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SMB2: The First Door


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Rycona
Moderator
Title: The Maestro
Joined: Nov 01 2005
Location: Away from Emerald Weapon
PostPosted: May 20 2010 06:57 pm Reply with quote Back to top

Grover wrote:
Rycona wrote:
The-Excel wrote:
Now the question is: Do you suppose the programmers intended that or is it a side effect (possibly of not having any code attached to it)?

The door does have code attached to it. Non-special objects in the code normally have two parameter bytes, the first for relative position to the previous object (or from the top of the screen if it is the first) and the second is the type of object. For doors, the next two bytes are basically the destination parameters, which I haven't exactly figured out. I imagine they are relative because if I stick the same parameters on different doors, I'll go to different places.

That door's parameters are $0000, so I imagine that it was intentional. Since the jumps are relative, I imagine that setting $0000 to any door would result in just returning to that area, but I am not certain. I'll have to test this out later.


I would guess that one byte may be relative position and the other would be the target object - door or tube - most likely in the order they appear on the overall game map.

This isn't the case. I've changed both of the door parameters separately and it just takes me to different places. The numbers may be used to jump x and y lines of code in the programming, as they do that quite often in Assembly. I may have to look into the code in a decompiler to see where those variables are pulled to in the RAM and how they are processed. Man, this would be easier if I had my own computer here. Maybe my friend will take a nap and I can work on it.

EDIT: The only door parameters I can remember right now are $0000, $0020, $0050, and $0330.


RIP Hacker.
 
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Grover
Joined: Mar 01 2010
PostPosted: May 20 2010 07:54 pm Reply with quote Back to top

If you do figure it out, make sure to record a video about it in the most boring voice you can think of and put it up on Youtube.
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The Opponent
Title: Forum Battle WINNER
Joined: Feb 24 2010
Location: The Danger Zone
PostPosted: May 20 2010 10:14 pm Reply with quote Back to top

You should make a video of this. The game blogs eat stuff like this up.


I'm not a bad enough dude, but I am an edgy little shit. I'll do what I can.
 
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Rycona
Moderator
Title: The Maestro
Joined: Nov 01 2005
Location: Away from Emerald Weapon
PostPosted: Jul 04 2014 08:21 am Reply with quote Back to top

SUPER NECRO REVIVAL!

Woodzy asked me to remake the patch, so after a bit of dicking around, guessing incorrectly at the data structure, remembering part of it, and then looking here to finalize the correct information, the Door Patch is back!

If the patch link dies, just let me know and I'll re-upload it or make it again. The site says it's removed after 30 days of inactivity.

To apply the patch outside of the emulator, I recommend Lunar IPS. Be sure to make a copy of the ROM first! I made this based off the "Super Mario Bros. 2 (U) (PRG0) [!]" ROM. If you can apply the patch, but it doesn't work right, let me know and I'll see what I can do.

And, for future me, or you if you want to make your own patch, here is the patch info:

[SPOILER:5b43159825]$101D1 = $26 (platform position relative to door placement)
$101D2 = $C2 (object: the platform, that big green thing)
$101D3 = $42 (readjustment of the following object, a cloud, which in turn realigns ALL following objects)[/SPOILER:5b43159825]


RIP Hacker.
 
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The Opponent
Title: Forum Battle WINNER
Joined: Feb 24 2010
Location: The Danger Zone
PostPosted: Jul 04 2014 04:59 pm Reply with quote Back to top

You should still make a video of this and meshmerize the game blogs. After all, it's July 4, and the Japanese name of this game is "Super Mario USA".


I'm not a bad enough dude, but I am an edgy little shit. I'll do what I can.
 
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