SMB2J Hex offset list
By Insectduel
This is the place where you find the hex offsets in Super Mario Bros. 2J for the FDS. Because I knew almost all the data in that game, I decided to share some of the data I’ve collected.
Some offsets may be the same as SMB1 but some of them may be altered in a different way.
These offsets will help me create a new level editor that supports FDS version so I will be able to do it instead of Hex Editing.
Altered Data
A standard data that is Hex is mostly changed with different offset numbers.
Basic Data
Data with the same Hex offsets.
Here’s some of the data that I’ve collected.
Object list numbers
An altered offset data with objects that were used in the game. Some objects will only be used with World 5 and above.
Each room has it’s own grid on a page. Some objects will be placed differently on a single page. However if object of the page is flagged, the hex changes differently or perhaps is moving to the next page.
00-7f Base object
80-ff Flagged object
There are many different types of objects on a single page. Because the each object has the hex code to place the object in where it should be.
Here is the grid on the next page.
|
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
A |
B |
C |
D |
E |
F |
|
0 |
||||||||||||||||
|
1 |
||||||||||||||||
|
2 |
||||||||||||||||
|
3 |
||||||||||||||||
|
4 |
||||||||||||||||
|
5 |
||||||||||||||||
|
6 |
||||||||||||||||
|
7 |
||||||||||||||||
|
8 |
||||||||||||||||
|
9 |
||||||||||||||||
|
A |
||||||||||||||||
|
B |
||||||||||||||||
|
C |
||||||||||||||||
|
D |
||||||||||||||||
|
E |
||||||||||||||||
|
F |
Based Grid
|
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
A |
B |
C |
D |
E |
F |
|
0 |
||||||||||||||||
|
1 |
||||||||||||||||
|
2 |
||||||||||||||||
|
3 |
E4 |
24 |
||||||||||||||
|
4 |
||||||||||||||||
|
5 |
||||||||||||||||
|
6 |
61 |
|||||||||||||||
|
7 |
23 |
07 |
01 |
|||||||||||||
|
8 |
||||||||||||||||
|
9 |
||||||||||||||||
|
A |
||||||||||||||||
|
B |
||||||||||||||||
|
C |
74 |
|||||||||||||||
|
D |
||||||||||||||||
|
E |
||||||||||||||||
|
F |
Grid with objects placed
This is an example of an object placed in World 1-1 in Room 1. The following items were placed as stated.
(X,Y ##)
X= X- position Y= Y - position ## Object number
These are the descriptions
1e E4 Length 5 Vertical Block
23 24 Length 5 Horizontal Brick (Seaplant)
27 23 Length 4 Horizontal Brick (Seaplant)
37 07 Brick with Mushroom
66 61 Length 2 Vertical Block
AC 74 Length 5 Horizontal ? block (Coin vertical 7)
C7 01 Poison ? Mushroom
If you already know this, congratulations, That means you know the basic part of the objects in the Editor.
I have listed objects that were used in SMB2J. However in this case you will also need to know where the objects placed in X or Y position.
I name the objects that were classified in the Y part of the position.
Objects 0-B Standard Objects
Object C Ground Based Objects
Object D Generated Objects
Object E Brick scenery and Season change Objects
Object F Vertical based Objects
In Super Mario all-stars, the Vertical based Objects were considered as 3 bytes instead of two. Which makes it harder to edit levels or to understand with. I don’t know much about Mario all-stars except for SMB3, which is the only one I knew.
