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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - The Phantom Goal Card in Smb3 | |
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Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

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Since: 04-25-04
From: Spanaway, WA

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Posted on 04-25-04 07:07 AM Link | Quote
I'm new to the forum but I've been hacking Super Mario 3 for a while. I make all my levels from scratch via Mario Improvement 3 (an editor). I have 7 levels done (W1-1 to W1-6, plus the mini-fortress). However, every time I open the ROM in the emulator OR the editor, the Goal Card for W1-1 is moved to the beginning of the level, where it never shows up in the game anyway! The endings for W1-4, 1-5 and 1-6 do this, too, but move the Goal Card way, way to the right instead! W1-5 and 1-6 share the same level ending, but I haven't yet been able to test 1-6. I'm frusterated!

My guess is that whenever the ROM is loaded in some way or another, it reads the data for the Goal Card wrong. I want an experienced ROM hacker to help me; I would really appreciate it.

Thanks. --Schwa
Ringodoggie

Snifit
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Since: 03-23-04
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Posted on 04-26-04 06:27 AM Link | Quote
Well, Mario Improvement 3 is known for its bugs.
Kefka
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Posted on 04-26-04 07:11 AM Link | Quote
Start Mario on the right side of the level then XD

Or get rid of the cards
Jaspile

Red Koopa
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Since: 03-15-04
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Posted on 04-26-04 10:53 PM Link | Quote
Or try to change that with Smb3 Discombobulator (http://acmlm.overclocked.org), maybe it'll work...
but make a backup copy of your game before
DahrkDaiz

Red Super Koopa

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Posted on 04-27-04 06:47 PM Link | Quote
M3I doesn't have many bugs, and they're all from using Freeform mode.
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

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Since: 04-25-04
From: Spanaway, WA

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Posted on 05-01-04 07:19 PM Link | Quote
I got it fixed by redoing Level 1. Glad I did, too, since Level 1 was kinda crappy anywho. I have a problem with the Airship now. First the game was adding vertical posts to the level that shouldn't be there (because it looks cruddy and squishes Mario 'cause the level scrolls), and now the emulator crashes whenever I load the Airship!

If you have any advice, I'd really appreciate it. --Schwa

P.S. Mario Improvement 3 bugs out the level every time it's first loaded into the ROM. (All the objects are moved to crazy spots and changed.) However, if you go back to freeform mode and load the level you saved, then save to the ROM again, the ROM level is fine.
Jaspile

Red Koopa
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Since: 03-15-04
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Posted on 05-02-04 04:39 AM Link | Quote
When it crashed, does it reset the game ?
If it does, then I had this bug a few months ago... What I did is just re-make the level.
Anyway, I'm not sure about it, but I think that this sort of bug comes from a certain object/sprite (I.E. you can't put some water in ship levels or it crashes <-- this is just an example, I don't know if it's true or not...)
Schwa

Green Birdo
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Posted on 05-02-04 06:41 AM Link | Quote
No, it never reset the game. The screen just turned black and froze (not the computer, just the emulator). But I went and remade the level and it works 95% perfect. (The other 5% is bad because whenever you pick up the wand at the end, a thick post appears out of nowhere until you land in the castle! Not harmful, though.) As for water in the ship, you forget that there's water in the World 8 Battleship (2nd level). Maybe the reason that works is because of the position the Autoscroll item is in. Most ship levels have an Autoscroll coordinate that's designed specifically for that level.

Second, did you say that YOU make levels from scratch? If so, I think it's pretty cool (since just about every Smb3 hacker just rearranges levels w/ Discombobulator, not makes new ones). I have all of World 1 done on my hack, and World 2 is pretty cool. I have one problem though that maybe you'll understand.

I finished W2-2, a hills level, and like the origonal W2-2 it has water. Only the water spans the width of the level. I put an Autoscroll item at x00, y50 to make the entire level sink and rise 3 tiles (like in W3-3). I gave the level a Desert palette, but the problem is that blank sky tiles remain cyan, and all sky tiles touching slopes are the right shade of blue they should be! So what you have is a fug-gg-gly level. When origonal green hill palettes are used, the colors are normal, but every other palette keeps the central sky cyan. The Underground tileset has the same problem. I would just go and change the color palettes through the Discombobulator, but the palette editor doesn't work on this computer!

