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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 - SMB3 FAQ/Running Q&A Topic | |
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Googie

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Posted on 06-16-04 10:45 AM Link | Quote
I have a question also, Where is the data when Mario gets damaged? I want to change it so that whatever suit Mario has on, & gets hit, he'll turn small just like in the Japanese Version of SMB3.




(edited by Googie on 06-16-04 05:25 PM)
DahrkDaiz

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Posted on 06-16-04 08:11 PM Link | Quote
I updated my notes and I included this for you Googie:

0x1A3E = What Mario turns into after getting hit while having a power above Super Mario plus 1. That is, 01 = small mario, 02 = super mario, 03 = fire mario, etc. 00 = no change.
Frank15

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Posted on 06-16-04 09:12 PM Link | Quote
On a similar subject to his, is there a way to change the "flash time" after getting hit? Specifically, I never cared for having a ton of flash time after changing back to Super Mario, but getting only a split second after changing back to regular Mario: I always thought the reverse would've made more sense (getting longer flash time changing to regular Mario, and less flash time changing to Super Mario).
DahrkDaiz

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Posted on 06-19-04 05:16 AM Link | Quote
yes there is, the flash time, however, is independent of what power-up you were beforehand, so you'd have to asm hack that much.
0x1A7E

Note, that the flash timer is set before Mario goes to the lower stage, so you can check for his current power-up to determine what flash time he should get.
Googie

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Posted on 06-20-04 05:13 AM Link | Quote
Thanks for the help DahrkDaiz, it worked Where is the data for Boom Boom & Bowser's kids located? I want them to take 7 hits before they die.
hukka

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Posted on 06-27-04 02:40 AM Link | Quote
Hi. Are the addresses in DahrkDaiz's post for the lock datas wrong, or am I just stupid? The table at $14877 is correct, but the datas starting at $1498E and $14955 don't seem to have the kind of data they should (that is, positions for the lock blocks). I can't find the proper datas anywhere. Help!

And here's a little bonus for anyone wanting to make changes to the startup screens:

0x30ABA = Title screen "3" colour flashing sequence
0x326AD = Title screen palette (curtains at beginning)
0x32AFE = Title screen palette:
0x32AFE = bg color
0x32B04 = logo text
0x32B05 = logo shadow (except for over "3" gfx)
0x32B08 = bush colors (2)
0x32B0D = logo shadow (over "3" gfx)
0x36BE2 = World map palette 0 begins
Frank15

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Posted on 06-27-04 08:54 PM Link | Quote
One problem I've had with the original game was with the frog suit. While great in water, it just controlled so badly on land, that it hardly made the suit worth it, except for those extremely rare "all water" levels.

So I guess, is there a way to make frog Mario act "normal" on land? Perhaps with improved jumping ability, being a frog and all, making the suit not quite so overall useless. It's not really that important, I guess.
DahrkDaiz

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Posted on 06-28-04 09:12 AM Link | Quote
Originally posted by hukka
Hi. Are the addresses in DahrkDaiz's post for the lock datas wrong, or am I just stupid? The table at $14877 is correct, but the datas starting at $1498E and $14955 don't seem to have the kind of data they should (that is, positions for the lock blocks). I can't find the proper datas anywhere. Help!


Woops, my addresses were off. the correct address are $1488E and $14855 respectively.
hukka

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Posted on 06-28-04 05:53 PM Link | Quote
Originally posted by DahrkDaiz
Woops, my addresses were off. the correct address are $1488E and $14855 respectively.


Thanks, though the X locations appear to be at $14866 instead of $1488E?
Now the lock disappears from the "collision table" OK and the "explosion" is located where it should, but the lock graphic does not change to anything, allowing Mario to walk right through it. Any info on this?

EDIT: OK, nevermind. I finally understood what the tables at 0x147CD and 0x147CE are for - they form the address that points to the location in nametable to write to.

EDIT 2: Still one problem with the damn locks. The lock reappears once the map is reloaded. I understand how the lock block replacing thingy works except for one thing: where are the lock positions defined? I know the position of the lock block in world 1 is $44, but I can't find any table or such where it is defined. It isn't calculated from the X and Y position tables at $14855 and $14866.


(edited by hukka on 06-28-04 01:51 PM)
(edited by hukka on 06-28-04 05:06 PM)
(edited by hukka on 06-28-04 05:07 PM)
DahrkDaiz

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Posted on 07-07-04 06:14 AM Link | Quote
What some frozen coin blocks? Then you can use this small 3 byte hack so that you can use them anywhere in the game in your hack! Just change the following bytes:
0xE55E Change to 00
0xE56E Change to 7F
0x1CB2A Change to 7F
This will make it so that the green noteblock object now draws frozen coin blocks instead. You'll have to make your own gfx for the blocks in each object set and use my SMB3 TSA editor and modify block #7F so that the frozen coin blocks look right . (note, the ice block object in the ice object set will no longer work! use the green noteblock to draw them now.)


(edited by DahrkDaiz on 07-06-04 09:16 PM)
(edited by DahrkDaiz on 07-06-04 09:16 PM)
(edited by DahrkDaiz on 07-06-04 09:25 PM)
Frank15

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Posted on 07-21-04 05:57 PM Link | Quote
Can you change the spots the airships run off to when they fly to another location on the map?

