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Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
ahakomi |
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Micro-Goomba Level: 10 Posts: 13/16 EXP: 3480 Next: 934 Since: 03-24-16 Last post: 1939 days Last view: 1939 days |
does anyone else find trying to change an actual song in the game frustrating? I'm trying to change the world 1 grass land's map music as i figured it'd be the easiest to target. Parden my french but im having a shitty time with it in general. Thankfully i downloaded super mario bros 3 music editor so i understand where the headers are in the rom but that's about it loli dont understand anything else. if anyone is curious im trying to import the birabuto theme in some way. if i cant ill probably try something else but i really wanted to try a musical change this time round for my mini game. |
teeporage777 |
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Newcomer Level: 6 Posts: 3/5 EXP: 561 Next: 346 Since: 06-06-17 Last post: 2506 days Last view: 2240 days |
I have been having some serious problems with smb3 workshop. Even using a fresh rom i move a couple things around in the very beginning of level one. Then i load the rom and i either get a black screen or the level gets a black screen. I am only moving a few things around in the start of the level. its ruining all my games. i havent gone over the level limit and like i said even if i use a fresh rom, move a couple things i get a crash. any help would be appreciated. |
Quick Curly |
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Giant Red Paratroopa Level: 77 Posts: 1402/1443 EXP: 4173666 Next: 17463 Since: 06-15-08 From: Earth Last post: 25 days Last view: 25 days |
ahakomi: That's understandable, but indeed, even during the more active ROM hacking years, people have frequently expressed difficulty with music editing attempts. If it was easier, it would generally be a much more common feature in ROM hacks covering multiple platforms. It's a process that varies by game, so it'll certainly take some time, especially before you understand what you're doing and become more familiar with music editing in general.
With that said, what specifically have you tried and done so far? No one can really try to thoroughly help you if we don't have as many details as possible. As of right now, all I can try to suggest is saving and/or printing a copy of the SMB3 music note values, as well as piano sheet music of the song that you want to insert into the SMB3 ROM, and directly insert the song one note at a time.
This old 2009 post was made back when I was still experimenting with the SMB3 music format on my own, though I wouldn't recommend completely replacing music headers to switch access to original songs, as the tutorial that I provided in my previous recent post is likely the more proactive way to go. However, I remember using the very handy SMB3 Music Editor to determine the following, and then modifying the music in real time in FCEUXD, continuously adding a few notes at a time from scratch and resetting to check how the changes affected the work-in-progress over time.
Sometimes, things just take experimenting, and a lot of trial and error. It might be frustrating, but try to embrace it, driven by the goal of enhancing your hacks in a unique way. teeporage777: I gathered from your Romhacking.net thread that you're using the "Super Mario Bros. 3 (U) (PRG1) [!].nes" ROM, which is what I use, so I don't believe your problem has anything to do with the resources that you're using. However, I feel like more specific details are necessary without simply seeing the source myself. While there are multiple common factors that I have in mind as potential culprits and a bunch of questions that I could request that you answer and provide information for simply to help paint a more vivid picture, I feel that both of our times would be better spent if we otherwise just skip all of that and my eyes are able to see what your eyes are seeing. So, I'll send you a PM so that I can help you more directly with this current situation. While I can understand that things are generally better learned and sink in more thoroughly when you figure them out on your own progressively, as that's generally how it is for me, since you're just beginning with SMB3 hacking and I've gone through all these little starting things before, I feel that it's the best way to try to figure out if the problem is simply being caused by something that's very avoidable. For example, it's highly recommended that you completely clear out all your objects and enemies and build your levels from scratch if you're even considering serious level editing, as the common course of action for beginners is to simply move objects around, and then all of their hacks are clearly similar to the original game, which kind of defeats the whole pursuit of ROM hacking/modification. I can speak from experience because at one point a very long time ago, I was one of those beginners... who didn't even consider original level limits from the very start... |
teeporage777 |
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Newcomer Level: 6 Posts: 5/5 EXP: 561 Next: 346 Since: 06-06-17 Last post: 2506 days Last view: 2240 days |
Thanks for the reply. It would be awesome if you coud help me out. |
Skirdus |
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Micro-Goomba Level: 8 Posts: 1/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Hey all! Pretty new to this hacking business, at least when it comes to SMB3, but I think I've been getting the hang of it!
