(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-04-24 07:44 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - SMB1 SMAS Hack-UB3R QE357 [SS] New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
spel werdz rite









Since: 11-19-05

Last post: 6285 days
Last view: 6284 days
Posted on 08-10-06 03:36 PM Link | Quote
I've been working mostly on the ASM for this game, but after some work, I finished the first 5 levels of the first and second (yes second) adventure.
I managed to make more levels after the difficult quest. The game overall will feature about 200+ levels. Screenshots:





The pipe in the last SS takes Mario to the Underground world.
The game will also feature custom palettes, modified Fire Mario ASM, Bullet Bill ASM, a new powerup (maybe), custom GFX (hopefully), new Map16's, new sprites (Hammer Bros. spit fire and/or throw Hammers at the same time), slippery Ice Worlds, low gravity Moon Worlds, instant kill blocks (thanks to Insectduel), and a bunch more things that I'm keeping secret.
Every now and then I'll ask for beta testers (maybe after World 2 of both adventures).

Until then, comments? Questions? Suggestions?
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

Last post: 6290 days
Last view: 6284 days
Posted on 08-10-06 03:39 PM Link | Quote
Its good to see a hack of a popular Mario game that doesn't get much attention. Of the features you listed, which ones have you put in so far?
DarkAngel

Goomba


 





Since: 08-06-06
From: Dominican Republic

Last post: 6475 days
Last view: 6475 days
Posted on 08-10-06 03:41 PM Link | Quote
Pretty good!

I must say i can't wait till you upload a beta or something, i already want to play it
spel werdz rite









Since: 11-19-05

Last post: 6285 days
Last view: 6284 days
Posted on 08-10-06 03:45 PM Link | Quote
Originally posted by ZOMG RANDOMaalsdkfj
Of the features you listed, which ones have you put in so far?
Custom Fire Mario (won't say what it is, but I'm sure you'll like it), Bullet Bills, custom Palettes, and the Instant Kill Blocks (kinda glitchy so not complete).
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6284 days
Last view: 6284 days
Posted on 08-10-06 04:06 PM Link | Quote
Looks Superb.
I smell an editor indeed.
spel werdz rite









Since: 11-19-05

Last post: 6285 days
Last view: 6284 days
Posted on 08-10-06 04:11 PM Link | Quote
Originally posted by Raccoon Sam
I smell an editor indeed.
Soon as I learn C++ (may take forever).
I should build an editor because it takes about a day and half to do two levels working nonstop in hex.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6366 days
Last view: 6318 days
Posted on 08-10-06 04:17 PM Link | Quote
Looks awesome. I can't wait! Finally, AllStars gets some attention! That editor idea sounds good.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6298 days
Last view: 6284 days
Posted on 08-10-06 10:29 PM Link | Quote
Fan-fucking-tastic! The lack of SNES SMB1 hacks and editor support was depressing. Best of luck with this!
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6284 days
Last view: 6284 days
Posted on 08-11-06 10:13 AM Link | Quote
When your done with the game you should change the mario sprite ( i never liked the snes smb1 sprite) but over all the game idea sounds good (200+ wow...) and the shots look great. Especially can't wait for the new mario power up !
spel werdz rite









Since: 11-19-05

Last post: 6285 days
Last view: 6284 days
Posted on 08-11-06 02:37 PM Link | Quote
I'm thinking of make the Fire Flower that makes Mario small and still use Fire.
The good side is that he can go through small space normally unavailabe.
The bad side is one hit will kill (I'm choosing to do this).

I'm also thinking of a sprite that kills Mario regardless of Star power.

What are your opiniones on this?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 08-11-06 02:57 PM Link | Quote
THAT's SO REALLY COOL. But take your time doing your hack and never rush your work.
icywarmtea
Newcomer


 





Since: 11-19-05

Last post: 6473 days
Last view: 6297 days
Posted on 08-14-06 05:29 AM Link | Quote
Originally posted by spel werdz rite
I'm thinking of make the Fire Flower that makes Mario small and still use Fire.
The good side is that he can go through small space normally unavailabe.
The bad side is one hit will kill (I'm choosing to do this).

