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11-13-07 11:42 PM
rustedmagick forums - Lunar Utopia - SMW ROM Map |
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Smallhacker
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Posted on 10-16-05 06:55 AMQuote
Yay. The first real thread in here.

ROM addresses copied from the ROM locations thread on Acmlm's, but sorted after position in the ROM.

0033A - Makes all Levels use Music Bank 2?
0033B - Makes all Levels use Music Bank 2? (FE = Title Screen on Bank 1 and Levels on Bank 2)
00854 - Change to C0 to completely disable L/R
00E59 - Tile array for numbers in bonus star counter.
00E81 - Status bar tile array.
00F8B - Timer speed (USE WITH 102E)
00F90 - DMA tables.
0102E - Timer speed (USE WITH F8B)
0112C - # of coins for 1up
011CE - Luigi counter length (Status bar)
012D1 - Tile numbers for 'MARIO START'.
01339 - Sprite flags for 'MARIO START'.
013AC - # of coins for 30-coin bonus block
016B3 - Boss castle destruction sequence music #1
0170B - DEBUG: Boss defeated scene select (30 = enable)
- NOTE: Press Up + L + R to skip to next scene, or L + R to replay current scene
018C7 - Title screen music
01924 - Intro screen music
01937 - Bowser scene 1 music
01DC9 - ASM: Save Game function. (Load Game starts around 1EEF. Last byte used in SRAM seems to be 70:0358.)
01F6D - The number of exits needed to turn the font blue
01F71 - Tile numbers for *96 on the title screen (2 bytes)
02025 - Amount of lives to start with.
023DA - sets the message box variable.
02448 - DEBUG: Advance frame / Slow motion (00 = enable)
- NOTE: On cont. 2, hold B for slow-mo, press Y to advance one frame
02456 - DEBUG: Slow motion speed
02468 - DEBUG: Beat level with Start+Select (USE WITH 2473) (00 = enable)
02473 - DEBUG: Beat level with Start+Select (USE WITH 2468) (00 = enable)
- NOTE: Select activates normal exit, A + Select activates secret exit
02639 - F0 - Change to 80 will fix a problem where the GFX for the paratroopers' wings are overwritten
- NOTE: This is intended to reload some of Mario's tiles after the "BONUS GAME" letters are loaded, since they occupy the same space. Disable at your own risk, especially if you've modified the bonus game to include other sprites or Mario poses...
Whoops!
02E2C - "Mario Start" Palette
03498 - Ludwig palette?
034A4 - Roy palette?
034BC - Morton palette?
0380C - colors used in animation of Yoshi coin and yellow map spot
0381C - colors used in animation of red map spot
0385E - Iggy/Larry Platform Pallette
0389E - Bowser palettes (8 palettes, 7 colors each)
0390E - "The End" palettes (3 palettes, 6 colors each; order is Luigi, Mario, Princess)
04776 - DEBUG: Powerup select (F0 = enable)
04BBD - Goal point fade-out music
04C2C - Set to 00 to disable midway points (they'll still make you big though)
04E84 - DEBUG: Free-roaming mode (F0 = enable)
- NOTE: Press L + A to cycle through 3 modes ($7E1E01 = current mode): 00 = normal, 01 = free-fly mode, 02 = free-roaming mode. In free-fly mode, Mario can take off from a standing start; in free-roaming mode, Mario can be moved freely with the control pad (hold Y or X to speed up).
052D8 - CEBE0D - ASM that handles losing lives. Change to EA EA EA for infinite lives.
052DE - Game Over music
052F1 - ASM that handles the 'TIME UP!' message. Change 'BNE' to 'BRA' to disable it.
05341 - How long flashing invincibility (when you get hit) lasts
05356 - Change to EE E4 18 EA 64 to turn the Mushroom into a 1up, but it'll still play the animation
054BD - jump height while still
054C7 - jump height while running fast
054C9 - jump height while running fast
0585F - Sound effect for Mario jumping.
0586F - 90 - Change to 80 to disable cape flight
05877 - 50 - Mario fly time
059A5 - 06 - normal fall speed, not holding jump
059A5 - Gravity for tapping B to jump
059A6 - Gravity for holding B
059A7 - Spin Jump gravity
059B9 - 10 - float speed
059BA - c8 - fly gain (added to y speed)
059CF - ff0101ffff01 - cape speed
05B09 - 20 - float timer
05E78 - 01020202 - number of animation frames to use for walking mario, paged by mario's status
