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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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Ultima

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Since: 08-10-04
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Posted on 08-10-04 11:38 PM Link | Quote
Awesome. Maybe C or CPP, I'm not sure right now.
Xtreme984

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Posted on 09-03-04 08:15 PM Link | Quote
I found this over at the tekhacks board. this can give you infinite lives in your rom. if you change (in hex) the value of the following offset to AD you will not lose a life if you die

offset: 3D133
46

Shyguy
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Posted on 09-04-04 12:21 PM Link | Quote
Any chance we could change the amount of time you have to stand in place at the mushroom houses before you're released to pick a chest? I mean, after about 3 of them, I don't need to just sit around and read what the text says anymore.
Jaspile

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Posted on 09-04-04 02:30 PM Link | Quote
To make that Mario can directly walk after 3 of them, that would require some little ASM routines.
However, you can change the time Mario has to be frozen at 0x5234 ; if you set it to 00, Mario will be able to move directly, if you set it to 20, then he'll have to wait a little, etc.
Ringodoggie

Snifit
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Posted on 09-06-04 03:11 AM Link | Quote
Can anyone show me how to find the sprite TSA data?
DahrkDaiz

Red Super Koopa

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Posted on 09-06-04 03:48 AM Link | Quote
The only way I've found sprite TSA is using ASM tracing, I haven't noticed a real pattern in the data either, unless someone else notices a pattern, you'll be out of luck unless you know how to trace ASM
46

Shyguy
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Posted on 09-08-04 12:29 PM Link | Quote
Alright next question...I've been trying to fine tune a few flaws in my game before I get too far...I pointed out one of them in the screenshot below. Any way to fix this up without ASM?



I already tried changing the hex values to the same as the other 3 sides of the border, but that messes up the color scheme for the second half of the level.
Xtreme984

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Posted on 09-17-04 12:06 AM Link | Quote
Originally posted by 46
Alright next question...I've been trying to fine tune a few flaws in my game before I get too far...I pointed out one of them in the screenshot below. Any way to fix this up without ASM?



I already tried changing the hex values to the same as the other 3 sides of the border, but that messes up the color scheme for the second half of the level.


it's quite a while that this post was here. is this fixed now? please tell me how you did those borders because maybe there's just another border tile.
46

Shyguy
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Posted on 09-17-04 12:00 PM Link | Quote
Well, there are six tiles that make up the border. One for the top and bottom, one for the left and right, and 1 for each of the four corners. The location for the horizontal tile in question here is #CE during the world map screen in Nesticle (yeah I still use that for my graphics...). Sorry I can't come up with a more specific address.

So whatever pattern I use for the line across the top, the same will be applied to the line accross the bottom. Except in world 5, where the ground part and the sky part each have their own set of colors. In the original SMB3, its border color is the same color in both parts of world 5, so it's okay there.

What I also don't understand is why the bottom two corners, sitting in the same row as the miscolored horizontal bar on the bottom, display the "ground" colors just fine. But that's also the reason why I think this problem could be fixed just by changing one hex value.

Thanks in advance to anyone that can help!
Sokarhacd

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Hab SoSlI' Quch
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Posted on 09-23-04 10:02 PM Link | Quote
heres a few things I found: (I found the Infinate lives thing, but xtreme already posted it here before,)

if you want Infinite Lives do this
offset:3D133 and change to AD like Xtreme said....(didnt read his post until I had this typed...lol)


heres one I havent seen anywhere here yet, although i havent look though all threads,

Invulnerability:
offset:1365
and change that to an AD and you will not be killed, all it does is make the invincible time go in an infinate loop, but you will not blink either, but you can still be hit, so if you are super mario, you will turn back into little mario, but you cannot die..
Beware, only works after you get powered up, and then get hit, getting hit before collecting a powerup and you can still die, but also, after you are invincible, you wont get hit when you get more powerups.