I'm also thinking of a sprite that kills Mario regardless of Star power.

What are your opiniones on this?



perhaps the fire bar? (i have ever seen this phenomenon in some other hacks...)
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6447 days
Last view: 6447 days
Posted on 08-14-06 12:53 PM Link | Quote
Since I've put my SMAS SMB hacking into temp ice for a long long time and don't plan on doing on anything with it soon (I was originally gonna keep this all a surprise but eh), I'm happy to release the info and ASM hacks (if i find them) of mine if you want. I have quite a bit. The background layers are kinda fiddly and haven't really figured them out, as well as the object set stuff (closely related to background routines). Right now, I'm looking into learning to code homebrew instead... though who knows, I might go back to it.

I suggest looking at using the ported SMB2j engine instead, it has some nice features , and I do have info (and possibly ASM hacks) on it too.

Yes the firebars harm regardless of starman status.
Ok Impala!

Goomba








Since: 11-25-05
From: The Netherlands

Last post: 6382 days
Last view: 6322 days
Posted on 08-14-06 01:25 PM Link | Quote
Ok!

Looks great to me! Seeing the succes of New Super Mario Bros. it's clear that people can't get enough of more and more Mario. I, for myself, like to play a great Mario hack from time to time. This one looks pretty promising so keep it up!
Scatterheart

Paratroopa


 





Since: 11-18-05
From: Sydney, Australia

Last post: 6308 days
Last view: 6284 days
Posted on 08-14-06 01:37 PM Link | Quote
Like all of us, we do get sick of many repetitive SMW hacks though.
It seems that now, we need something special to keep us entertained.

Level design is my main focus on any hack, and this one looks damn fine!
I like the use of the brown blocks.

Not too sure on the idea of Small Fire Mario.
If someone can't run and duck to avoid low-hanging blocks, they can't play for crapix!
I guess it wouldn't be too hard to make breakable blocks for Big Mario to destroy for alternate routes though.

Good work!
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6284 days
Last view: 6284 days
Posted on 08-14-06 02:47 PM Link | Quote
On a side note, you MUST use BMF's brick fix patch.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6284 days
Last view: 6284 days
Posted on 08-14-06 04:50 PM Link | Quote
Any other blocks planed?
Also I think your instant death block is a good idea.
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6284 days
Last view: 6284 days
Skype
Posted on 08-14-06 05:20 PM Link | Quote
Is the space in the Rom limited? Are you reusing objects? Or did you figure out a way to add more space?
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6447 days
Last view: 6447 days
Posted on 08-15-06 12:57 AM Link | Quote
Ok, to begin with... SMAS SMB2j offsets, random crap i found in some notes:

some RAM:
($7E:00xx):
$D0 game (SMAS)
$D1 save (SMAS)
$DB background/tileset
$5C level type
$BA music
$FD = sprite lo byte
$FE = sprite hi byte
$FF = sprite bank
$FA = obj lo byte
$FB = obj hi byte
$FC = obj bank
($7E:0xxx):
$219 sprite x positions
$237 sprite y positions
$6CC hard mode
$750 area number
$75F world
$760 level
$76A second quest
$7FB red plants?
$E24 level icon offset?

all ROM offsets in hex:

E93B8 - DB palette sets
fae02 - DB pattern offsets
fb6a1 - DB patterns
EC499 - world table
EC4A6 - area table
D9f64 - midway points
EC3bd - important level load code (can't remember *what* exactly o.O but that's what i had it labeled as)

dc274 - looping data (worlds)
dc280 - looping data (pages)
dc28c - looping data (positions)
dc298 - looping data (unknown)
ec4e0 - looping data (loopback offsets)
6DBDF - bowser true forms

level pointer tables (banks originally hardcoded, easy fix through an asm hack)
Enemy pointer tables:
ec3f3 - asm code to load
EC4EC - level type table
EC4F0 - low
EC537 - hi

Objects:
ec40b - asm code to load + bg
EC57E - level type table
EC582 - low
EC5C9 - hi