05E7C - Mario animation speed
06206 - Mario tilemaps
0620C - Mario tilemaps
0628F - Caped Mario head tilemap
0643A - Cape tile map
06466 - cape offsets
074E2 - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup )
074E5 - What powerup midway points give you
074E9 - What sound effect midway points play
0780B - Death music
08094 - Initial fireball X speed facing left
08095 - Initial fireball X speed facing right
080B6 - Fireball sound effect
080C5 - Initial fireball Y speed
081BF - Is 42 if the hack is locked
0897B - Goal point sphere/boss killed code?
08984 - Goal point music
08FE1 - Sprite tilemap: Goomba Wings
091D7 - 20 - Bullet Bill x speed right
091D8 - E0 - Bullet Bill x speed left
091DF - 00 - Bullet Bill y speed right
091E0 - 00 - Bullet Bill y speed left
091C7 - 42 - Bullet Bill sprite flags? right
091C7 - 02 - Bullet Bill sprite flags? left
091CF - 00 - Bullet Bill tiles right
091D0 - 00 - Bullet Bill tiles left
09290 - Related to sprite collision detection? Change to FF to mess it up.
09831 - Bob-omb explosion sound effect
0A01C - Sprite tilemap: Paratroopa Wings
0A916 - A9 - Set to 60 to stop Blue Koopas from kicking shells
0A98D - F0 - Set to 80 to stop Blue Koopas from stopping shells
0A9D1 - 04 - Enemy spawned from stomping horizontal green winged koopas
0A9D2 - 04 - Enemy spawned from stomping bouncing green winged koopas
0A9D3 - 05 - Enemy spawned from stomping vertical red winged koopas
0A9D4 - 05 - Enemy spawned from stomping horizontal red winged koopas
0A9D5 - 07 - Enemy spawned from stomping yellow winged koopas
0A9D9 - 0F - Enemy spawned from stomping winged goombas
0AB87 - 6F - Enemy spawned from stomping Dino-Rhino
0ABD9 - 20 - Timer for displaying smashed shelless Koopas
0AC15 - 02 - >02= Shelless Koopas aren't spawned, <02= Stun timer for Koopas (Hide in shells instead of sliding out)
0AC29 - FF - Stun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
0AD1B - How long blue (and probably silver) POWs last
0C781 - How long stars last
0C786 - Probably what music to play when you get a star
0C799 - What powerup feathers give you
0C7F8 - What powerup flowers give you
0C809 - Sprite tilemap: Power Ups
0CBBB - Sprite tilemap: Brown Swing Platform
0D157 - Ludwig jump right type modifier
0D158 - Ludwig jump left type modifier
0D1CD - 03 - Ludwig, Morton, and Roy's HP
0D24F - Boss defeated music
0D646 - Sprite tilemap: Ludwig Fireball
0E0E3 - Sprite tilemap: Bonus Roulette
0E390 - Sprite tilemap: Bowser Flame
0E416 - Keyhole music
0E933 - Tile to use for stomped goomba
0EC32 - Sprite Lakitu throws
0EC36 - Sprite Lakitu throws when silver P-switch is active
0FDC2 - FF - Iggy/Larry's speed for walking towards center
0FDC6 - 01 - Iggy/Larry's speed for walking towards center
0FDD2 - 01 - Iggy/Larry's speed for walking towards center
0FDD6 - FF - Iggy/Larry's speed for walking towards center
0FF00 - 18 - Iggy/Larry's speed when stomped
0FFBD - A7 - Sprite Iggy/Larry throws
10083 - Sprite tilemap: Larry/Iggy
10153 - Sprite tilemap: Larry/Iggy shell
10272 - 000806FAF8060800F8FA - Bob-omb explosion x spacing
1027C - F8FE0606FEFA020802FA - Bob-omb explosion y spacing
1028D - Bob-omb explosion area
102F0 - Bob-omb explosion gfx animation
10313 - Bob-omb explosion gfx tile
10AA1 - Sprite that comes out of egg in block 126 (Yoshi)
10AA2 - Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4 - Sprite that comes out of blocks 117 and 118 when small (Mushroom)
10AA5 - Sprite that comes out of block 117 when big (Flower)
10AA6 - Sprite that comes out of block 119 (Star)
10AA7 - Sprite that comes out of block 118 when big (Feather)
10AA8 - Sprite that comes out of block 11A (1up)
10AAB - Sprite that comes out of block 11A(?) (Vine)
10AAD - Sprite that comes out of block 11D (POW)
10AAE - Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
10AAF - Sprite that comes out of block 126 (Yoshi egg)
10AB2 - Sprite that comes out of block 114 (Directional coins)
10AB4 - Sprite in block table (Silver Pow active)
10AC6 - Sprite in block attributes table
122FC - FE - Set to BD for unlimited Chargin Chuck fire hp
12303 - 05 - Chargin Chuck fire hp
