Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 | |
Pages: 1 2 3 4 5 6Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Xkeeper 2.0

Hammer Brother
Local ModeratorAdministratorLocal Moderator
Again... :P
Level: 49

Posts: 378/1091
EXP: 880818
For next: 3065

Since: 03-15-04

Since last post: 5 hours
Last activity: 3 hours
Posted on 04-23-05 01:50 AM Link | Quote
Originally posted by Supakitsune
There is also an SMA4 Editor located: Here

...For level headers and the worldmaps


And the site appears down. Does anyone have this editor? =\

(I can edit the level headers on my own, it's the OW editing I want. )
Schwa

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

"Alpha Psibeam!" (echo effects)

Level: 66

Posts: 1345/2214
EXP: 2457091
For next: 4760

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

Since last post: 1 day
Last activity: 13 hours
Posted on 05-01-05 11:30 PM Link | Quote
Here's a tough question... it involves the 'Puts Item in Treasure Chest' sprite and the Coin Ship.

Obviously that sprite doesn't appear in the Boss Room of the Coin Ship, but the Exit on Get Treasure Chest one does. That also automatically puts a Treasure Chest on the screen after every enemy is felled. What I want to do is make it so the Coin Ship gives you a Whistle for beating it, not a Star. I believe it's a matter of just changing the right byte address, but it's not like I know how to do any serious offset hunting or anything...

This is important, too, because the Whistle is going to not be found anywhere in my entire game except the Coin Ship. That way it's pretty much random involving getting it or not.

Any help and I would be obliged. --Schwa
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 634/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 05-03-05 03:31 AM Link | Quote
There is a byte in RAM that determines what item you will receive when a treasure chest appears. There's a sprite that will change this byte in RAM, but it can also be changed on the map screen, depending on the Hammer Bros. or ship sprite a level is triggered on.

I've found the data for this a few times but have never actually document it. The Coin Ship cannot have a unique item for it, it's item is determined by the sprite that it was changed from. I'll find all the data sometime soon (can't do it right now, kinda busy with other stuff) and get back to you on that.
PSlugworth

Red Paragoomba
Level: 12

Posts: 38/52
EXP: 7588
For next: 333

Since: 09-18-04
From: Watertown, NY

Since last post: 21 days
Last activity: 12 hours
Posted on 05-15-05 05:00 AM Link | Quote
I've a question:

I was hacking Bowser's Castle, and everything was perfect, until... when you finally defear Bowser, the timer runs out, like normal, but when it hits zero you get "Time Up" and die. What's did I move/change that does this? Does Bowser have to be in a particular location or something?

One other question: Does anyone have the offset for the data that determines how many coins are necessary in order to get an N-Spade bonus?

Thanks.
Ringodoggie

Snifit
Level: 27

Posts: 205/281
EXP: 114340
For next: 1819

Since: 03-23-04
From: London, Ontario, Canada

Since last post: 27 days
Last activity: 5 hours
Posted on 05-18-05 08:15 AM Link | Quote
About Bowser, the ROM is probably corrupted. Try copying the level to another ROM, and see if you still die.
Kamek77

Goomba
Level: 8

Posts: 4/29
EXP: 2151
For next: 36

Since: 04-26-05
From: Oklahoma, USA

Since last post: 2 days
Last activity: 9 hours
Posted on 05-18-05 09:08 AM Link | Quote
PSlugworth:

The N-Spade Bonus shows up after every 80,000 points you get--as far as I remember, it has nothing to do with the number of coins you collect.

As for the problem with Bowser: I remember someone else having a similar problem with Boom-boom, where a "Time Up" message showed up after beating the boss and Mario lost a life, but I don't remember the solution (if there was one), sorry.
PSlugworth

Red Paragoomba
Level: 12

Posts: 41/52
EXP: 7588
For next: 333

Since: 09-18-04
From: Watertown, NY

Since last post: 21 days
Last activity: 12 hours
Posted on 05-18-05 10:05 AM Link | Quote
Whoops! I meant points, not coins.

And I think the problem with Bowser was that I have the time set as something other than "unlimited." I put Bowser in another level, set the timer to unlimited, and it works perfectly. For some strange reason though, when I set the timer to unlimited in my original Bowser's castle, the instant you start the level you die and get a "time up" message! Very weird, but I'll keep screwing around for a while.

Thanks for the suggestions, guys.
beneficii

Lakitu
Level: 36

Posts: 78/567
EXP: 299656
For next: 8454

Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 05-31-05 05:43 AM Link | Quote
In SMB3 Discombobulator, how do I edit World Map 2? World Map 1 seems to be the only one I can edit, because I can't find any button or menu command to go to another World.

