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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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DurfarC

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Posted on 11-10-04 02:22 AM Link | Quote
If you open the level in Smb3 Discombobulator or Smb3 workshop, there is a function which is called "entering pipe ends level" or something. Uncheck that option, and try. Now the pointer will work (use the 90-9F pipe)!


(edited by DurfarC on 11-09-04 05:23 PM)
46

Shyguy
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Posted on 11-10-04 01:15 PM Link | Quote
Hmm...what a novel idea...lol. Thanks, you not only helped me out big time but you also made me feel like I'd never edited a single level in my life.

Now I wonder how that box had ever been checked in the first place, since I had no idea that option existed.
DahrkDaiz

Red Super Koopa

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Posted on 11-16-04 06:47 AM Link | Quote
Xtreme984:

Ok to get straight fireballs in SMB3, edit the following bytes:

0x00E38C = EA EA EA

0x03DF20 = A5 A2 18 69 XX 9D E3 7C 60

NOTE: The XX here is the fireball height relative to Mario.
The higher the number, the lower the fireball will be from
Mario's head. I suggest using 04.

0x00E2E1 = 20 10 9F


Editing these bytes will give you straight fireballs for your Ninja hack.
Xtreme984

Koopa
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Posted on 11-16-04 11:06 AM Link | Quote
DD, thanks but I allready applied the IPS patch dan made for me. though the straight fireballs go through objects with an angle (like a 45 degree hill)

EDIT: I'm thinking of making a titlescreen editor for this.


(edited by Xtreme984 on 11-25-04 03:54 PM)
Supakitsune

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Posted on 12-18-04 07:37 PM Link | Quote
Originally posted by Supakitsune
There is also an SMA4 Editor located: Here

...For level headers and the worldmaps

*click*

F4KELIVE

FakeLive owns your peace!

^ That is why I HATE OMG N00B HAXX0RZ who fack up useful info...
DurfarC

Beezo
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Posted on 12-18-04 11:02 PM Link | Quote
Why did you post that? This has nothing to do with SMB3 hacking at all.
Tamarin Calanis

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Posted on 12-24-04 04:32 AM Link | Quote
Dammit! Dammit! DAMMIT!

Okay, so I opened level 1 of SMB3 in M3I (I had some trouble using SMB3 Workshop because my mouse lacks a wheel and for some reason my keyboard was sucking). I changed and moved a few objects and enemies - didn't add or remove, just changed them (trust me, looked completely different). Saved the level so I could see how it looked in-game. In game, everything's fine at first. Title screen normal, my edited map is fine...

But when I enter level 1, I'm stuck on a black screen. WTF?!
Chris

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Posted on 12-24-04 06:10 AM Link | Quote
The same thing happend to me.. It always happend to me when I used Mario Improvement3.. When using the workshop, it doesnt happen. I guess its just some bug in Marioimprovement3 or somthing..
Xkeeper
The required libraries have not been defined.
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Posted on 12-24-04 11:02 AM Link | Quote
I think I head of a bug that will move your starting position to the end of the level, but I'm not sure.



(in M3I, that is)


(edited by X-mas on 12-24-04 02:04 AM)
Chris

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Posted on 12-24-04 01:02 PM Link | Quote
I remember when sometimes. I saved a level, then I try the level and most of the stuff I putted in the level before I saved it was just plain out gone.

So I went back to open the rom and saw that all the stuff I placed in the level was gone.. It made me upset to see that I wasted my time making a level then most of the level data gets lost..

(It all happend using MI3) Just to let you all know..
DurfarC

Beezo
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Posted on 12-24-04 03:18 PM Link | Quote
If you've made some "extend to the ground" block platforms, make sure they aren't placed over pits. This will likely crash the level. Also, check that your pipes are not as short as possible. Last, explore your level for objects which says "warning: crashes game". Mario Improvement 3 likes to add them anywhere.

I cannot come up with more solutions, lets hope that works.
Chris

Boo
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Posted on 12-24-04 07:48 PM Link | Quote
Oh good. Thanks for the help.
Tamarin Calanis

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Posted on 12-25-04 04:55 AM Link | Quote
Originally posted by DurfarC
If you've made some "extend to the ground" block platforms, make sure they aren't placed over pits. This will likely crash the level. Also, check that your pipes are not as short as possible. Last, explore your level for objects which says "warning: crashes game". Mario Improvement 3 likes to add them anywhere.