12307 - Sound effect to play when Chuck is killed by fireballs
12325 - Sound effect to play when other enemies are killed by fireballs
1232A - 21- Sprite fireballed enemies spawn
1235B - Fireball tile table
1235F - Fireball tiles' palette/gfx page/priority/flip (May also affect the small flame left by the hopping flame.)
1244C - Small flame's palette. It is added to the fireball's palette.
12F4C - 1st point tile
12F62 - 2nd point tile
12F78 - point values low byte
12F89 - point values high byte
12F9A - point rise speed
12FD9 - How many lives 1up Mushrooms give you
12FDB - How many lives 3up Moons give you
13003 - Change to A9 xx EA to make 1up Mushrooms and 3up Moons give you xx lives
13D17 - Sprite tilemap: Yoshi Wings
143A6 - 48 - Sprite Diggin' Chuck unearths
149E8 - FE - Set to BD for unlimited Chargin Chuck stomping hp
149EF - 03 - Chargin Chuck stomping hp
14A7E - Sprite tilemap: Chuck Head(All)
14B8B - Sprite tilemap: Chuck Body(All)
153C3 - Lowest tile # that acts as a berry
153C7 - Highest tile # that acts as a berry plus one
157C4 - Sprite tilemap: Banzai Bill
15AA1 - A8CA6724AACC6924 - Bubble Sprites Tile Table (2 animation frames with 2 bytes in them. Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
15AA9 - 85850408 - Palette/GFX Page Table of Sprites in bubbles (Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom))
15B19 - 19 - Bubble pop sound
15BA1 - 0F0D1574 - Sprites spawned from Bubbles
15BA5 - X Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BB4 - Y Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BC3 - A0A0A0A099 - Bubble Tile Table
15BC8 - 074787C703 - Palette/GFX Page of Bubble Tiles
15BCD - 0202020200 - Bubble Tile Size Table
15CF1 - Sprite tilemap: Amazing Flyin' Hammer Brother
15E1F - Sprite tilemap: Hammer Bro. Platform
17231 - Wiggler/koopa speed. First 2 bytes: normal speed. Next 2: mad speed
17C0E - Sprite tilemap: Castle BG Flame
1868E - Sprite tilemap: Falling Grey Platform
18793 - Sprite tilemap: Porcu-Puffer
1888A - Sprite tilemap: Forest Secret Area Platform
18934 - Sprite tilemap: Sinking Lava Platform
18A37 - Sprite tilemap: Mega Mole
18D2E - Sprite tilemap: Bowser Statue(Both)
18F18 - Sprite tilemap: Diagonal Platform
18F90 - reads the message box variable each frame, apparently.
19005 - Sprite tilemap: Timed Platform
190B0 - Sprite tilemap: Grey Castle Brick
1910B - Sprite tilemap: Bowser Statue Fireball
19360 - Sprite tilemap: Fishin' Boo
196BB - Sprite tilemap: Wooden Castle Spike
19714 - Normal rex walking speed (loaded at $03/9564)
19716 - Smushed rex walking speed
19742 - Change to 00 to make all Rexes start small.
197B8 - 01 - Rex's HP
1984C - Rex tile horizontal displacement table left (0C entries)
19858 - Rex tile horizontal displacement table right (0C entries)
19864 - Rex tile vertical displacement table (0C entries)
19870 - Sprite tilemap: Rex
1987C - Rex tile settings left
1987D - Rex tile settings right
19A86 - reznor starting position low byte (4 byte table)
19A8A - reznor starting position high byte (4 byte table)
19AC7 - 1869 - change to 38 E9 to change rotation direction
19AC9 - speed of rezor rotation
19D5D - Renzor tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19D69 - Renzor palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19E1A - tile for reznor platforms
19E22 - palette of reznor platforms
19FFE - Dino-Torch flame tile horiz. displacement table (horizontal flame)
1A003 - Dino-Torch flame tile horiz. displacement table (vertical flame)
1A008 - Dino-Torch flame tile vert. displacement table (horizontal flame)
1A00D - Dino-Torch flame tile vert. displacement table (vertical flame)
1A012 - Dino-Torch flame tile table (2 animation frames, each 4 bytes w/an unused byte)
1A01C - Dino-Torch flame tiles' palette/gfx page/priority/flip
1A020 - Dino-Torch palette/gfx page/priority/flip (Only for those that start as Dino-Torches)
1A021 - Dino-Torch tile table (4 animation frames, each 1 byte)
1A025 - Dino-Rhino tile horizontal displacement table
1A02D - Dino-Rhino tiles' palette/gfx page/priority/flip left
1A031 - Dino-Rhino tiles' palette/gfx page/priority/flip right
