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

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Mari42
Posted on 02-09-16 08:20 PM (rev. 4 of 02-10-16 05:17 PM) Link | Quote | ID: 162748


Red Goomba
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Because, im using VirtualNES. It does that sometimes when im using an accurate emulation like FCEUX is what I recommended myself to use but not so much.

(Edited: New screenshot) Anchor Away tileset changed to an unused 4-bytes tileset of weird quicksand to plain tiles.


Mari42
Posted on 02-12-16 04:40 AM (rev. 2 of 02-12-16 04:43 AM) Link | Quote | ID: 162759


Red Goomba
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New World 1 map for my demo version:





New progress:













This can be very challenging with many cannon's, and there is more before the boss according to the pipe you saw on the picture above. So, this will be my first demo for this rom hack that im building into this for the first time. This demo will be for world 1 demo until then I will consider to dissemble my ROM hack for a bigger changes including SMAS as well such as ASM.

Quick Curly
Posted on 02-14-16 06:22 PM Link | Quote | ID: 162767


Giant Red Paratroopa
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I really like your progress so far. Your custom palette modifications look very nice to me. The ship level seems like it'll be super fun to play! I'm looking forward to your next update.

Also, I responded to your messages, just so you know.

As always, best of luck. You can do it! Keep it up!

MegaEliteGamers
Posted on 02-27-16 07:02 PM Link | Quote | ID: 162859


Red Paragoomba
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Nice. Been some time since I've seen a new Mario 3 hack.

Termingamer2-JD
Posted on 02-28-16 11:04 AM Link | Quote | ID: 162861


Ropa
Banned: repeat sockpuppeting
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Posted by MegaEliteGamers
Nice. Been some time since I've seen a new Mario 3 hack.

I quite like the design of the airship shown in the screenshots, too.

____________________
Jamie Dignam

Mari42
Posted on 02-28-16 11:09 PM (rev. 4 of 05-20-16 06:01 PM) Link | Quote | ID: 162862


Red Goomba
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Its possible to change the plain tiles to SMB2 tiles from level 1-1 to make this look neater. Its pretty possible, isn't it?

Edited:

FINALLY

This was very first attempt doing my rom hack as a demo. I've made changes the object data for each level considering with water, giant, and desert levels! However, in the full version, there will be alot of changes to assemble which confuses me the most as I've used to it to find all the data was gathered as this game is functional that way as I've hacked this game. So, anyways here is the screenshot:



New Title Screen! ;D



1-3 Outside Area



1-3 Water level





1-4 Desert level





1-4 Ending



1-F new level/palettes. Really contrasting colors.

Use PRG0 to play this demo version. Enjoy. The full version will be coming soon with new graphics, world changes, etc.

http://acmlm.kafuka.org/uploader/get.php?id=5016

Hamtaro126
Posted on 03-02-16 07:15 PM Link | Quote | ID: 162876


Cheep-cheep
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Mari42: This really looks like a good hack with a lot of improvements, You can also add MMC5 to your hack and have more sprite graphics if you wanted to.

Otherwise, Great Work!

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

Insectduel
Posted on 03-03-16 11:17 PM (rev. 2 of 03-03-16 11:19 PM) Link | Quote | ID: 162879


Boomerang Brother
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So NTSC music is no longer gives you content ID match. Oh well, I still like Rokko Chan BGM.

Code inspired by Googie on his Mario Time Flies hack but I slightly modified and copied from SMW's code database. I noticed that the code Googie uses only uses INC and the rest are NOP's which is useful but not programmed properly. If you want the code it's provided below. I can be used whether you grab coins (unless you create a new coin), P-Switch, Enemy Stomps and more. Remember to start with JSR on a certain address.

Assembler Example Alias   HEX         Description


LDA addr AD EF 05 - Timer for Middle Digit
CLC 18
ADC #const 69 02 - Timer Increase by number of actions
CMP #const C9 0A
BCC nearlabel 90 05 - Go to STA addr
SBC #const E9 0A
INC addr EE EE 05 - If 2nd digit pasts 9, First digit increases by 1.
STA addr 8D EF 05 - Timer for Middle Digit
RTS 60


____________________

Mari42
Posted on 03-04-16 12:14 AM (rev. 2 of 03-04-16 12:15 AM) Link | Quote | ID: 162880


Red Goomba
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Posted by Hamtaro126
Mari42: This really looks like a good hack with a lot of improvements, You can also add MMC5 to your hack and have more sprite graphics if you wanted to.

Otherwise, Great Work!


I want to know how to add the sprite in ASM tho, but thanks for your comment. I might need to fix some that I probably forgotten that I've test my my rom hack as I've did it many times. I have to fix the fortress, because it has too many sprites for small regions. Separating the airship pointers, fix the collision from 1-3, and deleting the original object and enemies.