Level icon info (the scenery in the World x-x black screen before every level)
e8eb3 - icon palette data selection
e8ef4 - icon selection
e8e7f - icon tileset selection
e8dcf - icon tilemap offsets
e9c4d - icon tilemap data block
ff80a - icon enemy data
(enemies to be used:
00 - green koopa troopa
01 - red koopa troopa
02 - buzzy beetle
03 - red koopa troopa
04 - green koopa troopa
05 - hammer bros
06 - goomba
07 - bloober
08 - bullet bill
09 - yellow paratroopa (on ground)
0A - upside down green cheep cheep
0B - red cheep cheep
0C - some fucked up thing
0D - nothing
0E - green paratroopa (in air)
0F - red paratroopa (in air)
10 - green paratroopa (in air)
11 - lakitu at the bottom
12 - spiny + lakitu
13 - fucked up
14 - red cheep cheep in mid air
15 - toad
16 - bowser
17 - green garbage
18 - spring fuck
1C - yellow troopa
21 - green buzzy beetle in air
)


Objects List (SMB2j):
00 - ? Mushroom
01 - ? Poison
02 - ? Coin
03 - ? Coin Hidden
04 - ? 1-Up Hidden
05 - ? Poison Hidden
06 - ? Mushroom Hidden
07 - Brick Mushroom
08 - Brick Poison
09 - Brick Vine
0A - Brick Star
0B - Brick Multi-Coin
0C - Brick 1-Up
0D - Walk In Left Pipe Head
0E - Used ? Block
0F - Spring
10-1F - Mushroom Platform/Bullet Bill
20-2F - Brick
30-3F - Solid Block
40-4F - Coin
50-5F - Vertical Brick
60-6F - Vertical Solid Block
70-77 - Pipe
78-7F - Pipe Exit

C Row:
00-0F - Gap
10-1F - Pulley High
20-2F - Bridge High (7)
30-3F - Bridge Mid (8)
40-4F - Bridge Low (A)
50-5F - Water (A)
60-6F - ? Coin (3)
70-7F - ? Coin (7)

D Row:
00-1F - Skip
20-3F - Skip
40 - L Pipe
41 - Fagpole
42 - Axe (6)
43 - Drawbridge Chain (7)
44 - Drawbridge (8)
45-47 - Stop
48 - Cheep Cheep Frenzy
49 - Bullet Bill Frenzy
4A - Stop Frenzy
4B - Loop
4C - Wind
4F-51 - crash.
52 - no sprites.
53 - crash
55-56 crash
57 - mario bump up brick ...
58-5A - crash
5C-5D - crash
5F-6C - crash
6D - messd ol.
6E-6F - crash
70 - weird pipe thing.
72-73 - crash
74-76 - crash
77 - world skip?
78-79 - crash
7E-7F - crash


E Row:
Ground shit.


F Row: (xy Fb a0) E88ee - routines
ab
00-0F - platofrm line
10-1F - pulley line
20-2F - castle
30-3F - block step
40-4F - Long L pipe
50-5F - climbing flagpole tops
60-6F - upside down pipe (1)
70-7F - upside down pipe (4)
(I devised a hack that uses F row to allow 5 byte direct map16 objects, didn't end up completing it as while doing it I did something with the level loading routine that messed up levels bigger than 256 bytes when the player passed that area)


Sprites:
ec6b2(1-1)

