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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 - Questions about hacking Mario 1 | |
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Quirk
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Posted on 07-26-05 06:24 AM Link | Quote
I haven't hacked a rom in a couple of years and I was thinking about getting back into the scene. I want to turn Mario 1 into a side-scrolling shooter game, but I wanted to ask a few questions to those who are really familiar with it.

1 - Can you make it so mario starts the game big?

2 - Can you make it so 1 hit from an enemy kills big mario? I don't want little mario anywhere in the game.


(edited by Quirk on 07-25-05 09:24 PM)
Kefka
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Posted on 07-26-05 06:50 AM Link | Quote
Yes, you can do those things, but you can always just play this too.
Quirk
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Posted on 07-26-05 06:53 AM Link | Quote
What hex values control those things though? I plan on swapping the graphics with original things, so it's not going to be a mario game. I'm also going to mess with the fireball behavior to make it shoot straight like a bullet.
bbitmaster

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Posted on 07-26-05 06:57 AM Link | Quote
All I have to say is...

Do an ASM hack for someone, and it wont be enough. They'll be back the next day for more.

Teach a man to ASM hack, and they'll have all the hacks they need.

The only thing is, there's so many resources out there, I shouldn't have to teach anyone anything. Just go download FCEUXD and play with it, and go through some tutorials. With some practice, you'll do fine.
Dr. Mario

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Posted on 07-26-05 07:17 AM Link | Quote
I'm pretty sure that it doesn't involve ASM, I know fireball behavior doesn't.

(Originally found by DarKnight13)
Fireballs
Movement and Combustion:
Offset $63E2(tsv) $61E2(ntsv)
1C - normal
1B - explode on contact with anything (except Mario)
19 - appear in the air and just bounce along the top of the sky
15 - straight forward
13 - same but bounces off the corners of blocks every now and again.
10 - explode on contact but don't hurt anything
FF - explode on Mario (hehe) but don't hurt him
CF - kill first enemy on the screen when you shoot a fireball regardless on whether or not you actually hit it
9F - shoot a fireball then jump to launch into the air; jump and shoot a fireball in the air to either shoot up or shoot down (sometimes through floor)
bbitmaster

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Posted on 07-26-05 07:36 AM Link | Quote
Altering the game behavoir like that most certainly does involve asm. If you know of a way to find bytes causing those speciic behaviors without involving asm, then I'd be happy to see it.
Dr. Mario

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Posted on 07-26-05 07:42 AM Link | Quote
I know for a fact that the state Mario starts in can be altered by just changing some bytes in hex. There's a SMB editor that has a built in emulator that lets you select what state Mario starts in, ontop of the fact that there are also Game Genie codes that do the same thing. Both would only change hex values.
DahrkDaiz

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Posted on 07-26-05 07:58 AM Link | Quote
a2004a9009d0070ca10f960

See that? That's hex... but it's also ASM. You can edit any of it but it's still editing ASM. That above translates into
LDX #$04
LDA #$00
HERE:
STA $7000,X
DEX
BPL HERE
RTS

You can edit the 4th hex value to 01 and it could give a certain effect, but that doesn't change the fact that it's ASM hacking just because you're viewing it as hex.
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Posted on 07-26-05 07:58 AM Link | Quote
Originally posted by Dr. Mario
I know for a fact that the state Mario starts in can be altered by just changing some bytes in hex. There's a SMB editor that has a built in emulator that lets you select what state Mario starts in, ontop of the fact that there are also Game Genie codes that do the same thing. Both would only change hex values.


Shut up while you are still only a mile behind.
bbitmaster

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Posted on 07-26-05 08:11 AM Link | Quote
Originally posted by Dr. Mario
I know for a fact that the state Mario starts in can be altered by just changing some bytes in hex. There's a SMB editor that has a built in emulator that lets you select what state Mario


Right... he coded a built in emulator for this... and I'm sure he never looked at any asm code to find this byte.


Originally posted by Dr. Mario

starts in, ontop of the fact that there are also Game Genie codes that do the same thing. Both would only change hex values.



