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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Pixel Mario [SMB2 Hack in the works] | |
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Setzer

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Posted on 04-12-05 05:05 AM Link | Quote
no, I don't have screenshots. not yet. So far the few changes I've done were in the code. The main purpose of this hack is too add badges; Such as badges in Paper Mario [which is where I got the name Pixel Mario]. So far I have 2 badges Coded into the rom [I started last night] [1]: You get twice the time in SubCon [2]: Your Charge-Jump takes 1/2 as long.
What makes this different from a game genie code is that if you *don't* have these badges; whatever they affect will perform normally. Now I have a few other Ideas for badges: such as a usable pow block [once or twice per stage] Badges to use the other 3 characters [Which will be normally disabled]

Now the reason for me posting this thread is to ask for your input on what possible badges might be a good idea to include. And be realistic, I'm not adding yoshi or Wario etc. blah I hate you etc. When I'm done with this hack: I will include the source code for each badge [I'm documenting my work as I go]

One last thing: Please note that I am not asking for you to do the hack for me, I will not accept sources or anything of the like. I'm simply asking for Your Ideas
Gideon Zhi

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Posted on 04-12-05 05:12 AM Link | Quote
How about a badge (rare and difficult to find) that acts as a one-time life refill if you die? Maybe gives you an extra two hearts or something should you kick off.

Also, you could replace the life expansion via mushrooms or whatever with badges as well - collect a special badge to add an extra heart to your life meter.

Maybe a badge to turn you small, even if you have more than one heart remaining? Something like that would let you access areas only available to non-Super characters.


(edited by Gideon Zhi on 04-11-05 12:14 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

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Posted on 04-12-05 05:13 AM Link | Quote
-Increase star length
-Double coins gained from pulling up roots in subcon
-Iincrease clock length
-Decrease number of cherries to get star
-Decrease number of big veggies to get clock
-Make every other small vegie a big vegie
-Make shells bounce
-Turn every other sniffit into a shyguy
-Jump higher
-Fall slower
-Float longer (for the princess)
-Pick up vegies faster
-Run faster
-Run faster while carying a vegie
Ice Ranger

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Posted on 04-12-05 06:46 AM Link | Quote
Originally posted by Squash Monster
-Make shells bounce

Heh, half way there just have to figure out how to make it activate while having the badge only.

How will you get badges? It seems too simple if you have them at the beginning and just choose certain ones (like Gradius 3 type setup). Subspace?

Heh, how about a badge to have Birdo always spit eggs no matter what color.


(edited by Chill Penguin on 04-11-05 01:47 PM)
Googie

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Posted on 04-12-05 07:01 AM Link | Quote
Hmmm...Well, the only thing I can come up with Skiffles is if you can make a badge that'll shoot Big Veggies down on enemies like in this pic from Ninja Warriors...

Image hosted by Photobucket.com

That'll be hot to see a badge that'll work like that. Especially in Boss battles.
Setzer

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Posted on 04-12-05 07:31 AM Link | Quote
I doubt I'll be making shells bounce. It's already been done twice. As for how you'll collect the badges: you'll collect them in-stage. there will be at least one per level. I'm considering adding one as a prize for the slot machine game as well.
Rockman

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Posted on 04-13-05 02:42 AM Link | Quote
Here are some SMB2 ASM hack ideas to consider:

- The longer you hold down the d-pad to charge your jump, the higher you jump. The longer you hold it down, your color gradually turns to red.

- Alter the code to make the game act like Teenage Mutant Ninja Turtles. After a character dies, you can no longer be that character again, and you must switch to a different character. When all 4 characters die, its Game Over.

- Change the setup of the Hearts Display. Make it go horizontal at the top-left of the screen.

- Allow the player to have more hearts (health blocks)

- Add some new stuff to the menu. Allow the menu to display how many cherries you obtained, or your health status.

- Try to add some weather effects.

- Expand the ROM, see if the ROM is compatible with another mapper.

- Add a few extra abilites that are exclusive to a certain character. Maybe make it so Toad is the only who can double jump, being he is the shortest.

- Make a debug mode for SMB2 (I don't think it has one). It allows you to give the player more lives, and select any level you want, and continue gameplay from there.

- Do some cheat searches, and find some data that alters enemy behavior.

There are many possibilities!

Who knows, these ideas I listed, I might be doing some of them in the near future.

But, feel free to use any of them.
Setzer

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Posted on 04-13-05 06:53 AM Link | Quote
Well, I'm releasing a level one demo [note that the level layout is temporary] with the two badges I've made in it. you pick up badges just as you do veggies and shit. The rom you should use should be named "Super Mario Bros. 2 (U) (PRG1) [!].nes" or the prg1 version of smb2. IPS. Don't expect many demos. infact don't expect any. I just felt like tossing this out there for you all to see.


(edited by Skiffles on 04-12-05 05:28 PM)
Ice Ranger

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Posted on 04-13-05 07:38 AM Link | Quote
I was trying to find data for the subspace in vertical areas. Have you considered that as an option of something to look into? It may be something difficult to fix, but it could open up a lot more game play possibilities.

Also (a little off topic), is PRG 1 the best rom for hacking SMB2? I'm thinking about switching my notes to comply with the best version of the game. The place I got it from only had 25 downloads of it sofar (rather small for how many more hits others have).

