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09-07-10 02:47 PM |
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| Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
| one-off hacker |
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Newcomer Level: 1 Posts: 1/1 EXP: 6 Next: 5 Since: 07-27-10 Last post: 41 days Last view: 41 days |
Hi there, I'm working o Provided I'm playing a ROM of SMB3, where can I find the following information? 1) Which levels have been completed in the current world in the current game. Obviously this information is held in RAM somewhere, because when you die or beat a level, you go back to the world map, and it still has a record of the levels you've beaten / mushroom houses you've visited / etc. I'm assuming the game doesn't hold all the world map data in RAM while simultaneously holding the current level data in RAM, right? 2) Which level I'm currently in. Obviously the level data is held in the ROM, and the active level data is held in the RAM. I've found the current world in RAM. I've found the current position in a given level held in the RAM. What I can't find is any kind of pointer or value in RAM that I could use to determine the current level. I just need to know where the value is stored, I can reverse engineer how given values relate to give levels myself. 3) The return coordinates for the world map. Like, I'm in a level, and I die. I am returned to the last completed level or the start of the world. Where are the coordinates stored in RAM so that the game knows where to return me to? Does the game store coordinates, or just a pointer to the last completed level in the ROM, which in turn is used to determine the coordinates? If anyone has any information about any of these three things, I'd really appreciate it. |
| Quick Curly |
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Fuzz Ball Level: 50 Posts: 979/989 EXP: 887351 Next: 59966 Since: 06-15-08 From: Earth Last post: 21 days Last view: 21 days |
Posted by zbyteNo worries. I've been stuck in the finishing stages for what seems like forever. It's difficult and frustrating sometimes having to do everything yourself... I'm getting there though. Posted by zbyteI actually looked into this out of interest. More o Posted by zbyteLOL! Posted by zbyteLeave the FF that terminates the previous enemy data and replace the FF that follows with a 01. Enemy data doesn't require its own header. The header of the active level loads the enemy data through the appropriate code. The 01 is just there; however you want to put it. The last bit of enemy data terminates at 0xDA74. So you can make use of the free space from 0xDA75 o As for the bonus areas... I looked it up out of interest to see where it could be changed in the ROM for whoever could make use of that data. Interestingly, a lot of the set offsets in SMB3 Workshop don't match the true offsets for the object data and enemy data. So here they are as they appear in the ROM (and loaded into RAM): Underground Bonus Areas
Plains Bonus Areas
Posted by one-off hackerHopefully the following findings help. There is more data than the specific data you were asking/searching for, but I was planning to post it all anyway, so I'm throwing it all into o
Additional notes: -> $7976/$7977 + $797A/$797B are used to determine, if Mario/Luigi dies, from where they begin flying from. -> $797E/$797F + $7982/$7983 are used to determine where they arrive after dying.
(Click image to enlarge.) Here's a visual to help get an idea of how the data for the cleared levels per player is stored. Take note that for the bottom two rows, the game seems to determine which of the two rows the clear tile should appear o |
| zbyte |
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Red Super Koopa Z is Superior! Level: 43 Posts: 857/870 EXP: 546556 Next: 18490 Since: 06-10-09 Last post: 1 day Last view: 1 day |
Posted by Quick CurlyI've finally check my E-Mail again and found your message and replied to it. Posted by Quick CurlyI don't understand this part. If you leave the FF that ends the main bit of the enemy data, and change the FF that would end the extra enemy data, then the level would load other enemy data, right? I'm not so sure, obviously. Posted by Quick CurlyThis is great! Much more enemies! Where will Einstein Curly's funeral be held at? Posted by Quick Curly Hm. The special B0-BF pipes are just like the pipes used to go directly to the "ending" level. How do you log data like the Map/Level data you posted last? I'm wondering where the offset is located for map animation types... ____________________ What happened to the fried chicken? ![]() |
| Quick Curly |
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Fuzz Ball Level: 50 Posts: 982/989 EXP: 887351 Next: 59966 Since: 06-15-08 From: Earth Last post: 21 days Last view: 21 days |
Posted by zbyteSorry. I guess the wording was a little incomplete. That was a long post, after all...
I started a little something for someone else a couple days ago, but didn't really get too far with it since a lot of other stuff was going o
(Click images to enlarge.) Posted by zbyteThe strange thing is, no body was found. So everyone decided to just let it be and carry o Posted by zbyteI just noticed in my previous post... I should have noted that the Plains areas were level endings, not necessarily bonus areas. Oh well. Posted by zbyteDo you mean which CHR-ROM banks are used to animate the tiles o |
| zbyte |
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Red Super Koopa Z is Superior! Level: 43 Posts: 858/870 EXP: 546556 Next: 18490 Since: 06-10-09 Last post: 1 day Last view: 1 day |
Posted by Quick CurlyNo worries, I guess I was too.Posted by zbyteSorry. I guess the wording was a little incomplete. That was a long post, after all...