Posted by Insectduel


So NTSC music is no longer gives you content ID match. Oh well, I still like Rokko Chan BGM.

Code inspired by Googie on his Mario Time Flies hack but I slightly modified and copied from SMW's code database. I noticed that the code Googie uses only uses INC and the rest are NOP's which is useful but not programmed properly. If you want the code it's provided below. I can be used whether you grab coins (unless you create a new coin), P-Switch, Enemy Stomps and more. Remember to start with JSR on a certain address.

Assembler Example Alias   HEX         Description


LDA addr AD EF 05 - Timer for Middle Digit
CLC 18
ADC #const 69 02 - Timer Increase by number of actions
CMP #const C9 0A
BCC nearlabel 90 05 - Go to STA addr
SBC #const E9 0A
INC addr EE EE 05 - If 2nd digit pasts 9, First digit increases by 1.
STA addr 8D EF 05 - Timer for Middle Digit
RTS 60



I can basically make this to a coin transfer to an empty block, so they can switch one to the another. I like this idea that I would this one in my hack, because its easy to change it assembly if I know how to in hex editor.

Googie
Posted on 03-05-16 08:34 PM Link | Quote | ID: 162887


Giant Koopa
ROM Hacking is life!
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Me and my friend on Steam was talking about Mario Maker, and he said that there's a feature that if you drag the mushroom on an enemy they get bigger...

My question is, is it possible if a mushroom touch the Goomba or a Koopa Troopa can they get bigger? He also said that if you stomp on a Goomba while it's giant, it splits into two regular Goombas. Would that be also possible to pull with AsM magic?




____________________

Insectduel
Posted on 03-06-16 12:37 AM Link | Quote | ID: 162888


Boomerang Brother
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Hmmmm....... Not a bad idea! Enemy splitting! It's possible for normal Goombas since it has a code when it turn Red Paragoombas to regular but 2 Enemies on one screen? If I get a chance I should open up SMB3 Disassembly and figure out how it works.

____________________

nambona890
Posted on 03-11-16 01:11 PM (rev. 7 of 03-12-16 12:27 AM) Link | Quote | ID: 162901

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So, I'm stumped right now.
I'm trying to insert custom music, but I can not find any info on how to do so.
I've used the new music format patch, and I've inserted the music into slot 21, all according to the "ips instructions" text file. I've tried changing it in the .lvl file to "33", but then it won't compile. Also, starting a game just makes the screen go bright yellow with the music inserted. The music is at least working, though (tested with $4F5 in RAM).
What is the secret on doing it?

Mari42
Posted on 03-12-16 10:49 PM Link | Quote | ID: 162905


Red Goomba
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Posted by nambona890
So, I'm stumped right now.
I'm trying to insert custom music, but I can not find any info on how to do so.
I've used the new music format patch, and I've inserted the music into slot 21, all according to the "ips instructions" text file. I've tried changing it in the .lvl file to "33", but then it won't compile. Also, starting a game just makes the screen go bright yellow with the music inserted. The music is at least working, though (tested with $4F5 in RAM).
What is the secret on doing it?


hmm... you were using the hex editor, right?

Does anyone familiar with mmc5? Because I'm not really sure. I really wanted to add sprites for overworld/levels but there is something that I'm not sure what it can do when I have bunch of freespaces.

nambona890
Posted on 03-12-16 11:26 PM (rev. 3 of 03-12-16 11:30 PM) Link | Quote | ID: 162906

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Posted by Mari42
hmm... you were using the hex editor, right?

Hex editor for what?
*sigh* this is what I meant on my tweet that said that everyone somehow magically knows everything to do with SMB3 hacking despite there not being a single tutorial online.

Quick Curly
Posted on 03-13-16 05:21 PM Link | Quote | ID: 162911


Giant Red Paratroopa
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Posted by nambona890
this is what I meant on my tweet that said that everyone somehow magically knows everything to do with SMB3 hacking despite there not being a single tutorial online.
There are tutorials online though, including in this very thread, and other threads on this board. There's even an entire disassembly now. You just have to take some time to look and know what you're looking for, as well as to learn and build experience for the activity and process of hacking SMB3 itself. ROM hacking in general is by no means a short process. You have to be ready to commit to it if you want to get anywhere.

Concerning the expanded SMB3 ROM to be used with Reuben and the SMB3 Music Inserter, I've never bothered to use them, so I can't help you with that stuff. Considering Reuben was never officially released the last time that I checked (more specifically, it was never fully completed), you should question if any SMB3 hack that you're planning to make will be advanced enough that you even need to make use of the newer utilities.

