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

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MapleMario
Posted on 08-20-09 08:31 PM (rev. 2 of 08-20-09 08:32 PM) Link | Quote | ID: 113900


Red Koopa
Level: 27

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To put an item in a treasure chest, you need to use the enemy object "Puts item in chest" as well as the treasure chest. The y-position of the "puts item in chest" enemy will determine which item is in the chest; see docs/items.txt for a list.

My question is: Is there a way to change which palette world 3 uses? I had no idea that it copied off world 1's palette when I was making my world plans.

EDIT: Is this in a regular level? If so, Mario shouldn't be finishing the level on a treasure chest unless the object/enemy "Exit on get treasure chest" is included.

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SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




zbyte
Posted on 08-22-09 12:33 AM (rev. 2 of 08-22-09 12:35 AM) Link | Quote | ID: 113944


Boomerang Brother
Z is Superior!
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Sorry KP...

The vertical location of enemy "Puts Item In Treasure Chest" along with the enemy "Treasure Chest" will give you an item.

0 = Nothing
1 = Mushroom
2 = Fire Flower
3 = Leaf
4 = Frog Suit
5 = Tanuki Suit
6 = Hammer Bros. Suit
7 = Jugem's Cloud
8 = P-Wing
9 = Starman
10 = Anchor
11 = Hammer
12 = Whistle
13 = Music Box

There is an enemy near that, and it says "Exit on get treasure chest". It will end the level when it's there, like Hammer Bros. levels and the Whistle in the 1st Dungeon.

Check out the Screenshot Thread...

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KP9000
Posted on 08-22-09 04:12 AM Link | Quote | ID: 113952


Boomboom

Level: 90

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Since: 02-19-07

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I found a rather interesting way around it. Turns out I can finish a level after getting an item out of the treasure chest. Boom-boom or not. Thanks for your guys' help, I appreciate it.

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Quick Curly
Posted on 08-27-09 12:13 AM Link | Quote | ID: 114161


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
From: Earth

Last post: 25 days
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I had a Zone near the end of Quick Bros. 2 that had a chest with a Star in it that you could collect over and over again in preparation for Bowser's Castle if you wanted to. Collecting it wouldn't automatically end the Zone; you would instead have to take a pipe back to the beginning of the Zone. The downside with this is that as soon as you collect the chest, the timer stops and doesn't restart, which creates a scenario with infinite time - incredibly funny if you had less than 100 seconds remaining when you collected it. An ASM hack could probably fix that though.

KP9000
Posted on 09-03-09 12:42 AM Link | Quote | ID: 114386


Boomboom

Level: 90

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Alright, I've made some pretty serious breakthroughs with my hack as of late. As for the biggest step, it's also my biggest hacking achievement to date. I've created an ASM hack that allows you to specify what world Mario goes to after he completes a world. That way you can have SMB3 hacks that aren't as linear as the original game.

Say you wanted to start on world 6 and advance to world 4, then 2, then 7, then 5, you could do that. You could even go from 8 to 1, but I don't know how the koopa kid thing works on world 8 since it's really Bowser and not a koopa kid. I do know that beating a world through a Koopa Kid is the only way to advance a world, so there may be something else to go through to get that to work.

When I finalize the code and do all of the beta testing, I'll release a patch for all to use!

I think that my hack is going to only be a 4 or 5 world hack. I've decided this because it gives me more levels on the overworld to play with. I can just edit the overworld level pointers to include some from other worlds.

I also have an idea for a future hack.

You start out on the last level of the original game. The first tank is conquered and the pathway to the last castle is cleared. You beat the level, and instead of showing the "end" sequence, you instead continue on to World 10. Then 11. And so on. I've always wished there was more to SMB3. I wished that it would just continue on... That's something I've always thought about. Depending on how this hack turns out, I will probably continue on and do this hack.

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zbyte
Posted on 09-06-09 05:48 AM Link | Quote | ID: 114569


Boomerang Brother
Z is Superior!
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Posted by KP9000


I think that my hack is going to only be a 4 or 5 world hack. I've decided this because it gives me more levels on the overworld to play with. I can just edit the overworld level pointers to include some from other worlds.

