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ROM Address Removals

Link Thread Closed
Any addresses removed from the ROM map will be noted here.

Thank you.
Whacked with the costum bamhanner:
1BD4F $03:BB4F 2 bytes Layer 3 Position of OW level names if you have saved the Overworld in Lunar Magic (which makes address 21F22 not work due to the code not being called anymore). Increase/decrease by 1 to make it move up to the right/left, increase/decrease by 20 to make it move down/upwards.
Note that #$8B should be considered the low byte for the address, not #$50.

Reason:
Originally posted by Ersanngnngngngnngng
I would like to remind people that BOTH the ROM and RAM map is only for a CLEAN SMW ROM.

This area is freespace in the clean smw rom.
<blm> zsnes users are the flatearthers of emulation
Removed ROM address:
AddressSNESLengthTypeDescription
0C68E$01:C48E1 byteSound effectMario spin-jump from water sound effect.

Removal reason:
I changed it. Nothing happened, so I grabbed all.log and saw this:
CODE_01C48D: BD 40 15 LDA.W $1540,X
CODE_01C490: C9 36 CMP.B #$36

...Yeah, nothing related to sound effects at all.

My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Removed ROM address:
AddressSNESLengthTypeDescription
02686$00:A4861 byteMisc.Level that triggers overworld Earthquake sequence

Removal reason:
Originally posted by all.log
DATA_00A481: .db $00,$05,$09,$00,$03,$07,$00

Since when does level 07 trigger the earthquake sequence?
<blm> zsnes users are the flatearthers of emulation
After making a tool to find duplicate ROM addresses, I decided to make use of the output:

AddressSNESLengthTypeDescription
02E1D$00:AC1D16 bytesPaletteMario Start palette.

Originally posted by all.log
CODE_00AC1C: A9 50 B2 LDA.W #$B250 ; \
CODE_00AC1F: 85 00 STA $00 ; |
CODE_00AC21: A9 84 00 LDA.W #$0084 ; |Load colors 2-7 in palettes 4-D from 00/B250
CODE_00AC24: 85 04 STA $04 ; |(Object and sprite palettes)
CODE_00AC26: A9 05 00 LDA.W #$0005 ; |
CODE_00AC29: 85 06 STA $06 ; |
CODE_00AC2B: A9 09 00 LDA.W #$0009 ; |
CODE_00AC2E: 85 08 STA $08 ; |
CODE_00AC30: 20 FF AC JSR.W LoadColors ; /

It might be the pointer to it, but why the hell is it 16 bytes then?
Also, the correct address already exists.

AddressSNESLengthTypeDescription
035BE$00:B3BE14 bytesPaletteBowser ending palette (7 colors).

It doesn't fit there and collides with two other addresses.

AddressSNESLengthTypeDescription
2D910$05:D71016 bytesLevel dataBackground V-Scroll Data
2D920$05:D72016 bytesLevel dataBackground H-Scroll Data

Collision. I kept the more detailed versions.

AddressSNESLengthTypeDescription
30657$06:84571 byteMusicChange from 9C to 8D to fix the P-switch music repeating glitch when using custom music.

Originally posted by Ersanngnngngngnngng
I would like to remind people that BOTH the ROM and RAM map is only for a CLEAN SMW ROM.

Collides with the unused beta level 01A in the clean ROM.


A large number of other addresses were also merged.
<blm> zsnes users are the flatearthers of emulation
AddressSNESLengthTypeDescription
0C5E7$01:C3E73 bytesASMMario Set to EA EA EA to stop fire flower from going behind the FG(finally)


Whatever it is trying to do, it at least does NOT do what the description says.

Originally posted by The Bible of SMW Hacking
CODE_01C3E7: 20 40 91 JSR.W CODE_019140


If my mind does not fail me, that routine handled object interaction. Not sprite priority.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------

BUMPTY BUMP!

Found in the ROM map
096BF$01:94BF124 bytesMisc.Rip Van Fish's data.

Very inspecific, and incorrect too. To me, it looks like you found the sprite<->block interaction routine.
Please research this some more, we have a huge lack of information about block behaviours.
<blm> zsnes users are the flatearthers of emulation
User ROM
05455$00:D2551 byteSound effectExiting vertical pipe sound effect.


This one was already in the ROM map before. Next time, please watch if your ROM address hasn't already been submitted.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
AddressSNESLengthTypeDescription
026A2$00:A4A23 bytesMisc.-I forgot what exactly it was, but it was along the lines of 'change this byte to 80 and the level end's fading colours won't mess up'.-


That works, but it actually messes with the OW palette updating per submap, and likely also per level.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
AddressSNESLengthTypeDescription
2B30C$05:B10C98 bytesASMBeat Level Routine (Goal Tape). JSL to it to beat the level as if hitting a goal tape.


Reason of removal:
...goal routine? Lolwut? At best it's a routine which handles the message box.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Removed:

02121 (Bit 1) | $00:9F21 | 2,344 bytes | Misc. | Its suoer mario butt
21782 | $04:9582 | 16,777,215 bits Misc. | Its big ass huge

Reason: Grow a brain please.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
09000 $01:8E00 355 bytes Misc. Memes!

Self-explanatory.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
AddressSNESLengthTypeDescription
05B05$00:D9051 bytePhysicsMario's falling speed when floating with a cape/feather.


Reason of removal:
Code
CODE_00D904:        B5 15         LDA RAM_ControllerA,X     
CODE_00D906:        10 1C         BPL CODE_00D924          


You're changing a RAM address here. With that description, definitely not the smartest of ideas.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
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