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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - SMB3's lost bonus games--now an IPS patch! | |
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BMF98567
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From: Blobaria
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Posted on 07-14-05 02:37 AM Link | Quote
As some of you already know, SMB3 has a few unfinished bonus games buried deep in its code. A couple years ago, I hacked the Japanese ROM in order to make them [somewhat] playable, though I don't believe I ever released a patch (I think there were a couple more things I wanted to fix, but heck if I can remember what they were). So...here it is!

smb3bonus.ips (apply to a Japanese ROM only!)

This patch turns the entire world 1 map into bonus spade panels, each one with a different bonus game ID (note that a lot of them point to the same code). The main square is comprised entirely of unused IDs, and each game is hosted by either a Koopa Troopa or a Hammer Brother. The two spades at the top right are the standard Toad-hosted "line up the picture" and card-matching games.

Please note that most of the graphics used in the lost games are likely not correct. The giant ? block, as well as the items that pop out, are based on unused tiles I found elsewhere in the ROM, recolored to somewhat match the palette. The small, blue sign is probably correct, as all the tiles were still there, just shuffled around a bit. The rotating numbers were drawn entirely from scratch, based on the mirroring and behavior of the sprite (it really couldn't have been anything else).

Also note that since the games were unfinished, they all act exactly the same (aside from the giant ? block in the Koopa Troopa games, and some different text). I'm assuming the Koopa Troopa would've given you whatever item popped out of the block, like a simplified Toad's House. Unfortunately, there doesn't seem to be any trace of that code left.

And now, a couple of screenshots!

Someguy

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Posted on 07-14-05 04:15 AM Link | Quote
The one above the bottom right one on the square I got a 2 on and it sent Mario to the top middle puddle to be stuck for all eternity... other then that this is great! I wonder if any hackers will replace/add code to this and make what they think it should of been had it been finished, or make something else.

EDIT: If I keep pressing buttons when the item popup ones happen I'll get coins like it was one of the other kind...


(edited by Someguy on 07-13-05 07:18 PM)
BMF98567
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Posted on 07-14-05 04:34 AM Link | Quote
Originally posted by Someguy
I wonder if any hackers will replace/add code to this and make what they think it should of been had it been finished, or make something else.
Yeah, it'll take a lot of hacking in order to make the games even remotely usable. All the code is currently capable of doing is either adding points to your score (based on the number of coins you get; I think the code tries to give you real coins as well, but the RAM address was changed during development) or, as you noticed, sending you to that pond. According to a translation of the Japanese text, getting a "1" was supposed to...do something (the text literally says "if 1 appears, 1"), getting a "2" was supposed to give you a key (original method of opening locked doors?), and 3-6 were supposed to give you coins.

Aside from the unfinished code, the games also try to pull graphics from locations that are occupied by other graphics in the final game (mostly from the map screen). You'd have to hack the tile mappings in order to use these without messing up other graphics.

Now that I think about it, I believe I found another game that utilized the same rotating number, but either sent you to the "roulette game" (line up the pictures) if you got an odd number, or to the "card game" if you got an even number (the translated text can be found here). There was also some other game that changed the text, depending on what number you got, but ultimately did nothing. They're not on that map, though, which I think is the reason why I didn't release this patch...


(edited by BMF54123 on 07-13-05 07:46 PM)
Someguy

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Posted on 07-14-05 06:05 AM Link | Quote
That page made me decide to take a quick look in SMAS, and the tiles for the ? block are there but not the Hammer Bro or the Koopa, they were Xed out. So was the propeller. The wheel and drill were not only left, but updated as well. I wasn't able to find the Toad suit though... I wonder if the code for the bonus game was erased to save room or not?

Image hosted by Photobucket.com
Ringodoggie

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Posted on 07-15-05 12:59 AM Link | Quote
This is a nice patch. Someguy, the toad suit is found with the giant ? block sprite. It's acually a hammer suit when you collect it while playing. There's also updated and unused cloud tiles found in the plains and hilly GFX.

By the way BMF, that web page you linked to says the cloud tiles found in the map screen sprite pattern table are unused. They're used in the World 5 map screen, in the second part.
BMF98567
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Posted on 07-15-05 02:40 AM Link | Quote
Originally posted by Someguy
I wonder if the code for the bonus game was erased to save room or not?
I kinda doubt it, since the original debug menu and lost levels were left in there.

Do any available SMB3 editors work with SMAS SMB3's map screen? If so, I could see if the bonus games still exist.
Ringodoggie

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Posted on 07-15-05 06:59 AM Link | Quote
Mario Improvement 3 does, but doesn't support pointers. And I bet the lost bonus games' code is in the SMAS ROM, because the debug menu is.


(edited by Ringodoggie on 07-14-05 10:00 PM)
(edited by Ringodoggie on 07-14-05 10:01 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 07-15-05 10:26 AM Link | Quote
They might have only removed what was necessary, to save space. For example they left the main debug menu in, but wasn't there some other special feature that was supposed to execute if player 2 presses A and B on the title screen that got removed?
BMF98567
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Posted on 07-15-05 02:35 PM Link | Quote
Yeah, there was, but we'll probably never know what it was. NOPs aren't always the nicest things to find when you're debug-hunting, since they leave no clues as to what was originally there.

My guess is it activated the debug mode and level select menu, probably by JSRing to a routine that would draw the menu and activate the necesary debug flags. However, there doesn't seem to be any trace of menu-drawing code left, and the menu itself is stored in a completely different ROM bank from the rest of the title screen code...
Googie

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Posted on 07-21-05 08:51 AM Link | Quote
How did this thread slip by me? This is awsome what you did BMF, Thanks for sharing this with us, I only wish I knew what they were sayin. *Looks to Babelfish*
baldowaldo

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Posted on 07-21-05 06:39 PM Link | Quote
Googie the translation is on the "Buried Treasures" part of his web page http://bmf.rustedmagick.com


(edited by baldowaldo on 07-21-05 09:39 AM)
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