Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Unused Layer 3 image? | |
Pages: 1 2 3 4 5 6 7Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 887/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 08-10-05 12:26 AM Link | Quote
Nice work, mikeyk. Does someone know about other hidden stuff, like hidden sprites or something? That would be so kickass, if they hid some sprites, which still can be used in the game, tho.
UnsurpassedDarkness

Melon Bug
Level: 39

Posts: 684/746
EXP: 391555
For next: 13216

Since: 10-29-04
From: Λtlantıs.
All your base are belong to us.

Since last post: 12 days
Last activity: 2 days
Posted on 08-10-05 01:27 AM Link | Quote
Originally posted by mikeyk
On the subject of things that were removed from the game, I found this a while back:



Nothing too impressive, but there used to be a little dust animation when getting on yoshi. To see this in game change ROM 0x10DB4 from B8 to B9.
Cool. I wonder why they took it out though
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1044/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 08-10-05 02:22 PM Link | Quote
mikeyk: Neat find. Exactly what does that byte do, though?

andr
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1959/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 08-10-05 03:27 PM Link | Quote
I decided to look through the test rom in 2bpp GB format, just in case someone had missed beta Layer 3 tiles. I couldn't find any. I found an odd thing, though..
At address 3A800, there are two rows of graphics. The first row is a row from the background graphics. The second row is a row from the first FG page. The odd thing about these, appearently misplaced, rows of tiles is that they're in 2bpp format for some reason.

Did Nintendo originally plan to put normal objects on Layer 3?


(edited by Smallhacker on 08-10-05 06:28 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1045/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 08-10-05 04:02 PM Link | Quote
I think they were converted to 2bpp specifically for the test ROM, since the scrolling test uses all 3 layers.

A 2-layer parallax background would look incredibly sweet, though...
ExKeeper

Bullet Bill
Level: 31

Posts: 431/512
EXP: 180084
For next: 5279

Since: 03-05-05
From: Riiight ^

Since last post: 1 day
Last activity: 6 hours
Posted on 08-10-05 06:40 PM Link | Quote
just edit the test rom in LM with that layer 3 image on, then play it
UnsurpassedDarkness

Melon Bug
Level: 39

Posts: 687/746
EXP: 391555
For next: 13216

Since: 10-29-04
From: Λtlantıs.
All your base are belong to us.

Since last post: 12 days
Last activity: 2 days
Posted on 08-10-05 06:54 PM Link | Quote
Originally posted by andr
mikeyk

Koopa
Level: 18

Posts: 102/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 08-12-05 09:48 AM Link | Quote
Work related to sprite creation has led me back here with another discovery about the cage image. It's now even more apparent that it was meant to be a cage or at least some sort of transport for mario. Sprite 88 determines the placement of the cage, causes mario to start inside of it, and also adds some animation to its top. Mario can move around within the cage, but from my experiments can't escape

this in LM:


leads to this in game:



maybe it was belonged to an autoscroll level where mario was trapped in a cage/elevator


(edited by mikeyk on 08-12-05 12:59 AM)
Forte.EXE

Buzzy Beetle
Level: 31

Posts: 219/396
EXP: 170237
For next: 15126

Since: 07-23-04
From: DenTech City - Maverick Hunter HQ

Since last post: 1 hour
Last activity: 1 hour
Posted on 08-12-05 10:05 AM Link | Quote
That looks, interesting to say the least. If only the creators at Nintendo left that part in, then some levels can be used with elevators without ASM, but thats just me rambling...

I even tried that out, with a Message Block. The "elevator" vanished when the block is hit, but when the message board thingy goes away, the "elevator" comes back.


(edited by Forte.EXE on 08-12-05 01:08 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1051/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 08-12-05 10:50 AM Link | Quote
Holy. Crap.

That's freakin' AWESOME.

I gotta play around with this some more...

[edit]

HAH! It was carried by winged enemies!



I replaced GFX01 with the tileset extracted from the test ROM, and lo and behold, the wings fit perfectly (though the colors are obviously wrong). It uses sprite memory setting 06, which I didn't realize until after I took the screenshot (hence the missing wing). Again, the Goombas are just a guess as to what originally went there, but they fit pretty well, no?

This just gets more and more exciting!

[EDIT2]

I wonder if this was the unused bluebird's (from the map screen) original purpose? One would appear over your head when you arrived at a cage level, and inside the level, they would be carrying the cage!



I just had to cut away a few pixels of the bluebird tile so the wings would show through. What do you think?


(edited by BMF54123 on 08-12-05 02:29 AM)
(edited by BMF54123 on 08-12-05 02:29 AM)
(edited by BMF54123 on 08-12-05 02:38 AM)
(edited by BMF54123 on 08-12-05 02:56 AM)
(edited by BMF54123 on 08-12-05 03:07 AM)
Keikonium
Banned
Level: NAN

Posts: 2303/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 08-12-05 11:36 AM Link | Quote
That is some awesome work there guys. Will we be expecting a cage in your game BMF.

I wonder what else is left over. Perhaps other layer 3 images. The "unused" tile set type has always left me wondering....

I hope more hidden stuff shows up!

~EDIT~

2 things....BMF:

1. Does mario go infront or behind those bars?
2. Are the cage graphics you used hand drawn or are the stars and stuff actually in the game? or test demo?


(edited by Keikonium on 08-12-05 02:38 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1052/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 08-12-05 11:45 AM Link | Quote
1. He goes in front of them. You can force layer 3 above all other layers/sprites, but it also affects the wings.

2. I drew those graphics myself. All that remains of the original cage are the bars (why did they leave those in?).
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1967/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 08-12-05 02:54 PM Link | Quote
Ho... Ly...

That's more than extremley awesome and interesting. We can only imagine what Nintendo planned on using this for...