If you haven't already browsed through the specific threads for the utilities, the links are provided below. For any information that can't be found from any posts that already exist, it'll be up to you to figure things out for yourself by committing the time and effort to work through the trial and error, unless someone who hasn't been active around here for years since the activity in those threads who has the answers magically returns to help you out. Best of luck.

Going after the SMB3 Music Format...
SMB3 Music Inserter - WIP Release (beta 1.3)
How do I use SMB3 Music Inserter?
Reuben: Not so final (but it's being worked on again) stage.
Reuben - DD's SMB3 Editor Released!

Concerning tutorials, I'm actually in the process of writing a tutorial for editing the ending screens in one's SMB3 hack. I have the images ready, but I have to put together a written explanation along with all the appropriate ROM offsets for the data. Hopefully I'll be able to post that sooner or later once I have enough time to finish working on it.

I've also been thinking for a while now that I want to provide a more updated, thorough and visual tutorial for the "custom offsets" method that I've referred to over the years. The original post about it didn't go into as much detail as it could have, and the lack of visuals is most likely what puts off anyone else from even bothering to try it, despite the fact that that method over modifying the original game's levels at the fixed offsets removes any limitations and the potential consequences from overwriting levels by exceeding the original byte counts for objects and/or enemies.

Again, there are other tutorials that already exist in this thread and other threads on this board. There is a Search feature on the board that you can use to hopefully find SMB3 related threads more easily, or just take some time to browse through other pages of threads in this ROM Hacking section. Back in 2009, more users registered with intentions to hack SMB3 than any other game at the time, and so many individual threads were created as a result, which inspired the creation of this main pinned thread. Lots of information explored and shared back then, still available to help out any new interested SMB3 hackers today.

UltraEpicLeader100
Posted on 03-14-16 01:44 AM Link | Quote | ID: 162918

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I wish I could insert Bonetrousle into Smb3 *Shot by the mods*

Mari42
Posted on 03-21-16 08:19 AM (rev. 4 of 03-21-16 09:06 AM) Link | Quote | ID: 162948


Red Goomba
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If anyone wants to see a brand new auto-scrolling I've been edited for hours and made a different scroll, then you can see the videos below of how I've done it.







I've founded the autoscroll pointer that I can perform for my update, but this is the custom level I wanted to show you all of how I've came with this idea, and I've written the address of what data the scroll is that came from SMB3 dissembly. So, for SNES it looks different as you can tell how I ported that and tested to see if the scrolling are different, because for SNES it has a different values to it. So, if you need the address, and what number the scrolling value was I'll tell you. Because, not any SMB3 hackers have mention this of what I am looking for this for this method.

1st /2nd video - That is first one I've started changing the scrolling values using World 7 Airship to a different scrolling method.

3rd video - The backwards scrolling is unused, but can related to SMA4 as this proceed of how this referenced that I've tested this, and it took hours to find out how make it right depending how many times you wanted it to scroll, and how many you want the scroll to repeatedly until it changes. So, for that I used it as "Unknown" autoscroll number 9. The 1st video is where I've started changing values through hex editor as the data was founded for me to change that goes together of how its done precisely.

ahakomi
Posted on 03-24-16 09:52 PM Link | Quote | ID: 162951


Micro-Goomba
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Hi there, guess who just finished a hack a last month! Mee! Im so happy! With the release of mario maker i was literally so bummed. Anyway, i got over it and took a break but started again! I finished my 2nd game. It's called Super Mario 3.75 Torva. (There's a long story behind that lol) i just wantes to tell anyone who's just beginning this that it is a longgg road. But it's a lot of fun and when you have your own finished product it's worth it. Seeing what others are doing now even inspires me to wanna make a 3rd game (which i plan to). I never thought i'd be doing what im doing now but with patience you can. Quick Curly and JaSp and a few of the others here have helped me immensely and i only understand hexidecimal. Anyways, as Soon as i work out my minor problems with the game in general im going to sumbmit it!



Also! Thank you all for giving this game life for the last 28 years.

Googie
Posted on 03-25-16 08:27 PM Link | Quote | ID: 162954


Giant Koopa
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You know what I would love to see in SMB3? That no matter what way you hit the mushroom block it always goes right like in SMB1, that would be so cool to use in a hack.

____________________

ahakomi
Posted on 04-26-16 08:01 PM Link | Quote | ID: 163057


Micro-Goomba
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I have a question for something that's bothering me for some time.

Since I've been thinking of what I wanna do for my next game, it's been bothering me heavily, How do you redirect the underground and giant levels to another level and enemy offset instead of the pointer to 1-5 ending

as well as the water ending levels that redirect you to 3-1 ending. I've been curious, can you reroute them to any level ending? I'd love to create something from scratch for my next game i just don't know where or how to find the values.
anyone ?
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Main - ROM Hacking - General SMB3 Hacking Thread New thread | New reply

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