EDIT: I just figured it out. Gawlee, that way was not obvious at all. You press page down to go the next World and page up to the go the previous World.

EDIT 2: For those trying to put mushroom houses and spade thingies on their maps, here are some offset tips (to put in pointers):

To put a spade bonus, select object set F, then do obj. offset 10 and enem. offset 11

To put a mushroom house, select object set 7, then do obj. offset 24D70 and enem. offset T10, where T is the type of mushroom house you want. Here are some values for T and the mushroom houses that seem to come with them (note: I only tested 3-9):

0 P-wing
1 warp whistle
2 P-wing
3 frog suit
4 tanooki suit
5 hammer suit
6 frog suit, tanooki suit, hammer suit
7 leaf, flower, mushroom (standard)
8 leaf, flower, frog suit
9 leaf, flower, tanooki suit
a anchor
b warp whistle, P-wing, frog suit
c frog suit, P-wing, tanooki suit
d frog suit, tanooki suit, hammer suit
e warp, P-wing, frog suit
f frog suit, P-wing, tanooki suit


(edited by beneficii on 05-30-05 01:23 PM)
(edited by beneficii on 05-30-05 01:58 PM)
Kamek77

Goomba
Level: 8

Posts: 5/29
EXP: 2151
For next: 36

Since: 04-26-05
From: Oklahoma, USA

Since last post: 2 days
Last activity: 9 hours
Posted on 06-02-05 11:05 AM Link | Quote
PSlugworth:

I was looking through some old SMB3 Hacking Notes I had (I think they were old ones posted by DahrkDaiz) and I found the data for the N-Spade Bonuses:

0x03C461 and 0x03C466 are the amount of points needed for the first N-Spade to show up, divided by ten. 0x03C461 is the high byte and 0x03C466 is the low byte.
Default is 0x1F40 (8000), which is 80000 when multiplied by ten.

0x016CE7 and 0x016CEF are the score interval for each N-Spade after the first, also divided by ten. 0x016CEF is the high byte and 0x016CE7 is the low byte.
Default is 0x1F40 (8000) again, making each N-Spade show up after intervals of 80000 points.

I still don't have any idea about the problem with Bowser...
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 676/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 06-14-05 08:33 AM Link | Quote
I'm about to consolidate everything in this thread and re-do my notes. So if anyone has anything to contribute to SMB3 or has a request for data, please make it soon. When I complete the notes, I will close this thread and open a new Ever Running General Mario Game Hacking FAQ to help ease the search for any data people may want. If someone else wants t consolidate information for other Mario games, be my guest, but I will personally be doing SMB3.
Jaspile

Red Koopa
Level: 20

Posts: 104/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-14-05 07:36 PM Link | Quote
Here are some of my notes about RAM addresses, I think you already found most of them in your notes, but well...

$16 : affects the palette > 0:normal ; 1:grey (probably used for flash effects)
$1A : affects levels' palette when loading them only
$1D : if > 0, enter battle at any level

$F1 : setting this to 1 makes mario dead (but doesn't change music, and Mario just fall)

$3DE : seems to activate area changing in levels

$3F3 : mario's state on map screen

$545 : 00>normal ; 01+ : sliding (speed depends of value)

$555 : flashing mario (end of star)
$556 : frozen mario byte, he can't be hurted - 0:off , > 0: sets how much time mario is frozen
$559 : autowalking mario byte, like at ending levels - 0:off , 1:on
$55A : another autowalking byte, seems to be like at the anchor aways scene...
$55F : all sprites freezing byte - 0:off , 1:on
$563 : if 1, mario can't touch the ground
$564 : byte probably related to blocks...
$566 : set this byte to
1: invasion of red fishes,
2:now it's black fishes,
3;5;8: ?
4:flying beetles,
6:moving platforms from right
7:a chest appears!
9 and after: crash game (not sure for all values)
100:gives a strange hat to mario (sprite glitch)
$569 : another autowalking mario byte; but this one change speed according to value ; 0:off
$571 : byte related with changing/exit levels and areas...
$577 : kuribo's shoe

$58A :behind the background if !=0 ; affects Mario's sprite too

$598 :enable world8's part3 dark effect on map

$5F3 : 80+ : skips $71A animation routine (animated tiles)

$66F : Goal card current item

$729 : actions byte on map screen
40 : enters level
0D : same?
0E : grabbed by hand

$7CFB=flashing background/scenery timer (background or scenery, depends of the value)
marionuthead

Goomba
Level: 9

Posts: 20/33
EXP: 2385
For next: 777

Since: 05-28-05
From: olive hill ky

Since last post: 57 days
Last activity: 16 days
Posted on 06-14-05 10:49 PM Link | Quote
i was wondering whats the bytes of the bridges in world 3.
{the ones that go up so many turns, then goes down}


(edited by marionuthead on 06-14-05 01:50 PM)
Googie

Surarok
Level: 39

Posts: 409/624
EXP: 380784
For next: 23987

Since: 03-15-04
From: Corona Queens New York

Since last post: 3 hours
Last activity: 3 hours
Posted on 06-15-05 06:07 AM Link | Quote
I'm having a problem with 1-4 & world 1-6...