These codes were either found by experienced asm hackers, or someone who was extremely lucky, and it's not actually that hard to be lucky with 6 letter smb1 game genie codes because the rom is only 32768 bytes big, and most of it is used.

Now as for looking for these specific bytes without involving asm, you'll have to know asm.

The only other possibilty is being extremely lucky. Or knowing someone who was extremely lucky at some random change altering some asm code that they didn't understand. But it's still asm code nonetheless.
Dragonsbrethren

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Posted on 07-26-05 01:47 PM Link | Quote
Originally posted by bbitmaster
Altering the game behavoir like that most certainly does involve asm. If you know of a way to find bytes causing those speciic behaviors without involving asm, then I'd be happy to see it.


Potshots?
Quirk
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Posted on 07-26-05 02:10 PM Link | Quote
Oh jeez, I feel really stupid now. Hacking ASM? What is hacking ASM? ack a few years ago when I was only doing things like text editing and editing pallette values through a HEX editor I thought that was the only kind of editing there was.

Dragonsbrethren

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Posted on 07-26-05 02:26 PM Link | Quote
Back a few years ago no one was really interested in ASM because... well, they weren't. Now they are, but it's not that big of deal. I find it to be useful for finding data, that's all, I don't enjoy recoding the game (And risk making it not work on the real thing) that's why I'm modifying the game, if I felt like programming I'd just turn one of my ideas for a game into reality. I don't like programming, especially not in assembly...
Fx3

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Posted on 07-26-05 03:48 PM Link | Quote
Typical hacking requests with NO KNOWLEDGE on native CPU language, neither hexadecimal system. It's the second guy that asks such thing. What are we supposed to do? ;;


(edited by Fx3 on 07-26-05 06:49 AM)
beneficii

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Posted on 07-26-05 04:27 PM Link | Quote
Quirk,

Here's a challenge. Learn 6502 assembly, learn the NES-specific i/o, get a 6502 opcodes reference, (a lot of the previous you can get at nesdev.parodius.com--if you don't know what I'm talking about, then you have a lot to learn), get the dissassembly of Mario 1 (which is out there somewhere), and find the code you're looking in it, and then go to the ROM and hack the relevant parts.
DahrkDaiz

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Posted on 07-26-05 07:10 PM Link | Quote
Originally posted by Quirk
Oh jeez, I feel really stupid now. Hacking ASM? What is hacking ASM? ack a few years ago when I was only doing things like text editing and editing pallette values through a HEX editor I thought that was the only kind of editing there was.




Don't let use scare you by saying ASM hacking! When you edit data, you may not have realized you were editing ASM. The difference between hex editing and ASM hacking is understanding what you're actually editing. Many people think ASM hacking is some complicated thing that's leaps and bounds about hex editing when really, ASM hacking can be just as simple as hex editing.

Here's another example:
at 0x1071 in the rom, there's
A9018D5707

Changing the 2nd byte (01) to 00 will make Mario start out in the game big. HOWEVER, what you just edited was ASM. The above translates into..

LDA #$01
STA $0757

We changed what's put into the RAM address $0757, but if I didn't translate that hex data into ASM, you guys would have never known you were editing ASM! So don't let the fact you're editing ASM scare ya, just understand that when bbit said it would require ASM hacking, he just meant it may just be a byte change, but you're editing ASM, not just mere data.

Note: this only affects how you start the game, the address that affects how you start after dying is: 0x1278 change that from 01 to 00 and that'll make Mario always start big. Note, this is also editing ASM too, not just data!

Note 2: Because of how SMB was programed, these two hacks above will give you your second effect of having Mario die while he's big.

and Dr. Mario, Game Genie codes affect anything that's on a NES cart, this includes data AND ASM. So yes, you can use a Game Genie codes to do small ASM hacks (see my GG codes for SMB3).
Dr. Mario

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Posted on 07-26-05 09:05 PM Link | Quote
Woah... DD, you might want to watch that. You're actually explaining things instead of just calling people stupid. Funny enough, those two responses are probably a couple of the best stepping stones out for someone trying to learn ASM.
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