I've been trying to implement a Boss Bass enemy in the World 1 dungeon level, and I want it to be behind the still water graphic when submerged (like in World 3-3 and 3-8 of the original). Would it be possible for me to have that? And on the subject, would it be possible to modify a level so that certain tiles move up and down while others (ideally water tiles) remain relatively stationary, like in the aforementioned levels? A comparison between the two: |
Mari42 |
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Red Paragoomba Level: 17 Posts: 42/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by Skirdus Thats only if you have an autoscroll generator that can allow for the water to be in priority. You set up "D3 00 50" in hex editor for your sprite. |
Skirdus |
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Micro-Goomba Level: 8 Posts: 2/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Posted by Mari42Posted by Skirdus This actually worked really well, thank you! The only issue now is that the blocks are stationary, but whenever Mario gets eaten, they suddenly begin scrolling out of nowhere. I checked, and this doesn't happen when he dies to other enemies. I'm alright with the blocks either remaining put or dipping up and down consistently, but is there any way to fix this so that they don't change out of nowhere? Before/after: |
Mari42 |
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Red Paragoomba Level: 17 Posts: 43/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
You have to put that in the beginning of the sprite coding, or you might as well to re-add the sprites again in order to make it appear and kinda move the bass up a bit. One of those 2 will be a good idea to do that. |
Skirdus |
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Micro-Goomba Level: 8 Posts: 3/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Posted by Mari42 Well, I ended up changing the 50 in "D3 00 50" to a 51 (this was how the autoscroll sprite was apparently set up in 3-8) and it got the blocks moving on their own! So in any case, my problem is resolved. Thank you for the help! ^^ |
Mari42 |
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Red Paragoomba Level: 17 Posts: 44/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by SkirdusPosted by Mari42 No problem. That was from 3-3 but its good that it can resolved to generate the water to move itself from 3-8. So, you're welcome. BTW, im doing an custom autoscroll so let me know if you want me to set things up for ya. |
Skirdus |
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Micro-Goomba Level: 8 Posts: 4/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Posted by Mari42Posted by SkirdusPosted by Mari42 So I checked, and I think it wasn't the 51 that did the trick, but rather the fact that I had scrolling set to "vertical" instead of "horizontal, scrolls up when flying" ^^; I actually started experimenting with the scrolling for a bit, and it accomplishes some pretty neat stuff! I'll probably end up experimenting with custom autoscrolling patterns eventually, so the help would definitely be appreciated! |
Mari42 |
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Red Paragoomba Level: 17 Posts: 45/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by SkirdusPosted by Mari42Posted by SkirdusPosted by Mari42 I'll help you out. I did it alot. |
Porsche345 |
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Newcomer Level: 4 Posts: 1/2 EXP: 141 Next: 138 Since: 06-24-17 Last post: 2501 days Last view: 2501 days |
I have a problem with level 7 in my hack.
When I play this level and die, the level 7 will change to the "Luigi finished" tile so I cannot replay the level again. This has only happened to me on level 7, if I die in any other level I can play it again like normal. Has anyone had this problem before? |
Mari42 |
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Red Paragoomba Level: 17 Posts: 46/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by Porsche345 So, what you want to do? Do you want to replay the levels when completed the level? |
Porsche345 |
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Newcomer Level: 4 Posts: 2/2 EXP: 141 Next: 138 Since: 06-24-17 Last post: 2501 days Last view: 2501 days |
Posted by Mari42Posted by Porsche345 When I die on level 7 and it puts me back on the map, the level 7 changes to a "L", it thinks that I have beat the level but I have not.. I don't know why this happens!? |
Skirdus |
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Micro-Goomba Level: 8 Posts: 5/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
I'm currently editing the "Dungeon Spike Room" level of World 1. The "Goto next area pointed from level" icon is greyed out even though I have a pointer item properly set up, and when I go through the door, it gives me a black screen (music keeps playing though.) Any idea why this is happening and/or how to fix this? |
Mari42 |
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Red Paragoomba Level: 17 Posts: 47/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by Skirdus You suppose to add the 3-byte object bank 7 which is the pointer, and note that you suppose to put the range where you put the pipe/door for the X position. For example, if the pipe is "8C" then the range will be "80-8F" |
Skirdus |
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Micro-Goomba Level: 8 Posts: 6/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Posted by Mari42Posted by Skirdus Yeah, I did all that, like I did for other levels that used pipes/doors, but it still doesn't show this one as being connected to another area for some reason. I don't know why that is. The dungeon rooms for other worlds seem to work fine, but I don't see any difference between the way they're set up and the way this one is... |
Mari42 |
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Red Paragoomba Level: 17 Posts: 48/54 EXP: 21947 Next: 2796 Since: 12-15-15 Last post: 2191 days Last view: 1640 days |
Posted by SkirdusPosted by Mari42Posted by Skirdus Did you refresh? If not, then give me your level so I can address that. |
Skirdus |
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Micro-Goomba Level: 8 Posts: 7/10 EXP: 1583 Next: 604 Since: 06-20-17 Last post: 2497 days Last view: 2497 days |
Posted by Mari42Posted by SkirdusPosted by Mari42Posted by Skirdus Yeah. I've tried a bunch of stuff, and nothing seems to be working. The level is World 1's "Dungeon Spike Room". The door back to the main level works just fine in the original, so I'm not certain as to what the problem is here. |
Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
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