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Mineyl
Posted on 11-02-09 11:11 PM Link | Quote | ID: 118676


Ninji
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Hey guys...anyone know if there's a simple way to change the items that appear in White Mushroom houses? Even if it affects the game globally, I'd really like to know before I continue building levels.

I want/need to do this because anchors will be useless in my hack.

I just did a quick search through the thread and didn't find it, so figured I'd go ahead and ask~

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Quick Curly
Posted on 11-27-09 07:38 AM Link | Quote | ID: 120641


Giant Red Paratroopa
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Posted by DahrkDaiz
0x3B14B = Table of items used to create Mushroom House treasure chests. Some bytes affect the "all same items" mushroom houses. Meaning, if all the chest have the same items, then only 1 byte is needed to define the chests, rather than 3. The first 5 bytes affect these type of mushroom houses. The 3rd is for all Frogs, 4th is all Tanooki, 5th is all Hammer. 1st is All Whistles (never seen in the game), 2nd is all P-Wings (also never seen in the game). I believe these two are used for White Mushroom houses. The rest are 3 item houses. One type is 0A 0A 0A, all three anchors. This is the ONLY exception to the same-type house rule. And remember, the definitions come in groups of three. Example: The second set (bytes 9, 10, and 11) is 01, 02, 03, a set of three defining the Mushroom, Flower, and Leaf type houses. For item values, see global item table.

Mineyl
Posted on 11-27-09 08:14 PM Link | Quote | ID: 120696


Ninji
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Wow, I only asked 25 days ago. A post from 2004, eh? Jesus... xD

Thanks for digging that up for me, man. Between some really annoying technical difficulties like this and the serious temptations associated with making the switch to Reuben, it's nice to have one of my dilemmas addressed. :3

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Quick Curly
Posted on 11-28-09 05:53 AM (rev. 2 of 11-28-09 05:54 AM) Link | Quote | ID: 120778


Giant Red Paratroopa
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I wasn't on for pretty much the whole first half of November, and I didn't know if you had figured it out yet or not once I did get on and if I should have posted. Either way, sorry for the delayed reply. DahrkDaiz should be the person to thank though, not me; the findings were his.

Depending on how much you like using hex editors, perhaps you might find this post from DahrkDaiz useful as well.

Technical difficulties?

EDIT: Half, not month. I've been up for too long...

Mineyl
Posted on 11-28-09 06:17 AM Link | Quote | ID: 120782


Ninji
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True that. Thanks, DahrkDaiz.

As for technical difficulties... I've just been seeing a lot of weird stuff happen while designing the latter half of world 2 and touching up older stages. Just a few things:

- The angry sun and infinite goombas require a specific object in order to be displayed correctly in a level. This object must be set first or it will cause all objects placed before it to be erased, for some reason... This was actually the reason I stopped working on the hack before reviving it back in September: I couldn't figure out what the hell was going wrong and I assumed that these two sprites only worked when used on levels with specific pointers. I later found out that the object required is labeled "Nothing" in SMB3 Workshop and is object $0E in bank 2. Lack of information FTW.

- Boomerang brothers don't function correctly when placed near ? blocks and smashable bricks. The coins can cause sprite overload, making the bro delay his throws, and sometimes, hitting one of these blocks will kill the bro no matter where he is on screen.

- Hammer brothers seem to need to be placed on the bottom half of a level or they will jump through the floor.

- Fire snakes cause a lot of sprite overload. I can't get more than two to show up on screen at once.

- When the player enters the second half of 2-5 (via pipe) in my hack, Mario assumes the "sliding" pose (think original 1-5) after coming out. I have no explanation for this.

- The very first Rocky Wrench in my world 1 airship level, if not killed immediately, will mysteriously vanish and cause weird glitches in the level. It can sometimes cause Raccoon Mario to spontaneously generate extra lives from interacting with the bob-ombs a few screens later, and if I stand on top of that first Rocky Wrench and let him disappear, Mario is instantaneously shot very high off-screen. Moving the RW down one block fixed the problem, but it's still inexplicably weird.


A lot of these things are demotivating and have prevented me from wanting to work on my hack lately because it's no fun to spend 2-3 hours designing a stage only for some ridiculous engine flaw to invalidate the stage, so an end of November demo won't be happening.

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Quick Curly
Posted on 11-28-09 07:17 AM Link | Quote | ID: 120789


Giant Red Paratroopa
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It's funny because over the course of me hacking Quick Bros. 2 and then Luigi's Chronicles 2, I've come across a few of those issues as well. For the most part, it has to do with combined placements of objects. Some placements do some strange things while as little as one change could prevent the issues caused. I had a few different levels from both hacks that would cause a different bug from yours; when Mario would die in the level he'd fly across the map screen to the right, and then he'd land on the Start space and not be able to move afterward. For some reason, some groups of objects in the level from which he died would cause this issue. I redid the messed up versions of the levels by changing only a few objects around and should Mario die, he would return to the map screen fine. That being said, the bugs could potentially be fixed without need of a major overhaul of what you originally came up with, although each situation is obviously different.