(Thank god that I decided to make this thread )
Glyph Phoenix

Level: 39

Posts: 449/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-12-05 06:27 PM Link | Quote
Sheah. This would have to be one of the greatest SMW discoveries in a long time. Since it turns out 88 is used... maybe Fu will release another LM to accommodate for this?

Anyway, if nobody else is planning to I should probably make a cage level. The only problem is that the cage uses graphics also used for the layer 3 bg in certain levels... maybe Fu will release a new LM to load layer 3 ExGFX then?

Hey, a guy can dream.

This is obviously a great discovery. You can't look at this and not say it's a great discovery. But the question is... is it the last one? Is this the last big thing we'll find in Super Mario World? It's probably one of the most hacked games ever, thanks to Lunar Magic... how many more things are there left to find?
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 1972/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 08-12-05 06:43 PM Link | Quote
Originally posted by Glyph Phoenix
The only problem is that the cage uses graphics also used for the layer 3 bg in certain levels...

You know, it's not impossible to edit which tiles to use. I checked and the data is stored right before the wooden smasher data. Tell me which tiles to use instead and I can change it for you. The biggest problem might be the fact that you can't have winged enemies. Also, the collision detectioning with the cage isn't perfect in auto scrolling levels.

Originally posted by Glyph Phoenix
how many more things are there left to find?

1) Venus Fire Trap
2) Racoon Mario flying ability
3) Beta overworld
4) Beta levels (Start entering random crap into the "Load level from address" window!)

Speaking of random addresses in the load from address window... Does anyone recognice this?


(edited by Smallhacker on 08-12-05 09:46 AM)
(edited by Smallhacker on 08-12-05 09:50 AM)
Mattrizzle

Paragoomba
Level: 14

Posts: 30/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 08-12-05 07:58 PM Link | Quote
Originally posted by Smallhacker

Speaking of random addresses in the load from address window... Does anyone recognize this?

That appears to be part of level 1EC, with the incorrect palette.

Edit: At one time, I went to the beta mushroom level ($302BD, listed in LM's help file) and tried to put the mushroom scale platforms (sprite 8F) on the brown columns. They only fit on the first pair of columns! Could this mean that the platforms were originally spaced differently?


(edited by BigMattrizzle on 08-12-05 11:29 AM)
asdf

Cukeman
Level: 28

Posts: 222/303
EXP: 128796
For next: 2542

Since: 03-16-04

Since last post: 5 hours
Last activity: 54 min.
Posted on 08-12-05 09:16 PM Link | Quote
Damn! We have to get a list of all the unused/unknown sprites and brute force the hell out of the unused ones. While we're on the subject of Lunar Magic tricks, here is another cool thing I remember from a while back: How to use Reznor in a regular level (with only a few minor glitches, but nothing major or anything that could be worked around).

SP3 = 25
SP4 = 22
Sprite Index = 0E

Now, insert sprite A9. It may look a little messy, but ignore it. Now, turn on sprite data (hex code, 5 on the keyboard). You should see the location. Adjust the X-Location of the sprite to add Reznors. In short, place four side by side, and you will have four Reznors. It'll show up in the game. There are a few quirks, though.

1. The fireballs it shoots are Mario's fireballs. Also, the hit radius is about the same size as the Mario fireballs! This gives some insight into how Reznor might have been intended to be implemented.
2. The rotating wooden block is non-existant. Just like when Reznor is shown during the enemy credits at the end of the game!
3. When the ground is supposed to vanish, the location where the blocks are located normally becomes unwalkable. The graphics remain unchanged, however. You can combat this by not having anything in that spot, although this could make having hazards a pain in the ass to do without frustrating your player.
4. Sometimes, the last Reznor gets stuck on the screen after it is killed. This might just be from having sprite buoyancy on, however.

Here's an image (excuse the lousy Mario GFX and the custom Fireballs)




(edited by asdf on 08-12-05 12:17 PM)
(edited by asdf on 08-12-05 01:00 PM)
(edited by asdf on 08-12-05 01:00 PM)
(edited by asdf on 08-12-05 01:01 PM)
(edited by asdf on 08-12-05 01:59 PM)
(edited by asdf on 08-12-05 02:01 PM)
gnkkwinrrul

Dry Bones
Level: 39

Posts: 647/647
EXP: 402054
For next: 2717

Since: 03-15-04
From: LYKEOMGIMFROMSOMEPLACE????

Since last post: 81 days
Last activity: 40 days
Posted on 08-12-05 09:24 PM Link | Quote
I found the old commercial for SMW and put it on my computer...I noticed that the title screen was a lot different.



The ground has no top to it Also it says Super Mario Brothers next to Super Mario World =P


(edited by gnkkwinrrul on 08-12-05 12:29 PM)
Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
Level: 32

Posts: 368/397
EXP: 193329
For next: 13113

Since: 03-15-04
From: I'm proud to be an American... I think...

Since last post: 1 day
Last activity: 5 hours
Posted on 08-12-05 09:33 PM Link | Quote
Has anyone taken the idea of a SMW beta recreation hack that tries to recreate some of the leftover stuff found? If not, maybe I could make it a side project of mine. The title there looks based off of the japanese title screen also(with the shadow), but it's still quite different. Also, those SUPER MARIO BROS. tiles are still inside the rom, making it even more recreatable...
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1614/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-12-05 09:39 PM Link | Quote
As for the cage GFX, no problem. simply put together a custom block that loads up different 2bpp GFX over the regular ones, then when the level loads and the block is activated, the cage will be given the correct GFX. As for the reznors, what if you had a ground tile one block above where the disappearing ground is? would that work?
Pages: 1 2 3 4 5 6 7Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Unused Layer 3 image? | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.017 seconds.