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Sprite following values
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sephiroth2k
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Joined: 19 Feb 2004
Posts: 412
Location: New Jersey

PostPosted: Thu Feb 19, 2004 1:41 pm    Post subject: Sprite following values Reply with quote

All updates are now posted at SnesAdvance.org.

The superdat can be used to add all memory values&speed hacks simply
by overwriting the default snesadvance.dat with the one in the zip file.

Last Updated : Wednesday May 26th 12:50PM

Game : Address :Scale% : Offset : Finder

Aladdin (U) : 0x7e08ea : 30 : 5 : sephiroth2k
Batman Returns (U : 0x7e032c : 30 : 0 : sephiroth2k
Blaze On (J) : 0x7e1100 : 30 : 0 : C++
Bonkers (U) : 0x7e0406 : 30 : 0 : sephiroth2k
Castlevania : Dracula X (U) : 0x001d48-0x001db6 : 30 : 0 : loopy
Darius Twin (U) : 0x7e13d8 : 30 : 5 : sephiroth2k
Demon's Crest (U) : 0x7e1034 : 30 : 10 : sephiroth2k
Final Fight 2 (U) : 0x7e0353 : 30 : 0 : sephiroth2k
Gunforce (U) : 0x7e9004 : 30 : 5 : sephiroth2k
**Harvest Moon (U) : 0x7e0147 : 30 : 42 : kylekatarn
Mario & Wario (J) [h3] (Joypad) : 0x7e00ab : 30 : 17 : sephiroth2k
Mario Paint (U) (h1) (Joypad) : 0x7e0227 : 30 : 0 : sephiroth2k
Mega Man 7 (U) : 0x7e0c08 : 30 : 0 : sephiroth2k
Mega Man X (V1.1) (U) : 0x7e0bb0 : 30 : 0 : sephiroth2k
**Secret of Mana (U) : 0x7e0604 : 100 : 10 : DarkCube
Sky Blazer (U)(12134) : 0x7ef101 : 40 : ?? : sephiroth2k
Super Castlevania IV (U) : 0x7e054e : 30 : 15 : sephiroth2k
Super Mario World (U) : 0x96-0x1c : 25 : 10 : loopy
Teenage Mutant Ninja Turtles 4 : 0x7e040c : 25 : 0 : sephiroth2k
*Xardion (U) : 0x7e0d02 : 30 : 5 : sephiroth2k

* Due to the weird way Xardion deals with sprites (storing them relative to position in level), the screen may
jump briefly when crossing certain vertical thresholds. If anyone has a serious problem with this I'll fix it, but I really don't think it's worth it.
** This mem follow address will jump up when text is present so you can read it and down when there is no text so you can play Smile

.:HOW YOU CAN FIND ADDRESSES:.
You Need:
ZSNES, from www.zsnes.com
VisualBoy Advance, from zophar.net
PocketSNES, from snes.pocketheaven.com
A SNES ROM, from an undisclosed location

Extract all your files into a single directory, it will make things simpler.

+Finding addresses for SNES ROMS+
Step 1) Open ZSNES, and start your rom.

Step 2) Hold down ~ key to fast forward until you're at a place where
you can control the sprite you want PocketSNES to follow.

Step 3) Now go to the 'CHEAT' menu and select 'SEARCH'

Step 4) Select '2 BYTES', 'DEC...', and 'COMPARATIVE SEARCH'

Step 5) Click 'START'. Now return to your game, but DON'T MOVE.

Step 6) Go to 'CHEAT'->'SEARCH' and select 'NEW VALUE = OLD VALUE'
and click 'SEARCH' again.

Step 7) Return to your game and jump, changing your sprite's vertical
position.

Step Cool With your sprite at a higher position than it was at when
you started, go to 'CHEAT'->'SEARCH' and select 'NEW VALUE != OLD VALUE'
and click 'SEARCH'.

Step 9) Return to your game and bring the sprite vertically down from
its previous location.

Step 10) Go to 'CHEAT'->'SEARCH' and select 'NEW VALUE != OLD VALUE'
and click 'SEARCH'.

Steps 11-X) You probably see the pattern by now. Repeat until you
have as few addresses left as possible.

Step X-Y) Now go to 'CHEAT'->'VIEW'. If you're lucky, you won't have
too many addresses left. Now highlight likely addresses and select
'ADD'. Modify the value of the address and see what happens.

Step Y+1) If you were lucky and modified the right address, your sprite
should be stuck at some height corresponding the value you entered.
Write down this address. If you weren't lucky, you're not at step Y
yet.

Step Y+2) Fire up PocketSNES.exe and add your ROM with the address
you found in the memory following box*, scale% set to 30 or so. Create
PocketSNES gba rom. *use format 0x<Address>

Step Y+3) Open said gba rom in Visualboy Advance, and see if it works.

Step FINAL) If working, post address at http://www.pocketheaven.com/boards/viewtopic.php?t=97
If not, try again.


Last edited by sephiroth2k on Wed Jan 12, 2005 3:22 am; edited 60 times in total
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burn_654
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PostPosted: Fri Feb 20, 2004 1:45 am    Post subject: Reply with quote

Very nice...it works rather well Smile


I don't mean to beg or anything, but do you think a Castlevania 4 follow address could be found? Wink



Edit- Lol, the Gradius 3 follow makes the screen follow the tip of the whip in CV4 Shocked

Interesting when the whip can be swung around and the screen goes funky Razz
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craig588
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PostPosted: Fri Feb 20, 2004 1:55 am    Post subject: Reply with quote

hehe. thats a cool effect. Looks like something that the GBA shouldn't be fast enough to do.
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sephiroth2k
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PostPosted: Fri Feb 20, 2004 1:58 am    Post subject: Why not.. Reply with quote

I'm in school (Java) right now, but when I get home I'll work on it. Might have to wait to submit (I think my ISP cut off my service - they seem to want payment or something), but I'll get it.

