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

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Insectduel
Posted on 05-09-13 12:03 AM (rev. 2 of 05-09-13 12:04 AM) Link | Quote | ID: 153840


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Posted by Chaobomr

I was thinking of making BoomBoom jump higher like in Some Usual Day and have the final 3 Koopalings require more hits on the hits on the head before they "die." Is there any way I could edit this using a hex editor or do I need to hack into the ASM?


Not such a bad idea, but yeah 6502 knowledge of ASM required. I did however track of the Koopalings HP data for stomps but it's hard to find for Fireballs even if I did the ram searcher. It took 10 fire hits which is 0A in hex but more stomps means increasing for fire hits also.

You could COMPARE (CMP) a World level you're in or create a list of HP hits for each world. I haven't done that yet but it's gonna put me on hold whenever I make a SMB3 hack in the future. According to the Koopalings AI data, there were a few CMP's (C9 XX) for certain attacks of their own kind once the world is loaded next to it.

More stomps requires to have more fire hits or the game will crash during the fire hits.

Chaobomr
Posted on 05-09-13 11:40 PM Link | Quote | ID: 153852


Buster Beetle
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Posted by Insectduel


You could COMPARE (CMP) a World level you're in or create a list of HP hits for each world. I haven't done that yet but it's gonna put me on hold whenever I make a SMB3 hack in the future. According to the Koopalings AI data, there were a few CMP's (C9 XX) for certain attacks of their own kind once the world is loaded next to it.


How do I do that?

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Chaobomr
Posted on 06-01-13 07:35 PM (rev. 2 of 07-08-13 02:30 PM) Link | Quote | ID: 154034


Buster Beetle
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Is anyone familiar with how to tile hack the end scene? You know, the "credits"?

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Klinsk
Posted on 07-25-13 03:07 PM Link | Quote | ID: 154459

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I downloaded all tools, but what I miss is an in-depth tutorial somewhere. I have no idea how to navigate through this stuff. I want to start from a blank SMB3.

Chaobomr
Posted on 07-25-13 06:42 PM (rev. 2 of 07-25-13 06:43 PM) Link | Quote | ID: 154464


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I have various tools and I'm working on a ROM map that I got from datacrystal. I found a tutorial for SMB3 workshop and smb3 Map Editor (http://pan.bytepub.com/map/), but I had to fumble through the SMB3 Discombobulator to figure out how to work it.

All in all, it's a long learning process

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Chaobomr
Posted on 08-03-13 02:52 AM (rev. 3 of 11-02-13 04:28 PM) Link | Quote | ID: 154525


Buster Beetle
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I really feel I should throw this out here.



Thanks to folks - such as Insectduel - I have found out how to change the bosses difficulty.
------------------
1) To change the Koopalings' hits: Edit the value at ROM offset 0x0319A. HOWEVER, you must also edit the value at offset 0x03036, otherwise the game may crash.

2)Boomboom may not be much to mess with, but there are a couple of factors that will mess with how (s)he/it behaves: First, messing with offset 0x06ABC will affect his/her/its jump height. This might, (un)fortunately, affect ALL enemies that jump, such as the fire snake. Checking things out also reveal that a few bytes - starting at offset 0x06A16 - also affect how long their spikes are out. There is also about three lines of both code and data that also seems to affect (s)he/its behavior.



ALSO, I have found out how to edit the map songs.
------------------
There are TWO sets of pointers that affect the maps' music
The main set is at offsets 0x143CA-143D1. The set for when you start the game is at offsets 0x3C424-3C42C. I would be more concerned with 0x3C424, however.
Believe it or not, there IS a location for the second half of the sky world; it's at offset 0x143EF
I am unsure of how to do this for in the actual levels, however. Anyone who knows how to do this is free to let us know. It doesn't concern me too overly much, though, but it would be a nice thing to know.

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infidelity
Posted on 11-02-13 03:59 PM (rev. 2 of 11-03-13 01:30 PM) Link | Quote | ID: 155012


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UPDATE

http://acmlm.kafuka.org/board/thread.php?id=7810

kunio1031
Posted on 02-17-14 07:47 AM (rev. 2 of 02-17-14 07:48 AM) Link | Quote | ID: 155701


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So I'm having a problem with scrolling in my hack right now. I made it so when I start my level 4 in Grass Land I come up out of a pipe which is fine. This is when it is set to horizontal, scrolls up when flying. But I want it to scroll horizontally just fine without me having a problem. The problem is when I set it to another horizontal scrolling, then I get this stupid bs where I don't come up out of my pipe at the beginning and I appear near the exit pipe of this level. This is not what I want, what do I do? Please help.

gridatttack
Posted on 04-11-14 05:04 AM Link | Quote | ID: 156328


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So I started hacking again, and went for the worldmap edit. Now, it seems I cant change the X position of the starting point. IIRC, you can somehow, but ive forgotten how to.
So yeah, how does one changes the Y starting position of the start space in the world map?

