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Thread: Mario RPG SA1 Coding

  1. #1
    Join Date
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    Default Mario RPG SA1 Coding

    I finally tracked down the area in ROM that controls the distance yoshi runs once fed a cookie. I ended up stepping through rom until the address was initially loaded with the value used, and had SA1 logging on to get the info(but I also had to run through pointless CPU code a lot to see that it had nothing to do with writing the value). I used the addresses referenced to make a non-dangerous code to allow yoshi to win races with 1 cookie.

    Someone else may also have a use for this information, either directly, or for information on how things get stored to memory by the SA1 in this game, so I'm posting the relavent information I found.

    $C0:CA56 F0 33 BEQ $33 [$CA8B] A:0017 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envMxdizC HC:502 VC:019
    $C0:CA58 C2 20 REP #$20 A:0017 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envMxdizC HC:502 VC:019

    -----Start Value Loading Code-----

    $C0:CA5A A5 74 LDA $74 [$00:0074] A:0017 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envmxdizC HC:532 VC:019
    $C0:CA5C 95 2A STA $2A,x [$00:602A] A:0300 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envmxdizC HC:532 VC:019

    -----End Value Loading Code-----

    $C0:CA5E A5 76 LDA $76 [$00:0076] A:0300 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envmxdizC HC:532 VC:019
    $C0:CA60 95 2C STA $2C,x [$00:602C] A:0002 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envmxdizC HC:562 VC:019
    $C0:CA62 A5 78 LDA $78 [$00:0078] A:0002 X:6000 Y:5F88 D:0000 DB:00 S:07F9 P:envmxdizC HC:562 VC:019

    --------------------

    I searched for the $75 address in my log file, and found the following:

    $C0:CE4F C8 INY A:00AE X:00AE Y:5F86 D:0000 DB:E1 S:07F6 P:envMxdizc HC:046 VC:019
    $C0:CE50 7C B1 EE JMP ($EEB1,x)[$C0:D99B] A:00AE X:00AE Y:5F87 D:0000 DB:E1 S:07F6 P:envMxdizc HC:046 VC:019

    -----Start $74 Value Loading Code-----

    $C0:D99B B9 00 00 LDA $0000,y[$E1:5F87] A:00AE X:00AE Y:5F87 D:0000 DB:E1 S:07F6 P:envMxdizc HC:076 VC:019
    $C0:D99E C8 INY A:0003 X:00AE Y:5F87 D:0000 DB:E1 S:07F6 P:envMxdizc HC:076 VC:019
    $C0:D99F 80 04 BRA $04 [$D9A5] A:0003 X:00AE Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:076 VC:019
    $C0:D9A5 85 75 STA $75 [$00:0075] A:0003 X:00AE Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:106 VC:019
    $C0:D9A7 64 74 STZ $74 [$00:0074] A:0003 X:00AE Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:106 VC:019

    -----End $74 Value Loading Code-----

    $C0:D9A9 80 21 BRA $21 [$D9CC] A:0003 X:00AE Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:106 VC:019
    $C0:D9CC A6 7E LDX $7E [$00:007E] A:0003 X:00AE Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:136 VC:019
    $C0:D9CE A5 70 LDA $70 [$00:0070] A:0003 X:6000 Y:5F88 D:0000 DB:E1 S:07F6 P:envMxdizc HC:136 VC:019

    --------------------

    All of this effort led to me finding the following address in the code noted above:

    E15F8713:Always Speed to Finish Line with 1 Cookie

    The 13 value is a trial-and-error value I found that lets you win from the starting line. You can also safely use it if you're right before the finish line.

    Also, when it writes to address $00:602A, the data modified is at 40202A. This makes it so one could possibly use SA1 logging to capture a large amount of operations, and search for a relative value that gets written.
    This reality is mine. Go hallucinate your own.