EDIT: Something weird happens whenever you enter a door. It seems to flicker on the screen somewhere else on the same X coordinate but not Y. It may have something to do with the code, but I don't think so since it doesn't happen in the PRG1 [!].

The badges are from the 1-ups function I can tell. The first one lets you be in subspace longer, but I'm unsure what the other one does (if you skip the first one, the one by Birdo). It doesn't seem to be the same thing though (and you can only get one or the other).

Interesting concept, I just hope you aren't planning on keeping the levels like that (my guess is not).


(edited by Chill Penguin on 04-12-05 02:40 PM)
(edited by Chill Penguin on 04-12-05 02:40 PM)
(edited by Chill Penguin on 04-12-05 02:58 PM)
(edited by Chill Penguin on 04-12-05 06:37 PM)
TheCube

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Posted on 04-13-05 08:25 AM Link | Quote
How about a badge that lets you switch characters in the middle of a level? (If you have the badges to have those characters, that is)

Maybe a "just-for-fun" badge that turns you into one of the original characters in Doki Doki Panic. That would be stupid, but neat anyway.

I don't know how possible this is, but a badge that puts an exclamation point over your head when you're standing on a potion (or other strange grass thingies) would rule. Sure, it's stolen from Paper Mario, but the whole premise is, so screw it.

I'm out of ideas.
Setzer

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Posted on 04-13-05 10:27 AM Link | Quote
hm. Hell no the levels wont be like that in the end. I threw that together just to test the badges. yes I replaced the 1-up's with the bades. i was un-aware that you can only pick up one badge or the other o.O but the routine itself is temporary; it checks your horizontal position and depending on that changes a byte [the badge itself] the second badge should cut the time for a charged-up jump [when you press down] in half, by starting the counter at $1E instead of $00.

edit: and I have no idea if PRG1 is better for rom hacking. I picked it at random =\
edit no. 2: I fixed the problem of only picking up one badge; the orignal 1-up routine checked if $0620 [I *think* can't remember the exact offset right now] was set to 00; and if it was; it would load a small veggie instead of a 1-up. I wrote a few FF's to disable the changing of that byte so everytime you pick up a 1-up [badges in my hack] it'll still be there; which allows for more than 1 1-up/badge in a level. also noted: the lives' function was pretty much disabled. not much of a point in lives when you can save/load states. Which is why I could use the 1-up mushroom as my badges.


(edited by Skiffles on 04-12-05 05:31 PM)
(edited by Skiffles on 04-12-05 06:38 PM)
iamhiro1112

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Posted on 04-13-05 12:02 PM Link | Quote
Dang, wouldnt you have to expand the rom or something to make you a brand new character? Cause I don't know if there is any space left in the game for a Doki Doki Panic sprite. Interesting sounding hack anyhow.
Ice Ranger

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Posted on 04-13-05 12:11 PM Link | Quote
To get rid of the problem of being able to get one badge or the other, you can either get rid of the routine that switches 1-Ups to the small vegetable after grabbing one, or replace the small vegetable with the 1-Up.

Note, that I found this using PRG(0), so it may not be exact, but I can find where it is pretty quick.

If the value at 0x0010DF is currently 32 (small vegetable) switch it to 40 (1-Up). That probably should fix the problem, it's not like it's going to matter if you grab the same badge twice.
Setzer

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Posted on 04-13-05 12:15 PM Link | Quote
Actually; it wouldn't be that difficult to change a character's graphics if you collected a badge to do so: I would just have to add another CHR bank to the rom [not as difficult as it sounds; it's a matter of changing one byte in the rom's header and adding some space to the end] and checking if a byte is set for where the graphic loading routine is; and if it's set, load the graphics and possibly the pallete from a different location. that's actually not a bad idea.

edit: chill; I already fixed the problem. but in a different way; I changed the byte that checked if you already picked up the 1-up or not. I tacked that onto the end of my last post.


(edited by Skiffles on 04-12-05 07:18 PM)
dan

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Posted on 04-13-05 03:33 PM Link | Quote
I think the PRG numbers in the GoodNES titles of the ROMs are the revisions of the ROMs. So, it's probably best to go with PRG 1.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 04-14-05 01:21 AM Link | Quote
If you want to use the SMB2 Discombobulator's "enemy properties" editor (and possibly some other features), you'd better stick with PRG0, otherwise you'll be editing the wrong data. I'm not aware of any differences between the two, playability-wise.

Besides, I think PRG0 is more common, and you don't want to make the end user look all over creation for the ROM if they don't have the GoodNES set.
KTurbo

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Posted on 04-14-05 01:54 AM Link | Quote
Is it just me or does the game crash and the start to flicker when you pick up a badge?!
Setzer

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Posted on 04-14-05 01:55 AM Link | Quote
well, I could always pull a dahrkdaiz and release patches for both versions of the rom ;p
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 04-14-05 03:45 AM Link | Quote
Originally posted by Rockman
- Change the setup of the Hearts Display. Make it go horizontal at the top-left of the screen.

Someome did that once, then edited the graphics and spacing to make a Mega Man style health bar. Pretty cool.
XcomGS

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Posted on 04-14-05 11:37 AM Link | Quote
Same here KTurbo. I wonder whats wrong.....use the correct version of the game and then try it.
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