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| Enemy Editing | |
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| Topic Started: Sep 5 2009, 03:37:33 PM (2,427 Views) | |
Salanewt
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Sep 5 2009, 03:37:33 PM Post #1 |
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Star Yoshi
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Hello. Recently, charleysdrpepper discovered some information about Bowser and Goomba. Shortly afterwards, I assisted in finding more information, including alternate moves, sprites, and stats that are used by the enemy. I shall show you all of Bowser's information (and most of Fawful's), as well as explain to you what each does, and even show you what I have been able to do. Enemy Data: Bowser ![]() All of the numbers outlined in red are numbers that we know are used for Bowser's data. The information that is displayed outside of the red outline is for a different enemy (Fawful should be after Bowser). So, right away, we begin with the first three numbers. 085000D0 = This points to where Bowser's name is read from in the ROM (basically, it changes the pointer). Okay, both of these numbers together form a pointer. The pointer then points to another pointer in a large set of pointers, and the pointer that it points to is yet another pointer. This last pointer should point to the text of the enemy. 0063 = Level - Should be 1 - 99, some Beta Enemies have this as 100. When running, if this is higher, you can fall more often. The code seems to use this to get the enemy's "stache". Okay, now that we have those three out of the way, lets go on to the next few numbers. 138E = Bowser's Total HP. Since this number is in HEX, this means that Bowser's real HP limit is 5006. However, one of these other numbers affects the script that disables you from being able to have more than 4-6 turns (which is not enough to kill him with). If you change this HP to be low enough (for Bowser ONLY (and maybe one or two other scripted, rewardless battles)), then you will be unable to continue playing (without changing the script). By the way, I am not completely sure how to change the script yet, so... On to the next number! 084FB8BC= This is the pointer to Bowser's battle sprites/animations. Changing the "C" seems to allow for glitchy sprites, but by changing the other numbers, we can get just about any battle sprite used in the game (as well as glitchy map/level sprites). Some examples of what have been discovered are: Paragoomba (beta enemy)! ![]() There are currently some minor problems with the Paragoomba. If it tries to attack, then it will cause the game to restart. However, there might be some attacks that do not make the game restart (I want to try the Parabeanie's swooping attack when I find it). Pop Goomba (beta enemy)! ![]() Pop Goomba here (or Mossy, not sure until we find their actual data) is nearly perfect in every way. It can attack Mario, it can be dodged, it can be damaged, it does not restart the game... However, when trying to aim for it (like when selecting an enemy to attack), the cursor is located far below it, almost off of the screen (even though it is not there). Mario also jumps down there as well. Mossy Goomba (beta enemy)! ![]() This Goomba enemy has actually been programmed perfectly into the game. It can attack properly, and its graphics are perfectly normal if it attacks with a regular Goomba's attack. No (known) chance of restarting the game, as well as the aiming cursor being on it properly. I imagine that these Goombas (Pop and Mossy) were planned as a pair of bosses/mini-bosses, due to their unusual Goomba colours (blue and red Goombas). Anyway, back to the numbers. 084FD8CC = Bowser's attack/ability. This makes Bowser walk up to Mario and try to breathe on him with fire. Please note that changing this throws off the timing of the second part of Toad's tutorial. Oh yeah, some attacks are also impossible to dodge if given to some enemies. It should be possible to change how an attack is countered (jump or hammer, etc.), but we do not know how to do this yet. This is Bowser attacking... Similar to how a Goomba does... And Toad's timing is off now. ![]() This is actually kind of comical as well. Oh, I nearly forgot... Some attacks are more powerful than others. Apparently, the Goomba attack is twice as powerful as Bowser's normal attack, even though Bowser's POW has not been changed. You should be really careful about giving titan-like abilities to weak enemies (even if it looks good, you should remember to alter POW, which we do not know how to do yet). 0000 = This combines with the next number to form the rest of a sprite's body. If an enemy uses multiple sprites for its body, then it will probably use these two lines of code to combine/overlap the sprites. A good example of an enemy that uses these are Jojora's friend(s). 0000 = This goes with the above number. 0000 = No idea yet. This one does not seem to do anything, although it might determine other things. More enemies need to be tested/seen with these numbers. 0000 = Same as above. 001C = Bowser's Defense. This alters how much damage Bowser will take (in comparison to Mario's POW). 0001 = Bowser's SPEED. Since you can only control Mario, then making this higher than Mario's SPEED will only allow Bowser to have the first attack (but if changed on other enemies, then this is different). 