(edited by Dcahrakos on 09-23-04 01:04 PM)
(edited by Dcahrakos on 09-23-04 01:05 PM)
(edited by Dcahrakos on 09-23-04 01:07 PM)
(edited by Dcahrakos on 09-24-04 10:44 PM)
Xtreme984

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Posted on 09-27-04 08:49 PM Link | Quote
does anyone know the bytes for making the fireballs from fire mario go straight ahead?
DurfarC

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Posted on 10-08-04 08:20 PM Link | Quote
My turn to have a problem:

I have been working with my hack in some weeks now... I'm starting the game, world 1 loads, and suddenly, this happens:



What can I do? Does anybody know the hex values for this world..? It have to be fixed... If not, I cannot play my hack... Help!
hukka

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Posted on 10-08-04 11:08 PM Link | Quote
DurfarC, If you just want to restore the original level, open a working SMB3 ROM in SMB3 Workshop, select the level that's broken in your hack, click Level->Save to Offset..., choose your hack's ROM and then just select the proper place to write the level to.


(edited by hukka on 10-08-04 02:09 PM)
DurfarC

Beezo
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Posted on 10-08-04 11:50 PM Link | Quote
Oh yeah, I know about this, I've used this function before... But it is the "WORLD MAP 1" that is the problem, in other words: overworld 1 (I'm sorry I didn't explain it clearly enough)... I've tried to fix it with a hex editor, but it doesn't work...

However, I can fix it by just load a backup of the ROM (from yesterday) when this doesn't happen, and save the maps from today into it (like you explained in your post)
hukka

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Posted on 10-08-04 11:58 PM Link | Quote
The Level->Save to Offset feature works for World Maps too, though :oP
DurfarC

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Posted on 10-09-04 12:18 AM Link | Quote
Yay, got it! I'm really stupid, didn't think about that...

But what's really strange, is that the load of overworld 1 works perfectly when I did it all over again now... Either mi3 (as usual), smb3 discombobulator or your editor (I don't think) has caused the problem, replacing some hex values or anything...

Oh, and your editor works perfectly! Level editing is much easier now than before
Googie

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Posted on 10-31-04 02:21 AM Link | Quote
Okay heres my question regarding SMB3...

Where is the exact offsets in hex that controls the enemies on the map screens? I want to fix it, like the enemies get closer to you little by little instead of running around the map screen.
46

Shyguy
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Posted on 11-09-04 12:05 PM Link | Quote
This may sound ridiculous, but does anyone know the offset for the empty "starry background" level that you get when your pointer goes awry? Making that into an actual room could solve a lot of problems.

Or, is there some sort of trick to editing pointers so that it points to the right place? I can usually get 'em to work fine, but on other levels (specifically, a plains level that originally is 1-1 on SMB3), they either send me to the starry background, or to the map screen.
DurfarC

Beezo
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Posted on 11-10-04 12:48 AM Link | Quote
Originally posted by 46


Or, is there some sort of trick to editing pointers so that it points to the right place? I can usually get 'em to work fine, but on other levels (specifically, a plains level that originally is 1-1 on SMB3), they either send me to the starry background, or to the map screen.


I'm not sure if this is the problem, but here we go:

If you make pipes that are going downward (the pipes you stand on and press the down-arrow on), there are two "types" of them:

90-9F in offset 1
B0-BF in offset 1

In both the editors and the game, they graphics looks similar, which they are of course. The 90-9F pipe (usually) works, but the B0-BF pipe will always send you into the black madness... I had this problem before, but one day, I just figured out that the first pipetype worked, but not the second one...

I hope I'm right
46

Shyguy
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Posted on 11-10-04 01:59 AM Link | Quote
The following is what happens with each of the pipe values that I used:

91: sends me to the map screen and considers the level beat.
B1: sends me to the starry doom.

All I did was move the entry from (horizontally) the 90-9F range to the 40-4F range. It's pointing to the same location to the same level, so I just thought all I'd have to change is the horizontal exit location of the pointer. But something went wrong in this process and I don't know what it is. I can't move it back to the 90-9F range either; it just does the same thing.

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