I was talking about levels inside the bank of enemy data, but I guess it's been solved by the unused space... Posted by Quick CurlyI thought everyone liked him... oh well. Hope a ghost doesn't appear out of nowhere... ![]() Posted by Quick CurlyIt's okay. Posted by Quick CurlyI meant the animation styles used for each World Map. The CHR tiles at $17C35 to $17C38 are used for all World Maps. So the real question would be: Where is the code that determines the animation style for each World? Also, I'm wondering where the animation speed used for levels are located and where I can change which map's palette I can use for each World Map, as in World 5 and world 7 using the same map palette. Also, it looks like there could be a load of unused Object data as well! I'm not too sure right now... I was o ____________________ What happened to the fried chicken? ![]() |
| topchain |
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Newcomer Level: 2 Posts: 1/3 EXP: 29 Next: 17 Since: 08-06-10 Last post: 16 days Last view: 16 days |
I've been making levels and stuff for the NES SMB3. All dungeons are edited. I have 10 extra bytes total out of all of them. How do I change unwanted "sky" levels into dungeons? |
| Mineyl |
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Red Cheep-cheep Level: 22 Posts: 180/208 EXP: 57110 Next: 1240 Since: 09-10-09 From: World 5 Last post: 12 hours Last view: 5 hours |
As far as I know, you can't. Level themes must stay within their respective banks within the ROM, otherwise, they'll glitch up. ____________________ "What's another word for thesaurus, anyways?"
Neat stuff to come here...eventually! |
| Quick Curly |
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Fuzz Ball Level: 50 Posts: 986/989 EXP: 887351 Next: 59966 Since: 06-15-08 From: Earth Last post: 21 days Last view: 21 days |
Posted by topchainYou could always change them into Ice levels instead if you prefer Ice levels over Sky levels. This is because they share the same bank though.
Also to note, there is unused space in a few of the ROM banks for the possible addition of more levels; some have more free space than others.
For the Underground Object Set, there is some free space before some unused levels that were presumably early beta test levels outside of other Object Sets. Since the Underground Object Set comes first in the order of the level banks, it's reasonable to assume that they had it set up first, and they tried some level designs that they discovered would fit more appropriately in the other Object Sets which would soon be created afterward. If you want to view the level designs yourself, punch in the ROM offsets and load the object data sets up in SMB3 Workshop! (Put 0xC016 for the enemy data so that you don't have enemies in the way.)
So yeah, since those levels near the end of the Underground bank are unused as well, probably due to being early beta testing material, you can always use the space they occupy to make more levels for your own SMB3 hack. I've been having fun and going a bit overboard with the custom offsets lately in my attempts to FINALLY complete Luigi's Chronicles 2 so that I can FINALLY move o I've used the free space in the Underground and Hilly banks, and I'm going to tackle the Water/Pipe bank next. I don't know how much space I'll actually get to use since I o )
So I guess that's sort of an... open invitation, maybe? If I'm considerably worth that, that is. Despite the collaborative hack idea which was a failed attempt, I'd still be interested in possible future collaborative SMB3 projects, and considering how it seems SMB3 hacking is pretty dead again otherwise (unfortunately ) I'd like to possibly help to get thingymabobbers rolling again somehow or another... BUT I don't plan oOut of curiosity, how are the SMB3 hacking projects for everyone else coming along? Obscure Kingdom (aside from Reuben being held off again due to an overseas shipment of some new mayonnaise)? Luigi's Quest? Mario's Trials? Googie's new SMB3 hacking attempt? Mario Adventure 3?!?!?! Well, anyway, hopefully things get rolling again.
As for the World Map animation-related code, I'll get to that later o ![]() |
| topchain |
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Newcomer Level: 2 Posts: 2/3 EXP: 29 Next: 17 Since: 08-06-10 Last post: 16 days Last view: 16 days |
Good stuff. Wait - where's the Spade object set? I forgot.