Here is a list of objects that were standard
L – Length of Object
00 ? Mushroom
01 Poison ? Mushroom
02 ? Coin
03 Invisible coin
04 Invisible 1-UP Mushroom
05 Invisible Poison Mushroom
06 Invisible Mushroom
07 Brick with Mushroom
08 Brick with Poison Mushroom
09 Tree of beans
0A Brick with Star
0B Brick with 10 coins
0C Brick with 1-UP Mushroom
0D Sideways Pipe
0E Used Block
0F Jump stand (Changes programs with different worlds)
Super Spring levels require in SMB2J
World 2
World 3
World 7
World C
1L Island (Cannon)
2L Horizontal brick (Seaplant)
3L Horizontal block
4L Horizontal coins
5L Vertical brick (Seaplant)
6L Vertical block
70-77 Pipe (CAN’T GO DOWN)
78-7F Pipe (CAN GO DOWN)
80-FF Flagged object
Ground based Objects
0L Hole
1L Balance Horizontal Rope
2L Bridge (Vertical 7)
3L Bridge (Vertical 8)
4L Bridge (Vertical 10)
5L Hole filled with water
6L Horizontal ? Coin (Vertical 3)
7L Horizontal ? Coin (Vertical 7)
80-FF Flagged object
Generated based Objects
00-3F Page Skip (Page flag does not acquire)
40 Reverse L Pipe
41 Pole
42 Axe (May move on another World if touched)
43 Rope
44 Castle Bridge
45 Scroll Stop (Warp Zone)
46 Scroll Stop
47 Scroll Stop
48 Infinite flying cheep cheeps
49 Infinite Shooters
(Bullet bills in Overworld,Castle and Underground)
(Cheep Cheeps in Sea)
4A Stops infinite enemies
4B Loop Command (Requires Castle loop editing)
4C Wind (World 5 and above only)
4D Stops the wind blowing (World 5 and above only)
4E WARNING: Crashes game
4F WARNING: Crashes game
80-CF Flagged Object
Brick scenery and Season change Objects
Digit left objects for Brick scenery
0 Nothing
1 Clouds
2 Mountain
3 Fence
Digit Right for Brick Scenery Objects
0 None
1 Surface
2 Surface and Ceiling
3 Surface and Ceiling 3
4 Surface and Ceiling 4
5 Surface and Ceiling 8
6 Surface 4 and Ceiling
7 Surface 4 and Ceiling 3
8 Surface 4 and Ceiling 4
9 Surface 5 and Ceiling
A Holes with ceiling
B Surface 5 and Ceiling 4
C Surface 8 and Ceiling
D Surface and Ceiling and Middle 5
E Surface and Ceiling and Middle 4
F All
Season change
40 Overworld
41 In Water
42 Castle Walls
43 Overwater
44 Night
45 Snow
46 Night and Snow
47 Night and Snow (Castle)
80-C7 Flagged objects
Vertical based Objects (I’m doing SMB2J, not Mario all stars)
0L Rope of lift
1L Vertical rope of balance lift
2L Castle (B-F will Freeze)
30-37 Width X and Height X steps
38 Width 9 and Height 8 Steps (Will cause a nasty bug if increases)
4L Long reverse L pipe
5L Vertical balls (Used for climbing)
60 – 67 Upside down pipe (Vertical 0)
68 – 6F Upside down pipe (Vertical 3)
70 – 78 Upside down pipe (Vertical 1)
78 – 7f Upside down pipe (Vertical 5)
Note: Objects 60-7f will only work if you are in World 5 and above.
Sprite list numbers
The offset you see Sprites set up in different positions. The hex data is almost the same as the original version but some new ones existed. This hex string is basic.
The sprites and the areas are separate so put them wisely. I advise you not to insert the 3-byte sprites because the sprites will be corrupted all over the area. I will explain about sending and adding objects a little later.
About Object Generators
Piranha Plants are always coming out of pipes and including the red ones. Even the Bullet Bills always coming out of bullets. These are considered objects
Here are the sprite-listed numbers only in Y position 0-D
00 Koopa Troopa Green
01 Koopa Troopa Red
02 Buzzy Beetle
03 Koopa Troopa Red (Walks both ways)
04 Red Hanging down Piranha Plant (World 5+)
05 Hammer Brothers
06 Little Goomba
07 Blobber
08 Bullet Bill
09 Green Koopa Paratroopa (Stopped)
0A Green Cheep Cheep
0B Red Cheep Cheep
0C Podoboo
OD Piranha Plant
0E Leaping Green Parakoopa
0F Vertical Red Parakoopa
10 Horizontal Green Parakoopa
11 Lakitu
12 Spiny
13 Weird Enemy
14 Infinite Cheep Cheeps
15 Bowser’s fire
16 WARNING: Crashes Game
17 Infinite Shooters
18 Nothing?
19 Nothing?
1A Nothing?