0055 = This number determines whether you will take damage when jumping on an enemy or not. Changing this to 405B should make it so the enemy is spiny. This number can ALSO give enemies resistance to other attacks. Changing it to 2857 should halve the damage taken from Hammer. 0090 = Changing this seems to alter the enemy's resistance to one type of attack. At 0090, Bowser should heal 2 HP when Mario uses Fire, but if changed to 0010, Bowser will take damage instead. This number IS affected by defense. Enemies should heal more HP when their defense is lower... 08283714 = This points to the enemy's script, which normally happens on their turn. Changing this to E282 plays the "jumping on spikes" sound effect, and makes Bowser jiggle for a second before continuing. This normally happens near the end of the enemy's turn, and an example of what it does includes making an enemy return to the screen if it leaves (eg. Troopea returns if Mario jumps on its shell, and it leaves the screen). 0000 = This is the EXP given at the end of the battle. Normally, it would have to be doubled for both Mario and Luigi, but since Mario is the only one fighting Bowser, then this does not have to be doubled. This is useless for the Bowser battle near the beginning, since the game is stuck if you manage to get to the rewards screen anyway (does not continue with next cutscene). 0002 = Amount of coins earned. I am actually surprised that Bowser can give coins, but still... This normally has to be doubled as well, but not for this battle (same reason as the EXP reward). 0000 = No idea yet, but it might affect items. Edit by charleysdrpepper: This is Rare Items, if you have Game Boy Horror SP, you get these at a 100% rate, and it replaces regular items. 0000 = This is the Item Reward that you get from the enemy. 1447 is the Soulful Bros. Badge, and 4147 is Ultra Syrup. Things that we are not sure about yet (for enemy editing): Transformations: Parabeanie into regular Beanie, etc. (charleysdrpepper: Look into enemy? scripting) Critical Hits: If Jump/Hammer/Fire should do more damage than normal, etc. (charleysdrpepper: One of the flags in the Enemy's data can say if Fire or Thunder does critical or heal.) Guardian Enemies: Hermie III's Claws attack if Hermie is attacked, Piranha Plants attack of Mom Piranha is attacked, etc. This might be dealt with elsewhere (enemy group section?).(charleysdrpepper: Probably by scripts?) Wiggler: Transformation, Invincibility when angry, etc. (charleysdrpepper: I have a feeling transformations are done via scripts... Ex: Fawful's tut battle.) Item Reward: Quantity of item (only know how to get 1 of any item so far), changing how likely one is to get the item(s), and changing how many different items one enemy an have (if possible). Edit by charleysdrpepper: One item an enemy, it appears... we already now likelihood of getting the item and of what item. There is probably no other info to find on this unless we go to what created this technique. Map/level sprites: Which level sprite is assigned to an enemy? (charleysdrpepper: Look in the Objects Database....) Turns: Can we allow one enemy to have two attacks in one turn? (charleysdrpepper: You can probably do it through Enemy Scripts.) Multiple abilities/moves: Some enemies, like the Troopea family, can use more than one type of attack. How can we allow other enemies to do the same? (charleysdrpepper: look into Enemy Scripted. Tested by changing Bowser's Sprite and Script to Tolstar's and got Bowser's and Fawfuls abilities... Looking at the Enemy Scripts, it appearss there's an argument of 71...) Enemies that might help: Wiggler: Already stated. Mom Piranha/Hermie III: Have minions/guardian enemies. Other Beta enemies. We have located the sprites of: Paragoomba, Mossy Goomba, Pop Goomba, both of the Hammerhead Bros. (only one can be targeted in the final game, but both battle sprites exist), General from Stardust Fields (green one, has been located), Nice Guy (man from Hoohoo Mountain), Time Bomb (all 9 forms). Dummonster, Getme! We have also located a second Bill blaster, which is on a raised stand. We are not sure if this is in the game, but I am just mentioning it here anyway. Also, there are two locations for Goomba and the tallest form of Dino Rino. A Crab has also been located as an enemy sprite. I am not sure if this is really in the game or not, but here is an image that I took of the enemy. ![]() Recently, charleysdrpepper has located the offsets that determine whether an enemy is flying (above ground, or not), and where it is positioned on the screen (Y and X coordinates). The information in the red box applies to Bowser, but we are not sure exactly which enemy the information after it applies to.. Edit by charleysdrpepper: We can find it by smply going down, looking in the battle database, locating the appropriate Hex Number for the Arrangement Set, and .. Replace Bowser's Battle data with all that data, test it, then we would know, oh and one more thing, the Arrangement sets apply to which battle points to it, so this is not just Bowser's. Sprite Pointer => Sprite Data ![]() 16-bit: 4000 = Sprite. This can be changed to almost anything, similar to changing the sprite in the main section (with DEF, SPEED, etc.), except that the pointers are different, and that you can get different sprites. 231C = No idea yet. charleysdrpepper: This is the DEATH ANIMATION. Bosses die with all these stars ... you see... so...