I've been running up and down in the SMB3 ROM for the autoscrolling data. I'm looking for the "track pieces" that the different autoscrolling paths use. Like going right o |
| KP9000 |
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Last post: 1 day Last view: 11 hours |
Posted by Quick CurlyObscure Kingdom is ready to move o Also, world map animation code and/or explanation would be an excellent thing to have. I'm also curious how Mushroom Houses work, and how I'm going to implement Spade games in my Reuben hack as I have not yet seen support for it. Though, I suppose I could just open up an editor and look at the pointer type and just manually insert it in the XML level file... As far as MA3 goes, I'm not sure if DD is planning *this* hack as his Reuben hack or not but if it is, I might be helping him with it. Obscure Kingdom also won't see new development until some bugs are fixed. They're kinda hard to work around. ____________________ |
| Googie |
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![]() Dry Bones Level: 44 Posts: 645/648 EXP: 593921 Next: 17364 Since: 02-19-07 From: Corona Queens New York Last post: 4 days Last view: 11 hours |
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| zbyte |
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Red Super Koopa Z is Superior! Level: 43 Posts: 864/870 EXP: 546556 Next: 18490 Since: 06-10-09 Last post: 1 day Last view: 1 day |
Posted by Quick Curly Nice! No more complaints about level sizes! Posted by topchain Sorry to hear that there are o You could have more themes for your fortresses; like a sewer, or an icy place outside the fortress and save all the dungeon stuff for Boom-Boom. Does that good enough? Posted by KP9000 I definitely agree. This would allow for some good themes for each world. Posted by KP9000 Yeah, that list did leave out Object set F, Spade Bonuses, and Object set 7, Mushroom Houses. Maybe the level data for the Spade Bonuses are located near the other level data, but I'm not sure right now. I believe that the "Mario Bros." 2-Player minigame as well as the two others are pipe/water levels as well, and that those strange enemies in the very beginning of the enemy bank are used in those minigames. As for the Mushroom levels, the level data for a Mushroom House is at 0x24D70, and it lasts 90 bytes (5A in hex). I think there would be two or so more levels for the object set; o
Posted by Quick CurlyYou got a taste of your own medicine! Posted by Quick Curly Open invitation to what? Work o Posted by Quick Curly There's some info about it here and here. I posted here almost 3 weeks ago that I replied to that E-Mail you sent me while I was gone, if you really want to know about it, maybe you should check it out. How's that "Mario in the Curious Kingdom" and Mario Dreamscape going? With the data provided, that issue regarding Luigi's map palette bug can be fixed. Posted by Quick Curly As always, there's never a time when your posts are too long, I guess.
Quick question: Who has used the Goomba's shoe in their hack yet? Posted by Googie
There's more than likely a way to make it load the secondary o Posted by Quick CurlyWe already did. Posted by Quick CurlyAre you trying to get them out of the water so you can swim in it? ____________________ What happened to the fried chicken? ![]() |
| Googie |
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![]() Dry Bones Level: 44 Posts: 647/648 EXP: 593921 Next: 17364 Since: 02-19-07 From: Corona Queens New York Last post: 4 days Last view: 11 hours |
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| Thunder X |
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Newcomer Level: 2 Posts: 2/4 EXP: 19 Next: 27 Since: 09-01-10 Last post: 2 days Last view: 21 hours |
@Googie: I'm not quite sure about that. If there is o |
| Googie |
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![]() Dry Bones Level: 44 Posts: 648/648 EXP: 593921 Next: 17364 Since: 02-19-07 From: Corona Queens New York Last post: 4 days Last view: 11 hours |
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| Mineyl |
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Red Cheep-cheep Level: 22 Posts: 206/208 EXP: 57110 Next: 1240 Since: 09-10-09 From: World 5 Last post: 12 hours Last view: 5 hours |
Posted by Googie What sort of sprite list are you looking for, exactly? :o ____________________ "What's another word for thesaurus, anyways?"
Neat stuff to come here...eventually! |
| zbyte |
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Red Super Koopa Z is Superior! Level: 43 Posts: 866/870 EXP: 546556 Next: 18490 Since: 06-10-09 Last post: 1 day Last view: 1 day |
Posted by Googie http://www.spriters-resource.com/nes/supermariobros3/mariobros.gif - Mario/Luigi http://www.smbhq.com/users/sprite/smb3enem.gif - all enemies except for Bowser. Anybody used the Goomba's Shoe in their hack yet? Mineyl, How is your "Mario in the Curious Kingdom" and Mario Dreamscape going? ____________________ What happened to the fried chicken? ![]() |
| Mineyl |
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Red Cheep-cheep Level: 22 Posts: 207/208 EXP: 57110 Next: 1240 Since: 09-10-09 From: World 5 Last post: 12 hours Last view: 5 hours |
Posted by zbyte I haven't worked o As for Dreamscape, I've been waiting for Reuben and entertaining myself with other projects in the meantime. If Reuben doesn't show soon, though, I'll probably end up having to port the entire hack over to a clean ROM because I encountered some bugs that even DahrkDaiz said were strange and asked if I'd done any kind of assembly alterations...which I can't do because I don't know much about 6502 other than a few basic commands, though I did alter some hex in the ROM to get rid of the annoying flicker in the upper left of the status bar. ____________________ "What's another word for thesaurus, anyways?"
Neat stuff to come here...eventually! |
| Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
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