Edit warps without any tool!
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04: Mario Cheer 
Guys, sorry I will never make tools... I know I'm a bit of a jerk, but I'm happy to announce you that you can hack also without a tool... so I wanted to make this thing to help you around before clover finishes developing his tool, I know it's something basic, but still ok... I will update the list every day, if you find something weird just tell me... so we are gonna need a gameshark and some warp destinations: let's get started! I'll show you a simple code that will get a warp and transform it with another one...
D10740B0 (warp start)
810740B0 (warp destination)
the game stores the areas in the code 010740B0, and we can write D (flag start cutscene) and 8 (flag end cutscene), but in this case we have a cutscene with a special property, witch in this case will be used to store the warp start and destination. I still did not study half of the ROM, but I have already found a decent amount of warps, and I wrote as if they were destination, for the start just read the opposite (entrance = exit, right = left):
0000 = Goomba village left exit
0001 = Goomba village entrance left
0002 = Goomba village bottom entrance right
0003 = Goomba village bottom left exit
0004 = Goomba village bottom entrance 2 right
0005 = Pleasant path 2 entrance left
0006 = Pleasant path 3 entrance left
0007 = Pleasant path entrance left
0008 = Goomba fortress right exit
0009 = Goomba fortress entrance right
000A = Pleasant path 4 entrance left
000B = Game start (mario house cutscene)
000C = (bug) Prologue start
000D = Same as 000C, but no Paper Mario text (bug)
000E = Get card 1
000F = Peach cutscene 1
0010 = Game end (The end screen)
0011 = Game softlock
0012 = Same as 0011
0013 = Game crash
0014 = Postcard 2 location
0015 = Same as 0011
0016 = Same as 0011
0017 = Train for Mt. Rugged
0018 = Dry dry outposts entrance
0019 = Dry dry outposts 2 entrance
001A to 0024 = Random parts of the desert
0025 = Game crash
0026 to 002A = Random parts of the desert
002B = Same as 0025
002C to 004B = Random parts of the desert
004C = Dry dry ruins entrance
004D = Dry dry ruins first puzzle room 1
004E = Dry dry ruins first puzzle room 2
004F = Dry dry ruins big room
0050 = Dry dry ruins triangle thing room
0051 = Dry dry ruins top right room
0052 = Dry dry ruins mystery block blue mummy fight room
0053 = Dry dry ruins hammer unlock right exit
0054 = Dry dry ruins hammer unlock entrance left
0055 = Dry dry ruins room with super block
0056 = Dry dry ruins room where you put these weird things
0057 = Dry dry ruins room that shows you where to put these weird things
0058 = Dry dry ruins moon thing room
0059 = Dry dry ruins star thing room
005A = Dry dry ruins Tutankoopa fight room
005B = Dry dry ruins long room
005C = Dry dry ruins save block room
005D = Entrance to koopa bros fortress
005E = Koopa bros. fortress first room
005F = Koopa bros. fortress second room
0060 = Koopa bros. fortress third long room entrance right
0061 = Koopa bros. fortress staircase room ground floor
0062 = Koopa bros. fortress way to top
0063 = Koopa bros. fortress falling mario cutscene
0064 = Koopa bros. fortress staircase room bottom left exit
0065 = Koopa bros. fortress fire turning thing room
0066 = Koopa bros. fortress cannon room
0067 = Koopa bros. fortress battle room
0068 = Koopa village entrance
0069 = Koopa village 2 entrance
006A = Behind kooper's house
006B = Behind kooper's house 2
006C = Toad town exit right
006D = Koopa path
006E = Koopa crossroads
006F = Koopa path east
0070 = Koopa path east 2
0071 = Shooting star summit entrance
0072 = Shooting star summit hill
0073 = Star road
0074 = Star town
0075 = Star haven
0076 = Inside star haven
0077 = Shooting star summit house
0078 = Debug room?
0079 = Unknown cutscene: ends outside boo's mansion
007A = Browser's castle sewers
007B = Browser's castle sewers part 2
Yeah I know it's just a little, but will do for simple stuff. Example: you want to make the way to where you started the game at the left of goomba village take you to the start of the game? Just add a gameshark code
D10740B0 0000
810740B0 000B
Just tell me all the bugs you get trough, I know it's not the right way to manipulate warps but will do...
Have a nice day!
(This post was last modified: 28-03-2016, 08:34 PM by RobiNERD.)
Lorem Ipsum.

