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

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Insectduel
Posted on 01-03-12 06:57 PM Link | Quote | ID: 149034


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I've decided to release one of my custom SMB3 levels in public. Download is >here. NES and SNES versions are available and .M3L level files so you can use as a base of your SMB3 hack.

The IPS patch for the NES version is applied to Frank's 2nd SMB3 hack of the ROM. Not SMB3. Version is PRG0. The design is based on his romhack. And the SNES version applies to the clean SMAS rom with a header.



The music of this video is dubbed so I have 0% knowledge customizing the music and mostly ripped from SMW's .SPC files.

Roboh_25
Posted on 01-04-12 06:33 AM Link | Quote | ID: 149039


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Hello. I am creating a new SMB3 hack, but I would like to ask you:
Anyone know how to make a Warkitu (A Lakitu throwing Bob-Ombs, just like Mario Adventure hack) with the hex editor?

I tried to change the enemy using the following codes:

ROM
8E5E: First sprite Lakitu throws (For Red Spiny Egg).
8E67: Second sprite Lakitu throws (For Green Spiny Egg).

The problem is that Bob-Omb not explode as it does in Mario Adventure. When it launches Lakitu, Bob-Omb only walks.

Thanks!

KP9000
Posted on 01-04-12 07:28 AM Link | Quote | ID: 149041


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If I'm not mistaken, there's a bob-omb sprite that you can use that has a very short fuse. You'll have to look for it; I can't remember where I've seen it except for the fact that I've seen it. There's probably also a (hopefully simple) way to implement something like that through ASM.

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Insectduel
Posted on 01-04-12 09:45 PM Link | Quote | ID: 149047


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Funny thing is that Lakitu is used for Plains levels and Bob-ombs that don't explode. I have experiemented the spawn enemy process with my SNES rom during my free time. The only difference is the garbled graphics for different enemy set. The Bob-ombs that used in Tank and Battleship levels that explodes uses a different graphic bank set. I would like to create a Bob-omb throwing brother in my future SMB3-SMAS projects.

If you're looking for that sprite number, I suggest you look in Tank, Battleship and Super Tank levels.

Insectduel
Posted on 01-26-12 07:39 PM Link | Quote | ID: 149695


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If you want Bomb throwing Lakitu's. Here it is!


ElBlocko
Posted on 02-02-12 08:11 AM Link | Quote | ID: 149755

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Quick question: Is there any way I can disable the Koopa Kid turning off tile animations after I beat him? For example, if I put a muncher in the same room as the Koopa Kid it freezes once the KK is hit for the third time, but it can still hurt Mario. It's quite annoying as I'd like to work on a hack that features pointers in a Koopa Kid's room, but even after going to another area once the KK dies, the coins, ? blocks, munchers, etc. are all frozen and don't animate.

Insectduel
Posted on 02-13-12 10:01 PM Link | Quote | ID: 149867


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Another SMB3 patch released for both NES and SNES versions. This video screenshot is the description of the patch.



Download

Credit goes to JaSp of the original coding.


michelfp
Posted on 02-18-12 09:50 PM (rev. 2 of 02-18-12 10:59 PM) Link | Quote | ID: 150102

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Hello, I'm quite new to hacking SMB3. I need to ask some questions before starting my own project.

1. Is it true that I have to be extremely cautious about accidentally overwriting other levels by using too many objects in one level?
2. Is it possible to hack SMAS with SMB3 Workshop?
3. Is SMB3 Workshop still being developed to provide further support and accidental-overwriting-proof?
4. Is it OK if I remove 1 3-byte object to add a 4-byte one?

SF - The Dark Warrior
Posted on 02-19-12 01:38 AM Link | Quote | ID: 150104


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Posted by michelfp
Hello, I'm quite new to hacking SMB3. I need to ask some questions before starting my own project.

1. Is it true that I have to be extremely cautious about accidentally overwriting other levels by using too many objects in one level?
2. Is it possible to hack SMAS with SMB3 Workshop?
3. Is SMB3 Workshop still being developed to provide further support and accidental-overwriting-proof?
4. Is it OK if I remove 1 3-byte object to add a 4-byte one?