8-bit: F5 = X coordinate of attack spot (where you attack the enemy in comparison to where the sprite is). 00 = No idea yet. 38 = Y coordinate of attack spot (where you attack the enemy in comparison to where the sprite is). 04 = Shadow diameter of enemy. 00 will make the shadow disappear. Changing this number changed how large the shadow is. (01 - 08) 01 = No idea yet. 01 = No idea yet. 00 = ? 00 = ? Ability Pointer => Ability Data ![]() 084FC3D8 = 0808C269 = Pointer for Enemy's Attack Animaton 0001 = Counter Attack Type (None/Jump/Hammer/Jump (Shell)) 0000 = 0000 = Attack Arg 1 0001 = Ability POW 8000 = Last ability (1-bit) and Attack Arg 3 (7-bit) 0000 = Attack Arg 2 At offset "084FD8D8" in 16-bit, you will find Bowser's ability's POW level, 0001. This only affects the ability, not Bowser himself. We do not currently know what the other numbers around here do yet. Have a nice day. ![]() charleysdrpepper: ~some things that were not in color added by me. Edited by Salanewt, Dec 20 2012, 11:20:38 AM.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Sep 5 2009, 09:21:17 PM Post #2 |
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Who are you calling an old man?
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I have cropped this picture, apparently Bowser's location in battle can be changed.
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| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Sep 5 2009, 09:38:54 PM Post #3 |
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Star Yoshi
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Oh great! Thanks for this bit of information. We will definitely have to find all of the information for each enemy (or else it might not be a perfect enemy editor). We already have the knowledge to change stats, rewards, attack, sprites, and now we also have flying/X and Y coordinates, thank you very much! Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Sep 6 2009, 01:44:51 AM Post #4 |
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Who are you calling an old man?
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Something rather interesting here. 08503074 - This is orginally 0055, but if you change it to 0056 for example, Fawful will be the enemy you have to fight, oh and look, when Selecting Fawful it even has his name up there. (There are some glitchy spots in conversation.) 084FCCD8 - Mario's Battle Sprite, appears to be a pointer? Maybe, since you can't use SOLO command. HAND! ( Have A Nice Day! ) A Nice Day Reaches Enormous Watermelon! Um... Maybe that was "Have a nice day with enormous watermelon." Oh no!, my avatar isn't animating! ( Actually, I updated it. lol ) |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Sep 7 2009, 04:34:35 PM Post #5 |
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Star Yoshi
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That is nice. I wonder if anything that is related to enemy editing is also related to Mario and Luigi? Perhaps we should look further into this, when possible. Have a nice day. Oh yeah, if you change Mario's sprite (2000) to 4000, then you will either get Bowser, or a duplicate of the enemy (not sure if it is a duplicate or not, since I got Bowser). Have a nice day. I already said that... Oh well.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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| Atrius | Sep 9 2009, 06:46:42 PM Post #6 |
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Hatchling
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It's important to keep in mind that not all values are 16 bit.![]()
Indeed, the actual value is 0x085000D0, it is in fact itself a pointer.