If anyone could help, I'd appreciate it. --Schwa
DahrkDaiz

Red Super Koopa

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Posted on 05-02-04 07:40 AM Link | Quote
Ok a few things that might help with your problems:

First, if you extend ANY object past 1A vertically, it will show up at the top 16 tiles down the line because the game will "wrap" any extra tiles that extend beyond the displayable vertical area.

As for the sky problem: this may be due to the fact that the game uses a different tile and/or TSA to draw the sky in hilly/underground levels than those used in plains/dungeon/other levels. Try going to the graphics set of the hills and make sure that the 05, 06, 07, and 08 tiles are cleared out with color 0 (the background color). Unfortunately, I haven't messed with auto-scroll object very much beyond horizontal autoscrolling levels. Anything I figure out on it I'll add to my notes and post here.

As for your level bugging it: it may be because your level you created or modified in free form mode exceeds the normal size of the level, thus, when you go to find another level that's messed up and fix it, it'll spill over to a previous level or the like. Or the level data that you created is corrupted. M3I's freeform can be buggy at times, but as far as modifying a level outside of freeform mode, it has no known bugs. I highly suggest not using free form mode unless you understand that you can't just freely throw extra things into a level or are doing all your levels from scratch (which I think I'm the only SMB3 hacker who's done that since it's not the easiest thing to do).
Jaspile

Red Koopa
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Posted on 05-02-04 07:34 PM Link | Quote
Originally posted by Schwa
Second, did you say that YOU make levels from scratch? If so, I think it's pretty cool (since just about every Smb3 hacker just rearranges levels w/ Discombobulator, not makes new ones).

no, I didn't say that... Rearranging levels is amply appropriate to me
Wlokos

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Posted on 05-03-04 03:21 PM Link | Quote
Originally posted by DahrkDaiz


As for your level bugging it: it may be because your level you created or modified in free form mode exceeds the normal size of the level, thus, when you go to find another level that's messed up and fix it, it'll spill over to a previous level or the like. Or the level data that you created is corrupted. M3I's freeform can be buggy at times, but as far as modifying a level outside of freeform mode, it has no known bugs. I highly suggest not using free form mode unless you understand that you can't just freely throw extra things into a level or are doing all your levels from scratch (which I think I'm the only SMB3 hacker who's done that since it's not the easiest thing to do).


How did you get them all to be so big if they were made in freeform mode? Didn't you run out of room in the levels? I tried/am trying to make the levels from scratch, but I keep running out of room..
DahrkDaiz

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Posted on 05-03-04 05:04 PM Link | Quote
I redid the pointers of every level myself too, rather than the preset level pointers (same with enemy pointers).
The Great Guy

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Posted on 05-03-04 09:24 PM Link | Quote
Originally posted by DahrkDaiz
. I highly suggest not using free form mode unless you understand that you can't just freely throw extra things into a level or are doing all your levels from scratch (which I think I'm the only SMB3 hacker who's done that since it's not the easiest thing to do).


I am also doing levels from scratch in my SMB3 hack. I find it easy as long as I draw out the level on paper first.
Wlokos

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Posted on 05-04-04 12:28 AM Link | Quote
Thanks DahrkDaiz, I didn't think of that.. Now I jsut have to figure out how to do that.. Wish me luck!
Schwa

Green Birdo
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infused with the Living Assets

"Alpha Psibeam!" (echo effects)

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Posted on 05-08-04 07:26 PM Link | Quote
So Great Guy does his levels from scratch, eh? I like your paper idea, but whenever I try to plan the level out ahead of time it never goes the way I want it. Strangely, I work better when I create the level as I go along. It's like I emit a continuous stream of creativity. Oh well, guess I'm just strange.

Want some Autoscrolling hints? Check out the levels in an unchanged Smb3 ROM that have rising/sinking tiles and write down positions of the Autoscrollers. Sometimes you have to use 2 in one level. OR you could be crazy and try new combinations, and see how the tiles move then! There's a pretty good Autoscroller that makes the level scroll REAL FAST to DF, and it's used in the Miniship of World 8.

Here's a question. When you save a level as a Level file, then save it to the ROM, open the ROM and find your level to be corrupted and mixed with an existing level, what happens when you open the level file you just saved? When I did that when trying to remake the Quicksand level in W2, it wouldn't let me reopen my level file! It said "Bad level offset!" This happened twice, and it's really ticking me off because I have a really good idea for the Quicksand level!

Edit: I finished the airship, and it works really great. The only problem is, when you go down the pipe to the boss room, you exit the level instead and the ship disappears! Why does it do that?


(edited by Schwa on 05-21-04 03:33 PM)
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