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Acmlm's Board - I3 Archive - ROM Hacking - SMB1 SMAS Hack-UB3R QE357 [SS] | New poll | | |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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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? |
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Kingpin Since: 11-21-05 From: Amarillo, TX Last post: 6437 days Last view: 6431 days |
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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: 6622 days Last view: 6622 days |
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Pretty good!
I must say i can't wait till you upload a beta or something, i already want to play it |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by ZOMG RANDOMaalsdkfjCustom 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). |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6431 days |
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Looks Superb.
I smell an editor indeed. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by Raccoon SamSoon 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. |
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donrayiv Shyguy Since: 05-30-06 From: Wataga, IL Last post: 6513 days Last view: 6465 days |
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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: 6445 days Last view: 6431 days |
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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: 6431 days Last view: 6431 days |
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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: 6432 days Last view: 6431 days |
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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? |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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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: 6620 days Last view: 6444 days |
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Originally posted by spel werdz rite perhaps the fire bar? (i have ever seen this phenomenon in some other hacks...) |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6594 days Last view: 6594 days |
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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. |
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Ok Impala! Goomba Since: 11-25-05 From: The Netherlands Last post: 6530 days Last view: 6469 days |
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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! |
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Scatterheart Paratroopa Since: 11-18-05 From: Sydney, Australia Last post: 6455 days Last view: 6431 days |
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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! |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6431 days |
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On a side note, you MUST use BMF's brick fix patch. | |||
Darkdata 980 Since: 02-25-06 From: Newfoundland Last post: 6431 days Last view: 6431 days |
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Any other blocks planed?
Also I think your instant death block is a good idea. |
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Sonicandfails 910 Since: 11-17-05 From: Mass Last post: 6432 days Last view: 6431 days |
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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: 6594 days Last view: 6594 days |
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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) |
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quaker3332 Micro-Goomba Since: 03-04-06 Last post: 6492 days Last view: 6434 days |
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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...? |
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Acmlm's Board - I3 Archive - ROM Hacking - SMB1 SMAS Hack-UB3R QE357 [SS] | | |