I cannot come up with more solutions, lets hope that works.
Thanks. The first one was probably the problem - I hadn't finished with the level, so there were probably a few over pits. I'll try fixing that tonight/tomorrow.
Kasper

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Posted on 01-05-05 01:43 AM Link | Quote
Um, is there any document explaining how the pointers work in SMB3? Or, how do you make a level move when Mario jumps up to higher platforms?
Supakitsune

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Posted on 01-05-05 08:05 AM Link | Quote
Originally posted by DurfarC
Why did you post that? This has nothing to do with SMB3 hacking at all.


Because before that site got hack-ed, (grr) it had some info on SMA4 romhacks.

So, although I wasn't talking 'bout SMB3 per se...

Well, you get the picture.

Now, back on topic!
Rockman

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Posted on 02-01-05 01:31 AM Link | Quote
DahrkDaiz, while working on SMB3 DX, have you found out the bytes you have to change to keep the Kuribo Shoe from looking garbled with different graphics? I noticed that in SMB3, even if you get the shoe normally from a goomba, it can still glitch. The reason why I'm asking in here, is because other people can benefit from this information also. If you have that info that would be great. Thanks.
DahrkDaiz

Red Super Koopa

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Posted on 02-01-05 04:13 AM Link | Quote
It's more than a mere few byte changes. You have to sacrifice some sprite tiles, change around sprite TSA and copy the Kuribo shoe graphics into a certain rom banks. This hack only works in mine because I sacrifice certain aspects, freeing the needed sprites.
46

Shyguy
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Posted on 02-03-05 11:18 PM Link | Quote
Could anyone say where the pointer data for the map screens is, so that I can import it from the original rom? I seem to have destroyed mine for level 2 beyond repair, because I know I have everything in the proper order, but I can't get one level to link properly in the 10-1F portion of the map. I could go and revert to a backup file, but I'd lose a lot of new graphics.

It'd be nice if the editors could automatically sort map pointers...
Ringodoggie

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Posted on 02-04-05 07:12 AM Link | Quote
Can somebody tell me the sprite TSA format in the ROM? I've tried many thing and couldn't come up with anything. But I've found the sprite TSA format in the RAM:

YY TL MP XX


YY=y position on the screen

TL=sprite tile number

M=whether or not the sprite tile is mirrored
0=not mirrored 4=mirrored

P=sprite tile palette (0-3)

XX=horizontal position on the screen

Is there a way to use this info to locate the data in the ROM?


(edited by Ringodoggie on 02-04-05 03:31 AM)
(edited by Ringodoggie on 02-04-05 03:31 AM)
(edited by Ringodoggie on 02-04-05 03:30 PM)
hukka

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Posted on 02-04-05 02:36 PM Link | Quote
Originally posted by 46
Could anyone say where the pointer data for the map screens is, so that I can import it from the original rom? I seem to have destroyed mine for level 2 beyond repair, because I know I have everything in the proper order, but I can't get one level to link properly in the 10-1F portion of the map. I could go and revert to a backup file, but I'd lose a lot of new graphics.

It'd be nice if the editors could automatically sort map pointers...


I'm lazy, so a quick copypaste from SMB3WS source:

pointer_tables: array [1..9] of MAPSCREEN_POINTER_LOCS = (
(num_ptrs:21; offset:$19438), // World 1 map pointers
(num_ptrs:47; offset:$194BA), // World 2 map pointers
(num_ptrs:52; offset:$195D8), // World 3 map pointers
(num_ptrs:34; offset:$19714), // World 4 map pointers
(num_ptrs:42; offset:$197E4), // World 5 map pointers
(num_ptrs:57; offset:$198E4), // World 6 map pointers
(num_ptrs:46; offset:$19A3E), // World 7 map pointers
(num_ptrs:41; offset:$19B56), // World 8 map pointers
(num_ptrs:10; offset:$19C50) // Warp Zone pointers (no enemy set / level pointers)
);
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