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| Jul - Posts by Mattrizzle |
| Pages: 1 2 3 4 5 6 7 |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 1/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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) -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 2/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 3/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| If I remember correctly, crickets chirp in the outside area of Big Boo's Haunt, along with the howling wind. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 4/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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). -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 5/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Originally posted by SmallhackerThat 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... -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 6/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 7/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 8/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Originally posted by Buu-HuuWhile 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 9/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Originally posted by Metal_Man88Me 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 10/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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
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 |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 11/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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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... -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 12/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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This is the most recent pic I have of myself (Dec. 8). My hair is now shorter, and the facial hair is gone. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 13/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 14/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| @ 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. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 15/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| If it helps at all, the codes which change the instruments loaded and the global pitch of the music can be found here. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 16/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Originally posted by B.B.Link 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 -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 17/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Now, for an NBA Jam Old-School Edition update:
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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):
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 18/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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Originally posted by SchwaActually, $1DFB resets to 00 one frame after the music starts playing. -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 19/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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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). -------------------- ![]() |
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Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 20/137 EXP: 82406 For next: 7214 Since: 07-27-07 From: United States Since last post: 3 days Last activity: 3 days |
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| Matt: 4038-5681-3555
I enjoy playing as Wario(lol @ eating items!), but I don't limit myself to him. -------------------- ![]() |
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| Jul - Posts by Mattrizzle |
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Acmlmboard - 07/23/2013 b378.03
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