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Chaobomr
Posted on 04-11-14 05:25 AM Link | Quote | ID: 156329


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I think there's a patch that the world map editor has available for that. I cannot remember. It's been a while since I last cracked open the world map editor's folder.

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gridatttack
Posted on 04-11-14 05:57 AM Link | Quote | ID: 156330


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Posted by Chaobomr
I think there's a patch that the world map editor has available for that. I cannot remember. It's been a while since I last cracked open the world map editor's folder.


Oh right, I now remember. Beneficii's editor includes a patch for this. I dunno how I forgot about it >.>

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gridatttack
Posted on 04-23-14 11:03 PM (rev. 2 of 04-24-14 12:26 AM) Link | Quote | ID: 156427


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Sorry for the double post, but I wonder something. As you know, the world 5 exclsuive tower and star objects, dont work in other worlds because they have animations. Is there a way to make them work correctly? IIRC I saw in some hacks that they managed to fix this.

Also, is it possible to move the numbers locations in the warpzone?

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xerox519
Posted on 07-03-14 10:03 PM Link | Quote | ID: 157158

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Try Super Mario Bros 3 - The Quantum Realm.

http://www.romhacking.net/hacks/1927/

Chaobomr
Posted on 07-03-14 10:49 PM Link | Quote | ID: 157162


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Posted by gridatttack
Sorry for the double post, but I wonder something. As you know, the world 5 exclsuive tower and star objects, dont work in other worlds because they have animations. Is there a way to make them work correctly? IIRC I saw in some hacks that they managed to fix this.
I think they did that by dupicating the tiles. I won't do that in my hack, because, reasons.

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gridatttack
Posted on 07-04-14 06:01 AM Link | Quote | ID: 157169


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Posted by Chaobomr
Posted by gridatttack
Sorry for the double post, but I wonder something. As you know, the world 5 exclsuive tower and star objects, dont work in other worlds because they have animations. Is there a way to make them work correctly? IIRC I saw in some hacks that they managed to fix this.
I think they did that by dupicating the tiles. I won't do that in my hack, because, reasons.
I would have done this long ago, but it seems that the propeller from the tank levels are in that space. Perhaps I can ditch it, since the other tiles that get used are the unused spikes and tires.

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Chaobomr
Posted on 07-05-14 03:55 AM Link | Quote | ID: 157191


Buster Beetle
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Yeah, you'd need some serious ASM work to get those operational. Although, I didn't notice the propeller with those tiles. Hmm... You just need to change the ones that show up in the map; you probably don't need to touch the propeller.

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Googie
Posted on 10-18-14 04:42 AM Link | Quote | ID: 158821


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Out of curiosity, is it possible for Boomboom to spit out the magic wand when you beat him? I'd like to do that to him with a SMB3 hack that I wanna take off from hiatus...

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RetroRain
Posted on 10-20-14 10:56 PM Link | Quote | ID: 158838


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Posted by Googie
Out of curiosity, is it possible for Boomboom to spit out the magic wand when you beat him? I'd like to do that to him with a SMB3 hack that I wanna take off from hiatus...
The day you made this post, I actually went to look into it, because I wanted to see if I could pull it off.

Here's the deal.

There is no object for the magic wand. It is all dealt with ASM code. I logged the magic wand code, so I know what it looks like. My attempts at loading the bank and getting the code to execute have failed. It has to do with a few factors. There is a RAM counter that is executed on every frame, where-as when the Boom Boom drops an item, it is only executed once. I will make another attempt later.

There is an alternate possibility though. If you want the Boom Boom to reveal a Magic Wand, so that it will execute the King sequence, I could try to have the question ball object execute that sequence, and simply change the sprite graphics to that of the magic wand.

I will try to do this. If I am successful, I will tell you the offsets to change, or give you a patch just containing the changes. It depends on what is required to get this work.

I can't promise you that I will be successful. But I will at least try. Because I haven't hacked SMB3 in a long time, and I have nothing else going on at the moment.

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Insectduel
Posted on 10-20-14 11:13 PM Link | Quote | ID: 158839


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I haven't hack SMB3 in a while but mainly for Super Mario All-Stars. The magic wand isn't an enemy sprite it's a special object like with hammers and fireballs. I did however found the ram for it but in order to have Boom-Boom spawn the magic wand, the whole sprite spawn ASM code must be replaced.

I already found the magic ball sprite after I recorded most of the SMB3 data in my notes.

Insectduel
Posted on 02-15-15 09:01 PM Link | Quote | ID: 159487


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The 8th Koopa Kid is ready for download and to be used in your own project. You can also add the Koopa Kid Level Header Counter code in your project if you want the 8th Koopa Kid to the faced in World 1, World 5, etc which is available on my homepage.

It's only 98% completed but I cannot fix the 8th Koopa Kid's wand swing which is too complicated even with SMB3 Disassembly but I can't fix it.

Enjoy!
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