Hmm... not a question, but an observation. It seems, for White Mushroom House purposes, the counter does not count above 126. Putting it at 128 or higher acts as if the coin requirements were 128 lower than they should be. I noticed in trying to put a 138 coin requirement in a level, and only 10 coins were needed to make the White House appear.

Either way, the level now has only 127 possible coins, 126 required, so it's all right, as far as my level's concerned. Just thought this should be noted.

A lot of people have probably noticed it by now, but just in case, since it wasn't already mentioned, the requirement needs to be an even number of coins. Odd-numbered requirements cause a White Ship glitch-up.

I'd figured it out on the old board, but since there's no mention here, it's also worth noting: Chain Chomp does not work properly unless its X position is from x4-xC. x3 or xD horizontal positions semi-work, but the Chain Chomp has a tendency to find itself a "new" spot to latch itself to. xE-x2 horizontal positions produce a completely non-working Chain Chomp.


(edited by Frank15 on 07-22-04 06:46 AM)
(edited by Frank15 on 07-24-04 09:17 AM)
Keikonium
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Posted on 07-24-04 07:59 PM Link | Quote
Is this topic only about SMB3 for the nes? or can I ask about SMB3 from SMAS? If so, why doesn't MI3 edit SMAS SMB3? It says it should but it wont. What version of SMAS do I need? And can it be SMAZ+SMW? Thanks.
DahrkDaiz

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Posted on 07-25-04 04:01 AM Link | Quote
I believe it only works for SMAS, not SMAS + SMW and get the latest version of MI3 from http://www.lincolnsoft.com that should let you edit SMB3 on SMAS.
Frank15

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Posted on 07-25-04 07:15 PM Link | Quote
OK, this is a pretty severe problem....

It's a severe hilly level problem. For some reason, after a few seemingly minor changes to a few hilly levels to make them look a little nicer, going to play the game, I go straight through the ground for hilly levels, unable to stand on any solid object. For every hilly/underground level.

Didn't seem like too big a problem, having a very recent backup of the hack. Tested it, the hilly levels worked fine. Went to make completely different changes, unrelated to the changes I'd made previously, unrelated to hilly levels, period, and what should happen but to have the hilly levels **** up again, in the exact same manner. Urgh!

So what is the problem, exactly? Aside from this being very not good, what's causing this to happen, and how can I prevent this from happening again?

EDIT

OK, after experimenting a bit, trying a gazillion different possibilities to find exactly what caused this glitch, I seem to have figured it out: editing the second hidden cloudy level using the Discombobulator, for whatever reason, seems to trigger the reaction. I'm guessing it's a small, but disasterous bug with the Discombobulator, since Mario Improvement has no problem with the particular level. Really nasty bug, in any event.

There are possibly other events that may trigger the bug as well, but that seemed to be the one that did me in.


(edited by Frank15 on 07-25-04 02:11 PM)
(edited by Frank15 on 07-25-04 02:11 PM)
Teundusia

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Posted on 08-05-04 07:50 PM Link | Quote
Can i ask just one question???? HOW THE HELL DO YOU WORK THE SMB3 DISCOMBOBULATOR PROGRAM!?!?!?! There is no readme and the explinations ive had are impossible to read... And if no one understands this, shall i write this out in 1337 for U?
dan

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Posted on 08-05-04 11:37 PM Link | Quote
I think if you do that, you'll never get an answer to your extremely vague questions. What is it you want to do with SMB3d? Overworld editing? Just asking for help with SMB3d without telling us what you are stuck on will get you no help whatsoever.
checkplease

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Posted on 08-07-04 10:46 PM Link | Quote
I'm as stuck as RYjet on this one... I don't understand a thing on SMB3D. There is no readme or anything, and just to not make the mistake RYjet made, I'm stuck on everything
cpubasic13
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Posted on 08-09-04 02:34 AM Link | Quote
Originally posted by DahrkDaiz
I believe it only works for SMAS, not SMAS + SMW and get the latest version of MI3 from http://www.lincolnsoft.com that should let you edit SMB3 on SMAS.


Actually, MI3 works with both SMAS and SMAS + SMW. I tried and it worked.

checkplease: Yeah, that is very descriptive on what you are stuck on. I am sure someone will know what to answer [/sarcasm]
Look, if you don't have a clue on how to use it, figure it out yourself. Press buttons and see what it does. Don't just assume that all of us will make your hack for you.
Ultima

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Posted on 08-10-04 06:05 AM Link | Quote
Is there any documentation on the level layout format of Mario 3 (NES specifically)?

I'm considering making an editor or something, and any help would be appreciated. If there's no documentation available, I'll have to have a look at M3I's source I guess, but it would really be appreciated if someone could provide me with some info about it.

Thanks in advance.
hukka

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Posted on 08-10-04 10:32 PM Link | Quote
Yeah, I'm writing an SMB3 editor myself (see thread on this board) and have documented the level format a bit. My documentation is not complete yet, though. Here:

http://yiff.mine.nu/text/coding/smb3.txt

I wrote it for myself mainly and I don't guarantee the data to be correct. You will also need to consult the M3I sources for the datas for objects and level offsets etc.

BTW, which language are you planning on using?
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