  2. #2
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    Default Mario RPG SA1 Coding

    On the subject of Mario RPG, has anyone besides me seen the debug room for this game? I made a TSearch code for the game to enter the debug room but it is impossible to convert to PAR 'coz upon conversion it ends up being a 8-digit code with 2 digit value, instead of a 6-digit with 2 digit value. :x


    I can supply a savestate though.
    Go to
    http://www.zophar.net/zsnes/archive/
    search for "radical dreamer" (match case)
    and you'll see my super mario rpg savestate in the debug room.

    Smash Bros Brawl friend ID: 4382-1901-2737
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  3. #3
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    Default Mario RPG SA1 Coding

    http://www.gamefaqs.com/console/snes/game/588739.html

    See the 'Debug Room FAQ' for PAR codes and info.
    This reality is mine. Go hallucinate your own.

  4. #4
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    Default Mario RPG SA1 Coding

    Hmm, that's weird. I tried hundreds of times to search for the values I input on tsearch with zsnes, with no results every time. And when I tried to convert it like I did with every other code I made, it came out to that 8-digit code. :S The weather modifier and walk on air codes were the same way, I wonder if anyone's made those into PAR.

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  5. #5
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    Default Mario RPG SA1 Coding

    The 'Walk on air' style code is almost definately the 'Jump height' modifier I have yet to turn into a code. I suppose I could give it a try and hope that the address isn't changed by the SA1, or I could just make a PAR code with an explaination.

    I don't feel like making a weather modifier though, as I don't see much practical use in it. Feel free to find the address in a ZSnes save state, and the calculations I've provided recently should help.
    This reality is mine. Go hallucinate your own.

  6. #6
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    Default Mario RPG SA1 Coding

    It wasn't a jump height modifier, though that would be much more practical than my code, which I found to be quite useless on PAR since there are no joker type codes to fully enjoy it.

    Weather modifier's a simple one, just have to make it whenever mallow is crying. There are different addresses for different parts of the storm, like darkness rain and thunder. [I think there was thunder anyway]

    *Later*

    That savestate to par guide is confusing to me, and somehow my "compare windows" function in hexedit isn't working. :?
    With TSearch I found a Teleport-to code at 6E977F with "version 1.40 ZSNES DEC 21, 2004". Depending on the value, it'll either take you to the beginning of the room you're in, or a completely different place. Only thing about this type of code is you also have to make a position modifier so you don't end up in darkness or stuck in objects.

    I just came across that while trying to make a "always classic mario" code. I'm sure it's been done before.

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  7. #7
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    Default Mario RPG SA1 Coding

    402005??:Height In Area modifier(You often start at a higher level than 0 when you enter an area. Experiment with going from higher values to lower values until you're happy with the result)

    I also ran through the SA1 code and rather quickly came up with this code, thanks to the previous work I've done:
    C014F7FF:Mario Jumps Ultra High

    or in Game Genie:
    EEFE-7FAF:Mario Jumps Ultra High
    This reality is mine. Go hallucinate your own.

  8. #8
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    Default Mario RPG SA1 Coding

    how about a walk thru walls code for Mario RPG?

  9. #9
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    Default Mario RPG SA1 Coding

    While I try to work on the walk-through-walls code(it's not being easy on me), you can mess with another code I made to learn the movement system a bit more:

    0D84-7764:Mario walks and runs much faster

    With the right value, you could be made to permanantly run, but this makes you walk faster than you normally run, and run so fast, it's hard to control. You may be able to clear whole areas in a jump if combined with the jump code I made.
    This reality is mine. Go hallucinate your own.

  10. #10
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    Default Mario RPG SA1 Coding

    Eh this has probably been done but I couldn't find anything that stated it.

    http://s29.yousendit.com/d.aspx?id=1...Q1LU3O1TRNXJK9

    If you walk into that curtain you'll notice that when you turn into classic mario, you still retain control of the original sprite as well, which is put into the upper-left corner. That means it's not another character within a character modifier, but a toggle I'm guessing. Not a 1/0 toggle either, I already tried that. If it's really good, it'd be a timer even..

    I'm not very keen on using that savestate-to-par method, so I didn't make this into a code. Also in certain story parts the character modifier will make your character stuck. Mallow's value is 04, geno 03, bowser 02, princess 01, Mario 00 of course.

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