1. You do. You are working with limitations. Go over the overall level's byte sizes poses a risk to overwrite other levels.

2. It is. Insectudel has documents about it.

3. IDK bout that.

4. Depends.

Insectduel
Posted on 02-25-12 06:51 PM Link | Quote | ID: 150269


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Posted by michelfp

3. Is SMB3 Workshop still being developed to provide further support and accidental-overwriting-proof?



The author no longer exists so there are no more updates. Source code is provided, however for someone to take over Hukka's place.

Anyway, Koopa Kids data.

I played around with ram and switched the World counter to Coin counter. Whenever I get a coin, Koopa Kid database has changed. If you're doing 1 world hacks, you will need these. It may be possible to assemble Ludwig shoots candy rings and earthquake stomp at the same time OR have 2 Koopa Kids shoot circus balls after stomping with the proper ASM stack.

NES:

Rom Offsets

x2E30 Palette swap for each world for koopa kids. (Ram $0727)
x2ED4 Graphic Set for each world for koopa kids. (Ram $0727)
x2F3F World for Lemmy's Ai.
x2FB2 World for Koopa Kid to shoot Wendy's candy rings.
x2FE5 World for Koopa Kid's behavior AI pattern. (Ram ADC abs $0727)
x2FFA World for Koopa Kid to fire the first shot and after each hit. (Wendy's first Candy ring shot, and only ONCE.)
x3024 World for Wendy to fire a split Candy ring. (Without a waving shot, wand shots remain in frozen.)
x3185 World for stomp for cirus balls from Lemmy.
x3372 Graphic Set for each world for koopa kids. (SET 2 Ram $0727)
x3375 Untested and unseek, but I think it's a graphics load database for each world.
x33E8 Unknown Bit. (Ram $0727)
x3612 Ram bit for Koopa Kid's stomping earthquake. (Ram $0727)
x3616 World for Roy's stomping earthquake.
x361A World for Ludwig's stomping earthquake.

SNES:
COMING SOON!

messiaen
Posted on 02-26-12 03:23 AM Link | Quote | ID: 150279


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Just saw this on romhacking.net, an amazing SMB3 hack (and soon, complete dissasembly):



Mineyl
Posted on 02-27-12 09:26 PM Link | Quote | ID: 150300


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Posted by Insectduel
The author no longer exists so there are no more updates.

Don't you think this is just a little misleading? I mean, I certainly still exist, even if I haven't posted here in nearly a year.

____________________
Back from the beyond.

ShoFIZZLE
Posted on 02-27-12 11:28 PM Link | Quote | ID: 150303


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Haha...from the ashes...

Insectduel
Posted on 02-29-12 04:48 PM (rev. 3 of 03-01-12 02:57 PM) Link | Quote | ID: 150316


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I got something at the Board 2 uploader. It's a coded sprite where you face the Koopa Kids by editing the level's length in your level header instead of facing them in every world. Don't worry, the scrolls are completely locked just like in Boom Boom battles.

The zip file comes with the source ROM Map offsets text document for both NES and SNES versions so you can edit them anyway you want from scratch. The SNES seems best to use.

It's strongly recommended to be used if you want to use a 1 room boss according to the original game's standards. Best for 1-world SMB3 hacks. It's not intended for levels that allows the Koopa Kids to chase you since the scroll will be locked unless you chose to disable it by looking in my source document and setting the level's certain lengths to get the chosen one.

EDIT: File reuploaded because there was an error on the SNES version. Also, this coding is NOT intended to bypass Koopa Kids by going through pipes as it will cause the pointers to crash due to the locked scrolls.

I made another one but it's only on my website and it deals with level ponters and must be at least intermediate level to know the custom level pointer offsets.

Insectduel
Posted on 03-03-12 07:26 PM (rev. 2 of 03-03-12 07:28 PM) Link | Quote | ID: 150341


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Posted by ElBlocko
Quick question: Is there any way I can disable the Koopa Kid turning off tile animations after I beat him? For example, if I put a muncher in the same room as the Koopa Kid it freezes once the KK is hit for the third time, but it can still hurt Mario. It's quite annoying as I'd like to work on a hack that features pointers in a Koopa Kid's room, but even after going to another area once the KK dies, the coins, ? blocks, munchers, etc. are all frozen and don't animate.


I apologize for double posting but I've been working it last night and it seems easy. ElBlocko I hope you can read this!

x31BE is the ROM address to your question. At x31BF, change the hex to 01 to disable only the timer and the animations still enabled. I think 00 is both the timer and animations. Disable it completely by putting EA 5 times to turn off the ASM code which won't exist.

There may be a side effect, grabbing the Koopa Kid's wand may continue to tick timers if the code is disabled at x31BE and kills the player once it reaches 0. So I'll probably or ANYONE could easily JumpSubRoutine and add the RAM code of the stop time tickers in the empty slot in the ROM area where the RAM address that does the flashing timers after the wand is grabbed.

Pantalones
Posted on 03-07-12 03:19 AM (rev. 2 of 03-07-12 10:27 PM) Link | Quote | ID: 150362

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How do you change what items are in the mushroom houses if you're using Reuben?

I put a mushroom house on my map, made a mushroom house level, and stuck Toad's sprite in there where he's supposed to be... and it actually works pretty much perfectly without having to do anything complicated (apparently between Toad and the big chests, there's already everything you need to make a functioning mushroom house. Message comes up like normal and everything; I just needed to change Toad's palette since he was coming up white and green with the Reuben defaults.)

Now, the only problem is... every chest gives a P-Wing.

And speaking of chests--how do you determine what items are in the little chests found in levels? I noticed that Reuben does have them as sprites you can place inside levels, but when I tried to actually use one... a chest with glitchy colors came out of the other chest, and I got no item from it at all.

EDIT: Also, what the heck could be causing this level to be coming out like this glitchy mess?


RetroRain
Posted on 03-13-12 08:25 PM (rev. 3 of 03-15-12 06:47 PM) Link | Quote | ID: 150449


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How are the graphics for the status bar able to be shown if they are not loaded in the Pattern Tables? Does it have to do with the scanline or interrupts?



Thanks.

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RadonMario
Posted on 03-18-12 05:40 PM Link | Quote | ID: 150523

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The other day I was messing with different ROM values in SMB3 and the hacking notes given with workshop, and I made it so that small Mario could fly (0x3F0-0x3F6, properties for powerups). I then changed the max flying time to unlimited using 0x10CAA. I wondered if whole levels could be made based around being able to fly endlessly, and this is what followed:



I'm not sure if I would make a full hack out of this, but it was pretty fun to make.

MiniCompute
Posted on 03-18-12 09:13 PM Link | Quote | ID: 150525


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Posted by RadonMario
The other day I was messing with different ROM values in SMB3 and the hacking notes given with workshop, and I made it so that small Mario could fly (0x3F0-0x3F6, properties for powerups). I then changed the max flying time to unlimited using 0x10CAA. I wondered if whole levels could be made based around being able to fly endlessly, and this is what followed:



I'm not sure if I would make a full hack out of this, but it was pretty fun to make.


Heh, that flying ability you got reminds me of the moon jump game genie code mix in with p wing invincibile flight code until hit or die.

I pulled that trick off back in 92, man, was it fun to do some whacky stuff with smb3.

Insectduel
Posted on 03-19-12 03:52 PM (rev. 2 of 03-19-12 03:52 PM) Link | Quote | ID: 150527


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SMB3J Damage System

I have recreated the original SMB3 damage system for SMAS. Downloads are available. If you want the NES version, go to rom offset x19F9 and put EA 3 times in the (U) version of SMB3 NES rom. 1 JuMP code will disable the whole stack of the new damage system entirely back to the original Japanese style.

Download
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