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04-29-24 04:19 PM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB3 Modify/Disable Flying New poll | |
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AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 12-31-06 03:02 AM Link | Quote
I'm creating a sort of sequel/re-telling of my previous rom-hack, Toad's Treasure Quest Its a SMB3 hack and I have a question about the raccoon power up.

How incredibly difficult would it be to tone down or disable the flying ability. I don't want to allow the player to fly over my levels. I want to believe its as simple as changing a couple hex values (values that someone already knows).

I while back I came across a website that detailed exactly which hex values to modify to change Mario's jump height in SMB1. It was easy as cake to make him jump higher or lower than normal.

Can it be that simple in SMB3. Could the amount of height that Mario gains when pressing the jump button in flight mode be reduced so that he barely goes up. (It would be cool if he would just hover)

There are probably many different ways to go about removing flight from the game. If anyone knows of a simple way, and how to do it, I would greatly appreciate it. I don't want to have to remove the raccoon power up completely, since I like the ability to whack things with your tail and to float down slowly.

Even though these screens are very preliminary, I know people cringe when they see nothing but text and no pictures to scrutinize.

The 13th Prodigy

Red Koopa
Your Local Li'l Demon








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

Last post: 6281 days
Last view: 6280 days
Posted on 12-31-06 04:38 AM Link | Quote
Hey, that's pretty cool, actually. I tried making a hack once where I switched out Super Mario World's Mario for a Sephiroth sprite

Although I'm sorry to say I know very little about NES hacking with an editor much less in-depth hacking like you're talking about. The idea's cool though - only problem I see is that it still says "M" next to the lives, but that's easily taken care of. Just my OCD making me notice things
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6280 days
Last view: 6279 days
Posted on 12-31-06 01:24 PM Link | Quote
I'm absolutely sure that Dahrkdaiz knows the value. You should try PMing him.
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6281 days
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Posted on 01-01-07 03:32 AM Link | Quote
Disabling the P meter would be easy enough, just use a cheatfinder to see what memory address the P meter uses, then prevent all writes to that address with Fceuxd.

As for disabling flying, maybe you need to trap all reads to the P meter, and see which one is the one which determines flight.


(edited by Dwedit on 12-31-06 09:33 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6280 days
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Posted on 01-01-07 03:57 AM Link | Quote
So it's a bitflag. Bit 0 toggles flight (1=yes), bit 1 toggles sliding (1=no).
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 01-01-07 06:31 AM Link | Quote
Thanks for the replies

Originally posted by DahrkDaiz
0x03F0 = Start of a table that tells whether or not you can fly. The first byte is for normal Mario. The next byte is for Super Mario, then Fire, then Raccoon and so on (Frog, Tanooki, Hamer). If the value is set to 01, then that means you can fly. Just change 0x03F3 to 00 to disable flying for Racoon powers or 0x3F5 for Tanooki Powers. If the value is 02, that decides whether or not you can slide down a hill (0x02 = disable sliding). A value of 0x03 means, no sliding but you can fly. Experiment and have fun


Now that is some useful info. Thanks DahrkDaiz. ....unfortunately, I'm not getting the exact effect I'm looking for. Setting x03F3 to 00 does indeed disable flying for raccoon. But it also disables the floating down slowly power, which I was planning on building levels around that ability. It makes you act just like regular Mario, which makes perfect sense.

I went a head and tried various other values. Keep in mind I only tested whether Mario could fly or slide. Setting 0x03F3 to

04 = fly no /slide yes
05 = fly yes /slide yes
06 = fly no / slide no
07 = fly yes / slide no
08 = fly no / slide yes
09 = fly yes / slide yes
0A = fly no / slide no

In every instance where Mario could not fly, he could not float either, bummer.

Originally posted by Dwedit
Disabling the P meter would be easy enough, just use a cheatfinder to see what memory address the P meter uses, then prevent all writes to that address with Fceuxd.

As for disabling flying, maybe you need to trap all reads to the P meter, and see which one is the one which determines flight.


How exactly would you go about doing this? I have FCEUXD SP, and I have dabbled with the debugger abit with a Metroid hack. But I'm clueless on how to go about your recommendation. Mind holding my little old hand?
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6281 days
Last view: 6280 days
Posted on 01-01-07 09:32 AM Link | Quote
Final Answer:
Change AD 6E 05 F0 >> 29 00 EA F0. This makes the game think your remaining flight time is zero, so you don't fly. The location of these bytes is at 10D0B in both US versions, and 10CF9 in the Japanese version.
Side Effect: Try to fly, and your vertical velocity goes to the downward direction, at the speed of floating. It's just like doing a jump and immediately floating, you jump very low, except it really surprises you this time since you expect to fly.

The rest of this post is just the work that went into this answer...



I used the cheat finder, and found that 03DD is the address which stores the P meter value.
Then I used the debugger, and found all writes to 03DD were at 1050E to 10520, then replaced all instructions which affected 03DD with multiple nops ($EA).

1050E (x3)
10516 (x6)
1051E (x3)

Note that Mario 3 has two different PRG revisions, so you may need to find different addresses in a hex editor. The original instructions were something like xx DD 03, so verify that that is what you're replacing with nops.

The downside to this method is that Mario moves way too slow, since he can't accelerate up to high speed. Maybe then the method would be to check where it checks if the P meter is full when floating.


EDIT!

At (memory address) AC90 is CMP 7F to check if the P meter is full after jumping. This is at 10CA0 in the rom. Change this to CMP 80 to disable flight.
But this also has the side effect of stopping non-raccoon mario from doing fast jumps with the P meter still going. Still need to do more digging...

