palette (last edited by Mattrizzle at 03-11-17 08:28:37 PM) Link
When you mentioned Spiny and the unused palette sets, I thought of something:

Palette E in the cave sprite palette set gives Spinies gray-shaded spines and gray legs(bottom left).
The sprite in Yoshi's Safari(right) seems to support the theory that they were meant to use either this palette or the default blue one they use in the ending(top left).
Mattrizzle
140
Level: 27


Posts: 20/143
EXP: 105301
For next: 10858

Since: 07-27-07
From: United States

Since last post: 139 days
Last activity: 9 days

Posted on 03-14-08 01:53:32 PM, in Brawl Friend Codes Link
Matt: 4038-5681-3555

I enjoy playing as Wario(lol @ eating items!), but I don't limit myself to him.
Pages: 1 2 3 4 5 6 7
Jul - Posts by Mattrizzle




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

36 database queries, 20 query cache hits.
Query execution time: 0.141427 seconds
Script execution time: 0.027287 seconds
Total render time: 0.168714 seconds