1B Fire bar (Right)
1C Fire bar (Right, fast)
1D Fire bar (Left)
1E Fire bar (Left, fast)
1F Long fire bar
20 Stray Fire bar
21 Stray Fire bar
22 Stray Fire bar
23 Nothing?
24 Lift (Balance)
25 Lift (Up and down)
26 Lift (Moves up)
27 Lift (Moves down)
28 Lift (Right and left)
29 Lift (Fall if touched)
2A Lift (Moves right if touched)
2B Short lift (Moves up)
2C Short lift (Moves down)
2D Bowser, the king of koopa
2E Stray Mushroom
2F Nothing?
30 Nothing?
31 Nothing?
32 Jump Stand (Does not act like it)
33 Nothing?
34 Warp Zone
35 Mushroom Retrainers
36 WARNING: Crashes Game
37 2 little Goombas (Vertical 10)
38 3 little Goombas (Vertical 10)
39 2 little Goombas (Vertical 6)
3A 3 little Goombas (Vertical 6)
3B 2 Koopas (Vertical 10)
3C 3 Koopas (Vertical 10)
3D 2 Koopas (Vertical 6)
3E 3 Koopas (Vertical 6)
3F WARNING: Crashes Game
40-7F Enemies that were in hard mode
80-BF Flagged Enemies
C0-FF Flagged Enemies that were in hard mode
And you think all enemies is the same, think again.
|
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
A |
B |
C |
D |
E |
F |
|
0 |
||||||||||||||||
|
1 |
||||||||||||||||
|
2 |
||||||||||||||||
|
3 |
||||||||||||||||
|
4 |
||||||||||||||||
|
5 |
||||||||||||||||
|
6 |
||||||||||||||||
|
7 |
||||||||||||||||
|
8 |
||||||||||||||||
|
9 |
||||||||||||||||
|
A |
||||||||||||||||
|
B |
02 |
02 |
||||||||||||||
|
C |
||||||||||||||||
|
D |
||||||||||||||||
|
E |
||||||||||||||||
|
F |
Grid with sprites placed
As you see the sprites highlighted in blue represent the sprites place in World 4-2.
What about the E.
This spot is where you set the areas. The byte represent
XE RR VV
X represents the horizontal area you currently placed while the E is the current spot. R represents the room change where you set from 00-7F. And V represent the page number of the current area setting in the rooms above. For every F after the odd number from the left, it changes the world of an area.
Examples
CE 42 42
Position C, Room 42, World 3 page 2
DE AD 00
Position D, Room 2D, World 1 page 0 (Flagged Room)
EE 42 25
Position E, Room 42, World 2 page 5
Very important: Don’t do this if you can’t exchange the areas from one room onto another. It would be wise if a professional hacker could do this part.
Sprite F
Page skip header data. Lasts up to 255 pages.
Room header data
The hex codes will allow to change the room header in SMB2J. Some levels require World 5 or World 9 to enter.
There are the areas
00 World 3-2
01 World 6-2 (World 5+)
02 World 4-1 Bonus Area
03 World 8-4 Water Castle Part (World 5+)
04 Water Bonus Area (World 5+)
05 World 9-1 (World 9)
06 World 9-2 (World 9)
07 World 9-4 (World 9)
20 World 1-1
21 World 1-3
22 World 2-1
23 World 2-2
24 World 2-3
25 World 3-1
26 World 3-3
27 World 4-1
28 World 4-2
29 Pipe Intro
2A World 4-3
2B World 5-1 (World 5+)
2C World 5-3 (World 5+)
2D World 6-1 (World 5+)
2E World 6-3 (World 5+)
2F World 7-1 (World 5+) Plays a weird level when playing in World 1.
30 World 7-2 (World 5+) Plays a weird level when playing in World 1.
31 World 7-3 (World 5+)
32 World 8-1 (World 5+)
33 Cloud Bonus Area
34 Overworld Warp Zone
35 World 8-2 (World 5+)
36 World 8-3 (World 5+)
37 Unused
38 World 9-1 Overworld Part (World 9)
39 Unused
3A Unused
3B Overworld Ending
3C Cloud Bonus Area (World 5+)
40 World 1-2
41 World 1-2 Warp Zone
42 Worlds 1-4 Bonus Area
43 World 5-2 (World 5+)
44 Worlds 5-8 Bonus Area
60 World 1-4
61 World 2-4
62 World 3-4
63 World 4-4
64 World 5-4 (World 5+)
65 World 6-4 (World 5+)
66 World 7-4 (World 5+)
67 World 8-4 (World 5+)
68 World 9-3 (World 9)
69 World 9-3 Cloud Bonus (World 9)
About Adding and Sending Objects
This is the stuff you need to know when you edit levels.
Adding Objects
When you add objects, it ripped off objects from another room. Adding too many objects will make the game corrupt and it is nearly impossible to fix this problem.
Sending Objects
When you send an object it inserts the Hex data onto a level offset and other one decreases the number of that number. I’m not sure about Hex stuff when sending an object but it would be easier to compromise what level you made.
Sending Enemies
Sending enemies may decrease the Hex number and sorts them onto another position. Again, I don’t know much either.
Inserting Areas
Inserting an area without sending off will cause the enemies to corrupt themselves all over that one room.
Other Hex Data
Data is nothing to do with the game. Just some fun stuff
Music Data
Song played in water (02= water music)
Song played in Ground (01= Overworld music)
Song played in Underground (04= Underworld music)
Song played in Castles (08= Castle music)
Song played in Cloud Bonus (10= Cloud bonus music)
Song played in Go-Into-Pipe Intro (20= Go-Into-Pipe Intro music)
03= Shorter & Remixed Overworld
05= Shorter Overworld
06= Water Remix
0C= Remixed Underground
14= Underground With a Few Extra Noises
18= Remixed Castle
E0= Overworld and Cloud Bonus/Star
40= High Score Screen (Vs. SMB Only)
Note: That data did not come from me. Sorry, just don’t credit me for that.
Level Header
For every level, the very first two bytes are the level attributes.
Graphics - Level Attributes - BASIC BLOCKS
TTSSsBBB ccDDbbbb
TT = time = 0,400,300,200
SS = Start = fall,stand,slowf,walk
s = part of the above I think
BBB = Background = day,sea,wall,river,night,snow,nightsnow,castle
cc = pipe color = green,red,grey,cloud
also style = trees,mushrooms,bullet bill,cloud
DD = foreground = nothing,cloud,mountain,fence
bbbb = Basic Blocks
0 - none
1 - 5 bottom
2 - 5 bottom, 1 top
3 - 5 bottom, 3 top
4 - 5,4
5 - 5,8
6 - 8,1
7 - 8,3
8 - 8,4
9 - 9,1
A - 0,1
B - 9,4
C - 12,1
D - 5,3,5,2,1 3&2 are holes
E - 5,3,4,3,1 3&3 are holes
F - solid
This is DahrkDaiz's SMB documents...
Super Mario Bros. Hacking Document 1.0
---------------------------------
All data found/cracked by Dahrk Daiz (DahrkDaiz@hotmail.com)
Reproduction of this document is forbidden.
Copyright (C) 2003
Level Header
----------------------------
The first two bytes of a level are it's level header. The level
header is broken up like this:
( byte 1 ) ( byte 2 )
t t a p p b b b - c c s s g g g g
=================================|===================|
|_| | |_| |_|_| |_| |_| |_|_|_|| ground/block |
| | | | | | |___| type |
| | | | | | |===================|
| | | | | |_________| scenery |
| | | | | | type |
| | | | | |===================|
| | | | |_____________| compliment |
| | | | | |
| | | | |===================|
| | | |____________________| background/season |
| | | | type |
| | | |===================|
| | |_________________________| starting |
| | | position |
| | |===================|
| |____________________________| auto walk |
| | on/off |
| |===================|
|_______________________________| time |
| |
=====================================================|
ground/block type: defines the type of ground structure for a level, this can
be how high the ground is and how low the ceiling goes (if there is a ceiling).
scenery type: determines what will be put in the background
clouds
00 = none
01 = clouds
10 = mountains/hills
11 = fence/trees
compliment: affects the palette somewhat, but mainly determines what the "trees" look/act like
00 = trees
01 = mushrooms
10 = bullet bill turrets (they work too)
11 = the cloud world (the ground is a cloud)
background/season type: this is mainly a palette attribute, but does serve another purpose.
When this attribute is less than 100 (0x04), the background is effected, anything higher
and the palette is affected.
000 = day time (normal palette)
001 = underwater background
010 = caste wall background
011 = over water background
100 = night time
101 = day time/snow
110 = night time/ snow
111 = black and white (castle)
This may apply to the other data
Level Header Hex numbers
Byte 1
0F Timer 000 Pos Start V=1 H=1.5 Background Night and Snow (Castle)
1F Timer 000 Pos Start V=4 H=1.5 Background Night and Snow (Castle)
27 Timer 000 Pos Start V=1 H=1.5 Background Night and Snow (Castle)
2F Timer 000 Pos Start V=1 H=1.5 Background Night and Snow (Castle)
40 Timer 400 Pos Start V=1 H=1.5 Background Overworld
Byte 2
3F Type: Green and Tree Scenery: Fence Basic brick: All
47 Type: Orange and Mushroom Scenery: Nothing Basic brick: Surface 4 Ceiling 3
This needs more info.
Attributes: Whole a lot of data ripped off. Impossible to tell
Halfway page: See Crazy Hex Strings
Crazy Hex Strings
This is where the hosted data came from in SMB2J. I advise you to use an emulator like FCE Ultra or RockNES Version 1.700 because these are the emulators that actually work on FDS hacking games. NESten, Nester, Fwnes or Famtasia will not work.
The Hex Editor like Transhexlation is required to do this. DO NOT FORGET the Disksys.rom in the same folder as the emulator is because this is how to play FDS games.
Harder Mode
12379=0x305B
Original Offset A9 01 8D 74 07 20
Changed Offset A9 01 8D 6A 07 EA
It allows to transform Goombas into Buzzy Beetles like on SMB1 after beating the game. Don’t give me credit.
Warp Zone
10426=0x28BA
Original Offset 02 03 04 01 06 07 08 05 0B 0C 0D
Changing the values you see here will change the Warp Zone you want to go. You cannot go to World 9 in this way. However going to World A or above may crash the game.
Room Change
Original Offsets
34062=0x850E
World 1 20 29 40 21 60 and so on
34080=0x8520
World 5 2B 29 43 2C 64 and so on
34098=0x8532
World 9 38 06 68 07
48523=0xBD8D (Begin offset)
World A 20 2C 40 21 60
World B 22 2C 00 23 61
World C 24 25 26 62
World D 27 28 29 63
Changing the values will change the rooms you want to go. This is my favorite. Even you can play beta levels with the unknown values. Some rooms can only be activated in certain worlds.
True character of Bowser
25892=0x6524
Original Offset 06 00 02 12 11 07 05 2D 2D
Changing these values will allow to change the sprites when Mario defeats Bowser with fireballs. Using sprite 04 is NOT Recommended in Worlds 4 and below.
Running Hammer Brothers
20671=0x50BF
Original Offset 95 58 AD 5F 07 C9 06 B0 09 AC CC
Changed Offset 1 9D A2 03 95 58 AC CC 06 B9 26 C3 9D
Changed Offset 2 95 58 AD 5F 07 C9 XX B0 09 AC CC
These offsets will allow how long the Hammer Brother will wait. The X represent in changed offset 2 to select the World will the Hammer Brother will run without wait.
Don’t give me credit for this.
Shooting ASM
17218=0x4342
Original Offset 02
Changed Offset 00
Allows Mario to shoot Fireballs when you are small. It was a nice start.
Becomes Hard (Small Platforms)
12346=0x303A
Original Offset AD 5F 07 C9 03 90 0C D0 07 AD 5F 07 C9 03
Changed Offset AD 5F 07 C9 XX 90 0C D0 07 AD 5F 07 C9 XX
Replaces long platforms with short platforms depending what world you are in. Also activates after 4-4 enemies.