(28-03-2016, 08:28 PM)RobiNERD Wrote: Guys, sorry I will never make tools... I know I'm a bit of a jerk, but I'm happy to announce you that you can hack also without a tool... so I wanted to make this thing to help you around before clover finishes developing his tool, I know it's something basic, but still ok... I will update the list every day, if you find something weird just tell me... so we are gonna need a gameshark and some warp destinations: let's get started! I'll show you a simple code that will get a warp and transform it with another one...
D10740B0 (warp start)
810740B0 (warp destination)
the game stores the areas in the code 010740B0, and we can write D (flag start cutscene) and 8 (flag end cutscene), but in this case we have a cutscene with a special property, witch in this case will be used to store the warp start and destination. I still did not study half of the ROM, but I have already found a decent amount of warps, and I wrote as if they were destination, for the start just read the opposite (entrance = exit, right = left):
0000 = Goomba village left exit
0001 = Goomba village entrance left
0002 = Goomba village bottom entrance right
0003 = Goomba village bottom left exit
0004 = Goomba village bottom entrance 2 right
0005 = Pleasant path 2 entrance left
0006 = Pleasant path 3 entrance left
0007 = Pleasant path entrance left
0008 = Goomba fortress right exit
0009 = Goomba fortress entrance right
000A = Pleasant path 4 entrance left
000B = Game start (mario house cutscene)
000C = (bug) Prologue start
000D = Same as 000C, but no Paper Mario text (bug)
000E = Get card 1
000F = Peach cutscene 1
0010 = Game end (The end screen)
0011 = Game softlock
0012 = Same as 0011
0013 = Game crash
0014 = Postcard 2 location
0015 = Same as 0011
0016 = Same as 0011
0017 = Train for Mt. Rugged
0018 = Dry dry outposts entrance
0019 = Dry dry outposts 2 entrance
001A to 0024 = Random parts of the desert
0025 = Game crash
0026 to 002A = Random parts of the desert
002B = Same as 0025
002C to 004B = Random parts of the desert
004C = Dry dry ruins entrance
004D = Dry dry ruins first puzzle room 1
004E = Dry dry ruins first puzzle room 2
004F = Dry dry ruins big room
0050 = Dry dry ruins triangle thing room
0051 = Dry dry ruins top right room
0052 = Dry dry ruins mystery block blue mummy fight room
0053 = Dry dry ruins hammer unlock right exit
0054 = Dry dry ruins hammer unlock entrance left
0055 = Dry dry ruins room with super block
0056 = Dry dry ruins room where you put these weird things
0057 = Dry dry ruins room that shows you where to put these weird things
0058 = Dry dry ruins moon thing room
0059 = Dry dry ruins star thing room
005A = Dry dry ruins Tutankoopa fight room
005B = Dry dry ruins long room
005C = Dry dry ruins save block room
005D = Entrance to koopa bros fortress
005E = Koopa bros. fortress first room
005F = Koopa bros. fortress second room
0060 = Koopa bros. fortress third long room entrance right
0061 = Koopa bros. fortress staircase room ground floor
0062 = Koopa bros. fortress way to top
0063 = Koopa bros. fortress falling mario cutscene
0064 = Koopa bros. fortress staircase room bottom left exit
0065 = Koopa bros. fortress fire turning thing room
0066 = Koopa bros. fortress cannon room
0067 = Koopa bros. fortress battle room
0068 = Koopa village entrance
0069 = Koopa village 2 entrance
006A = Behind kooper's house
006B = Behind kooper's house 2
006C = Toad town exit right
006D = Koopa path
006E = Koopa crossroads
006F = Koopa path east
0070 = Koopa path east 2
0071 = Shooting star summit entrance
0072 = Shooting star summit hill
0073 = Star road
0074 = Star town
0075 = Star haven
0076 = Inside star haven
0077 = Shooting star summit house
0078 = Debug room?
0079 = Unknown cutscene: ends outside boo's mansion
007A = Browser's castle sewers
007B = Browser's castle sewers part 2
Yeah I know it's just a little, but will do for simple stuff. Example: you want to make the way to where you started the game at the left of goomba village take you to the start of the game? Just add a gameshark code
D10740B0 0000
810740B0 000B
Just tell me all the bugs you get trough, I know it's not the right way to manipulate warps but will do...
Have a nice day!

The way the game works, is everything has a group value, then a room inside of that. Goomba Village is group 0, Toad Town is group 1, Toad Town Sewers is group 2, etc. The group value is a few bytes away is the room value, which I assume is what you were changing here. When editing the group, you can get much more precise warping, and to be even more precise, you can edit the entrance value which determines which direction you enter a room from.

