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

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DahrkDaiz
Posted on 10-06-09 05:38 PM Link | Quote | ID: 116627


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Oh yeah, it will definitely take up more space, a lot more space. The editor will force the MMC5 mapper patch and expand the PRG ROM to 1 Meg. After a few compression ideas, I've decided on one that would take the first "page" of the first level and compressed down to 109 bytes (which expands to 416 bytes). It's just a command based compression routine I'm working on. The big advantage is just the fact you'll be able to design much much more complicated levels. By my calculations, on average, you should be able to create about 150 levels that are 15 pages long, which you know is a long level.

zbyte
Posted on 10-06-09 05:46 PM Link | Quote | ID: 116628


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Posted by DahrkDaiz
By my calculations, on average, you should be able to create about 150 levels that are 15 pages long, which you know is a long level.
Nice. Are you still working on that editor? I've also figured out why World 5 doesn't animate. If you place some of the tiles that are in World 5 into other animated Worlds, then they'll look like wheels and stuff, right? It appears that maps and Tanks share some of the same tiles, so if you add inappropriate objects into a Tank level, then you'll see some map stuff.


Is it possible to have pointers, all in one level, to lead to 2 or more other levels?

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DahrkDaiz
Posted on 10-06-09 05:54 PM (rev. 6 of 10-06-09 07:03 PM) Link | Quote | ID: 116629


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The old editor I've discontinued. I'm working on a new editor that's more project based that will save everything outside of the rom then you can "commit" the changes to the rom later.

The editor and new level format will allow for the following:

Unique palette for each level
More than one level pointer, limit not sure of yet.
Tile based level design with complete level design freedom
Being able to set any graphics bank to be used for the level skin
Custom background animation definitions per level
Completely custom time for each level
More accurate pointer exit placement (go to any point of another level)
Cross bank levels
No limit on level types (i.e. levels are not constrained to certain banks) so if you want 150 ice levels, you can do that.

Edit 1:
I hope to expand the functionality to maps as well. While I'm working on this, any suggestions would be great. Enemy support will for the most part remain unchanged. Also, chances for level glitches will be much more minimal. Also, it will be MUCH easier to program for than the original SMB3 format.


Edit 2:
I'm coming up with my new level header format. For the pointers, I decided to allow you to have as many pointers as you want, but each pointer takes up 11 bytes as of right now, so they can be costly. But you can use 1 pointer to cover an entire level. For documenting purposes, here's what I have so far for the level header:

Edit 3: I'm not sure how much space will be available to keep pointer information so I may have to set a limit of number of pointers allowed on a level.

CC GG BB PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP ML TT YY NN PP....FF

CC = Fill the entire level with this value, it's sort of the "sky" tile
GG = Graphic bank for the tile skin
BB = Background color
PP = Palette data (for sprites and objects)
M = Music
L = length (up to 15/0x0E)
TT = Time x 10 (that's ten) so a value of 0x10 would be 160 seconds. Up to 999
YY = Starting Y position, MAY include X position if I can get it to work right.
NN = Number of pointers
PP = Pointer data
FF = end header info, start data decompression

Pointer format:
LL LL LL SS SS ET XX YY AA AA
LL = direct rom address of next level, a value of FFFFFFFF would exit the level
SS = direct sprite address
E = exit type (coming up a pipe, coming down a pipe, etc)
T = level type (grass, hilly, etc)
XX = X position to exit from
YY = Y position to exit from
AA = The "area" of the level covered. Example 0x24 0x98 would me if you were betwee page 2, tile 4 and page 9, tile 9, then this pointer would apply to it.

Edit 4:
Aw hell I'll go ahead and put my custom compression routine in here too:

Edit 5:
Seems I found an even better compression routine. I may create 2 or 3 routines and have the editor choose which compression is used, whichever makes a level smaller. This routine compress the data to about 20% smaller than before.

WW DD SS
WW = how much data you're about to write
DD = the data you're writing
SS = how far to move the "pointer" forward to skip writing


so yeah, like I said, I may implement a few and have the editor to make a best choice for compression.

Kawa
Posted on 10-06-09 06:44 PM Link | Quote | ID: 116632


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Somebody's having way too much fun brainstorming. Keep it up.

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Mineyl
Posted on 10-06-09 07:04 PM (rev. 2 of 10-06-09 07:32 PM) Link | Quote | ID: 116634


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Personally, Dahrk, I love your editor ideas. My only concern is an unshakable fear that it is so revolutionary or easy to use that people no longer have to think when hacking SMB3. *glares at Super Mario World*

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KP9000
Posted on 10-06-09 07:07 PM Link | Quote | ID: 116635


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Well, as far as the overworld goes, I've got a few suggestions...

