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SMB 2 (U) question
Posted: Fri Jan 21, 2011 3:22 pm
by Kiokuffiib11@Yahoo.com
I've been at this for awhile, I'm trying to figure out how to stop Luigi's kicking when jumping on SMB 2 (U).
I've run across a hex address where it stops animation completely, but, I'm not aiming for that.
My computer can barely handle doing a trace, because it slows it down horribly, and even when I do hold out, I still can't understand what code is what.
I'm not that good on disassembly and I couldn't find the code for it anywhere.
Can anyone help me find what hex value to edit (In game or out)?
Posted: Sat Jan 22, 2011 12:45 am
by Drag
In the rom, change $D87 from $A5 to $A9.
When you jump, the game checks $8F to see if you're playing as Luigi (if you are, $8F will be #$03). If so, it does the leg kick thing. This changes the routine so that it checks a constant value #$8F, instead of checking the value at $8F. #$8F != #$03, so the leg kick routine never runs.
Posted: Sat Jan 22, 2011 12:47 am
by Kiokuffiib11@Yahoo.com
Drag wrote:In the rom, change $D87 from $A5 to $A9.
When you jump, the game checks $8F to see if you're playing as Luigi (if you are, $8F will be #$03). If so, it does the leg kick thing. This changes the routine so that it checks a constant value #$8F, instead of checking the value at $8F. #$8F != #$03, so the leg kick routine never runs.
Thank you SOU much! I'm going to do this in the morning.
I've been stumped on this for a long while!
Awesome. In rom $8F = 00 to stop the jump kicking or 03 to start it!
Going to put this on Datacrystal (And give you full credit)
Posted: Sat Jan 22, 2011 12:51 am
by Drag
No problem, happy to help.

Posted: Sun Jan 23, 2011 1:11 pm
by LocalH
For the reverse, I would surmise (but have not tested) that based on Drag's post, you can change $D87 to $A9 (LDA immediate) and change $D88 to $03, and get the leg kicking (or "fluttering" as I personally call it) on all characters.
Posted: Sun Jan 23, 2011 1:16 pm
by tepples
"Flutter" was a good idea. It appears
Luigi learned the technique from Yoshi.
Posted: Sun Jan 23, 2011 1:21 pm
by LocalH
And, after testing "my" reverse of the hack, it works just fine on all characters.
I miss 6502 coding...maybe I oughta do a C64-style demo on the NES sometime...
Posted: Sun Jan 23, 2011 4:16 pm
by Drag
You can also change which character performs the fluttering by changing the value at D8A in the rom. Of course, in this case, you'd need to leave D87 and D88 alone.
