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Main - ROM Hacking - General SMB3 Hacking Thread New thread | New reply

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DahrkDaiz
Posted on 07-16-11 02:52 AM Link | Quote | ID: 145020


Nipper Plant
Sandwich Artist
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/sigh I really wish I could have finished this.

Here's the rom: https://sites.google.com/site/dahrkdaiz/Reuben.nes
Here's the open source project code: http://code.google.com/p/reuben-smb3/
Written in C#, open source, someone with the skill and time could easily finish this editor.

MathOnNapkins
Posted on 07-16-11 04:07 AM Link | Quote | ID: 145022


Super Koopa
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Zombie DD awakens?

*Shoots for the head with double shotguns*

____________________
Zelda Hacking Forum
hobbies: delectatio morosa

GreyMaria
Posted on 07-17-11 05:58 AM Link | Quote | ID: 145060

>implying even the Japanese understand the Japanese
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Posted by DahrkDaiz
/sigh I really wish I could have finished this.

Here's the rom: ROM
Here's the open source project code: Editor source
Written in C#, open source, someone with the skill and time could easily finish this editor.


Linked for lazy people like me.

Brb downloading and compil--oh, wait, I don't have VC# registered. Derp!

Guess I'll do that.

____________________
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Insectduel
Posted on 07-17-11 10:56 PM (rev. 2 of 07-17-11 10:57 PM) Link | Quote | ID: 145155


Hammer Brother
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Since this is a SMB3 Hacking thread, I'm going to write a tutorial about copy/paste levels from NES version to SNES version ignoring the level headers. Currently, I use Windhex because it can extract data and then import data into a different rom file and inclding rom offsets. Quick Quirly do have a MAJOR point. All Objects and Enemies must be put in all FF's before creating a new level in order.



Current hacking progress. Map screens and the brand new title screen completed. Objects and Enemies pasted in levels is coming soon. Misc stuff is next. I still have not found the palette sets for world maps and I'm still trying. However, I found the palette set but it is not functioning. Someting must've changed the code or something for SNES.

This hack will have ASM features which includes.
- If the palette set is NOT found in the ROM for map screens, then enable custom palette. (Expansion Required)
- Left/Right and Diagonal Thwomps acts like SMA4.
- ExGFX in all levels since you can't manually set them yourself. (Expansion Required)

May be coded soon
- Heart panels in animated frames.
- Smart hot foots not crash in levels.

ShoFIZZLE
Posted on 08-14-11 11:54 PM (rev. 4 of 08-18-11 05:25 PM) Link | Quote | ID: 145963


Shyguy
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New question. If I want to use pipes in a level, similar to a pipe maze, how how can I get the pointers to point to the same area, or do I use the same level header for the pointers to point to those pipes in the area? I copied the level data, but it followed with garbage sprites , but the pointers work, and when I didn't use the level header the game froze the minute Mario entered the pipe.

Suggestions?

----------

Edit:

Ignore my question. I figured it out. You can't use the same data twice since it will interfere with the hex data, causing garbage. I noticed that the one level that has what I was asking has two areas, with the almost all the same sprites, but totally different headers. World 4-6

-----------
Also, what's the max amount of levels that can be placed in a world before it begins overwrite data in another world (ballpark figures at best)?

Insectduel
Posted on 09-01-11 10:38 PM Link | Quote | ID: 146583


Hammer Brother
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This update is SMB3 in general and not my current SMB3-SMAS project I'm working on! I'm not giving any news updates unless I have info.

I have used Darhkdaiz's Luigi VS. Mario ROM to crack the SMW/SMA4 Power Up Style code and his rom seems complicated to assemble. It is most likely how to program the AI of the Leaf which turns to Raccoon Mario but changing a simple JUMP into another ROM address leads into a continious loop.

Each time Mario gets a leaf, it continues POOF even if still in Raccoon form.

The IPS Patch I'm distributing for newbies that want to use it in the rom rather than A or S ranked rom hackers to create their own SMB3 hacks. Leaf AI has some *POOF* problems. Look in the .TXT file for those that have hex editors to disable the *POOF* but still not perfect like Darhkdaiz's exact coding and still goes in the same loop.



>IPS Download

KP9000
Posted on 09-07-11 06:14 AM Link | Quote | ID: 146656


Boomboom

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I really like the progress thus far with SMAS hacking. I really wish more can be done with it. I'm a spoiled hacker though, and would only get into it if there were such debugging tools for SNES like there are for the NES emulator FCEUX. Maybe this SMAS hacking will pick up enough momentum to really become something.

Good work!

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ElBlocko
Posted on 10-14-11 04:20 AM (rev. 2 of 10-14-11 04:20 AM) Link | Quote | ID: 148002

Newcomer
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Man, I wish I knew how to hack SMB3 properly. The best of my abilities right now are pretty much using SMB3 Workshop, a map editor, and a hex editor for changing text. I know some assembly, but it's pretty much limited to the Intel 8088.

Anyway, just a quick question: which addresses should I modify to change both Mario's maximum jump height, and the gravity at which he falls? I'd like to try and implement moon physics for a short hack I'm planning.

