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

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Quick Curly
Posted on 05-02-16 10:15 PM Link | Quote | ID: 163073


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Hello, ahakomi. Welcome to Board 2. Happy to see you here.

I believe the information that you're looking for is covered in this post.

Just to note, if you might remember in the original game, the Underground Bonus areas are only ever one (1) screen wide. As in, there's no horizontal scrolling when the player comes out of the pipe, until they transition to another area. Plan your level designs accordingly.

Underground Bonus Areas

Object Data: 0x3491B - 0x3492A (0x10)
Enemy Data: 0x3492B - 0x3493A (0x10)
Object Set: 0x3493B - 0x34942 (0x8)

Object Data Enemy Data Object Set
$A90B (0x3491B) $A91B (0x3492B) $A92B (0x3493B)
---------------------- ---------------------- ----------------------
AF B1 = 0x1B1BF 76 C9 = 0xC986 0E = Underground
BC B1 = 0x1B1CC 78 C9 = 0xC988 0E = Underground
8B B2 = 0x1B29B 7D C9 = 0xC98D 0E = Underground
72 B3 = 0x1B382 88 C9 = 0xC998 0E = Underground
D8 B3 = 0x1B3E8 90 C9 = 0xC9A0 0E = Underground
70 B4 = 0x1B480 98 C9 = 0xC9A8 0E = Underground
E2 B5 = 0x1B5F2 A3 C9 = 0xC9B3 0E = Underground
5B B6 = 0x1B66B AB C9 = 0xC9BB 0E = Underground

Plains Ending Areas

Object Data: 0x34B27 - 0x34B36 (0x10)
Enemy Data: 0x34B37 - 0x34B46 (0x10)
Object Set: 0x34B47 - 0x34B4E (0x8)

Object Data Enemy Data Object Set
$AB17 (0x34B27) $AB27 (0x34B37) $AB37 (0x34B47)
---------------------- ---------------------- ----------------------
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
B8 BD = 0x1FDC8 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains
68 BD = 0x1FD78 60 C5 = 0xC570 01 = Plains

The following thread on Romhacking.net also covers this data, as well as the pointers for the ship levels in each world once the ship leaves the location of the castle, and the pointers for the coin ship levels in each world.

Super Mario 3 - Pipes to Death?

Airship Levels Away From End Castle

Object Data: 0x19291 - 0x192A0 (0x10)
Enemy Data: 0x192A1 - 0x192B0 (0x10)

Object Data Enemy Data
$B281 (0x19291) $B291 (0x192A1)
---------------------- ----------------------
B7 AD = 0x2EDC7 EA D6 = 0xD6FA
AB AE = 0x2EEBB 1C D7 = 0xD72C
09 B0 = 0x2F019 57 D7 = 0xD767
3A B1 = 0x2F14A 98 D7 = 0xD7A8
97 AC = 0x2ECA7 A6 D6 = 0xD6B6
B3 B2 = 0x2F2C3 E5 D7 = 0xD7F5
89 B4 = 0x2F499 14 D8 = 0xD824
17 B6 = 0x2F627* 67 D8 = 0xD877*

*NOTE: Crappy Ship. Since there's no End Castle in World 8, the Crappy Ship is not used in this way.

The code that makes use of this table of pointers immediately follows it, at 0x192B1 ($B2A1 in RAM):

$B2A1:AD 27 07  LDA $0727 = #$00              ; Check current world number.
$B2A4:0A ASL
$B2A5:A8 TAY
$B2A6:B9 81 B2 LDA $B281,Y @ $B281 = #$B7 ; Object Data pointer (low byte).
$B2A9:85 61 STA $61 = #$EB
$B2AB:B9 82 B2 LDA $B282,Y @ $B282 = #$AD ; Object Data pointer (high byte).
$B2AE:85 62 STA $62 = #$B3
$B2B0:B9 91 B2 LDA $B291,Y @ $B291 = #$EA ; Enemy Data pointer (low byte).
$B2B3:85 65 STA $65 = #$2B
$B2B5:B9 92 B2 LDA $B292,Y @ $B292 = #$D6 ; Enemy Data pointer (high byte).
$B2B8:85 66 STA $66 = #$C7
$B2BA:A9 0A LDA #$0A ; The level's Object Set is Ship in every case.
$B2BC:8D 0A 07 STA $070A = #$03
$B2BF:60 RTS

