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Main - ROM Hacking - SMB3 Workshop Question New thread | Thread closed


Nintendude88
Posted on 05-20-09 12:39 AM Link | Quote | ID: 107285


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I've been wondering about this for a while. Is it possible to change the settings of a level to a different level? For example, changing 1-1 from a Plains level to a Desert level. I tried this before but when I did it, the level just looked messed up.

Also, isn't it possible to have different enemies in a stage such as a hammer bro with a giant ? block?

My other question is, for those who have edited music in NES games, is there a program or is it done a different way?

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Quick Curly
Posted on 05-20-09 06:44 AM Link | Quote | ID: 107304


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You cannot change an actual level's object set since all of the levels of a common set are grouped together. If you try, it'll just load garbage. If you want 1-1 to be a Desert level, the best way to do this is use the SMB3 Map Editor and change the pointer for the first level to a Desert level like 2-1.

I don't quite get what you're asking about having different enemies. You can change both the object data and enemy data of the levels in SMB3 Workshop. Just delete all of the objects and enemies and make your levels from scratch. Just make sure you don't add more objects or enemies than what were originally in the levels; otherwise you'll be overwriting data for other levels. However, if you don't try to load levels that you overwrite, this is fine for expanding other levels. Just keep track of anything you overwrite. You can refer to the SMB3 Object Data & Enemy Data Orders document to make it easier to keep track of which levels come after others since they are not ordered the same way as you play through them in the game.

It's always awesome to see interest in SMB3 hacking. Are you just starting out, or have you tried hacking SMB3 before? Either way, I also highly recommend that you check out all of the documents that come with the SMB3 Workshop download. Lots of useful information there.

As for SMB3 music... There was never a publicly released program to edit the SMB3 music. The way I do it is with the hex editor in FCEUXD. First you have to get an idea of what the music data looks like so then you can actually find it. What I did was I went on Data Crystal since I remembered that the SMB2 music data ROM locations were known. I took a guess that seeing what it looked like might send me in the right direction to finding the SMB3 music data.


009010 to 009039 (00002a) = Music Pointers
00903A to 009112 (0000d9) = Music Headers
009113 to 00911B (000009) = Music Headers
00911C to 009124 (000009) = Music Headers
009125 to 00912D (000009) = Music Headers
00912E to 00A19D (001070) = Music Data
00A19E to 00A3FE (000261) = Instrument Sounds
So I looked in those areas of the SMB2 ROM.



I also remembered an SMAS document that said the SMB3 music data was in the 0x3**** area... or was it 0x3*****? I cannot remember because this is October 2008 that I'm talking about here.

Anyway, I looked in the 0x30000 - 0x3F000 area and... looks pretty similar, doesn't it?



Next, open the FCEUXD Code/Data Logger next to the FCEUXD hex editor. As a song in the game is playing, press "Start" to log the data and code. When the "Bytes Logged as Data" isn't increasing anymore, stop the logging. Next, look in the 0x38000 - 0x3B000 area and anything to do with the music data of the current song that was playing should appear in blue, whether it is the song itself, the pointers, the music headers, or the instrument sounds.



I always wanted to make a document that just showed all of the necessary information so that anyone else looking for it wouldn't have to use this method themselves. I planned to do it after finishing off Quick Bros. 2 since I wanted to change the music for it, but obviously that's been a slow process since I'm only still working on the graphics. On top of that and to be brutally honest, I've been really lazy and unmotivated lately. For that, I apologize. But hey... at least this is out in the open now, so hopefully it makes it possible for all the other SMB3 hackers out there to easily find the music data that they're looking for by themselves.

Plus I guess we have a new SMB3 Workshop topic now. Let's not let this one die like we did the old one.

And hey... maybe if we all make the love for SMB3 better known, maybe we'll get an SMB3 hacking forum on here! Huh? No, I'm not pressuring. It's just... you all know how excited I get when it comes to SMB3.

Nintendude88
Posted on 05-20-09 03:07 PM Link | Quote | ID: 107312


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Thanks for the help, Quick Curly. I have hacked SMB3 but for some reason when I did, the ROM got messed up so I quit. I first used SMB3 Discombobulator/ Improvement before Workshop.

