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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - editing where locks are in smb3 | |
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The Great Guy

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Posted on 05-02-04 03:41 PM Link | Quote
I decided to hack smb3 first and can't figure out how to chnge where a fortress breaks a lock. I completely changed the world 1 map but when I beat the fortress the explosion to destroy the lock happens where the old one was. how do I change this, and also can I add lock blocks?(I added 2 more fortresses to the map.)Thanks in advance.
EDIT: sorry I forgot to put this in the original post but M3I should be able to do this because it says in the help file all it needs is an object editor to edit everything in smb3, I just don't know how to do it because for some reason the help file doesn't say how to.


(edited by The Great Guy on 05-02-04 06:55 AM)
DahrkDaiz

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Posted on 05-03-04 01:11 AM Link | Quote
If ya can hang tight for a few days, I will have found this data and post on how it works here. I won't find it though until I've worked on my current level. So just sit tight
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Posted on 05-03-04 02:56 AM Link | Quote
Originally posted by The Great Guy

EDIT: sorry I forgot to put this in the original post but M3I should be able to do this because it says in the help file all it needs is an object editor to edit everything in smb3, I just don't know how to do it because for some reason the help file doesn't say how to.


Did you notice that above "Object Editor" it says "Future Progress"?
DahrkDaiz

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Posted on 05-03-04 03:00 AM Link | Quote
And Lincolnsoft hasn't touched m3i for a while. Object editor also doesn't include the locks on the map screen, he's meaning how objects (like background hills or platforms) are built. How the locks work is a totally different area which I'll be exploring.


(edited by DahrkDaiz on 05-02-04 06:03 PM)
The Great Guy

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Posted on 05-03-04 03:01 AM Link | Quote
Originally posted by SMWExpert
Originally posted by The Great Guy

EDIT: sorry I forgot to put this in the original post but M3I should be able to do this because it says in the help file all it needs is an object editor to edit everything in smb3, I just don't know how to do it because for some reason the help file doesn't say how to.


Did you notice that above "Object Editor" it says "Future Progress"?


YES I did. but next to it it says the object editor is all it needs to edit everything, so if all it needs is an object editor to be complete it must be able to change where locks go.
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Posted on 05-03-04 08:56 AM Link | Quote
Check out 14877(I checked in the PRG1 rom). It isn't the placement, but what it IS, is what tile(sans graphics) replaces the block when you beat the fortress. The current byte is 46, which means an up/down path tile. change it to somthing else, and it will have that tile's properties, but only untill you enter another area, where it will be replaced by the correct tile. Also note it's the tile attribute, not graphics, but it's a start and I hope it will make DD's search easier.
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Posted on 05-03-04 03:09 PM Link | Quote
Originally posted by DahrkDaiz
And Lincolnsoft hasn't touched m3i for a while.
When I think on it there only have been two SMB3 editors. Lincolnsoft own and Acmlm's SMB3 editor.

Both are unfinished.

I saw a SMA4 editor in the works, but I wouldn't be surprised if that editor was on hold...
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Posted on 05-03-04 05:07 PM Link | Quote
Actually M3I is finished. It's missing the an object editor, but it's not needed to edit the game. If you mean both are missing things that can edit everything, then they'll never be finished, because there's a lot to edit. JS: yeah you found world 1's first lock data. The TSA and the lock are seperate, plus there's another area that it loads from again for when the map is re-loaded after entering another stage. How to change the location of that lock is something I've yet to find.
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Posted on 05-03-04 07:42 PM Link | Quote
Originally posted by Kitten Yiffer
Originally posted by DahrkDaiz
And Lincolnsoft hasn't touched m3i for a while.
When I think on it there only have been two SMB3 editors. Lincolnsoft own and Acmlm's SMB3 editor.

Both are unfinished.

I saw a SMA4 editor in the works, but I wouldn't be surprised if that editor was on hold...