Halfway pages
12715=0x31AB
Original Offsets 66 60 97 and so on
Sets the halfway page of the level.
NOTE: This is untested. However this may NOT be the right offset.
Life counter
34706=0x8792
Original Offset 02
Changes the number of life counters when you start the game. The life counter’s Max limit is 7F or 128 lives.
Castle GFX in Sea attributes
13365=0x3435
Original Offset 07
Changes the GFX tiles when you are underwater depending what world you are in.
Bowser’s Hammer Routine
24318=0x5EFE
Original Offset 05
Depends what world will Bowser will start throwing hammers.
Bowser that breathes fire
24372=0x5F34
Original Offset 05
Allows Bowser to Stop Breathing Fire depends what world you are in. Don’t give me credit.
Bowser that breathes fire
24368=0x5F30
Original Offset 07
Allows Bowser to Start Breathing Fire depends what world you are in. This only effects the current world you are in. However in this case World 9 Bowser didn’t breathe fire in SMB2J.
Speed Text
45057=0xB001
Original Offset 07
Extends the speed of a message after beating Bowser
General Setting 1
9326=0x246E
Original Offset 07
Reads the ending message. Continues to the next level. (Not in SMB2J)
General Setting 2
Currently Impossible
General Setting 3
30865=0x7891
Original Offset 07
Changes the Mushroom Retrainers into Princess depending what world you are in.
Shows title screen when starting level
9434=0x24DA
Original Offset 07
Changed Offset 00
Shows title screen when you start at any level.
No Walk
9391=0x24AF
Original Offset 07
Changed Offset 00
Grabs Axe without walking. This offset may not work correctly.
Edit Castle looping (Level)
19957=0x4DF5
Original Offsets 02 02 02 02 05 05 05 05 06 07 07 04
Changes the level of a loop command
Edit Castle looping (Page Frame)
19969=0x4E01
Original Offsets 03 05 08 09 03 06 07 0A 05 05 0B 05
Changes the Page level of a loop command
Edit Castle looping (Vertical Position)
19981=0x4E0D
Original Offsets B0 B0 40 30 B0 30 B0 B0 F0 F0 B0 F0
Changes the Vertical position of a loop command. Must stay in that position. World 8-4 is an example of the loop where the long fire-bar is.
Offset of page map skip data
34102=0x8536
Original Offsets 0C 0C 42 42 10 10 30 30 06 0C 54 06
Changes the offset for the looping.
Loop ASM Data
20092=0x4E7C to 20118=0x4E96
Loop ASM Data. Changes the loop command in 20117=0x4E95 - DA
Loop ASM Data
20119=0x4E97 to 20148=0x4EB4
Loop ASM Data. Changes the loop command in 20146=0x4EB2 - 8D
I may have tried the loops in SMB1 but it looks a bit glitchy with World 3.
Star count
52284=0xCC3C
Original Offset XX (May count if you beat World 8)
Allows you to count the number of stars in the Title Screen. If you have more than 8 stars Hold the A Button and Press Start. You will be going to Worlds A-D. I didn’t get credit for this. The Mushroom Kingdom website show me that cheat that I didn’t know. Thank SSM for showing me this offset.
Tile for Stars in Title Screen
34650=0x875A
Original Offset 26
This may change any tiles replacing Tile 26 in the Objects column in the Title Screen.
Timer Change (Not the level’s header)
12572=0x311C
Original Offsets 04 03 02
Changes the timer of a level with timers 400, 300 and 200.
GFX for Vertical Balls
11495=0x2CE7
Original Offsets 24 2F 24 3D
These vertical balls GFX change the following
Rope: A2 A2 A3 A3
Tree: BE BE BF BF
It’s more like changing the Tile number for these.
Start on any world
Coming soon when I find it.
Song hex data
12376=0x3058
Original Offset 80
Song played when exiting or during the prelevel screen. The value is 80, which is nothing.
Songs played in levels
12501=0x30D5
Original Offsets 02 01 04 08 10 20
These values will change will change the music when you play an attribute level.