For your 2-5, did you edit Mario's horizontal/vertical starting position at all? I have one case of this in Luigi's Chronicles 2; it's a Dungeon level made up of four different areas (Object Sets are all Dungeons). The level start in the level header is:

Horizontal: 0D
Vertical: 0C
Action: Coming out of pipe (rightwards)

All of the connections between areas are leftward and rightward pipes (no upward or downward pipes). Luigi comes out of the pipes in the second, third, and fourth areas fine. Once he comes out of a pipe in the first/starting area, he assumes the sliding pose as well. I've never bothered fixing or testing different changes to the level start to diagnose what was actually causing this, but I never came across the issue before I changed the level start as so with this level. Is there anything special about your edited level that has this issue?

I had the Rocky Wrench thing happen to me in Quick Bros. 2 and I also came across it in silas' hack as well. I don't know what silas did if he did anything about it, but I just changed the Rocky Wrenches into Bullet Shots and kept the Rocky Wrenches for another Ship level in which there was no such issue.

I also had the issue where hitting one kind of Brother from underneath '?' blocks and bricks would kill the other enemies on the screen as well depending on what they were (I don't think Piranha Plants and Venus Fire Traps were affected whenever I would be testing, but they could be and it just never happened to me or I don't remember). It could be a conflict in simultaneous code, though obviously since it doesn't always occur, positioning could play a role as well.

I've never experienced any of the other issues. All I can really suggest when dealing with such possible issues is frequent testing. I thoroughly test the crap out of every level I make right after I finish making it and debug any possible problems as early as possible to prevent possible bigger problems later. I know it's discouraging to sacrifice something that you put a lot of effort into due to it screwing up, but I'll tell right now that due to that map issue that I had with a few levels, I was able to save the one in Luigi's Chronicles 2, but I still lost the first 8-2 and first Bowser's Castle in Quick Bros. 2 and completely redid them. Open up 2 SMB3 Workshops and open up your hack in both of them; clear all of the objects and enemies in one and refer to the other one to rebuild your level, while paying close attention to any possible troublesome areas and making readjustments where necessary. Keep both SMB3 Workshops open and frequently test the hack in an emulator as you're rebuilding it. With the level that I was able to save, I placed one object at a time and retested the level with each individual placement, intentionally dying to see if the map bug would occur or not. Doing this, I discovered the specific 4-byte object that was causing the bug to occur, as before I placed it the level was still working fine. Obviously this method of testing would probably take you even longer and be less motivating than having to scrap the level altogether and come up with a fresh one, but theoretically it could be one of the more effective ways of hopefully saving a once doomed level; its effectiveness and execution would also be dependent on the specific bug that you'd be attempting to resolve as well. Also, sorry for the lengthy post. Now I really have to get some sleep. Night-night.

zbyte
Posted on 11-28-09 04:20 PM Link | Quote | ID: 120805


Boomerang Brother
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Posted by Mineyl
True that. Thanks, DahrkDaiz.

As for technical difficulties... I've just been seeing a lot of weird stuff happen while designing the latter half of world 2 and touching up older stages. Just a few things:

- The angry sun and infinite goombas require a specific object in order to be displayed correctly in a level. This object must be set first or it will cause all objects placed before it to be erased, for some reason... This was actually the reason I stopped working on the hack before reviving it back in September: I couldn't figure out what the hell was going wrong and I assumed that these two sprites only worked when used on levels with specific pointers. I later found out that the object required is labeled "Nothing" in SMB3 Workshop and is object $0E in bank 2. Lack of information FTW.
Yeah, there's a nothing object in bank 2 for Hilly and Underground stages. I also saw that in SMB3 Workshop's Help section.

Posted by Mineyl

- Boomerang brothers don't function correctly when placed near ? blocks and smashable bricks. The coins can cause sprite overload, making the bro delay his throws, and sometimes, hitting one of these blocks will kill the bro no matter where he is on screen.
Boomerang Brothers make another sprite, the boomerang. If there are two Boomerang Bros., then collecting a coin, bumping a brick, or something else may slow down the game, as there is a limit of 5 sprites (not Mario) on the screen. Hitting bricks and magically killing enemies is one of the most famous glitches in SMB3.

Posted by Mineyl

- Fire snakes cause a lot of sprite overload. I can't get more than two to show up on screen at once.
Fire Snakes probably have more than one sprite attached to them, so you'll have to use another enemy.

Posted by Mineyl

- When the player enters the second half of 2-5 (via pipe) in my hack, Mario assumes the "sliding" pose (think original 1-5) after coming out. I have no explanation for this.
I never encountered this. In Mario's Trials, 2-1 is connected to 2-5, and Mario enters pipes most of the time. Must be a hiccup.