1) Free-Roam Maps

2) Ability to change the size of the map, maybe both horizontally and vertically

3) World Order change (I've added this ASM hack myself, but I need to work out the numbering)

4) Increase sprite limits

5) for the love of all that is sacred, a better pipe system, or an easy way of editing the existing one.

6) An expanded choice of graphic tiles to choose from.

7) Choices for animation properties for each world (No animation a la World 5, fast/slow animation, 2-frames of animation, 8 frames of animation)

While hacking the World Order, I had help in finding a couple of addresses that check (what I believe to be) the certain scrolling status (it checked for worlds $04 and world $07, worlds 5 and 8, the only worlds with special scrolling exceptions) and another check on the same address for animation in world 5.

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DahrkDaiz
Posted on 10-06-09 07:11 PM Link | Quote | ID: 116636


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1) Free-Roam Maps



Maybe as an ASM pluging, low priority



2) Ability to change the size of the map, maybe both horizontally and vertically


Duely noted, I do want variable sized maps as well



3) World Order change (I've added this ASM hack myself, but I need to work out the numbering)


Well, with the ability to completely customize all maps, will world order really matter for the maps?



4) Increase sprite limits


duely noted



5) for the love of all that is sacred, a better pipe system, or an easy way of editing the existing one.


I've actually went and modified my pointer system where if the pointer ends the level, you can decide where on the map you return to



6) An expanded choice of graphic tiles to choose from.



I hope to, like with the levels, allow you to decide what graphics banks you want per-map



7) Choices for animation properties for each world (No animation a la World 5, fast/slow animation, 2-frames of animation, 8 frames of animation)


Duely noted, may apply to levels as well


As for the editor making it super easy and it's no longer hacking anymore, hell yeah it will! But a good level editor can't make up for great ideas and level design

Mineyl
Posted on 10-06-09 07:38 PM (rev. 2 of 10-06-09 07:38 PM) Link | Quote | ID: 116637


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Posted by DahrkDaiz
As for the editor making it super easy and it's no longer hacking anymore, hell yeah it will! But a good level editor can't make up for great ideas and level design


Well, I'm actually more concerned about GOOD hacks getting lost in an ocean of terrible ones. There are already a lot of bad SMB3 hacks, though, so maybe my concern is misplaced.

Regardless, I look forward to seeing what you can really do with Mario 3. How old is Mario Adventure now? I'll bet you've learned a plethora of new tricks since then.

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zbyte
Posted on 10-06-09 07:54 PM Link | Quote | ID: 116638


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If you think that this editor will make you , then don't fear; a YouTube video of this editor will show deleting all objects so it's not kaizo. But I've already tried to with the current editors, and I didn't even know much with Movie Maker.


Glad you're working on it, I think I may have a few names for this editor. I would like to see vertically scrolling maps, and from how you're speaking, you sound like someone can make one that scrolls both ways!


In-level pointer editing: Reducing the Entrance Range? eg, instead of 00-15, maybe user can customize it (user could put 00-04). Also it would be nice if the Entrance Range would be shown by dotted lines, green area, etc. Exit Horizontal would show up on the next level, there could be a rectangular X (if there's an object there it wouldn't show up, this resembles what shows up if Mario came out and no pipe was beneath him) and then a ↑ or ↓ (the arrows would be 2x2) to show how and where Mario will exit.

Is it possible to have all enemies in one graphical bank? And is it possible to show 'Weird' objects? (such as item $63 in the Ice set)

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DahrkDaiz
Posted on 10-06-09 08:26 PM (rev. 2 of 10-06-09 09:03 PM) Link | Quote | ID: 116640


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Posted by zbyte

In-level pointer editing: Reducing the Entrance Range? eg, instead of 00-15, maybe user can customize it (user could put 00-04). Also it would be nice if the Entrance Range would be shown by dotted lines, green area, etc. Exit Horizontal would show up on the next level, there could be a rectangular X (if there's an object there it wouldn't show up, this resembles what shows up if Mario came out and no pipe was beneath him) and then a ↑ or ↓ (the arrows would be 2x2) to show how and where Mario will exit.

Is it possible to have all enemies in one graphical bank? And is it possible to show 'Weird' objects? (such as item $63 in the Ice set)


I'm not reducing the entrance range, I'm increasing it. Right now a pointer's range is on a page bound ($00-0F, $10-$1F, etc) with my pointer, you can set the range from $00-$EF or $11-$72, any range you want and it will be indicated on the editor below/above the level display. I may also make it so you can have a pointer within a pointer (i.e. one that ranges $10 to $60 then one that ranges inside it from $30 to $41, as an example).

