+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Moving the door usage sprite address around in SMB2, Sprite 0 related
Pages: [1]
Author Topic: Moving the door usage sprite address around in SMB2, Sprite 0 related  (Read 2 times)
Hamtaro126
Guest
« on: March 29, 2009, 07:19:00 pm »

I was going to make a statusbar hack in SMB2/USA. But FCEU cannot let me see where the jump is from, After the door opens, Sprite 0 is overwritten!

Does anyone know the addresses of the door sprite handler, so I can move the door sprite's addresses from $0200 to the unused SPR-RAM address at $02F0?

Just needed a little help. Appearently, the sprites cannot be backtracked all the way unless you find some way, but it is not very easy doing that.
Tauwasser
Guest
« Reply #1 on: March 29, 2009, 09:22:48 pm »

If the jump return address is not in the stack, then it's a relative jump so it's nearby...

cYa,

Tauwasser
Hamtaro126
Guest
« Reply #2 on: March 29, 2009, 11:07:21 pm »

The real problem with games and FECUX is if you make a breakpoint, it does not give me the sprite routine I wanted. The only way to remedy this is to reverse engineer it (disassemble) it or quit like my other projects related to hacking stuff that I couldn't find
Kiokuffiib11
Guest
« Reply #3 on: July 01, 2009, 10:50:43 pm »

I found something in my notes,  and  I think it might be relevant.

This routine loads up when the area changes (opening door, etc.):

$801E:EE AE 04 INC $04AE = #$01 ;?
$8021:8D BA 05 STA $05BA = #$00 ;?
$8024:8D C4 04 STA $04C4 = #$00 ;

Hamtaro126
Guest
« Reply #4 on: July 02, 2009, 12:31:28 am »

Sorry to be a cop, But bumping threads is not very smart, I did it a few, and I learned from it, The only wise choice is to not do it at all, </goodadvocate>

Also, That is not the data I'm looking for, I am finding the door data within the fixed range in Sprites 0-4 ($0200-$0204)
I.S.T.
Guest
« Reply #5 on: July 02, 2009, 12:32:25 am »

-_- hamtaro, he bumped the thread with info and code that might have been able to help. That's certainly a legit reason to bump a thread.

Too bad it doesn't help you though.
Hamtaro126
Guest
« Reply #6 on: July 02, 2009, 12:48:34 am »

Quote from: I.S.T. on July 02, 2009, 12:32:25 am
-_- hamtaro, he bumped the thread with info and code that might have been able to help. That's certainly a legit reason to bump a thread.

Too bad it doesn't help you though.


Oh, I see now.

In other forums (like NESDEV forums), I thought this is really disrespecting the rules. I looked again, this is OK in these forums,
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC