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

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zbyte
Posted on 09-13-09 01:13 AM Link | Quote | ID: 115006


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Posted by Quick Curly

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.
That's what I have to go through. When I add/clone and objects, it appears at the top of the level, and before I found this out, I was saving crash objects. I then figured it out and had to drag all those objects down to where I needed them. I was making good progress until the I posted that screenshot. I loaded the shot in Paint and erased everything on the left side so that nobody could see my level. (Silly me. ) I might have accidentally add a "Gray Platform" and can't seem to find it.

Posted by Quick Curly
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.
I'm afraid only a professional like you could do that.


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silas
Posted on 09-13-09 10:06 PM Link | Quote | ID: 115075


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I don't know if some one already figured out what I am going to post it anyway:

About the pipe which "ignores pointers". It looks like they doesn't ignore the pointers, but the part of level header which is set to send you to the next area you supposse to go. But you will need use the pointers ( I mean that green 3 bytes object) to make it work because they will set in which place of Bonus area of the current world you will be sent.

It would open more possibilities of gameplay and secrets.

KP9000
Posted on 09-17-09 12:54 AM Link | Quote | ID: 115273


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Okay, I've run into another problem with my hack as of late. All of my World 7 levels are screwing up pointers. The beginning areas are okay, but any levels connected to the beginning level are screwed up. I am guessing some area of the ROM that all this level data is in is somehow corrupted. So, when I get home, I'll try do do the following:

- Look up the levels with problem areas, write down the starting level data
- Compare that spot in the ROM in both my hack in the clean ROM and look for differences

I also noticed some errors in my hack from before... I think I might need to double check my ASM. There might be a stack imbalance screwing me off.

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zbyte
Posted on 09-17-09 01:05 AM (rev. 2 of 09-17-09 01:20 AM) Link | Quote | ID: 115274


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Posted by KP9000
Okay, I've run into another problem with my hack as of late. All of my World 7 levels are screwing up pointers. The beginning areas are okay, but any levels connected to the beginning level are screwed up. I am guessing some area of the ROM that all this level data is in is somehow corrupted.

I also noticed some errors in my hack from before... I think I might need to double check my ASM. There might be a stack imbalance screwing me off.
I just looked at my old hack, the only ROM I patched. I looked at some levels which were pointed from others and I didn't see anything.


And are there Munchers that increase by length, because it would take up too much room if someone has to add a mucher a piece.

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KP9000
Posted on 09-29-09 07:48 PM Link | Quote | ID: 116343


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I noticed that in SMB3 Workshop the Hilly graphics are represented one way while in game they're different. For some reason, the editor's hilly TSA is different than the game's TSA. I noticed this when editing graphics real-time in the editor. There are some tiles in the hilly graphics that don't appear in the game's graphics. Strange.

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zbyte
Posted on 09-29-09 10:28 PM Link | Quote | ID: 116350


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Posted by KP9000
I noticed that in SMB3 Workshop the Hilly graphics are represented one way while in game they're different. For some reason, the editor's hilly TSA is different than the game's TSA. I noticed this when editing graphics real-time in the editor. There are some tiles in the hilly graphics that don't appear in the game's graphics. Strange.
I don't get it. Ironic. Today at school I managed to open a ROM with the TSA Editor, but I still can't find a way to do something with it. How do I draw on there?

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Quick Curly
Posted on 09-30-09 12:25 AM Link | Quote | ID: 116355


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Posted by zbyte
I don't get it. Ironic. Today at school I managed to open a ROM with the TSA Editor, but I still can't find a way to do something with it. How do I draw on there?
Did you read the readme? Basically everything is explained in there...

Just keep in mind that the TSA Editor doesn't let you edit graphics like the graphics editors do; it's used to edit which tiles are drawn to make up the blocks in each object set.

Anyway, I've been doing my own TSA editing directly in FCEUXD like I do with pretty much everything else, so I no longer care that the TSA Editor doesn't work on my home computer.

The real question you have to ask yourself is WHY do you need to do TSA editing? Are there certain blocks that don't look right when combined with some of your graphic edits? There's always a possibility that TSA editing won't be necessary, but it's something that you convince yourself is necessary just because there's a program out there that will supposedly make doing it more convenient.

An example of a case that you would have to edit TSA is seen below. When the coloured block platforms overlap each other, there are blank tiles that are drawn for the colour of the platform in the back and the shadow of the platform in the front. Since the coloured block platforms are originally mostly blank, you won't necessarily notice that this is the case. However, if you change the graphics for the platforms and place overlapping coloured block platforms in your levels like KP and I did, you'll notice that the platform in the back won't look right because the blank tiles will not go with the design that you added. For this reason, you have to figure out the proper IDs of the blocks so that you can edit which tiles are used accordingly.

Hopefully that gives you an idea of how and why TSA editing could be an issue.

Now give Luigi a hug!



Second image borrowed from KP as a second example and to put him over as he edits graphics easier and better than I do.

zbyte
Posted on 09-30-09 12:30 AM Link | Quote | ID: 116356


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Quick Curly! You are the Man with the Plan!

And and hour ago, thanks to you, I replaced the World 1 music successfully!

Also, I'm getting better at graphics. Hopefully your hack will be released this week. No, it probably won't.

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Quick Curly
Posted on 09-30-09 12:46 AM Link | Quote | ID: 116357


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Posted by zbyte
Quick Curly! You are the Man with the Plan!

And and hour ago, thanks to you, I replaced the World 1 music successfully!