Edit!

Setting 10CE3 to 29 00 forces constant float/flight. Useless, but fun!

Edit!

Got it! The instruction at 10D0B checks how much flight time is remaining. Change this to from AD 6E 05 to 29 00 EA to force the remaining flight time at 0, disabling flight....
nope, even this has the unwanted effect of preventing fast jumps.

Edit again...

Indeed the edits at 10D0B work. My other hex edits were causing the striked out problem. The only side effect: Try to fly, and your vertical velocity goes to the downward direction as if you were floating. There might be a way to disable floating if you are moving upward, but I don't want to look in to that.


(edited by Dwedit on 01-01-07 03:59 AM)
(edited by Dwedit on 01-01-07 04:17 AM)
(edited by Dwedit on 01-01-07 04:34 AM)
(edited by Dwedit on 01-01-07 04:59 AM)
(edited by Dwedit on 01-01-07 05:02 AM)
(edited by Dwedit on 01-01-07 05:08 AM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 01-01-07 09:47 PM Link | Quote
O wow. Thanks a million dwedit. This works perfectly. I see from your multiple edits , you really put time and effort in to this. I appreciate it very much. Hopefully I can use your explanation to better understand what the heck is going on and make more modifications. (Like allowing more fireballs to be shot at a time)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 01-04-07 07:02 PM Link | Quote
OK, level development is in full steam now so I wanted to ask a question about...graphics. What should Toad look like? As we all know Toad has had many different looks over the years, some good some bad. I consider the SMB2 Toad to be the gold standard. At least when it comes to animation and look. But when it comes to color..that blue outline really only works in the SMB2 universe.

These are the candidates for Big Toad's palette. (Small Toad will of course also use the winning colors)



#4 is a clone of SMB2 Toad
#6 is what I'm using as his Fire Toad colors.
#7 is what I think he should look like in the SMB3 universe.

Which one do you guys think it should be.
Glyphodon



 





Since: 11-18-05

Last post: 6320 days
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Posted on 01-04-07 07:10 PM Link | Quote
I really like 3, it really stands out for me as the best and most normal looking.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6281 days
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Posted on 01-04-07 08:06 PM Link | Quote
I like any of the Toads with a black outline (3,5,6,7,8). The colored outlines look funny, as nearly everything else in Mario's universe is outlined in black.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 01-06-07 08:24 PM Link | Quote
I guess the black and white toad wins, unless more people voice their opinion.

I wanted to ask if anyone here has experience with the SMB3 map editor, smb3map. Its an incredibly useful app and very simple to use. Sort of... I have had no problems with pointers or tiles or anything, except the damn pipes. You know, the green overworld pipes that when you enter, you travel thru a 1 screen room, then emerge in another pipe in the overworld.

I have read the read me file covering the pipe editor over and over and I believe I know how it works. Its written kinda badly. No matter what I do I cant get it to function correctly. Either I emerge in the wrong spot stuck and unable to move, or I emerge in the same pipe I entered.

Can anyone give me any pointers?
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6322 days
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Posted on 01-06-07 08:50 PM Link | Quote
Originally posted by AlexAR
These are the candidates for Big Toad's palette. (Small Toad will of course also use the winning colors)



...

Which one do you guys think it should be.


I really think 3 looks the best and most natural with Mario 3 surroundings, and that 1 would be the best "Fire Toad," since it actually uses the same look as Fire Mario. The orange outline makes him look "hot," (lol that's the only way I could think to say it) while changing his (hat?) and pants to red just looks to me like a different outfit, and doesn't give me as much of an indication that he's "powered-up."
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6280 days
Last view: 6280 days
Posted on 01-07-07 06:45 AM Link | Quote
I like #6, the colours seem to blend best there. #1 would be good for Fire Toad.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6282 days
Last view: 6279 days
Posted on 01-10-07 11:08 PM Link | Quote
Well for now these will be the colors. Black and white for regular and red outline for fire Toad. Tanoki Toad will look just like raccoon toad but with a stone palette (Grey).



I still haven't really figured out the pipe system perfectly, but I'm finding workarounds. What I am having trouble with now are Toad's palettes in the over world and beginning intro. I was able to use FCEUXD to change Toad;s palette in the levels easily. But I cant use the same method on Toad's over world palette, it just don't work.

Does anyone know the location of Mario's palette in the overworld and intro scene?
Vurano



 





Since: 01-06-06
From: Hoboken N.J.

Last post: 6279 days
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Posted on 01-12-07 03:48 AM Link | Quote
I like how this is coming along, looks pretty good so far, what are you going to do a far as Toad carring items etc. it looks a little out of place. Keep up the great work tho!
Spikeman
Newcomer








Since: 09-10-06
From: Undernet

Last post: 6280 days
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Posted on 01-12-07 09:48 AM Link | Quote
I'm not an expert at NES hacking, but from what I see you only are using three colors. I know Megaman somehow got around this, could you do that and make Toad have a black outline, but with red spots? It's looking nice so far!
Kailieann



 





Since: 11-18-05

Last post: 6279 days
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Posted on 01-12-07 01:28 PM Link | Quote
Megaman got around the NES's color limitations by means of layered sprites.
His body is three colors (light blue, dark blue, and black), and his face, which is a seperate sprite, is three colors (pink, white, and black).
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6280 days
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Skype
Posted on 01-12-07 01:30 PM Link | Quote
SMB2 used it as well (for the eyes)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6280 days
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Posted on 01-12-07 07:57 PM Link | Quote
Originally posted by Xkeeper
SMB2 used it as well (for the eyes)

Reminds me, I never figured out where the sprite of it was stored.
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