Coin Ship Levels

Object Data: 0x19337 - 0x19346 (0x10)
Enemy Data: 0x19347 - 0x19356 (0x10)

Object Data Enemy Data
$B327 (0x19337) $B337 (0x19347)
---------------------- ----------------------
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14
15 BC = 0x2FC25 04 DA = 0xDA14

The code that makes use of this table of pointers immediately follows it, at 0x19357 ($B347 in RAM):

$B347:AD 27 07  LDA $0727 = #$00              ; Check current world number.
$B34A:0A ASL
$B34B:A8 TAY
$B34C:B9 27 B3 LDA $B327,Y @ $B327 = #$15 ; Object Data pointer (low byte).
$B34F:85 61 STA $61 = #$EB
$B351:B9 28 B3 LDA $B328,Y @ $B328 = #$BC ; Object Data pointer (high byte).
$B354:85 62 STA $62 = #$B3
$B356:B9 37 B3 LDA $B337,Y @ $B337 = #$04 ; Enemy Data pointer (low byte).
$B359:85 65 STA $65 = #$2B
$B35B:B9 38 B3 LDA $B338,Y @ $B338 = #$DA ; Enemy Data pointer (high byte).
$B35E:85 66 STA $66 = #$C7
$B360:A9 0A LDA #$0A ; The level's Object Set is Ship in every case.
$B362:8D 0A 07 STA $070A = #$03
$B365:60 RTS

Hopefully this post helps you. Best of luck.

Are you still planning to upload and share your new SMB3 hack? I still have your old one when you posted a download link for it on Romhacking.net, but it had to be removed because it wasn't a patch. If/when you upload and share your hacks, please make sure that each one is a patch file.

Lunar IPS uses the IPS patching format.
xdelta UI uses the xdelta patching format.
upset uses the UPS patching format.
beat uses the BPS patching format (my personal favourite ever since I used it for the first time).

ahakomi
Posted on 05-06-16 07:59 PM Link | Quote | ID: 163080


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Yes Quick Curly I do plan on still releasing my hacks. I actually could probably patch the one I called "Torva" and then upload it. The only problem is im not even sure what kind of rom i used to hack it. I'm sure it's probably a PRG 1 rom but still. I can't remember as it's been so long I used the same rom to create both my games and I started back in January of 2013 lol but I'll patch it anyway and send it to you! The game is 106 levels. Seven worlds and it's pretty interesting. I'm reimaging my first hack though because since I've released the second one, or at least played it, the first one feels terribly difficult and incomplete lol but I was still learning so it's okay. That's why i'm reimaging it! Thank you for the info though. That's exactly what I needed!!

ahakomi
Posted on 05-10-16 10:23 PM Link | Quote | ID: 163085


Micro-Goomba
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I have one last question... I've literally spent the last two hours trying to figure out why in the world this 3byte object (one of the blocks used for decoration, aka the one you can make the vines go into when you don't want them to climb anymore) I redesigned it for the hilly levels because im doing a graphic hack but it keeps switching back to the way it used to look temporarily, meaning it'll flash between what i reimaged it as and what it used to be. Can someone please explain why? Can I disable it without messing up the other 3 byte objects from the 3byteobject bank 1? or would i have to reimage both? and if so i honestly don't know how i tried using a TSA editor thinking maybe if the 3byte object was actually two or three different graphics repeated to give the illusion of one still image that happened to be the same, maybe i could just use the tsa to overwrite all the images to show the new image. I was using Super Mario Bros 3 workshop to hack the 3byte object from the rom bank. This happened when i tried to hack a jellyfish onto the world map as well so i just gave up lol the animation would show a jelly fish, then the rock C i used to do the graphic hack. it would alternate between the two and unless i had a way to stop the animation (like using world 5 map) then it'd keep alternating between the two

mfp
Posted on 05-18-16 10:25 PM Link | Quote | ID: 163097

Newcomer
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Hey 2 questions that i haven't found answers for yet.

