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Acmlm's Board - I3 Archive - ROM Hacking - First SMB1 for SMAS hack.... | New poll | | Thread closed |
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Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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I'm working on a SMAS hack, of the SMB1 portion. It's not done yet, but I'm atttaching 2 screenshots. I Think it's the first SMAS/SMB1 level hack ever.... I'm using a messy prototype editor I wrote to edit the levels, and YY-CHR for the graphics.
My editor can edit the objects, enemies and places like bonus areas. It's not in a very usable state, though.. Also, the edited level data sometimes crashes the ROM, there seems to be a bug with enemy offsets in some positions. |
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insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6675 days Last view: 6470 days |
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As a matter of fact, SSM did try to work on his SMB1 hack for SMAS as well and it did not turn so well. Other than the levels somebody need to find the special level header like palettes and backgrounds.
Just make sure you properly insert the 3-byte F objects carefully. (edited by insectduel on 04-01-06 01:52 PM) |
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Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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Originally posted by insectduel Still looking for stuff like level headers and pointers. Basically all my editor (named SMAS Redesigner) can do right now is rearrange items and enemies in a level, and change the type of them. The 3-byte objects are handled OK as far as I know. |
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insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6675 days Last view: 6470 days |
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The main level headers in SMAS were the same in the NES version. But the special ones I don't know. That is why I don't have the ability to know everything in SMB1 all-stars. (Or the lost levels). But the level pointers were still the same as well. But they considered as sprites as a 3-byte.
At least I know the FDS data but I'm still chowing down some additonial data like Sprite TSA's, changing level attributes, Object TSA's, and the some data where you constrict object and level data in a level. |
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Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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Originally posted by insectduel Are the main level headers containing the background and palette information, or are the same as NES version but without this? Once I learn this, I can add an extra feature to SMAS Redesigner |
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insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6675 days Last view: 6470 days |
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No. Just the ones like Timer and Background and brick surfaces. | |||
Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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Now I've got a preview of SMaS Redesigner |
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spel werdz rite Since: 11-19-05 Last post: 6433 days Last view: 6431 days |
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All my data on Super Mario All-Stars
I plan to add more obviously. |
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Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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Originally posted by spel werdz rite Thanks so much! I see a lot of coding needs to be done... I can now edit a lot of things I was missing |
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spel werdz rite Since: 11-19-05 Last post: 6433 days Last view: 6431 days |
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Sure, just do me a favor.
When the program becomes good enough, how about allowing it to edit The Lost Levels also. |
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Jouw Koopa Since: 12-03-05 Last post: 6442 days Last view: 6442 days |
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APRIL FOOLS EVERYONE!
SMaS Redesigner is a fake program. Every screenshot was done in Paint. The graphic edits to the floors and question blocks however are real. The first screenshot was done by taking the end of a bonus area, rearranging and adding coins, and fixing the background on the edges of coins. The S is the end of "SMAS" text. The second was done by taking a screenshot of the start of 1-2. I moved around and created items, and reconstructed the background on damaged areas. This one was the hardest. The third wasn't as hard. I took a screenshot from near the end in 3-1, added a selection diagram round the 3 blocks, removed Mario and the scorebar and reconstructed the background. Mario was frozen as jumping on the spot, so as to not have to remove his feet from the brick. He was placed on the very left on that small brick ledge. I then dug up an old copy of Visual Basic 4 and designed the window. None of the menus contain menu items. The first toolbar icon is a small cardfile, the other 3 are SMAS sprites, in the case of first and last, horribly stretched. I added a blank square, item selection box (it was originally planned to have a Goomba but I realised there are no Goombas in the screenshot) and length attribute. (in that case, 3, as the 3-block wide is selected). Various signs I added to show it wasn't real: 1st Screenshot: The bottom of the "S" coin pattern is low enough, why are there still coins that I didn't "grab"? 2nd Screenshot: Mario is Small Fire Mario (I forgot to turn off my cheats) and at the bottom, to the right of the second Goomba, there is a little more than a tile's distance between the brick/two brick pieces. SMaSR Screenshot: The cardfile icon makes no sense, also the bonus item type is same as normal, not seperate (so only a shell and block icon would have been needed). I hope you enjoyed my little joke This took me a lot of time to design. First screenshot: The coins at the bottom |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Originally posted by Jouw I hate stypid jokes! And sorry adaut this message... (edited by legoman on 10-10-06 01:32 PM) |
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Acmlm's Board - I3 Archive - ROM Hacking - First SMB1 for SMAS hack.... | | Thread closed |