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05-04-24 09:29 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB1 SMAS Hack-UB3R QE357 [SS] New poll | |
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Dragon hellfire

Octoballoon
oops, you lose








Since: 07-18-06

Last post: 6437 days
Last view: 6437 days
Posted on 08-15-06 02:49 AM Link | Quote
I didn't even notice that. Though if there are going to be 200+ levels. This is a must play game. Good luck, and I will be sure to play it.
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 6289 days
Last view: 6284 days
Posted on 08-15-06 03:47 AM Link | Quote
Here's a dumb question, but I'm curious:

Are you going to block out the selection of the other games from the main screen?

Also, in regards to the graphics, which you mentioned possibly changing... Personally, I like the look of the originals, and it seems to fit well with the theme I think you're going for -- the screen shots look pretty decent as-is. Uh... as-are?

On a more general note, I'd like to say that the work you've done so far sounds (and looks) pretty good, and hacking SMAS SMB1 will be a nice change from the usual SMB1 NES and SMW hacks -- doesn't anybody want to hack Mario 2 or 3 anymore?


(edited by PSlugworth on 08-15-06 02:49 AM)
(edited by PSlugworth on 08-15-06 02:50 AM)
Rex Zemenheart

Micro-Goomba








Since: 02-07-06

Last post: 6463 days
Last view: 6463 days
Posted on 08-15-06 03:56 AM Link | Quote
This looks cool. I could never do Hex hacking though. It seems way too tedious. I'd rather learn C/++, ASM, and reverse asseble the ROM, and make an editor -.-'



doesn't anybody want to hack Mario 2 or 3 anymore?


I'd love to Hack Mario 3. It's my favorite
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 11:20 AM Link | Quote
Originally posted by quaker3332
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...?


There are level number assigning possible for 128 levels (00-7F), the original game allows for 32 of each 4 level type(overworld (20-3F), underground (40-5F), water (00-1F), castle (60-7F)), though with ASM hacks you can get rid of the level type restrictions, and even expand it to 256 levels (you'll have to redesign the E row exit pipe sprites though, shoudlnt' be too difficult). As for assigning these to the world/area scheme, the world/area tables only allow (this is for SMAS SMB, not SMAS SMB2j.. actually applies to NES ver as well) space for 8 worlds and 36 levels spread across the 8 worlds (4 of those levels are actually x-2 entrance levels in the original game, though you can change them to non-entrance levels to create a 5-level world, and adjusting the world pointers give for a bit more freedom), as you'll see in my previous[, much too long of a] post, I allowed room definition of up to 256 worlds (yes, a little overkill ) and up to 256 levels to be spread across them.

Defeating these original limitations are as easy as moving tables, and/or a bit of simple ASM hacking.
Chibi Gatomon

Paragoomba








Since: 11-18-05
From: Digiworld

Last post: 6326 days
Last view: 6288 days
Posted on 08-15-06 07:51 PM Link | Quote
This looks promising, if an editior does rise from this I'd love to make an snes version of my smb 1 hack
spel werdz rite









Since: 11-19-05

Last post: 6285 days
Last view: 6284 days
Posted on 08-15-06 07:59 PM Link | Quote
Good work explaining it DJB. As you would probably know, the last bit in the map data seems useless. I'll probably use it for more map types. DJ, I will make you a beta tester if you like.

Progress: I've hit a snag in level designing. As DJ knows, I'm limited to 32 levels for each map "type" so I can only do 32 Ground levels which can slow me down a bit. So I'm thinking of making a table for writing the map number consistently, so I can have 100 ground levels if I please.

Either way, I'll be sending DJ Bouche the code to my level addressing since he seems to have the best idea of what's going on. This should also help him with his own level stuff.

As for the invulnerable Fire Bar, I guess I can use the three non-moving to do this, so I don't have to sacrfice the old ones.

My current progress is W1-6. I'm adding more than 4 levels to the first world so I actually can fit 200+ levels. I'm thinking of Random access levels and new physics for Luigi. I've also got Mario to run a little faster now.

I've also found the GFX data, so there is a 99.9% chance that ExGFX will exist. I just need to find the STD GFX (Blocks, Coins, etc). Their indexed in every level, so they weren't in the same area.


(edited by spel werdz rite on 08-15-06 06:59 PM)
DJ Bouche

Koopa


 





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

Last post: 6447 days
Last view: 6447 days
Posted on 08-16-06 02:02 AM Link | Quote
If you override the 3 memories addresses related to level type and such, then level numbers and map type won't matter anymore (I have code to do this), instead you will have 3 tables defining the level type, music, and background/tileset selection for each 128 levels. The "last bit" in the area number is actaully unused because of the exit pipe sprites. As you might know, the level format specifies the Most significant bit of the object/sprite number specifies that the object is the first object of the next page, the area number happens to be in place of the object number in this case. You'd have to asm hack the sprite loading engine to use 4 byte probably, shouldn't be too bad and I was planning to do it myself. Otherwise, levels 80-FF are just identical to 00-7F.

What I might try doing later on after implementing the full 00-FF level system, perhaps go for a 9-bit (like SMW) or 15-bit area numbers.

Random access seems like a good idea to fit more levels. I thought about "alternate exits" bringing up alternate levels (eg 1-3A, or maybe even just 1-A, 1-B, etc like in NSMB for the NDS), maybe you could work something like that. Of course you can to using alphabet worlds too

I'll be happy to beta test and look at the code, in fact, this inspires me to start taking a look at the game again, which I think i'm going to do yet again. I'm thinking about a simplistic editor that would at least just allow designing the levels and not necessarily nice and graphical to start off with, but no promises on that (don't want to put too many projects on hand :x).
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6288 days
Last view: 6284 days
Posted on 08-16-06 02:13 AM Link | Quote
DJ Bouche,

I was thinking about the same thing. Creating something that just allows you to set the objects/sprites and put what kind they are, then it would generate the level data that you could tell it to put back in the game. You could also tell it to load certain data and you can view the interface. I'm actually seriously considering opening up Bloodshed Dev C++ and getting to work on an editor like this. I already have something ideas about how the interface would be handled. Now, to just go about doing this, especially with work and school starting back up....
The 13th Prodigy

Red Koopa
Your Local Li'l Demon








Since: 02-11-06
From: uh...outer space?

Last post: 6285 days
Last view: 6284 days
Posted on 08-16-06 09:07 AM Link | Quote
That's some seriously awesome crap. I rarely ever see a Superstars hack...this is definetely worth playing when it arrives.
Koolboyman

Blue Octorok








Since: 06-24-06

Last post: 6368 days
Last view: 6316 days
Posted on 08-16-06 04:39 PM Link | Quote
200 levels? Thats awesome, looking forward to it. Great job on expanding the levels, the original was 128 (4 types of levels), and x80 was the same as x00. I'll be looking forward to it.
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