Let me be a little more specific on the enemies. For example, when you play your edited ROM, you see a hammer bro, all of a sudden another enemy is behind it and for some reason the hammer bro looks like garbled graphics.

Also, I would like to completely finish a SMB3 hack someday.

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Quick Curly
Posted on 05-20-09 05:19 PM Link | Quote | ID: 107315


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You're welcome. Glad that I could help.

Ah, now I see what you were referring to; the good old graphical glitches. There's a document about that with SMB3 Workshop (SMB3 enemy compatibility); I'm guessing you've seen it. Some enemies cause the graphics of other enemies to glitch up if they appear together because the game cannot load the proper graphics for both respective enemies at the same time since their graphics are stored in different graphics banks.

An easy way around this is to just spread incompatible enemies out in the level, perhaps putting blocks between them, so that they can never meet and appear on the screen at the same time (as explained in that document).

Sort of half-on-topic and half-off-topic for a second, I just took a look on RHDN and there's a new utility that was approved an hour ago called NESICIDE. Crap! I want to try this out!

Nintendude88
Posted on 06-02-09 10:45 PM Link | Quote | ID: 107950


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I'm having another problem when editing my rom with SMB3 Workshop. Whenever I save my work and if I have edited graphics with YY-CHR or edited the ROM with an hex editor an once I test my rom, it seems that the level gets edited but the other edits doesn't take place. This is vice-versa if a edit a level first then graphics or saving an edited rom using a hex editor. Is there any way I can prevent this from happening?

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Quick Curly
Posted on 06-03-09 06:02 AM Link | Quote | ID: 107964


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Are you making changes with all the programs open at once? Specifically, are you editing the same SMB3 ROM in all of the programs with all of them open at once? If you have your ROM open in SMB3 Workshop, but edit it in another program first and then not re-open it in SMB3 Workshop since your ROM has been updated by other means, if you save changes to your ROM in SMB3 Workshop, you'll be saving to the ROM the way it was before you made changes in the other program. Either edit the ROM in only one program at a time or after you've made changes in one program, re-open the ROM in all of the other programs in which you're editing the same ROM so that you're opening it with the updated changes.

This is the only diagnosis that I can think of that fits what is happening. If that isn't it, hopefully someone can think of something else that might be the possible problem.

The reason I actually thought of this is because this is actually how I've been editing the graphics. I open up YY-CHR and Tile Layer Pro both at the same time and open up the same ROM in both of them. I'll also have Nestopia open for quick and frequent testing. Since some graphics are easier to edit in YY-CHR and vice versa, I'll do whatever I need to do in whichever graphics editor, save the changes, and then open the ROM up in the emulator and check to see if everything looks right. If things are completely screwed up and I cannot go all the way back to the beginning with Undo, I'll simply save in the other graphics editor and then re-open the ROM in the editor that I made my changes in. It'll return to the way it originally was. So maybe this is what was happening to you, but you obviously didn't want it to happen intentionally.

Nintendude88
Posted on 06-09-09 07:23 PM (rev. 2 of 06-09-09 07:39 PM) Link | Quote | ID: 108353


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Does anybody know the ROM addresses for the palettes for Mario & Luigi's map sprite palette? I found the main palette for when they're in levels but I just need their map palettes.

Also, is there a way to change the big image when you match three cards from the end level box and you awarded lives depending on what same three images you got?

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mrjakcv
Posted on 10-15-09 08:08 PM Link | Quote | ID: 117204

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Hello everybody, I'm new this fourm. I would like to ask if it is possible to change the script in the game. For instance if I create a warp tube and I want it to warp it to level 2-1 is there a way?? Is there a program to do so or you need to open an hex edtior and edit the code manually??

Trelior
Posted on 10-15-09 08:12 PM (rev. 2 of 10-15-09 08:12 PM) Link | Quote | ID: 117205


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Instead of making a 4 month bump, you should have looked at the stickied threads and saw this thread. Ask there and we'll be more than glad to help.

KP9000
Posted on 10-15-09 08:15 PM Link | Quote | ID: 117206


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mrjakcv:
Last post: 9th of June
Your post: 15th of October

I'm gonna go ahead and close this. I'll put it in the display case though after a while.

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Main - ROM Hacking - SMB3 Workshop Question New thread | Thread closed

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