But this summer DD will create his own Lunar Magic-ish editor for Smb3, and he'll release it as soon as possible, he'll work on it everytime at his free time, and even when he'll be working! Won't you Daiz ?
DahrkDaiz

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Posted on 05-03-04 07:52 PM Link | Quote
well I don't know if I'll be working on in THAT much, but I definitely will attempt tp make a LM-style SMB3 editor. But it won't be released until after my hack is released (we wouldn't want somebody to release a hack that's better than mine using my editor before my hack is even released, would we? )
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Posted on 05-06-04 10:21 AM Link | Quote
Originally posted by chris
That would be great if there was a level editor for smb3, take your time on it
and good luck


Um, there IS a level editor for SMB3... there just isn't one as exquisite as DD's will be

EDIT: There's actually MULTIPLE SMB3 editors


(edited by Kefka on 05-06-04 01:21 AM)
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Posted on 05-06-04 01:23 PM Link | Quote
Well, I found a little bit of data. This only changes the map tile in RAM (i.e. what physically affects Mario's movement); the lock will still disappear from its original location. The VRAM updating code must be stored elsewhere. The changed map tile will also return to its original location when the map is reloaded, though I think I've found the code that handles that as well.

Each of the following tables are 17 bytes in size (17 locks in the game?):

$14855: Y location
$14866: Upper 4 bits: X location, lower 4 bits: screen number?
$14877: Tile to replace lock with

Another location worth checking out is 0x18593 ($A583). This is where a write to $6144 (the first lock in the game) occured while the map was reloading (the lock was already destroyed). When the breakpoint hit, A contained the tile number to replace the lock with (#$46), Y and $04 contained the lock's location (#$44), and $63 contained the RAM address of the current map page ($6100).

That's all for tonight. Sleep now.
DahrkDaiz

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Posted on 05-07-04 05:47 AM Link | Quote
BMF pretty much has the format figured out perfectly. As for the return-to-map tile replacement, that's a bit weird.

There's a table 0x18447 that has tile values there. The game will take the tile location and load the tile there, compare it to tiles in the table, once a match is found, it uses the index the match was found at to use as an index into a table at 0x1844F to replace the said tile with.

0x14811 Starts the TSA to draw for the lock replacement, but I can't make heads of tails as to how it decides which block of 4 bytes to use yet.

0x147CD is the start of a table to determine the PPU address to write to, this is the high byte of the address.
0x147DE is the low byte for the PPU address

I can say right now, editing this stuff isn't for the average SMB3 hacker.


(edited by DahrkDaiz on 05-06-04 09:35 PM)
Jigglysaint

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Posted on 05-07-04 10:21 AM Link | Quote
DD, what if instead of it using 4 blocks, it uses a mirror flip? I have run into that kind of thing in Link's Awakening, where only 2 bytes are used, and the rest are assumed or somthing. In fact, maybe it only uses one single tile, and just does a few flips for the rest?
DahrkDaiz

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Posted on 05-07-04 03:40 PM Link | Quote
It doesn't, I already made the block appear somehwhere else. The TSA block is 4 bytes. I'm just having the block "stay", like BMF was talking about.


chris: Better what, editor? Quite honestly, the current ones are just fine. M3I is very flexible and easy to work with. I honestly don't know if I'll make an SMB3 editor after all, else, I'll be making an editor I'd end up hating (like Lunar Magic).


(edited by DahrkDaiz on 05-07-04 06:41 AM)
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Posted on 05-08-04 12:34 AM Link | Quote
There are already two editors available. Whatever they don't do when used in tandem can be done relatively easily with a hex editor, provided you have the correct data. I would say don't bother making a new one, unless you're really bored, or have a grand vision you fully intend to see through to completion (like FuSoYa and LM).

Has anyone asked Acmlm for the source code to the SMB3 Discombobulator? Maybe that one could be expanded upon and enhanced, since the basic framework and a lot of functionality are already there...
Jigglysaint

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Posted on 05-08-04 01:32 AM Link | Quote
Fu didn't have a grand vision with LM, people kind of dieified him first and now he's kind of stuck.
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Posted on 05-09-04 06:40 AM Link | Quote
I would really, really like an editor that doesn't shred the levels when you make them from scratch. Looking at DDs Smb3 Overhaul, I'd say he'd be able to do it.
DahrkDaiz

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Posted on 05-10-04 12:30 AM Link | Quote
Well the editors aren't what shred the levels from scratch (assuming you mean my levels). It's the fact that I change the TSA around, but Discombobulator doesn't know that, so it uses the original TSA and the gfx make the levels look "shredded".
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