Yet another 32-bit value, 0x084FB8BC, and yes it is what it looks like as well, another pointer! And yes, the next 2 values also combine to make a pointer.
Betcha can guess at this point. I bet if you follow these pointers you'll find some nice data too. *wink* *wink* |
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Teawater
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Sep 9 2009, 07:26:35 PM Post #7 |
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Who are you calling an old man?
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Oh!, oops, I'll be searching the area where they point to... ..uhh.... yeah... like right now. EDIT: No,not right now, but soon. EDIT: It appears that first pointer leads to another pointer. |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Sep 9 2009, 08:24:50 PM Post #8 |
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Star Yoshi
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Hm... Oh sweet! I never realized that they were pointers to actual offsets (because I failed to think about looking at it in 32-bit). Anyway, this probably means that 084FD8CC is where Bowser's ability is located... This means that an ability editor should be possible (when we figure out how to compress/decompress the data). I never realized that it would be easy to find pointers by looking at the data like this... Thank you very much! Have a nice day. Now, I have to test the ability offset, and see if POW is located there, since it would be nice to have both an ability editor and an enemy editor. Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Sep 9 2009, 09:04:17 PM Post #9 |
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Who are you calling an old man?
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Yes, and right when you go there, you find more pointers.. correct? 084FC3D8 and 0808C269 Charleysdrpepper also discovered Bowser's normal ability's POW = 084FD8D8 |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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| Atrius | Sep 9 2009, 10:40:24 PM Post #10 |
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Hatchling
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I wish Golden Sun just pointed directly to all of its data like this. |
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Salanewt
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Sep 9 2009, 10:47:16 PM Post #11 |
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Star Yoshi
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Oh, lol. I supposed it has been relatively easy. However, you have to notice them, or else you will not find the information. Yeah, Golden Sun is programmed differently... One good example is that I can easily find text when using Translhextion for Mario and Luigi, yet I could not find any text for Golden Sun when I tried searching (of course, I only searched for things like Felix, but still). Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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| Atrius | Sep 10 2009, 06:46:03 AM Post #12 |
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Hatchling
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Golden Sun's text is compressed, M&L:SSS's is not. |
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Teawater
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Sep 10 2009, 07:22:45 AM Post #13 |
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Who are you calling an old man?
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![]() All the values in Memory viewer 2 lead to pointers that lead to the offset in Memory viewer 4. |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Sep 10 2009, 07:52:18 AM Post #14 |
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Star Yoshi
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Ah, very good. As for the order of enemies, I am sure that Nintendo somewhat organized it, since you can see the names of beta and test enemies before Goomba, which is used in the game. As for non-text data, I have a feeling that the enemies are in the same order as they are in the text section (as can be seen with Bowser and Fawful (at least in a few areas)). This would make it easier for the programmers to locate enemy data. I am still not sure why they would have separated some of the enemy data, but I suppose it still makes sense if you look at it this way: Text, Enemy Build; Stats, rewards, sprite, move(s), script, pointers, etc. Enemy Location; X and Y coordinates, Flying or not, etc. Enemy Attributes; Sprite used (not pointer of sprite, but the sprite itself (I think)) where the attack spot is, shadow, etc. And possibly more... So, if all of the enemies are organized in the same order in each section, then it should be easy to find the enemies if we go to the text section (and do some searching/comparisons to the other data). Have a nice day. Yeah, it is nice having things that are decompressed for you. |
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Sep 10 2009, 06:59:34 PM Post #15 |
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Who are you calling an old man?
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![]() TinyPic and ImageShack both turn them into .jpg :( |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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| zach | Sep 13 2009, 03:22:55 AM Post #16 |
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Yoshi Student
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I know it's been awhile since i've contributed, but i've found some spanish text some way or another at 0821D83C. Matter of fact, text seems to start at 0821BD1C with the first words being Splash Bros. Also, in this list of text, the language fluctuates
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[defaultColor]black[/defaultColor]
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Salanewt
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Sep 13 2009, 12:02:09 PM Post #17 |
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Star Yoshi
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Oh, thank you for that bit of information about text. It is also nice to know that Splash Bros is the first bit of text. Thank you again. Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Salanewt
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Sep 28 2009, 08:26:22 PM Post #18 |
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Star Yoshi
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Hm... I think this list is coming along nicely. Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Oct 30 2009, 07:24:59 PM Post #19 |
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Who are you calling an old man?
