User | Post |
Kyoufu Kawa
Posts: 1978/2481 |
Allright, so we got Anony's MMC3 hack that has just the graphics animation thingies (and I guess a support function), and on the other hand we have BBit's hack... Hmm...
Not to take this too much off-topic, but what about those custom enemies I've seen recently? Lemme get the link...
Edit: Oh, that too was Anony's. You should write a tutorial on this stuff. |
bbitmaster
Posts: 95/103 |
Originally posted by Kawa-oneechan Know what we need?
A pre-MMC3ified SMB1 IPS.
I kind of already put one together here: http://board.acmlm.org/thread.php?id=17309
Just download the source to that and read about it, I even copied a huge chunk of the expanded rom to expansion ram, for easy access. Just remove that duck tales 2 music thing, and add more chr rom... and there you go. |
Kyoufu Kawa
Posts: 1977/2481 |
I know, Anony. I expected as much when I read the readmes and noticed the filler bytes being mentioned. |
AP
Posts: 15/333 |
Originally posted by Kawa-oneechan Blinks a lot but it works like a charm. I personally prefer the CNROM versions, they cover more ground. MMC3 would be more... standard, though.
It's suppossed to blink. For the banks-already-inserted patches I didn't want to transfer the copyrighted stuff. I just made it 00's with MMC3 or FF's with CNROM. |
Kyoufu Kawa
Posts: 1975/2481 |
Oh now, THAT is very very swell AP. I'ma gonna try these out right now.
Edit: Blinks a lot but it works like a charm. I personally prefer the CNROM versions, they cover more ground. MMC3 would be more... standard, though. |
AP
Posts: 14/333 |
Originally posted by Kawa-oneechan Know what we need?
A pre-MMC3ified SMB1 IPS.
Well, I have CNROM animation patches (4 frames & 8 frames, banks inserted or not) that work for BGs/blocks and sprites. I also have MMC3 animation animation patches (8 extra frames, banks inserted or not) that only work for BGs/blocks. |
Ikuzou
Posts: 170/181 |
Originally posted by Kawa-oneechan Ofcourse, there's the whole legality issue with the copyrighted code/data getting moved.
ROM Hacking removes the copyrighted level data/GFX and stuff. If that's true, Rom hacking should be illegal.
In fact, it is illegal. It's just that Nintendo isn't losing money, the police are lazy etc...
--------- + ----------- + ---------- If you really want to animate, come to SMW hacking lol |
Kyoufu Kawa
Posts: 1973/2481 |
Know what we need?
A pre-MMC3ified SMB1 IPS. Ofcourse, there's the whole legality issue with the copyrighted code/data getting moved. But then you could use... different formats that allow moving of said data. |
Dish
Posts: 523/596 |
The short answer:
You can't. Live with the graphic space limits in SMB1 or pick another ROM to hack.
The long answer:
Adding more graphics to SMB1 is quite a task. SMB1 already uses the maximum allowed PRG/CHR space for a mapperless ROM -- in order to add more space you'd have to add a mapper and expand. That means much much more than just changing the mapper number in the header.
This requires a decent level of 6502 familiarity and a detailed understanding of the target mapper -- as you will not only be moving code in the game around and changing stuff -- you will also be adding new code to the mix.
Of course expanding the ROM will more than likely prevent it from working in whatever level editor you're using -- so that's another thing you have to consider. |
hamtaro126
Posts: 43/83 |
I don't know how to do it! i tried to switch the smb1 rom to a mmc3 driver, But it killed my hack! Help is needed for me right now,
P.S. i only need a 4 frame animation engine, like in the original SMB3 |