00 - green koopa troopa
01 - red koopa troopa
02 - buzzy beetle
03 - red koopa troopa
04 - stray upside down red pirahna plant
05 - hammer bros
06 - goomba
07 - bloober
08 - stray bullet bill
09 - yellow stationary paratroopa
0A - green cheep cheep (Green koopa troopa)
0B - red cheep cheep (Red koopa troopa)
0C - podobo
0D - stray green/red pirahna plant
0E - green bouncing paratroopa
0F - red up/down paratroopa
10 - green left/right paratroopa
11 - lakitu
12 - spiny
13 - stat
14 - cheep cheep frenzy
15 - bowser's fireball frenzy
16 - bullet bill frenzy
1B - clockwise firestick small
1C - clockwise firestick small fast
1D - c-clockwise firestick small
1E - c-clockwise firestick small fast
1F - clockwise firestick big
20 - stationary firestick small
21-22 - stationary firestick big
24 - fake platform
25 - pulley platform
26 - upward continous platform
27 - downward continous platform
28 - left/right platform
29 - stationary platform
2A - stationary rightward moving platform
2B - short string upward continuous platform
2C - short string downward continuous platform
2D - bowswhore
2E - mushroom
2F - somthing
32 - spring mid animation
35 - gay
36 - crash
37 - 2 goomba group
38 - 3 goomba group
39 - 2 elevated goomba group
3A - 3 elevated goomba group
3B - 2 green koopa troopa group
3C - 3 green koopa troopa group
3D - 2 elevated green koopa troopa group
3E - 3 elevated green koopa troopa group

E row:
Pipe exits (3 byte).

F row:
skip.


--This is a plan I had to rearrange the data and expand tables to allow for a large amount of levels, worlds, levels in worlds, and such... (the thing in brackets is the memory address it deals with/overrides), the asterisked items I didn't implement.
SMBTLL EXPANSION:
Level Types: (5C)
0x210000-FF
Music: (BA)
0x210100-FF
*Music2: (1602)
0x210200-FF
Backgrounds: (DB)
0x210300-FF
World Table:
0x210400-FF
Area Table: (750)
0x210500-FF
*Level Icon Sets: (E21):
0x210600-FF
*Level Icon Palettes: (E22):
0x210700-FF
*Icon Enemy Data
0x210800-BFF
*Icon Tileset Selection
0x210C00-FF
*Icon Tilemap Offsets
0x210D00-FFF
*Icon Tilemap Data Block
0x211000-3FFF
Enemy Pointers:
Lo:
0x214000-FF
Hi:
0x214100-FF
Bank:
0x214200-FF
Object Pointers:
Lo:
0x214300-FF
Hi:
0x214400-FF
Bank:
0x214500-FF

*Level Palettes (use DB):
0x214F00-FF
*DB Palette Sets:
0x215000-FFF
e93b8 (eaca3)

*Loop Worlds:
0x216000-3F
*Loop Pages
0x216040-7F
*Loop Positions
0x216080-BF
*Loop unknown
0x2160C0-FF
*Loop back Offsets
0x216100-3F
*Loop Count
0x216140

**Midpoint table
0x216200

I also rewrote tables to map the World A-D overworld levels to 10-1F (level numbers mean nothing in my new system, since DB/5C/BA are overridden by table) as well as got rid of the cheap trick Nintendo put in to access those higher overworld levels, though this is only to make the existing SMB2j data work in the system, any user would be able to make any level number, any level type, for any world, arranged in whatever way they like.

Old world/area tables for A-D:
A 20 3F 45 21 6A
B 22 3F 08 23 6B
C 24 25 26 6C
D 27 28 29 6D

New Table for World A-D:
A 10 29 45 11 6A
B 12 29 08 13 6B
C 14 15 16 6C
D 17 18 19 6D

With this the World A-D exclusive levels can also co-exist with the 1-9 levels (for pipe exit links etc).

Hm.. that's enough for now. I'll look for my ASM source code/ROM when I get back from work. If any of this needs clearing let me know (and apologies for the casual messy notes)


(edited by DJ Bouche on 08-14-06 11:58 PM)
(edited by DJ Bouche on 08-15-06 12:01 AM)
(edited by DJ Bouche on 08-15-06 12:03 AM)
quaker3332

Micro-Goomba


 





Since: 03-04-06

Last post: 6345 days
Last view: 6287 days
Posted on 08-15-06 02:24 AM Link | Quote
I am really excited about this. The instant death block is a good idea.

I'm curious, though. How is it possible that there can be 200+ levels? SMB only has 32. Did you remove other levels from the other games, expand it with a special program...?
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - SMB1 SMAS Hack-UB3R QE357 [SS] |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.025 seconds; used 455.23 kB (max 585.79 kB)