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Oh.. I ave not looked into enemy editing for awhile, will see if I can find more information, I hope I succeed. |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Oct 30 2009, 07:28:25 PM Post #20 |
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Star Yoshi
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Thanks. I hope you succeed too. Now to reprogram Paragoomba's height, which shall be 3... Maybe 2. Have a nice day. Perhaps I will make more emoticons soon. |
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Oct 30 2009, 10:38:55 PM Post #21 |
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Who are you calling an old man?
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| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Oct 31 2009, 12:20:26 AM Post #22 |
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Star Yoshi
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Oh, oops, I forgot to say this, but... Thank you so very much for posting this! With this knowledge, this means that we might be able to make our own boss battles... Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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Teawater
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Nov 3 2009, 09:30:58 PM Post #23 |
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Who are you calling an old man?
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I'm posting the similarities of script pointer values. 08286692 08282DAE 08282798 08282DAE 08282798 08282798 08282798 0828508B 082850B6 08282798 08282798 08286F5F 082864E5 08282DEC 08282DEC 08282E08 08282E82 0828D2A5 0828D2A5 0828D2A5 0828C184 0828313E 08282E82 08282DEC 08282EC0 0828D3A1 0828D3A1 0828C7FC 08282798 0829040D 0828 0828 0828 0828 0828 0828 0828 ...more coming soon... |
| If you ever find an error in any of my reference materials, PLEASE let me know. | |
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Salanewt
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Nov 9 2009, 09:07:48 AM Post #24 |
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Star Yoshi
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I forgot to reply sooner. Okay, sounds like a plan. Now, this post is based on the attributes that enemies can have. For example, is an enemy spiny? Does it dodge any of your attacks except for jumping? Etc. Numbers are all slightly different for each enemy it seems, but will be the same effect if in the same general region. I am starting to think that we are supposed to look at this in 8-bit, so... 0055 = Bowser's Attribute: All numbers in bold are not used in the game. Also, when it says that resistance is altered, this means that it is switched from healing to HP, or vise versa (but only if the word "alter" is seen). [dohtml] <table border=1 cellspacing=1 cellpadding=10> <tr> <td></td><td>Normal</td><td>Miss</td><td>Weak</td><td>Immune</td> </tr> <tr> <td>Unknown?</td><td>00</td><td>01</td><td>02</td><td>03</td> </tr> <tr> <td>Hand Power</td><td>00</td><td>04</td><td>08</td><td>0C</td> </tr> <tr> <td>Hammer</td><td>00</td><td>10</td><td>20</td><td>30</td> </tr> <tr> <td>Jump</td><td>00</td><td>40*</td><td>80</td><td>C0</td> </tr> </table> *Spiny- Damages Mario/Luigi [/dohtml] The chart above is a simplified useful tool to mathematically get the data you want. For example, if you want a Weak effect to hammer and an Immune effect to Jump, you can simply add 20 and C0 together to get E0. ~charleysdrpepper 00 = Normal. 04 = Hand Power misses ~charleysdrpepper 05 = Hand Power misses ~charleysdrpepper 06 = Dodge Hand Power. 07 = Hand Power misses ~charleysdrpepper 08 = Hand Power is weakened ~charleysdrpepper 09 = Hand Power is weakened ~charleysdrpepper 0A = Hand Power is weakened ~charleysdrpepper 0B = Hand Power is weakened ~charleysdrpepper 0C = Immune to Hand Power ~charleysdrpepper 0D = Immune to Hand Power ~charleysdrpepper 0E = Immune to Hand Power ~charleysdrpepper 0F = Immune to Hand Power ~charleysdrpepper 10 = Dodge Hammer (only Hammer). 