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

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AlanJacobs
Posted on 01-14-19 02:30 AM Link | Quote | ID: 166852


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Posted by DanielFA
Hi everybody!

I'm really new on ROM hacking and have a problem with the tile arrangement:



As you see, I've replaced the wood-like floor tiles with the SMB1 cracked terrain ones but the result is awful (only one block is not wrong). I understand that the tiles used on each TSA or object can be changed using an hex editor but can't manage to make it. This is the object I want to edit:



SMB3 Workshop says it's 'Flat Ground' (Bank 0 Types 192 and 193). This is the original version for reference:



Could someone help me to correct this? I've tried searching in FCEUX for the tile numbers but found nothing. I've also tried with SMB3 TSA Editor but couldn't really understand how must it be used:



That's the awful result...



Hi DanielFA. Welcome.


Some things I've noticed so far. You changed the graphics and palette, which is a great start. The problem is, SMB1 uses only one ground tile whereas SMB3 uses 6 different tiles in the 'Plains' setting. Within these 6 tiles are 4 Tile ID's for the graphics. Even though you changed the graphics to fit 1 tile, the rest looks scrambled because the Tile IDs don't correspond to each other.




6 different tiles are used. Their Block ID's are shown.







Each block has 4 tile ID's. Your graphics are scrambled because the Tile ID's don't match what you're trying to do. We need to match them.


Several solutions to this.


1) You can use the TSA Block editor. I know you mentioned you tried using it, but keep in mind you can cycle through the blocks using the arrows on your keyboard and change the graphics with your left clicker. To my knowledge, you can only edit the upper left tile. Cycle through the different blocks under the 'Plains' Object Set and change the Tile ID's to all 6 blocks (53, 54, 55, 56, 57 & 58) and you should have it.


2) Use hex editor. Since you already have one block in the correct position (55), you can change the rest of the blocks to 55 since you only need one block. Go to address 0x01D308 and change the block ID's from there.

"55 53 57 F6 F4 F8 56 54 58" and change to "55 55 55 F6 F4 F8 55 55 55"


3) Change the graphic tile ID's using hex editor. Basically doing what you would've done with TSA Editor only through hex. The Tile IDs are located around the 0x01E200 area, but this would take some time, so I recommend the above two.

As for your last pic, my guess is that you used TSA Editor and accidently edited the ending tiles. Like I mentioned, you can only use the upper left tile to edit. Avoid editing the other three because they are at the standard '00' block, which are the ending tiles. Change them back to the black tiles.


Good luck!

DanielFA
Posted on 01-14-19 12:43 PM Link | Quote | ID: 166854

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Posted by AlanJacobs
Several solutions to this.


1) You can use the TSA Block editor. I know you mentioned you tried using it, but keep in mind you can cycle through the blocks using the arrows on your keyboard and change the graphics with your left clicker. To my knowledge, you can only edit the upper left tile. Cycle through the different blocks under the 'Plains' Object Set and change the Tile ID's to all 6 blocks (53, 54, 55, 56, 57 & 58) and you should have it.


2) Use hex editor. Since you already have one block in the correct position (55), you can change the rest of the blocks to 55 since you only need one block. Go to address 0x01D308 and change the block ID's from there.

"55 53 57 F6 F4 F8 56 54 58" and change to "55 55 55 F6 F4 F8 55 55 55"


3) Change the graphic tile ID's using hex editor. Basically doing what you would've done with TSA Editor only through hex. The Tile IDs are located around the 0x01E200 area, but this would take some time, so I recommend the above two.

As for your last pic, my guess is that you used TSA Editor and accidently edited the ending tiles. Like I mentioned, you can only use the upper left tile to edit. Avoid editing the other three because they are at the standard '00' block, which are the ending tiles. Change them back to the black tiles

Thank you Alan!

After asking, I've tried again and again with TSAE and managed to change the metatiles, this is the result:



But, again, the ending was messed up:



Thanks to your explanation now I know how to not do it! Also, even when making it using the editor is the easier way, I'll try to make it changing the hex values for practice purposes... Now another issue:



On the left is what I got from tile editing, on the right is what I wanted to get (SMB1 two differente blocks -with or without the upper line- depending on position). Is there a way to change that using TSA/HEX editors or is it only possible dissasembling the ROM, changing the code and reassembling it again? In the latter case, I'll let it for the future if I manage to grasp the ASM language... One more thing:



I keep changing the palettes...

Insectduel
Posted on 02-10-19 09:43 PM (rev. 2 of 02-10-19 09:44 PM) Link | Quote | ID: 166886


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I recently learned about Enemy AI's and my SMB3SMAS mini rom-hack that will be released on March 2019 has 2 different Angry Suns. Just watch the timer and how these Angry Suns function.

Oh yeah, I gave Super Mario All-Stars the MSU-1 treatment!


blgmadresh0000
Posted on 08-10-19 05:33 AM Link | Quote | ID: 167082

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does anyone know how to view subareas in smb3 m3l levels smb3 workshop is not the best tool

EggplantPimp
Posted on 09-15-19 07:28 PM Link | Quote | ID: 167127


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We should dissect that dead SMB3 hack Luigi vs. Mario, so we can use different stuff from that hack into SMB3 vanilla ROMS. Would that be hard to do?

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thesmbxgamer1
Posted on 03-20-20 11:57 PM Link | Quote | ID: 167265

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Is there a way to deal with the Japanese Version of SMB3? Translhextion can't detect the English or even Japanese there & I plan to modify & translate the Japanese Version for a ROM hack I'm making.

EggplantPimp
Posted on 05-04-20 09:18 PM (rev. 2 of 07-12-20 01:24 AM) Link | Quote | ID: 167335


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Forget what I was asking for, obviously no one wants to help me out.

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EggplantPimp
Posted on 06-17-20 01:38 AM (rev. 2 of 07-12-20 01:25 AM) Link | Quote | ID: 167374


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Editing this post for obvious reasons.

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Flux
Posted on 06-01-21 10:12 PM Link | Quote | ID: 167712

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Hello!
Brand new ROM hacker here. =)

I'd like to make a hack that changes sprites.
I've researched some about this, asked some very nice people on Discord about it, but there's a crucial piece of information I'm missing: palette specification data for various (namely enemy) sprites - i.e. the location in the ROM that says, for example, which palette Goombas use ("palette quads," is it?).
Is there a list somewhere that describes objects and their palette locations?
Or even just a list that says which object uses which palette?
Can I maybe find this using one of the tools? I've tried several but I don't know how to use them properly and I haven't been able to figure it out.

@AlanJacobs I've seen this post of yours saying you'd found the addresses to change which palette the piranha plant stem uses here:

Posted by AlanJacobs
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.



If you could enlighten me as to how you've found this, and also if you have such information about other enemies (or objects in general), that'd be great.

I plan on changing the sprites for all the enemies as well as some objects (namely powerups), which will require changing colors, and knowing which objects are affected when I change a palette is very important for this.

Thanks in advance! =D
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