(07-04-2016, 01:28 PM)Rain Wrote:
(28-03-2016, 08:28 PM)RobiNERD Wrote: Guys, sorry I will never make tools... I know I'm a bit of a jerk, but I'm happy to announce you that you can hack also without a tool... so I wanted to make this thing to help you around before clover finishes developing his tool, I know it's something basic, but still ok... I will update the list every day, if you find something weird just tell me... so we are gonna need a gameshark and some warp destinations: let's get started! I'll show you a simple code that will get a warp and transform it with another one...
D10740B0 (warp start)
810740B0 (warp destination)
the game stores the areas in the code 010740B0, and we can write D (flag start cutscene) and 8 (flag end cutscene), but in this case we have a cutscene with a special property, witch in this case will be used to store the warp start and destination. I still did not study half of the ROM, but I have already found a decent amount of warps, and I wrote as if they were destination, for the start just read the opposite (entrance = exit, right = left):
0000 = Goomba village left exit
0001 = Goomba village entrance left
0002 = Goomba village bottom entrance right
0003 = Goomba village bottom left exit
0004 = Goomba village bottom entrance 2 right
0005 = Pleasant path 2 entrance left
0006 = Pleasant path 3 entrance left
0007 = Pleasant path entrance left
0008 = Goomba fortress right exit
0009 = Goomba fortress entrance right
000A = Pleasant path 4 entrance left
000B = Game start (mario house cutscene)
000C = (bug) Prologue start
000D = Same as 000C, but no Paper Mario text (bug)
000E = Get card 1
000F = Peach cutscene 1
0010 = Game end (The end screen)
0011 = Game softlock
0012 = Same as 0011
0013 = Game crash
0014 = Postcard 2 location
0015 = Same as 0011
0016 = Same as 0011
0017 = Train for Mt. Rugged
0018 = Dry dry outposts entrance
0019 = Dry dry outposts 2 entrance
001A to 0024 = Random parts of the desert
0025 = Game crash
0026 to 002A = Random parts of the desert
002B = Same as 0025
002C to 004B = Random parts of the desert
004C = Dry dry ruins entrance
004D = Dry dry ruins first puzzle room 1
004E = Dry dry ruins first puzzle room 2
004F = Dry dry ruins big room
0050 = Dry dry ruins triangle thing room
0051 = Dry dry ruins top right room
0052 = Dry dry ruins mystery block blue mummy fight room
0053 = Dry dry ruins hammer unlock right exit
0054 = Dry dry ruins hammer unlock entrance left
0055 = Dry dry ruins room with super block
0056 = Dry dry ruins room where you put these weird things
0057 = Dry dry ruins room that shows you where to put these weird things
0058 = Dry dry ruins moon thing room
0059 = Dry dry ruins star thing room
005A = Dry dry ruins Tutankoopa fight room
005B = Dry dry ruins long room
005C = Dry dry ruins save block room
005D = Entrance to koopa bros fortress
005E = Koopa bros. fortress first room
005F = Koopa bros. fortress second room
0060 = Koopa bros. fortress third long room entrance right
0061 = Koopa bros. fortress staircase room ground floor
0062 = Koopa bros. fortress way to top
0063 = Koopa bros. fortress falling mario cutscene
0064 = Koopa bros. fortress staircase room bottom left exit
0065 = Koopa bros. fortress fire turning thing room
0066 = Koopa bros. fortress cannon room
0067 = Koopa bros. fortress battle room
0068 = Koopa village entrance
0069 = Koopa village 2 entrance
006A = Behind kooper's house
006B = Behind kooper's house 2
006C = Toad town exit right
006D = Koopa path
006E = Koopa crossroads
006F = Koopa path east
0070 = Koopa path east 2
0071 = Shooting star summit entrance
0072 = Shooting star summit hill
0073 = Star road
0074 = Star town
0075 = Star haven
0076 = Inside star haven
0077 = Shooting star summit house
0078 = Debug room?
0079 = Unknown cutscene: ends outside boo's mansion
007A = Browser's castle sewers
007B = Browser's castle sewers part 2
Yeah I know it's just a little, but will do for simple stuff. Example: you want to make the way to where you started the game at the left of goomba village take you to the start of the game? Just add a gameshark code
D10740B0 0000
810740B0 000B
Just tell me all the bugs you get trough, I know it's not the right way to manipulate warps but will do...
Have a nice day!