Oh and is there anyone who wants me to make a guide for finding memory addresses? It's very similar to finding them in NES games.

PS - Loopy, great work man - I watched PocketNES progress and am enjoying this PocketSNES as well.
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craig588
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PostPosted: Fri Feb 20, 2004 3:08 am    Post subject: Reply with quote

If there's a systematic way to go through it sure, I thought it was just trial and error. I'm not so good with programming (only know basic stuff wih C, basic, ASM, HTML, and java) but I can try to do all of the other misc work that needs to be done.
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Shin_Sean
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PostPosted: Fri Feb 20, 2004 5:03 am    Post subject: Reply with quote

Quote from sephiroth2k:

Quote:
Castlevania : Dracula X (U) follows memory address 0x7e0496 very nicely; I use Scale% 30 or so, 25-40 is a good range.


cool! thanks! Very Happy
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FluBBa
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PostPosted: Fri Feb 20, 2004 8:50 am    Post subject: Reply with quote

craig588 wrote:
hehe. thats a cool effect. Looks like something that the GBA shouldn't be fast enough to do.

Well to change the position of the background all you do is write to 2 scroll registers for the x and y position.
probably takes a couple of cycles (out of the 16.700.000/s).
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sephiroth2k
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PostPosted: Fri Feb 20, 2004 7:53 pm    Post subject: Reply with quote

Heh.. glad you like that one.. here's a few more:

Game : M.Address : Scale% : Offset

Super Castlevania IV (U) : 0x7e054e : 30 : 10

Skyblazer (U)(12134) : 0x7ef101 : 40 : ? NOTE: I know it's not playable yet

Demon's Crest (U) : 0x7e1034 : 30 : 10

Tweak the offset and scale% to taste.
Any other requests? I don't play many of the currently playable games.
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sephiroth2k
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PostPosted: Fri Feb 20, 2004 8:04 pm    Post subject: How to find memory addresses Reply with quote

All right.. basic tutorial time.

You need : ZSNES, rom you want to test, pocketsnes, visualboy advance

Step 1) Open up your rom in ZSNES
Step 2) Get to somewhere where no sprites (or as few as possible) are moving, and you can make your desired sprite move
Step 3) Go to the cheat menu in zsnes, do a comparative search.
Step 4) Return to game for a little while, then go to cheat -> new value = old value
Step 5) Return to game, move sprite. Go to cheat -> new value != old value
Step 6) Keep narrowing down values.
Step 7) Now you can go to cheat -> view. Now write down all the addresses with values that seem plausible (ie, less than 50000 Wink)
Step Cool Fire up pocketsnes, and drag the rom you want to test into it as many times as you have values for.
Step IX) For every rom, set scale% to about 30
Step 10) Going from top down following your address list, set each sepearate copy of your rom to have the corresponding value in your list
Step 11) Test in visualboy advance (With frameskip->9 and throttle->none and speed up -> on). Write down whichever value(s) work.
Step 12) Tweak scale% and offset till you get it the way you like.
Step 13) Post it here

Now that's a bad tutorial! Good luck.
Oh yeah, and *MAKE SURE* you change the scale% for testing, if you don't you won't see any following, even if you have the correct address!
Also, try to narrow down your possible addresses as much as possible, it would be a pain to test too many values.
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--=ZerO=--
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PostPosted: Fri Feb 20, 2004 8:07 pm    Post subject: Reply with quote

Good Work!

What about Castlevania 4...
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sephiroth2k
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PostPosted: Fri Feb 20, 2004 8:08 pm    Post subject: Reply with quote

castlevania iv == castlevania 4
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--=ZerO=--
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PostPosted: Fri Feb 20, 2004 8:26 pm    Post subject: Reply with quote

sephiroth2k wrote:
castlevania iv == castlevania 4


sorry... Embarassed
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craig588
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PostPosted: Fri Feb 20, 2004 9:01 pm    Post subject: Reply with quote

Thanks for the guide. I hope a tutorial on finding speed hacks might be that simple.

What games do people need sprite following values for? I could try to find them for you too.
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OBlachubs
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PostPosted: Sat Feb 21, 2004 4:37 am    Post subject: Reply with quote

sephiroth2k wrote:
Heh.. glad you like that one.. here's a few more:

Game : M.Address : Scale% : Offset

Super Castlevania IV (U) : 0x7e054e : 30 : 10

Skyblazer (U)(12134) : 0x7ef101 : 40 : ? NOTE: I know it's not playable yet

Demon's Crest (U) : 0x7e1034 : 30 : 10

Tweak the offset and scale% to taste.
Any other requests? I don't play many of the currently playable games.


Fantastic info! Thanks so much.

OBlachubs
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Titney
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PostPosted: Sat Feb 21, 2004 3:51 pm    Post subject: Reply with quote

Great work sephiroth2k! Very Happy I remember you from the pocketnes scene too Smile
If you want to I can make this topic a sticky, but please put all the important stuff (found values, and the toturial) in the first post so it's easier to read.
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