#1 How can I remove the numbers displayed in the warp zone (world 9) I changed it slightly and everything works fine but i cant get the actual numbers displayed in the warp zone to go away.

#2 I understand that the S type sprite for auto scrolling is managed with the Y position but I still don't fully understand where it should go, it has done some weird stuff which is fine but I would like to only make it go quickly (way faster than world 8-Airship).

Mari42
Posted on 07-07-16 06:32 AM (rev. 3 of 07-07-16 06:33 AM) Link | Quote | ID: 163447


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im working on custom ending in progress.

Hamtaro126
Posted on 07-14-16 10:25 AM Link | Quote | ID: 163481


Cheep-cheep
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Posted by Mari42

(spoiler image)

im working on custom ending in progress.


I see that you're doing a great job, But showing it may be a bit of a spoiler.

And it's been a while, How is your fun with the MMC5 doing (unless MMC3 is still being used)?

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

I wonder what's for dinner?

Mari42
Posted on 07-14-16 09:10 PM Link | Quote | ID: 163482


Red Goomba
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Posted by Hamtaro126
Posted by Mari42

(spoiler image)

im working on custom ending in progress.


I see that you're doing a great job, But showing it may be a bit of a spoiler.

And it's been a while, How is your fun with the MMC5 doing (unless MMC3 is still being used)?


Kinda pretty hard to switch something,... im guessing

ahakomi
Posted on 07-22-16 05:58 AM Link | Quote | ID: 163575


Micro-Goomba
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I have a question regarding the mushroom houses? I noticed somehow I was able to change the pallettes to the mushroom houses (the ones you can actually go into) and (The white mushroom) I also wanna change the pallette to the one that specifically accesses the warp whistle in W1 - 3. The only question i have is, is the pointer for this mushroom house actually around somewhere or is it the same pointer as the white mushroom? Just curious! I'd like to have three different colored mushroom houses.

Googie
Posted on 08-03-16 02:19 AM Link | Quote | ID: 163665


Giant Koopa
ROM Hacking is life!
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From: The Boogie Down Bronx

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So I got the SMB3 Title Screen Editor, can some tell me how to change the 1 Player Game, 2 Player Game and the year with the editor? Or Do I have to use a hex editor?



I wanna get rid of the words so it can say "Press Start" Thanks... ^^

____________________

Mari42
Posted on 08-05-16 08:31 PM (rev. 3 of 08-05-16 08:34 PM) Link | Quote | ID: 163699


Red Goomba
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Posted by Googie
So I got the SMB3 Title Screen Editor, can some tell me how to change the 1 Player Game, 2 Player Game and the year with the editor? Or Do I have to use a hex editor?



I wanna get rid of the words so it can say "Press Start" Thanks... ^^



Yes, you can use hex editor.

The text address for 1 player text - x032B12 and 2 player text - x032B22.

Posted by DahrkDaiz
Disable 2 Player Mode
0x30C65 -> Make this A9. This is simplest way to hack this.


I hope this works you out.

Googie
Posted on 08-05-16 10:55 PM Link | Quote | ID: 163701


Giant Koopa
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Thanks Mari42, I really appreciate it. I'll get on this after dinner.

____________________

Termingamer2-JD
Posted on 09-24-16 08:57 AM Link | Quote | ID: 164289


Ropa
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Hi Quick/everyone in this thread,

what are the main tools I'll need to make an SMB3 hack that is good? I want to mostly focus on custom levels and music.