The way the game works, is everything has a group value, then a room inside of that. Goomba Village is group 0, Toad Town is group 1, Toad Town Sewers is group 2, etc. The group value is a few bytes away is the room value, which I assume is what you were changing here. When editing the group, you can get much more precise warping, and to be even more precise, you can edit the entrance value which determines which direction you enter a room from.

Yes, true, but this is not always the case. Allright it would be more precise, but these rooms that don't mean anything like that mystery room at 0078...
Lorem Ipsum.

I recommend memory editing for accessing rooms. Basically, while in the Toad Town central plaza area, go to 0x002626B0 in the memory and you'll see the exit data. Edit it to access one of the rooms and there you go. Luigi1er already published a document with the list of rooms (here). Example, editing the first exit thingy will change the entrance to the left of the central plaza. Different rooms have different exit data at different locations, etc. etc. etc.

The reason TCRF has that GameShark code to begin with is because at the time there weren't any other known ways to access these rooms (this was back in 2010!). I myself have absolutely no idea what that code is editing.

I appreciate that you are working on stuff, but there's no need to use that code currently! We already have a reliable way of editing room data without using any other external tools. Tongue

(07-04-2016, 04:17 PM)RobiNERD Wrote: Yes, true, but this is not always the case. Allright it would be more precise, but these rooms that don't mean anything like that mystery room at 0078...

*Ah-HHHHEM!* This room is not a debug room. It's this room. No idea why it looks like that when accessed through the GameShark code. Using memory editing to edit a room's exit to hos_10 makes it load properly (with the custcene playing and everything). It does make sense if you consider that it falls in the group of the Star Haven/Summit type rooms, both using the code and using the memory editing.

By the way, was that wall of quotes really necessary?

(08-04-2016, 06:17 PM)RanAS Wrote: I recommend memory editing for accessing rooms. Basically, while in the Toad Town central plaza area, go to 0x002626B0 in the memory and you'll see the exit data. Edit it to access one of the rooms and there you go. Luigi1er already published a document with the list of rooms (here). Example, editing the first exit thingy will change the entrance to the left of the central plaza. Different rooms have different exit data at different locations, etc. etc. etc.

The reason TCRF has that GameShark code to begin with is because at the time there weren't any other known ways to access these rooms (this was back in 2010!). I myself have absolutely no idea what that code is editing.

I appreciate that you are working on stuff, but there's no need to use that code currently! We already have a reliable way of editing room data without using any other external tools. Tongue


(07-04-2016, 04:17 PM)RobiNERD Wrote: Yes, true, but this is not always the case. Allright it would be more precise, but these rooms that don't mean anything like that mystery room at 0078...

*Ah-HHHHEM!* This room is not a debug room. It's this room. No idea why it looks like that when accessed through the GameShark code. Using memory editing to edit a room's exit to hos_10 makes it load properly (with the custcene playing and everything). It does make sense if you consider that it falls in the group of the Star Haven/Summit type rooms, both using the code and using the memory editing.

By the way, was that wall of quotes really necessary?

Oh thanks, I thught that might have been the thing aswell, but exporiting it and seing the texture under the castle is actually a texture meant to be used for jade jungle, that's where my confusion came, but thenks for pionting out that editing memory directly flags the cuscene start... the code was not 100% intended for that behaviour infact it may cause some corruptions when flaging end cutscene without starting it leaving the room (like the save block storage glitch). Anyway I use that code because it's gameshark based. I find my self much better in using gameshark than memory editing directly the rom... now the code actually like I said is not the most stable way to warp... yup that might be the case with the cuscene bug problem... Anyway I use direct memory acesing for debugging mostly. Sorry for using that code it's something personal.
Lorem Ipsum.

10: Star 
The code says:
If D10740B0 & D10740B1 = 00 00
set 810740B0 810740B1 (Room Value) to whatever you set it to.

Kind of irrelevant, but this code should be:
D00740B1 0000
800740B1 00XX

Anyway, by changing 0740AB (Group Value), 0740B1 (Room Value), and 0740B3 (Room Entrance Value), you can warp literally anywhere you want to if you know the values. Documenting where you get warped with that Gameshark code is pointless, as it only warps you if you walk into a room with the value 0. It's probably not even worth your time to document each group, room, and room entrance, unless you are just wanting to warp around the game for fun or glitch testing purposes.

Edit warps without any tool!
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