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Super mario kart snes rom hack
Super mario kart snes rom hack










super mario kart snes rom hack
  1. #SUPER MARIO KART SNES ROM HACK UPDATE#
  2. #SUPER MARIO KART SNES ROM HACK DRIVER#
  3. #SUPER MARIO KART SNES ROM HACK CODE#
  4. #SUPER MARIO KART SNES ROM HACK FREE#
  5. #SUPER MARIO KART SNES ROM HACK CRACK#

I also believe that in the 1A bank (7E:1Axx), two item's data are being stored.

#SUPER MARIO KART SNES ROM HACK DRIVER#

I will need some verification and some time to have sufficient evidence that this is the case, but I believe that right after the Driver Data Banks in RAM (7E:1000-17FF) is where the in-race data for items is stored. Good news is, I believe that the item data in race is stored similar to this fashion. If you are interested in contributing in any way, link to discord is in top post. Red shells are possibly special green shells, and yoshi eggs are just re-textured bananas. TL DR - 80FE07 updates each driver's xyz positions and velocities, on-field items are treated as drivers, and are stored after driver data banks. but I'll leave this here for you Īs per Dirtbag2's request, I have been looking into the Items code.

#SUPER MARIO KART SNES ROM HACK CODE#

So do you have any ROM maps yet? I'm interested to know if you know where the items code is.Īnyway I'm done with SMK hacking Super Baldy Kart did change almost everything.

#SUPER MARIO KART SNES ROM HACK CRACK#

I'm looking forward to working with you all! Hopefully we can crack open the mysteries of this game and make great things of it!

super mario kart snes rom hack

#SUPER MARIO KART SNES ROM HACK FREE#

If you have any additions, feel free to add them, but please post links to the files.

#SUPER MARIO KART SNES ROM HACK UPDATE#

I am very excited to enter into the SNES hacking scene, with a certain affinity for Super Mario Kart for SNES! I'm creating this thread mainly as a meeting place for other SMK hackers to meet up and have a space to post any news or information on Super Mario Kart (Hacks, Maps, Code, ROM maps, RAM maps, etc.) For starters, I'll post my current confirmed and potential RAM maps, and I will update them as needed.

super mario kart snes rom hack

Last seen: 3 years, 3 months and 29 days ago and would be routinely updated on the forums for any users who just happen to want to use the data we collect.Īgain don't feel pressured to do so, this is mainly a grouping of people who just like Super Mario Kart and want to contribute to dissecting this game in any way. In there would be some shared files of discovered addresses and subroutines and data tables, etc. Tying in the ROM map and the Discord, I think it would be a very interesting way to handle sharing everything (since forums may not be the most ideal way to keep up with updates). Again this would all be a "do when you please" sort of thing, so don't feel any pressure to go and decode the entirety of the RAM map or anything! That being said, I'm starting a Discord for Super Mario Kart Hacking if you ever do feel inclined to join in. Don't feel rushed, I mainly just wanted to jump-start the Super Mario Kart community again. Thank you so much for your input on some of the RAM addresses you provided! (They actually helped me name some variables and subroutines in the ROM, more on that in a second). My YouTube channel, with various hacking tests I'm reverse-engineering and hacking F-Zero (SNES)! SMK is obviously, without a doubt, a more complex game than F-Zero in terms of programming matters, so that may prove it a little harder to reverse-engineer it. It is a very simple game it was a launch title. One thing I have big interest in is getting to know how some SNES games work internally (fun-fact: I've tried disassembling Earthbound but it was just plain awful for me to understand it large portions of that game was coded in C, so the assembly output is a complete mess).į-Zero is a game I already (mostly) understand how it works internally, it wasn't very hard for me to reverse-engineer it, despite not having much previous documentation on routines/RAM. BUT, one big hurdle for me to help you is free time. That said, I'd REALLY like to help you out. There are some interesting RAM addresses documented by him, but their description are all in Japanese (and Google Translate doesn't help 100% of the time with those). I also have the disassembly notes from Puresabe, who is some guy who created a level editor for F-Zero and a (now obsolete?) editor for SMK. You might want to verify with what you already have, but I don't guarantee any accuracy whatsoever on my RAM map. $FA = Target facing (calculated by arctan) $E6 = Affects AI top speed if $DA is zero? $C8 = Affects AI top speed (and turn speed?) $1300 = AI kart variables (256 bytes?), offsets: Code $0800 = List of checkpoint properties (Speed, angle)












Super mario kart snes rom hack