Thanks

____________________
Jamie Dignam

ahakomi
Posted on 09-24-16 09:08 PM Link | Quote | ID: 164332


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Hi Termingamer2-JD,

I like to use Super Mario Bros 3 Worshop. It's MOSTLY good about getting putting levels together and whatnot. I've made several custom levels using that in conjunction with SMB3map editor. I consider myself a newbie to most of this even though I'm literally just finishing up my third game. The only advice I could give you making custom levels is please be patient with yourself! and watch your bytes (If you're reimaging an already made level ) and your enemies and you'll be okay! I wish you the best of luck


As far as the music goes, I haven't the slightest idea because I haven't made it to that yet although i'd really love to hear the birabuto theme in super mario bros 3. I wish I could put it in my game XD

Termingamer2-JD
Posted on 09-24-16 09:31 PM Link | Quote | ID: 164333


Ropa
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Thanks for the help ahakomi! I'll be sure to look into it and present any questions here tomorrow.

____________________
Jamie Dignam

AlanJacobs
Posted on 09-24-16 11:00 PM Link | Quote | ID: 164336


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Hello all!!

After wasting so much time searching on FCEUXD, I'm out of options. It's a long shot but I'll ask in case anyone has it in their notes.....

Does anyone know how to change the palette on the upside down piranha plants? Preferably the stem? I'd like to change it from green to red.

Any help is appreciated. A full SMB3 hack is on the way soon.

Thanks in advance....

Insectduel
Posted on 09-24-16 11:06 PM Link | Quote | ID: 164337


Boomerang Brother
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@AlanJacobs You mean change the palette or change the palette quad of the enemy? These are 2 different things! Changing the palette stem also may change the head of the plant and changing the palette quad may swap into different palette color of the current column used.

____________________

AlanJacobs
Posted on 09-25-16 01:03 AM Link | Quote | ID: 164341


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@Insectduel- Thanks, the palette quad. I'd like to keep the head the same color but have a red stem instead of a green one. Typically there should be an address where I can cycle between four color options: the Dark Red, Green (Blue for castle enemies), Red and Orange.

ahakomi
Posted on 10-21-16 10:11 PM Link | Quote | ID: 164502


Micro-Goomba
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@Quick Curly and all my other faves here...

Both my games are complete. I'm going to try to patch them soon here. I'll update with more info tomorrow.

*is lazy, doesn't wanna screencap photos now*

I'll let you know now.

Game one : For intermediate players who enjoyed SMB3 and want something that's different. Not so much in difficulty but in level structure. The only graphic hacks that have been implimented in the seventh world. (There's seven worlds plus a hidden secret i wont speak of) It was streamed on twitch but that was before all the extras were added in.

Game two: I've been very hush hush about! I started it in May and finished it at the end of September/Beginning of October. The graphics are different from the original and the "Game One".

More info soon!!!

Insectduel
Posted on 10-25-16 06:58 PM Link | Quote | ID: 164513


Boomerang Brother
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I got ASM ideas at work especially if I am making my custom SMB3 level. SMB3 ROM hacking becomes Super Mario Maker where I want to put my 1-level designs at work and decided to share it with others.

In this video, the Timer Block is NO longer the replacement of the P-Switch but the Coin/Star block instead. I am confirmed that I am going to make the DST (Daylight Saving Time) level which is Moon Clock Death.

This video demonstrates the moon on screen but when it hits the certain time the player dies. In this upcoming level, you start at 30 seconds but increase the timer higher than 60 seconds while the Moon is on screen the player dies. The level should be LIVE on my page YouTube on November 5th with a download link to the rom for those that want to play it.

Download for the T-Switch block is available here.


____________________

AlanJacobs
Posted on 11-01-16 03:23 AM (rev. 3 of 11-01-16 03:24 AM) Link | Quote | ID: 164535


Goomba
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I found the addresses to change the piranha plant stem palette quads in case anyone is interested. Each address is half the stem.

Upright piranha stems:

0x00a723
0x00a728

Upside down piranha stems:

0x00a744
0x00a73f

-Insectduel: Very interesting stuff you're working on! And very neat! Keep us updated.



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