When I edit world 1-4 to my liking, world 1-6 gets buggy. And when I think I fixed world 1-6, & go back to world 1-4, the level doesn't auto scroll, & the enemies just disappear. Can someone please tell me how to fix this?
Kamek77

Goomba
Level: 8

Posts: 14/29
EXP: 2151
For next: 36

Since: 04-26-05
From: Oklahoma, USA

Since last post: 2 days
Last activity: 9 hours
Posted on 06-15-05 08:13 AM Link | Quote
DahrkDaiz:
If you haven't already, make sure to add beneficii's notes on the locks, pipes, and airship retreat points to the compiled notes, since I have not seen this data anywhere else.

marionuthead:
What bytes, exactly, are you asking for?

Myster Mask:
My best guess is that you're going over the maximum allowed number of sprites (12) in world 1-6. Since world 1-4's sprite data is located directly after world 1-6's, if you use more than 12 sprites, some of world 1-4's sprite data will be overwritten.


I now have a question of my own:
I am trying to use the cloud tiles in the warp zone instead of the water and land normally there. The problem is that these tiles are animated to look like ?-blocks (except for the first frame), and, as far as I know, there is no way to disable the animation in the warp zone--even setting the animation time to zero in the Discombobulator doesn't work. If I have to, I can set up the warp zone to not use those tiles, but I'd like to know if there is a way to fix this.
Jaspile

Red Koopa
Level: 20

Posts: 105/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-15-05 05:02 PM Link | Quote
You just need a little asm fix ; I'm too lazy to make an ips, so all you have to do is to go at address 0x17C3E in your favorite hex editor and overwrite what follows with :
F004E008D004A000103CE007D00EAC2607B97700C903D004A000F02AA
C9905CE9A051022C898E002D0092901ACBB07F002090229038D9905A88
A0A0A0D9905AABD01BC8D9A05B925BC8D190760
(oooh, that's a lot of bytes...)
It should end at 0x17C8A.
Hopefully there was a lot of unused space after that animation routine, so what I did is to move all the last part of the code to insert some new comparaison and branch instruction which will skip the animation routine if the game is at warp zone (just as it was done with world 5 where there are these clouds)
marionuthead

Goomba
Level: 9

Posts: 21/33
EXP: 2385
For next: 777

Since: 05-28-05
From: olive hill ky

Since last post: 57 days
Last activity: 16 days
Posted on 06-15-05 05:44 PM Link | Quote
i guess the RAM bytes that cause the bridges to go up for so many turns then go down
Kamek77

Goomba
Level: 8

Posts: 16/29
EXP: 2151
For next: 36

Since: 04-26-05
From: Oklahoma, USA

Since last post: 2 days
Last activity: 9 hours
Posted on 06-16-05 09:13 PM Link | Quote
Jaspile:

Thanks a lot! It works fine, except beneficii's starting point patch uses the bytes from 0x017C88 to 0x017CC6, so I moved your fix to 0x017D00 and added a JSR to the code.


(edited by Kamek77 on 06-16-05 12:19 PM)
captain Qball

Red Paragoomba
Level: 13

Posts: 41/57
EXP: 9103
For next: 1164

Since: 08-12-04
From: Canada

Since last post: 22 days
Last activity: 2 hours
Posted on 07-05-05 04:21 AM Link | Quote
I was wondering where I could find information about pointers. Specifically, I want to combine levels together/make several entrance points to an area, but I don't know how to do this. I understand I have to edit the header a bit for the next area, but that's about it.



edit: nevermind, I figured it out.


(edited by captain Qball on 07-07-05 02:03 AM)
Ringodoggie

Snifit
Level: 27

Posts: 228/281
EXP: 114340
For next: 1819

Since: 03-23-04
From: London, Ontario, Canada

Since last post: 27 days
Last activity: 5 hours
Posted on 07-06-05 06:01 AM Link | Quote
Why's this thread unstickied?
dan

Snap Dragon
Level: 43

Posts: 635/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 07-06-05 04:22 PM Link | Quote
God only knows. It's no less active (and useful) than the FF1 thread, which remained stickied.
Pages: 1 2 3 4 5 6Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - SMB3 FAQ/Running Q&A Topic | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.046 seconds.