KP9000
Posted on 10-14-11 06:50 AM Link | Quote | ID: 148005


Boomboom

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Go ahead and check This Post for the addresses. I'm not sure what's really in there. There's also a TON of more data scattered throughout this thread, so I recommend reading through it. Good Luck!~

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ElBlocko
Posted on 10-15-11 09:06 AM (rev. 2 of 10-15-11 09:07 AM) Link | Quote | ID: 148026

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A couple more questions:

1) Is it possible to change a SMB3 ROM so that the game resets the timer whenever you enter a pipe? For example, if a 400 second level points to a bonus area with a default time of 200 seconds, could I set it so the game puts you at 200 seconds rather than keeping the original timer from the main level? I know it's easily doable in SMW, but I'm not sure how to do it here.

2) Also regarding the timer, is it possible to change the 200, 300 and 400 second values to something else? I'd like to try a Pit of 100 Trials-style hack with very short time limits per segment.

Insectduel
Posted on 10-19-11 07:35 PM Link | Quote | ID: 148121


Hammer Brother
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Uh Oh! There seems to be a problem when making levels from scratch.

I've been researching this and I find this odd. When I paste levels in the ORIGINAL level offset where you set the layer 2 underwater background, it's position changes. Other level offsets is just set it way too high!

I don't know how it works but change the water with the 16x16 editor does not help. They are completely different graphics bank. Unless I can create it.

So far the affected levels is World 3-1, or even World 8 Battleship for future creations when the layer 2 transparent water background is not supposed to be high.

I even look for the ROM Offset where it came from but no help unless I can find the main breakpoint.

Until I find out how it works, I'll update my level making document.

roger_max
Posted on 10-21-11 06:45 PM Link | Quote | ID: 148164


Paragoomba
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Now I have the necessary inspiration to start creating my SMB3 hack

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ElBlocko
Posted on 11-01-11 11:25 PM (rev. 2 of 11-02-11 04:01 AM) Link | Quote | ID: 148336

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Figured out my bonus timer issue. I changed $FD68 to EE EE 05 (INC $05EE), which adds 100 seconds to the timer whenever you pick up a Flashing Mushroom. Now I can start working on my hack for real.

EDIT: Actually, there is one more thing I'd like to find out. Is there a certain byte that changes whenever the music becomes sped up after you drop below 100 seconds so that the game knows to play the current in-level music at double tempo? I'm having trouble finding it anywhere in the $400-$4FF range.

gridatttack
Posted on 11-06-11 04:33 PM Link | Quote | ID: 148389


Red Cheep-cheep
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How can I change Mario sprite palette? Ive been trying to know how but I cant seem to find anything

This applies for also the palette for the suits, powerups, etc.

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Insectduel
Posted on 11-12-11 10:11 PM Link | Quote | ID: 148433


Hammer Brother
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What editor are you using. I don't remember if SMB3 Workshop has the palette to change for Mario or Luigi. I suggest to use FCEUX's palette viewer and look for the 3 hex values at the bottom which are for sprites.

zbyte
Posted on 11-14-11 02:20 AM Link | Quote | ID: 148450


Boomerang Brother
Z is Superior!
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Use FCEUX to make these sorts of changes. If you go to Data Crystal, you will find on the SMB3 ROM map Mario and Luigi's in-level palettes. As for Mario's map palettes:

 - Mario's Map Palettes -
0x3782B-0x3782E - Small
0x3782F-0x37833 - Regular
0x37834-0x37836 - Fire
0x37837-0x3783A - Raccoon
0x3783B-0x3783E - Frog Suit
0x3783F-0x37843 - Tanooki Suit
0x37844-0x37846 - Hammer Bros. Suit
0x37847-0x3784A - Jugem's Cloud


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PressAdob
Posted on 11-23-11 11:40 PM Link | Quote | ID: 148559


Red Goomba
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Is there a way to create a direct link to the princess' ending area from the world map? That would be nice to be able to do.

If not that, how would I set up a door to do the same thing? (I don't want to reuse bowser in my hack)

ElBlocko
Posted on 11-29-11 02:19 AM Link | Quote | ID: 148602

Newcomer
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Okay, got another question about the SMB3 timer. Is there a memory address that stores the current value of the timer, or is everything stored at $5EE, $5EF and $5F0? I'd like to try and modify coins so that they add to your total time instead of incrementing your coin counter, but trying to exceed 0F with any of $5EE to $5F0 results in an odd tile (e.g. adding 1 to a value of F would result in 10, resulting in a slash being put in the in-level timer before decrementing to 9). It would be much simpler if I could just increment a set timer (e.g. collecting a coin adds 1 second to the total level time).

ShoFIZZLE
Posted on 12-08-11 05:13 AM Link | Quote | ID: 148700


Shyguy
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Hey guys, I haven't fallen off the face of the earth, but school was kicking my ass, and it still is...I am still working on my hack, and I will have world one ready for you guys to pick apart...when I'm done with finals.

KP9000
Posted on 12-17-11 04:10 AM Link | Quote | ID: 148782


Boomboom

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I am looking to somehow gather up all SMB3 related documents and information. I would like to create a cache of easily accessible data instead of having to dive into all of the SMB3 threads such as this one. So if any of you have any info that is slightly more coherent or otherwise unreleased that you can share, post them here and I will try to compile everything into a more organized state. Thanks!

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Main - ROM Hacking - General SMB3 Hacking Thread New thread | New reply

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