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

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ahakomi
Posted on 06-09-17 06:08 AM (rev. 2 of 06-09-17 06:09 AM) Link | Quote | ID: 165686


Micro-Goomba
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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
Posted on 06-17-17 06:06 AM Link | Quote | ID: 165708

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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
Posted on 06-19-17 11:25 AM Link | Quote | ID: 165711


Giant Red Paratroopa
Level: 71

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Since: 06-15-08
From: Earth

Last post: 65 days
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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.

7E: Rest
7C: D-7
7A: C#7
78: B-6
76: A#6
74: A-6
72: G#6
70: G-6
6E: F#6
6C: F-6
6A: E-6
68: D#6
66: D-6
64: C#6
62: C-6
60: B-5
5E: A#5
5C: A-5
5A: G#5
58: G-5
56: F#5
54: F-5
52: E-5
50: D#5
4E: D-5
4C: C#5
4A: C-5
48: B-4
46: A#4
44: A-4
42: G#4
40: G-4
3E: F#4
3C: F-4
3A: E-4
38: D#4
36: D-4
34: C#4
32: C-4
30: B-3
2E: A#3
2C: A-3
2A: G#3
28: G-3
26: F#3
24: F-3
22: E-3
20: D#3
1E: D-3
1C: C#3
1A: C-3
18: B-2
16: A#2
14: A-2
12: G#2
10: G-2
0E: F#2
0C: F-2
0A: E-2
08: D#2
06: D-2
04: C#2
02: C-2
00: End Channel

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.

<=7E are notes, as seen in JaSp's awesome and extremely helpful document.
80 - 8F, as well as 90 - 9F, determine the type of notes that follow.
(You might see 8C and 9C, but not necessarily 8F and 9F. I'm just using
the full range as an example.) The range you use depends on the specific
music data that you're editing. As you'll see with some music like the
Dungeon (I think), you'll see ranges used like B0 - BF.

81 and 91 = 0.25
82 and 92 = 0.5
83 and 93 = 0.75
84 and 94 = 1
85 and 95 = 1.25?
86 and 96 = 1.5?
87 and 97 = 1.75?
88 and 98 = 2
89 and 99 = 3
8A and 9A = 4
8B and 9B = Undefined / >4
8C and 9C = 8 (Although 1.6 is implied for some reason)

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
Posted on 06-19-17 03:26 PM Link | Quote | ID: 165713

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Thanks for the reply. It would be awesome if you coud help me out.

Skirdus
Posted on 06-20-17 04:00 AM Link | Quote | ID: 165716


Micro-Goomba
Level: 4

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Since: 06-20-17

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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
Posted on 06-20-17 06:10 AM (rev. 2 of 06-20-17 06:11 AM) Link | Quote | ID: 165717


Red Paragoomba
Level: 13

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Posted by Skirdus
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:



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
Posted on 06-20-17 06:34 AM Link | Quote | ID: 165718


Micro-Goomba
Level: 4

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Since: 06-20-17

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Posted by Mari42
Posted by Skirdus
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:



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.

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
Posted on 06-20-17 06:42 AM (rev. 4 of 06-20-17 06:44 AM) Link | Quote | ID: 165719


Red Paragoomba
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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
Posted on 06-20-17 06:50 AM Link | Quote | ID: 165720


Micro-Goomba
Level: 4

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Posted by Mari42
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.

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
Posted on 06-20-17 06:55 AM (rev. 3 of 06-20-17 07:08 AM) Link | Quote | ID: 165721


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
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.

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! ^^


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
Posted on 06-20-17 07:08 AM Link | Quote | ID: 165722


Micro-Goomba
Level: 4

Posts: 4/10
EXP: 254
Next: 25

Since: 06-20-17

Last post: 56 days
Last view: 56 days
Posted by Mari42
Posted by Skirdus
Posted by Mari42
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.

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! ^^


No problem. That was from 3-3 but its good that it can resolved to generator 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.

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
Posted on 06-20-17 07:09 AM Link | Quote | ID: 165723


Red Paragoomba
Level: 13

Posts: 45/52
EXP: 9319
Next: 948

Since: 12-15-15

Last post: 56 days
Last view: 9 days
Posted by Skirdus
Posted by Mari42
Posted by Skirdus
Posted by Mari42
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.

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! ^^


No problem. That was from 3-3 but its good that it can resolved to generator 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.

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!


I'll help you out. I did it alot.

Porsche345
Posted on 06-24-17 04:13 PM Link | Quote | ID: 165730

Newcomer
Level: 2

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Last post: 59 days
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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
Posted on 06-24-17 11:25 PM Link | Quote | ID: 165731


Red Paragoomba
Level: 13

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Since: 12-15-15

Last post: 56 days
Last view: 9 days
Posted by Porsche345
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?


So, what you want to do? Do you want to replay the levels when completed the level?

Porsche345
Posted on 06-25-17 01:10 AM Link | Quote | ID: 165732

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Posted by Mari42
Posted by Porsche345
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?


So, what you want to do? Do you want to replay the levels when completed the level?

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
Posted on 06-26-17 04:21 AM Link | Quote | ID: 165734


Micro-Goomba
Level: 4

Posts: 5/10
EXP: 254
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Since: 06-20-17

Last post: 56 days
Last view: 56 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
Posted on 06-26-17 05:00 AM (rev. 3 of 06-26-17 05:05 AM) Link | Quote | ID: 165735


Red Paragoomba
Level: 13

Posts: 47/52
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Posted by Skirdus
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?


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
Posted on 06-26-17 06:14 AM Link | Quote | ID: 165736


Micro-Goomba
Level: 4

Posts: 6/10
EXP: 254
Next: 25

Since: 06-20-17

Last post: 56 days
Last view: 56 days
Posted by Mari42
Posted by Skirdus
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?


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"




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
Posted on 06-26-17 06:17 AM Link | Quote | ID: 165737


Red Paragoomba
Level: 13

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Since: 12-15-15

Last post: 56 days
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus
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?


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"




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...




Did you refresh? If not, then give me your level so I can address that.

Skirdus
Posted on 06-26-17 06:24 AM Link | Quote | ID: 165738


Micro-Goomba
Level: 4

Posts: 7/10
EXP: 254
Next: 25

Since: 06-20-17

Last post: 56 days
Last view: 56 days
Posted by Mari42
Posted by Skirdus
Posted by Mari42
Posted by Skirdus
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?


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"




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...




Did you refresh? If not, then give me your level so I can address that.


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.
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