Also, I'm getting better at graphics. Hopefully your hack will be released this week. No, it probably won't.
It's funny because I used to use that catch phrase to describe myself all the time.

Sounds good.

I literally haven't had time to eat every regular meal since school started up again. I've been spending more time at school than at home. I know no one really cares, but I had to get this off my chest. That should give you an idea of how busy I've actually been and I apologize if my posts seem to have been a little edgy as of late. It's simply the lack of sleep and feeling that I've been robbed of my freedom. In short, I haven't had time to work on the hack regularly and I don't have any updates for it yet. I can tell you right now that you probably won't be seeing a release for quite a while because I have no choice but to put school first; it's my third and final year, and there's more work involved than the first two years combined. The only real free time I have is used to eat breakfast in the morning, supper at night, and for a four-or-so-hour nap. On top of that, since Luigi's Chronicles 2 was put before Quick Bros. 2, you can definitely not expect Quick Bros. 2 to be released for even longer, if I even end up releasing it at all.

DahrkDaiz
Posted on 10-05-09 06:50 PM Link | Quote | ID: 116567


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Im hacking again

Kawa
Posted on 10-05-09 06:57 PM Link | Quote | ID: 116568


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Posted by DahrkDaiz
Im hacking again
Who else was hoping to hear those three words from DahrkDaiz? I know I was. Can't wait to see what he'll come up with.

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DahrkDaiz
Posted on 10-05-09 07:16 PM Link | Quote | ID: 116569


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I hope to have details/screens up by the end of the week. I'm doing this while I'm getting married and working, lol.

I can say that this hack will be aim for completion, not complete over haul. With my previous projects, I spent way too much time on doing ASM hacks and not enough time on level design. Plus, I kind of want to prove to the world you can make a great hack without extensive ASM hacking.

zbyte
Posted on 10-05-09 07:33 PM Link | Quote | ID: 116570


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WHOA! You returned too! Nice man! Glad to see that you're back!!!!! Do you think you'll release the "Ultimate SMB3 Editor"? Anyways, I've got some good ideas for those old hacks such as "Luigi's Coin Quest" and others. Do you think you could release a Mario and Luigi patch so that they're actually two different characters?

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Mineyl
Posted on 10-05-09 07:37 PM Link | Quote | ID: 116571


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Posted by "DahrkDaiz"
Plus, I kind of want to prove to the world you can make a great hack without extensive ASM hacking.


NO! How dare you steal my idea!

I kid, I kid.

On a more serious note, it's nice to see one of the foremost authorities in SMB3 hacking jump back into the scene. It's uplifting and encouraging, seeing as yours is one of the very few Mario 3 hacks I've actually been able to play to completion without becoming disgusted by the second or third level. I have faith that, in time, you will deliver another masterpiece unto our humble little community. Good luck to you, Dahrk!

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KP9000
Posted on 10-05-09 09:15 PM Link | Quote | ID: 116579


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Got another issue here with my hack.

Here's what the editor shows (Linked due to size)


This is what shows in-game. Doesn't show what the editor shows. The "f" tiles are duplicate empty tiles I replaced with "f" tiles to denote they are "free" and editable. I want to make use of these tiles later on with the TSA editor. The level in question is World 3-4, but I have a pointer in World 7 pointed to this level. Another native level to this world doesn't have this problem though...

On a side note, the TSA editor doesn't show any tiles with FF in it either. I'm sure I'm loading the correct ROM.


Same tileset. I have no idea what the hell is going on.



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Insectduel
Posted on 10-05-09 09:49 PM (rev. 2 of 10-05-09 09:49 PM) Link | Quote | ID: 116582


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Posted by DahrkDaiz
I kind of want to prove to the world you can make a great hack without extensive ASM


I have 0% ASM projects with SMB3 in it's name. Good to see you again. Don't know if I'm going to hack SMB3 this or next year.

zbyte
Posted on 10-05-09 11:25 PM Link | Quote | ID: 116591


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KP, I'm not sure what's going on, but those graphics look tight! Keep 'em coming!



Posted by Quick Curly
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?
Heh he...



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DahrkDaiz
Posted on 10-06-09 02:24 PM (rev. 2 of 10-06-09 02:26 PM) Link | Quote | ID: 116609


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How about hacking SMB3 to use a completely different level format so a level can be created absolutely anyway that you want. There would be an editor to go along with it so you can literally do 1 to 1 tile placement and basically "paint" a level. Also, every level would have it's own palette that you can create and up to 15 pointers that can go to different levels. How does that sound?

Btw, as for the TSA editor, I apologize, I'm not sure what the problem could be. It's written in vanilla C++, so no .DLL's are needed to run it.

KP9000
Posted on 10-06-09 05:08 PM Link | Quote | ID: 116621


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Well, I know that object based games generally convert those objects into RAM when the level is loaded. (This was discussed in the SMA4 thread, with Kawa, who's a tilemap master.) So, modification of code from object-based to a tilemap-based is an entirely better design solution, but I imagine it takes up more space.

I would definitely be willing to help you find any data for an editor. I know you were doing an editor at one point. I also know you've been pretty busy for a while with IRL, but you somehow found a way to do *some* hacking.

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Kawa
Posted on 10-06-09 05:29 PM Link | Quote | ID: 116625


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Posted by KP9000
So, modification of code from object-based to a tilemap-based is an entirely better design solution, but I imagine it takes up more space.
On SMA4, the space issue is fixed by using LZ77 compression. You could do the same thing in SMB3, but you'll have to provide your own decompression routine.

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