You'll have some levels be connected to lots of other levels like Quick Bros. 2, right? Yeah...

Also, I need an easy way to add that AutoScroll enemy to some levels that fall up and down.

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boingboingsplat
Posted on 09-11-09 02:57 AM Link | Quote | ID: 114864


Giant Koopa
[PREFSTRING:wonderful bounciness]
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I'm thinking about starting a Mario 3 hack (as if I don't have enough unfinished projects already) and I was just wondering if one of you guys would give me a quick rundown of the tools I would need to get started. I know there's a few tools available for Mario 3, and I'd like to know which ones are the most recommended.

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KP9000
Posted on 09-11-09 03:15 AM Link | Quote | ID: 114866


Boomboom

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The Data Crystal page has plenty of information regarding SMB3 and is a great place to start hacking. The following programs are essential to have and are linked to on the Data Crystal page:

- SMB3 Workshop
- SMB3 Map Editor (You generally don't want to use the one within SMB3 Workshop since it is known to be a bit buggy and doesn't support everything that this editor does)
- Vegas (good for editing the N-Card Memory game)
- SMB3 TSA editor (good for editing graphics and you don't want to be at the mercy of the tileset)

And of course I recommend YY-CHR for graphics editing.

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Quick Curly
Posted on 09-11-09 05:17 AM Link | Quote | ID: 114881


Giant Red Paratroopa
Level: 77

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KP beat me again! If I may add to his very informative post though, I also recommend using Tile Layer Pro so that you can use the tile arranger to help you edit graphics that are scrambled easier, and FCEUXD for any necessary direct edits and fixes. (Just recommending them since I use them myself.) I use YY-CHR as well; I do find that it's helpful to have both graphics editors. YY-CHR displays the tiles properly by their IDs, but again, Tile Layer Pro has the convenient tile arranger to simplify editing in some cases.

It's awesome to hear that you want to start an SMB3 hack, Boing! I'm looking forward to seeing what you come up with! If you have any additional questions, I'll try my best to help you out if KP doesn't beat me to it first!

zbyte
Posted on 09-11-09 02:24 PM Link | Quote | ID: 114895


Boomerang Brother
Z is Superior!
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SMB3 TSA does not work, it doesn't open the ROM. I guess that's all the tools for SMB3 to use, although the Hex Editing would be a heap of too much work.

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Quick Curly
Posted on 09-11-09 02:52 PM Link | Quote | ID: 114896


Giant Red Paratroopa
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Posted by zbyte
SMB3 TSA does not work, it doesn't open the ROM. I guess that's all the tools for SMB3 to use, although the Hex Editing would be a heap of too much work.
The SMB3 TSA Editor does work; it depends on the computer though. I cannot use it on my home computer either, but it works on the computers at school. Since Z brought this up though, is there anyone who knows why this might be the case? I tried contacting DahrkDaiz ages ago about it, but of course I got no reply. Could it be a missing DLL?

Mineyl
Posted on 09-11-09 08:20 PM (rev. 2 of 09-11-09 08:26 PM) Link | Quote | ID: 114904


Ninji
Level: 35

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I have a very simple question, but I hope you guys can help me. Is there a way to change which part of the palette is used by a specific object? For example: giving smashable bricks the green palette of pipes and background bushes without changing everything with the brown palettes to green.

EDIT: Oh, just thought of a couple more: are the number of pointers on each world map fixed or could I, say, take some from another world without any complicated means? Also, when the hammer brothers move around on the map, do they only stop on empty spaces that have pointer data on them? I'm trying to find some workarounds so I won't feel so constrained when making world maps, but...yeah.

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zbyte
Posted on 09-11-09 10:41 PM (rev. 2 of 09-11-09 10:42 PM) Link | Quote | ID: 114911


Boomerang Brother
Z is Superior!
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Posted by Mineyl
I have a very simple question, but I hope you guys can help me. Is there a way to change which part of the palette is used by a specific object? For example: giving smashable bricks the green palette of pipes and background bushes without changing everything with the brown palettes to green.