1A035 - Dino-Rhino tile vertical displacement table
1A039 - Dino-Rhino tile table (4 animation frames, each 4 bytes)
1A2F9 - 80 - Bowser's initial Y Pos
1A2FD - FF - Bowser's initial Y Pos high byte
1A302 - D0 - Bowser's initial X Pos
1A306 - 00 - Bowser's initial X Pos high byte
1A30B - 02 - Bowser hit count for first phase
1A823 - A1 - Sprite Bowser Throws (Bowling Ball)
1A883 - 02 - Bowser hit count for final 2 phases
1A9C2 - Bowser scene 3 music
1AAEE - 74 - Sprite Princess Throws
1ABCE - Sprite tilemap: Princess Toadstool(Bowser Battle)
1B231 - A2 - Sprite Bowser Throws (Mecha Koopa)
1B3ED - Sprite tilemap: Bowser's Steel Ball
1B50F - Mechakoopa tile horizontal displacement table left
1B513 - Mechakoopa tile horizontal displacement table right
1B517 - Mechakoopa tile vertical displacement table (6 animation frames, each 4 bytes)
1B52F - Mechakoopa tile table (6 animation frames, each 4 bytes)
1B547 - Mechakoopa tiles' priority/flip left
1B54B - Mechakoopa tiles' priority/flip right
1B54F - 02000002 - Mechakoopa tile sizes (00= 8x8, 02= 16x16)
1B553 - 0B - Mechakoopa Palette/gfx page used when coming to, #1
1B554 - 05 - Mechakoopa Palette/gfx page used when coming to, #2
1B556 - 0B - Mechakoopa Regular palette/gfx page
1B560 - 05 - Mechakoopa Animation frame used when stunned
1B56A - 04 - Mechakoopa Animation frame used when kicked
1B5EF - F9 - Mechakoopa Wind-up key horizontal displacement right
1B5EF - 0F - Mechakoopa Wind-up key horizontal displacement left
1B5F1 - 4D - Mechakoopa Wind-up key palette/gfx page right
1B5F1 - 0D - Mechakoopa Wind-up key palette/gfx page left
1B5F3 - 70717271 - Mechakoopa Wind-up key tile table (4 animation frames, each 1 byte)
1BB02 - Magikoopa palettes (8 palettes; 8 colors each, including transparent color)
1BB82 - Big Boo Boss palettes (in same layout as Magikoopa palettes)
1C312 - FF01FF01 - Speed of rotation of Iggy/Larry's platform
1C31A - E718D728 - How far to Iggy/Larry's rotate platforms
1C364 - 40 - Time to stall Iggy/Larry's platform in between rotations
1C693 - Sprite tilemap: Disco Ball
1CDBA - 1B - Sprite Puntin' Chuck kicks
1D31A - Sprite tilemap: Lemmy Koopa(and decoys)
1D3A4 - Sprite tilemap: Wendy O. Koopa(and decoys)
1D91B - number of reznors killed before bridge begins breaking
1DBDE - Morton, Roy and Ludwig tilemap
1DDBE - Bowser tilemap
20580 - 10 - Change to 00 to disable looking around the overworld map
209CB - Map Sprite tilemap (Mario/Luigi) (2 bytes per 8x8 tile)
20BDE - Map Sprite tilemap (More M/L, Yoshi)
21337 - DEBUG: Press Select at Yoshi's House (overworld) to warp to Star World (F0 = enable)
- NOTE: Also activates if current tile = 00 (blank); perhaps a failsafe in case Mario got stuck?
22658 - Overworld border tiles
27938 - Writes to music register (Bowser submap thunder)
2795B - Writes to background color (Bowser submap thunder)
27961 - Writes to background color (Bowser submap thunder)
28617 - Table of Screen Mode values for each level mode.
28637 - Table of TM&TMW values, whatever the hell that is, for each level mode.
28657 - Table of TD&TSW values, whatever the hell that is, for each level mode.
28677 - Table of CGADSUB values for each level mode.
28697 - Table of Fight Mode values for each level mode.
286B7 - Table of Sprite Mode values for each level mode.
29494 - Start of Layer 3 data
2B926 - Misc. text
2D969 - Pointer to castle entrance level
2DD1B - where the code that increases your bonus at the end of the level is.
3821E - Castle entrance (Level data)
63111 - End sequence sprites (Scene 5)
63156 - End sequence sprites (Scene 6)
631B2 - End sequence sprites (Scene 9)
631F8 - End sequence sprites (Scene 12)
6322D - End sequence sprites (Scene 2)
632D2 - End sequence sprites (Scene 3)
63333 - End sequence sprites (Scene 4)
6339C - End sequence sprites (Scene 7)
6340D - End sequence sprites (Scene 1)
634A6 - End sequence sprites (Scene 8)
6353B - End sequence sprites (Scene 10)
635A4 - End sequence sprites (Scene 11)
6360D - End sequence sprites (Scene 13)
657D0 - Boss castle destruction sequence music #2
6B792 - D0 - Set to F0 to inverse ! blocks
6F5A0 - Enemy names table



