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)

  1. Timer 000 Pos Start V=10 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 !

  1. "
  2. ’’

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

insectduel@yahoo.com

 

Credits

SSM for the star count offset

DahrkDaiz for the SMB1 hacking documents

Spel werdz rite for SMBTLL and SMB1offsets for SMAS.