EDIT: Oh, just thought of a couple more: are the number of pointers on each world map fixed or could I, say, take some from another world without any complicated means? Also, when the hammer brothers move around on the map, do they only stop on empty spaces that have pointer data on them? I'm trying to find some workarounds so I won't feel so constrained when making world maps, but...yeah.
I'm not so sure.

Regarding the map pointers, that may require expansion or ASM, but normally you can not. Yeah, they're fixed. And the Hammer Brothers stop on empty spaces with pointers on them, Haven't you seen them in the SMB3 Map Editor?

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Mineyl
Posted on 09-11-09 10:49 PM (rev. 2 of 09-11-09 10:53 PM) Link | Quote | ID: 114913


Ninji
Level: 35

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Bleh, it's too bad there are only so many per world, but if the hammer brothers only stop on spots with pointers, then I guess it doesn't really matter. xD

Thank you very much. (and yes, I've seen them in the map editor; I just never paid too much attention to how they moved around the maps. I know I could have experimented and found this out for myself, but I thought I'd ask instead since most of you seem to be way more experienced than me with SMB3's technicalities~)

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zbyte
Posted on 09-11-09 11:03 PM Link | Quote | ID: 114914


Boomerang Brother
Z is Superior!
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Thank you.

The Hammer Bros. stop on every empty space, anything under them or not. If there isn't anything under them, then nothing will load.

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Mineyl
Posted on 09-12-09 03:38 AM Link | Quote | ID: 114931


Ninji
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Ah, I see... Well damn it. Guess I've got my work cut out for me. Oh well~

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zbyte
Posted on 09-12-09 04:30 AM Link | Quote | ID: 114933


Boomerang Brother
Z is Superior!
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It shouldn't be difficult.



Now I did 7-1, and there is a huge open space when I play the level. When it's open in SMB3 Workshop, it doesn't show me anything. Also, I can't seem to find SMB3 Workshop's screenshot button. I'll try to work on another level.

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Trelior
Posted on 09-12-09 04:37 AM Link | Quote | ID: 114934


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Posted by zbyte
I can't seem to find SMB3 Workshop's screenshot button.

That's because there isn't one... Use the print screen button and MS Paint.

On topic: My stage 2-1 is done, and it's a complete remake level! I doubt I'll be able to keep up the originality like it for much longer...

zbyte
Posted on 09-12-09 04:57 AM Link | Quote | ID: 114935


Boomerang Brother
Z is Superior!
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Posted by Trelior
Posted by zbyte
I can't seem to find SMB3 Workshop's screenshot button.

That's because there isn't one... Use the print screen button and MS Paint.


It doesn't work... but here
Photobucket
See that water? It's not supposed to be separated.
Posted by Trelior
On topic: My stage 2-1 is done, And It's A Complete Remake Level! I doubt I'll be able to keep up the originality like it for much longer...

Hm... finally a new level! Can't wait to see the next screenshot!

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Quick Curly
Posted on 09-13-09 01:03 AM Link | Quote | ID: 115004


Giant Red Paratroopa
Level: 77

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Pipe levels are funny. After clearing out all the objects and enemies, you have to place the objects and enemies near the top of the screen and drag them down to where you want to place them. If you try placing objects onto a spot lower in the level, the object won't appear even though the object count still increases by 1. Also, when you save your enemies and test your level but they don't show up, you have to fix it using the FCEUXD hex editor. In Pipe levels, the enemies have to be ordered going left-to-right, and then up-to-down. SMB3 Workshop seems to like mixing them up for some reason though even if you've placed them in the editor correctly, so be sure to write down the hex information that you see in the bottom-right corner for enemies so that you can easily insert that data in the hex editor.

One more thing: If you're using horizontal scrolling, you have to build your level within the 00-0F range. Make sure objects don't exceed the 0F mark and everything should work out fine.

As for your screenshot, I have no idea what the heck is going on there. Maybe you didn't place your objects at the top to make sure that they appeared? Again, I'm not sure what to say about that except that you should try again... Be sure to clear everything out to build your level from scratch, placing your objects at the top of the level and then dragging them down to where you want them to be.
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Main - ROM Hacking - General SMB3 Hacking Thread New thread | New reply

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