11 = Same as above. 12 = Hammer misses ~charleysdrpepper 13 = Hammer misses ~charleysdrpepper 14 = Hammer misses; Hand Power misses ~charleysdrpepper 15 = Dodge Hammer and Hand Power (Fire and Thunder). 16 = Hammer misses; Hand Power misses ~charleysdrpepper 17 = Hammer misses; Hand Power misses ~charleysdrpepper 18 = Hammer misses; Hand Power is weakened ~charleysdrpepper 19 = Hammer misses; Hand Power is weakened ~charleysdrpepper 1A = Hammer misses; Hand Power is weakened ~charleysdrpepper 1B = Hammer misses; Hand Power is weakened ~charleysdrpepper 1C = Hammer misses; Immune to Hand Power ~charleysdrpepper 1D = Hammer misses; Immune to Hand Power ~charleysdrpepper 1E = Hammer misses; Immune to Hand Power ~charleysdrpepper 1F = Hammer misses; Immune to Hand Power ~charleysdrpepper 20 = Hammer is weakened ~charleysdrpepper 21 = Hammer is weakened ~charleysdrpepper 22 = Higher resistance to Hammer. 23 = Hammer is weakened ~charleysdrpepper 24 = Hammer is weakened; Hand Power misses ~charleysdrpepper 25 = Hammer is weakened; Hand Power misses ~charleysdrpepper 26 = Hammer is weakened; Hand Power misses ~charleysdrpepper 27 = Hammer is weakened; Hand Power misses ~charleysdrpepper 28 = Higher resistance to Hammer and Hand Power. 29 = Hammer and Hand Power are weakened ~charleysdrpepper 2A = Hammer and Hand Power are weakened ~charleysdrpepper 2B = Higher resistance to Hammer, Hand Power is altered. 2C = Hammer is weakened; Immune to Hand Power ~charleysdrpepper 2D = Hammer is weakened; Immune to Hand Power ~charleysdrpepper 2E = Hammer is weakened; Immune to Hand Power ~charleysdrpepper 2F = Hammer is weakened; Immune to Hand Power ~charleysdrpepper 30 = Immune to Hammer ~charleysdrpepper 31 = Immune to Hammer ~charleysdrpepper 32 = Immune to Hammer ~charleysdrpepper 33 = Invincible against Hammer. 34 = Immune to Hammer; Hand Power misses. ~charleysdrpepper 35 = Immune to Hammer; Hand Power misses. ~charleysdrpepper 36 = Immune to Hammer; Hand Power misses. ~charleysdrpepper 37 = Immune to Hammer; Hand Power misses. ~charleysdrpepper 38 = Immune to Hammer; Hand Power is weakened. ~charleysdrpepper 39 = Invincible against Hammer (no numbers show up either), and also alters resistance (instead of Bowser healing, the damage from Fire is halved) 3A = Same as above. 3B = Immune to Hammer; Hand Power is weakened. ~charleysdrpepper 3C = Immune to Hammer and Hand Power. ~charleysdrpepper 3D = Immune to Hammer and Hand Power. ~charleysdrpepper 3E = Immune to Hammer and Hand Power. ~charleysdrpepper 3F = Immune to Hammer and Hand Power. ~charleysdrpepper 40 = Spiny. 41 = Same as above. 46 = Spiny, Hand Power misses. 56 = Spiny, dodges both Hammer and Hand Power. 60 = Spiny, Higher resistance to Hammer (but not Hand Power). 75 = Spiny, invincible against Hammer, and Hand Power misses. 89 = Jump deals half damage, resistance is altered for Hand Powers, and Hammer is normal. 93 = Jump deals half damage, dodges Hammer. E4 = Completely invincible to Jump, Hammer deals half famage (or just 1, more testing needed), and makes Hand Power miss. FF = Invincible to everything/can't be damaged. Have a nice day.
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Have a nice day! Yoshi is the ultimate video game character ever... If you don't believe me, then try beating me in Super Smash Bros. Brawl. My friend code is 3308-4556-9868. My nickname is Yoshi. To use a sword, /\ and / again. | |
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jdaster64
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Nov 10 2009, 03:16:24 PM Post #25 |
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The author of this guide apparently thought that the fifth and sixth bytes of an enemy's data (the "0063" in Bowser's) has something to do with its POW (from a personal message he sent to me), but I can't seem to prove one way or the other. I personally don't think so, but it is interesting how that byte's value slowly increases as the enemies get stronger. Just thought I'd throw this out there... |
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2:29 AM Jun 19