(edited by BMF54123 on 10-20-05 05:33 AM)
Scoutboy
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Posted on 10-16-05 11:31 AMQuote
Mmm... shouldn't this go into Ye Olde Data Repository as well? Unless it's there already, I never visit that board.



"I don't want the world, I just want your half."

BMF54123
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Posted on 10-16-05 09:33 PMQuote
Nah. Editing two copies of a thread is a pain in the butt. It's fine right where it is.

If someone wants to link to this thread in there, though, I won't stop them.

Hey! That tickles!


Sukasa
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Posted on 10-19-05 06:42 PMQuote

When all else fails, blame Windows. -SlayingSliver
Nice, That's a good list. One thing you may want to do is add in any changes to some of the entries, such as what to place into the DEBUG offsets. I'd look it up myself, but acmlm's seems to be down (again).

...Nothing.
Addictinggames.com
Finality Games
More COTMK 2 screenies... Will it never end?

<snore>
BMF54123
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Posted on 10-20-05 01:39 AMQuote
Post edited. Added full decriptions of debug routines, corrected a couple of mistakes, replaced <pre> with fixed-width <font> (it was stretching the table and not allowing bold text). Did I miss anything?

[edit]
I figured out what the routine at $263B is supposed to do, and what happens when you disable it. Remember, kids: randomly disabling Nintendo's original routines without thoroughly examining what they do is BAD, BAD, BAD!
Hey! That tickles!




(edited by BMF54123 on 10-20-05 05:45 AM)
Smallhacker
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ICQ:
Posted on 10-21-05 10:12 AMQuote
The purpose of this list isn't to tell people "Edit this thing to make that change". The list is supposed to show where in the rom what kinds of stuff is located. (For example, most stuff related to Mario's graphics is around $6000.)

*Sigh* I wish that the SMW open source project wasn't cancelled... I would love to see every subroutine have it's own name...

I guess that I'll have to do it myself...


(edited by Smallhacker on 10-21-05 01:13 PM)
BMF54123
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Posted on 10-21-05 11:58 PMQuote
Well, I don't expect every entry to have an explanation, of course. I just figured it would be nice to explain how the debugging features work, since even novice hackers could get a lot of use out of them, and the original info is buried deep in Acmlm's board...

Hey! That tickles!


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