As far as all enemies in one graphical bank, impossible. It's an NES limitation. Weird objects weird objects wills till be weird. As I said, enemy editing will pretty much remain the same.


Btw, Mario Adventure is going to be 6 years old in January. Articles are still being written on it after so long Crazy.

I'm considering recruiting some serious help now. I'm eying a few hackers, but I'm not sure if any of them have the time or the drive to work on a hack with me. I'm mostly looking for graphics work, hack ideas and level designing. We'll see if I'm able to recruit a serious team.

Kawa
Posted on 10-06-09 09:05 PM Link | Quote | ID: 116641


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I for one would be honored.

* Kawa dramatically bows to his superior

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zbyte
Posted on 10-06-09 09:08 PM (rev. 2 of 10-06-09 09:09 PM) Link | Quote | ID: 116643


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No problem, I've already sent you a PM. Sounds good. Can't wait!


You know what a sick tool would be? Editing graphics straight from the editor! I dunno, there would be 'graphics mode' or something, then there'd be a magnifying glass icon, user would click somewhere on their level where they wanted to edit their graphics, and boom! Simple and cheesy graphics editing. But no pressure if you don't wanna do it.


Will there be stuff like editing Mario's palettes on the Map screen?

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DahrkDaiz
Posted on 10-06-09 09:21 PM Link | Quote | ID: 116646


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Right now I'm focused strictly getting the level editing working and implemented into the rom. Maps will come later.

Kawa: lol get up, I'm not a lord or anything. I thought you were more of a Pokemon/RPG hacker?

Kawa
Posted on 10-06-09 09:24 PM Link | Quote | ID: 116648


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Oh, it's not just Pokémon for me, bossman. I'm really kind of a "jack of most trades, master of some."

I should make that my title.

Anyway, I approve of your ideas and wish you good but probably superfluous luck.

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DahrkDaiz
Posted on 10-06-09 09:34 PM Link | Quote | ID: 116649


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Ok so I've also decided to include a bit of unused level header space for people who are able to hack to the point that having unused data in the header would be extremely useful. I'm guessing 3 bytes of unused level header data would be enough.

KP9000
Posted on 10-06-09 09:48 PM Link | Quote | ID: 116650


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Right now, I am currently in a medical research facility where I have nothing but free time.

I am an intermediate hacker... I'm currently getting into the basics of ASM. I somewhat know my way around a ROM.

I'd like to help out any way I can, especially if it helps me out with the progress of my hack.

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DahrkDaiz
Posted on 10-06-09 09:51 PM Link | Quote | ID: 116651


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Sweet, I may recruit you, we'll talk later on IRC.

Quick Curly
Posted on 10-22-09 11:46 PM Link | Quote | ID: 117804


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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.
Something else I recently noticed with SMB3 Workshop - specifically the patches that come with it - is that the "1-Player Patch", not to sound harsh or anything, is cheap and useless. It does not really disable the 2-Player option, but rather simply edits the text to make it look like you can only play with Mario. By simply pressing Select, you can still play with both Mario and Luigi.
Posted by "1_Player_Only.txt"
1 Player Only by Ringodoggie

Removes 2 player mode from the game.
All lies. No code has been modified.

The reason I'm concerned about this is because for Luigi's Chronicles 2, it's intended to be Luigi by himself. I know I've planned to look into this for some time now, but because of school I've never had enough free time to actually get around to doing it. Heck, I haven't even had time to do simplistic level editing as of late. I hate to have to bother anybody by asking, but has anyone else taken note of this before and looked into emerging with a legitimate 1-Player patch? I know that some SMB3 hacks out there like JaSp's "Mario in: Some Usual Day" and DahrkDaiz's "Mario Adventure" are 1-Player, so I'd assume so, but again I wouldn't want to bother anyone if they're as busy as I've been.

KP9000
Posted on 10-23-09 01:41 AM Link | Quote | ID: 117824


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I have seen the player select screen code myself. It wasn't really that hard to see where to disable the code to select two players. The rest is editing the tile data in the title screen.

It boggles the mind to think that a useless patch like that could arise. Not only that, but make it into an editor as a "feature". I don't know shit about ASM but I know how to disable it and that's not saying much.

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DahrkDaiz
Posted on 10-23-09 01:20 PM Link | Quote | ID: 117840


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Disable 2 Player Mode
0x30C65 -> Make this A9. This is simplest way to hack this.
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