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05-11-24 03:39 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Is it just me, or is There's a serious lack of information about SMB2?
  
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Stifu
Posts: 244/647
Originally posted by BMF54123
On topic: I should go through my stack of cryptic SMB2 notes sometime and see if I can salvage anything for datacrystal...

And maybe add info about every enemy having a life counter, as you found out recently ?
BMF54123
Posts: 286/876
ronyon, could you PLEASE stop bumping things that are no longer on the first page?

On topic: I should go through my stack of cryptic SMB2 notes sometime and see if I can salvage anything for datacrystal...
Ice Ranger
Posts: 51/85
Just to let you know, I did not find everything. Everything listed was either stuff from Rockman, Chickenlump, Acmlm, BMF, Dan, Don (Dreamweaver creator) or myself. I can't remember who found what, but what does that matter? It's only the documenation that matters. As long as it's all available together at a few places, it should be good for the community.

Anyway, is there anything for the NES version that needs to be looked into? Reasons for RAM addresses or routines (I'm horrible at that, I know a bit, but it takes quite a while; heh, at least its fun).

Sidenote: I need to correct a few things on datacrystal possibly.
1237
Posts: 5/5
Big fuzzy thank you's!!! This is the Holy Grail, no, the Rosetta Stone that -- The Holy Grailstone I've wanted for so long! I luv u more!
Ice Ranger
Posts: 39/85
If you want to make the most of your space, figure out how each set of graphics work. There are stationary sprites used for every level (animated sprites are also included in here), level specific, etc. Once you figure out the pattern sprites used (I can't remember exactly without it open in front of me), make sure that is how you put graphic combos into the game. It doens't matter when creating tiles, but it does with sprite graphics (you only have 2 bytes to create a graphic combo for sprites, but 4 to create a tile graphic).
Raccoon Sam
Posts: 280/1040
Did I mention that I love you?
Ice Ranger
Posts: 38/85
I've documented almost everything needed for the game over at datacrystal.org.

Let me clarrify: The information that's documented is for Super Mario Bros. 2 (USA in Japan), not Super Mario Bros. Lost Levels (2 in Japan).

EDIT: I don't want to take any chances. Here's the direct link here It should be under ROM map and RAM map for anything you want. Mappings, graphic combos, Tile layouts, sprite colors/mirroring, etc.
Googie
Posts: 114/391
I know that at BMF's ROM Hacking Data Repository, there's info on Smb2, you can check it here.
ShadowTails
Posts: 31/80
Well then again, I do see what you're talking about, but this game isn't too heavily hacked for one, its much like many of the games people have probly never even taken a slight glance at in hex, (I changed the pallets yay?) I'm pretty sure that someone will look into it, maybe even me once I learn some nice NES hacking skills. I just haven't had the ability to stay focused on learning, so yeah this is going to take a while...

On the other hand, there is atleast some data, it may not be the best thing on earth, but there is still some data, like the editor that can work on SMB2 DDP and SMA.

Then there are people who have documented it, but just don't feel like sharing it with everyone... I mean that game wasn't an exact strike of pure genius, they hacked DDP (or even in the japanese case, they used a lot of SMB1) but I think not all hope is lost, maybe somewhere on the internet, under a huge rock someone has some information.
Raccoon Sam
Posts: 277/1040
Yeah. I've searched everywhere with no luck. Anyone really looked into this?, 'cause there's a really small amount of hacking stuff from this game.. As for me, ROM offsets would be nice.
Acmlm's Board - I3 Archive - ROM Hacking - Is it just me, or is There's a serious lack of information about SMB2?


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