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Super Mario Kart SNES CPU Items

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  • Super Mario Kart SNES CPU Items

    Hey guys I'm new to the scene and this is my first post. Bear with me...lol.

    REQUEST:

    Been playing Super Mario Kart since 1992 and I've been searching FOREVER for a code that allows you to use the items that the computer AI does. Is this not possible or something or am I the ONLY person to have ever wondered about this? There are so many hacks for this game and I'm boggled to why this has never been addressed anywhere on the internet and it's 2014! For example: Poison Mushroom, Fireball and Yoshi's Egg. Could someone create such a code or let me know if it can't be done? Thanks!!
    Last edited by JoeresioRex; 03-12-2014, 11:36:01 AM. Reason: More explanatory...

  • #2
    It's impossible. No one can achieve that. It's out of the question. There's no hacker good enough.

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    • #3
      Seriously? I've been on the web and seen the game altered in every way possible but it's not possible to just make an item useable??
      Last edited by JoeresioRex; 03-12-2014, 01:29:11 PM.

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      • #4
        Just because this has never been pulled off, I am actually willing to make a donation (PayPal) to the hacker that can successfully perform this. This must be one hell of a task that from 1992 to 2014 this has never been done.

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        • #5
          Would require quite a bit of work with custom routines and actually finding the routine that makes use of the item let alone be useable by the player. There is also the fact that requesting codes for money is against the rules so this is a warning as well.
          Spoiler Alert! Click to view...

          THE BAD GUY!!!!!!

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          • #6
            Originally posted by Helder View Post
            Would require quite a bit of work with custom routines and actually finding the routine that makes use of the item let alone be useable by the player. There is also the fact that requesting codes for money is against the rules so this is a warning as well.
            My apologies. Wasn't trying to violate any terms of use. Won't happen again. I'll also go on to assume that no one would be willing to put in so much work lol. In any case, I guess I've gotten answer...thanks.

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            • #7
              Originally posted by JoeresioRex View Post
              Seriously? I've been on the web and seen the game altered in every way possible but it's not possible to just make an item useable??
              i dunt ever play tha games yet so dunt really know what you need for:P, didjo want somethin likely item modify? if so you can take alook on this page--->click, there also have item debugin
              dood
              dood! im a uniter, not a divider dood

              Comment


              • #8
                It might be possible to edit the items in to the normal list of items you pickup but then again that would require some work since it might not be in the same area as the normal items. I might take a look into this theory and see if something comes out of it.
                Spoiler Alert! Click to view...

                THE BAD GUY!!!!!!

                Comment


                • #9
                  You know I was thinking the same thing!! I was playing around with different codes in an ZSNES emulator and I came up with the idea that maybe it's possible to change the properties of items. For example, give the green shell the properties of a banana so that it could be thrown in the air like the CPU does. Or have a red shell with the properties of a green shell. Just a starting point. Can't figure out how to tap into the item properties just yet though...anything I learn will be shared with the community so if I come across anything, I'll be sure to post my findings.
                  Last edited by JoeresioRex; 03-13-2014, 01:56:41 PM.

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                  • #10
                    I might look into throwing items tomorrow. Also, I'll look into hacking Super Mario Kart items, too.
                    Please put all complaints in writing and submit them here.

                    Above link not working? Try here.

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                    • #11
                      Sounds like a plan!! Definitely keep me posted...

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                      • #12
                        Okay guys I got something...Check this out.

                        Subroutine $80:F17A is called when a placeable item is used. Prior to the jump the value from direct page address $B4 is stored in X, and one of the following values is stored in Y:

                        00: Banana Peel (placed on ground)
                        01: Green Shell (thrown)
                        02: Red Shell
                        03: Chomp (acts like a thrown Green Shell)
                        04: AI Items (placed on ground) *$
                        05: AI Items (thrown) *+
                        06: Banana Peel (thrown)
                        07: Green Shell (placed on ground)

                        * The specific item placed depends on the character value. Mario and Luigi don't have placeable items, so they default to the Princess and Toad's Poison Mushroom. The Poison Mushroom doesn't have the desired effect in Battle Mode--while it does shrink and slow down anyone who touches it, they cannot be squished and the effect lasts until the end of the battle.

                        $ Bowser's fireball doesn't seem to spawn at all with this value.

                        + While this is the value used when computer players throw items in front of them, it normally seems to behave the same as 04 when used by a player. There's probably an additional timer variable, because CPU AI holds onto items briefly before its use. Bowser's fireball does appear with this value. Nevertheless, it will collide with Bowser shortly after being placed if he is sitting still, as the fireball spawns at the "bottom" of its clockwise radius (6 o'clock).

                        Here are the relevant cheat codes:
                        80E93500 + 80E937?? Banana Peel replaced with another placeable item (replace ?? with one of the values in the list above)
                        80EEF280 + 80EEF3F4 Allows AI Items to be thrown by a player (side effect: AI will no longer hold items before throwing them and not accurately throw items on the track)

                        7E0D7C03 Player 1 always gets a Banana Peel from item boxes
                        7E0D7E03 Player 2 always gets a Banana Peel from item boxes

                        Please provide feedback guys

                        Comment


                        • #13
                          Originally posted by JoeresioRex View Post
                          Okay guys I got something...Check this out.



                          7E0D7C03 Player 1 always gets a Banana Peel from item boxes
                          7E0D7E03 Player 2 always gets a Banana Peel from item boxes

                          Please provide feedback guys
                          i checked "7E0D7C (2u) also indicates item, and is set the instant you go over an item square" but dunno whats for?
                          dood
                          dood! im a uniter, not a divider dood

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                          • #14
                            I haven't looked into that code just yet but I'll let you know what I find. I found what I was looking for so I stopped there but I'll give it another look sometime for sure...

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                            • #15
                              Nice to see you doing it on your own and posting results.
                              Spoiler Alert! Click to view...

                              THE BAD GUY!!!!!!

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