Music for getting a star
26146=0x6622
Original Offset 40
Song played when getting a Star
Mario State Routine
9906=0x26B2
Original Offset 00
Decision for whether Mario starts for
00 Small
01 Super
02 Fire
World Pointers
34053=0x8505
Original Offset 00 05 09 0E 12 17 1C
This is kinda fun but it allows the number of levels to load for each world. Works for Warpzones as well.
Sprite change
20370=0x4F92
It allows which enemy single Goombas turn into on second quest. I recommend 05 for a challenge... Requires Hard Mode offset to do this. Don’t give me credit.
Goomba Trio Sprite change
21741=0x54ED
Original Offset 02
It allows which enemy pairs and trios of Goombas turn into on second quest. Using 05 here creates a REAL challenge... Requires Hard Mode offset to do this. Don’t give me credit. This will be pained if you insert the Running Hammer Brothers in World 1 or World A.
Fire Mario Palette Brightness
9962=0x26EA
Original Offset 37
Changes the Palette of the Fire Mario State. Works with Luigi also.
Fire Mario Palette
9964=0x26EC
Original Offset 16
Changes the Palette of the Fire Mario State. Works with Luigi also.
Sprite Palette Brightness (Sea)
11607=0x2D57
Original Offset 16
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette (Sea)
11609=0x2D59
Original Offset 27
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette Brightness (Overworld)
11643=0x2D7B
Original Offset 16
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette (Overworld)
11645=0x2D7D
Original Offset 27
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette Brightness (Underground)
11679=0x2D9F
Original Offset 16
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette (Underground)
11681=0x2DA1
Original Offset 27
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette Brightness (Castle)
11715=0x2DC3
Original Offset 16
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Sprite Palette (Castle)
11717=0x2DC5
Original Offset 27
Changes the Mushroom, coin when it pops and including Mario’s fireballs.
Shooting Program 1
28702= 0x701E
Original Offset 1C
Changed Offset 0D
Shoots Upward
Shooting Program 2
28717= 0x702D
Original Offset FD
Changes the direction of the fireball clockwise. Inserting the Hex 00 will shoot straight fireballs. Low accuracy. Requires Shooting Program 1 Hex 0D for this. Enter this hex alone will not let the fireballs bounce.
Shooting Program 3
28726=0x7036
Original Offset 29 F8
Changed Offset 09 0F
Changes the direction of the fireball vertically, I think. Using in combination of 0D, FF, and 09 0F on all 3 shooting programs will allow Mario to shoot straight fireballs with perfect aiming.
Mario Palette (Big and Small state)
34724=0x87A4
Original Offset 16 27 18
Changes the Palette of Mario when he is in small or Big State
Luigi Palette (Big and Small state)
34728=0x87A8
Original Offset 30 27 19
Changes the Palette of Luigi when he is in small or Big State
Editing Text
Have the Hex Editor like Transhexlation to load up the SMB2J ROM first. Then go to Script and go to Open Thingy Table or CTRL+T. Load the table file you created and check Thingy View Active on the table toolbar. Then resize the window. Press Alt+F to find using table and type in what you looking for. For example "WELCOME" then click OK. Note that finding tables are always case sensitive. However if you want your window to return to its size click CTRL+I for preferences and set "Automatically adjust number of bytes per line" then click OK. Editing text is much easier if you set 1 byte per line.
Note that you can’t edit "NINTENDO FAMILY COMPUTER" because it may have a disk error.
Making Tables
An editor like Table Manager from http://www.emucamp.com/CBT can create your own table files. Starting at 00 right click and go to numbers 0-9. Then on grid 0A right click and go to letters Uppercase A-Z. Then the following should be as stated.
Hex Number Symbol
24 *
28 -
29 x
2B !
AF .
CF @
F2 ‘
Don’t give credit for the tables I’ve ripped off.
That’s all I wrote for now. This may need to be updated if possible
Copyright 2005 Insectduel/Dahrkdaiz. Reproduction of this document is forbidden. And if you borrow it. Credit must be given to the author of this document. Contact these people if you can
Credits
SSM for the star count offset
DahrkDaiz for the SMB1 hacking documents
Spel werdz rite for SMBTLL and SMB1offsets for SMAS.