Posted by Mineyl

- The very first Rocky Wrench in my world 1 airship level, if not killed immediately, will mysteriously vanish and cause weird glitches in the level. It can sometimes cause Raccoon Mario to spontaneously generate extra lives from interacting with the bob-ombs a few screens later, and if I stand on top of that first Rocky Wrench and let him disappear, Mario is instantaneously shot very high off-screen. Moving the RW down one block fixed the problem, but it's still inexplicably weird.

It's not a specific Rocky Wrench. It might need a specific placement, like the Giant blocks Quick Curly told us about. I just finished the Area 7 Ship, and sometimes I'll have to change the position of Rocky Wrench. I've never heard about him creating extra lives, though. You're right; if Mario stands on the messed up Rocky Wrench, then he'll be at the top of the screen.

Posted by Quick Curly
For your 2-5, did you edit Mario's horizontal/vertical starting position at all? I have one case of this in Luigi's Chronicles 2; it's a Dungeon level made up of four different areas (Object Sets are all Dungeons). The level start in the level header is:

Horizontal: 0D
Vertical: 0C
Action: Coming out of pipe (rightwards)

All of the connections between areas are leftward and rightward pipes (no upward or downward pipes). Luigi comes out of the pipes in the second, third, and fourth areas fine. Once he comes out of a pipe in the first/starting area, he assumes the sliding pose as well. I've never bothered fixing or testing different changes to the level start to diagnose what was actually causing this, but I never came across the issue before I changed the level start as so with this level. Is there anything special about your edited level that has this issue?
I just missed you by a couple of hours! Again!

There are a couple of objects placed above that pipe that usually causes that; is there a slope once Luigi pops out of the pipe? SMB3 Workshop also messes up the vertical starting position. If you want to start at Y: 17, then you'd have to set it to 1 to get the desired effect. Same thing with OC, it actually starts at 14. Maybe you're sliding because you're starting at OD. Maybe you'll send it to me, and I can diagnose the problem.

So how have you been keeping up with your hacks lately? Seems like you're putting effort into them!

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Quick Curly
Posted on 11-28-09 11:03 PM Link | Quote | ID: 120849


Giant Red Paratroopa
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Posted by zbyte
...is there a slope once Luigi pops out of the pipe?
If you paid attention to what I said, you'd know the answer to that.
Posted by zbyte
SMB3 Workshop also messes up the vertical starting position. If you want to start at Y: 17, then you'd have to set it to 1 to get the desired effect. Same thing with OC, it actually starts at 14.
I already know all of this...
Posted by zbyte
Maybe you're sliding because you're starting at OD.
I finally took 2 minutes to set the horizontal position to 01 like you normally start in levels and so he wasn't coming out of a pipe and when I went through all the areas and returned to the first, he didn't assume the sliding position. So my theory about the level start affecting it was right. The thing is though, I need him start in the level as he already does, so screw the sliding position bug. It's not like it causes the game to crash.
Posted by zbyte
Maybe you'll send it to me, and I can diagnose the problem.
No thanks. Like I've told you the other 50 times, I'm capable of doing everything by myself. The little free time I actually have is my only issue. Plus most of what you learned from your summer start was what I told and helped you with, so... yeah. Sorry, but I don't see how you'd be able to help.
Posted by zbyte
So how have you been keeping up with your hacks lately? Seems like you're putting effort into them!
I haven't worked on Luigi's Chronicles 2 for weeks because of school (aside from the 2-minute test that I just performed).

Also, DahrkDaiz, I'm sorry that I never took the time to properly thank you for the proper 1-Player Mode fix. You saved me a lot of time from having to look at it myself, so thank you.

DahrkDaiz
Posted on 11-28-09 11:05 PM Link | Quote | ID: 120851


Nipper Plant
Sandwich Artist
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no prob bob!

ShoFIZZLE
Posted on 12-01-09 10:50 PM Link | Quote | ID: 121144


Shyguy
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I some assistace with the pointers. Im trying to link a pipe to a bonus area, but cant seem to figure out the hex. First, it took me to the black room of doom, now it just freezes the game.

Any ideas on what I am doing wrong?

Trelior
Posted on 12-01-09 10:53 PM Link | Quote | ID: 121145


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The best way to get your hex value right is to open scientific mode on the windows calculator, enter your decimal value on decimal mode, then switch it to hex mode, that'll tell you the range you need. Hopefully that helps you.

DahrkDaiz
Posted on 12-01-09 11:05 PM Link | Quote | ID: 121146


Nipper Plant
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Make sure you're using the right pipe. There are 2 enterable pipes, one leads to the black room of doom always, the other leads to the current bonus area.

ShoFIZZLE
Posted on 12-01-09 11:19 PM Link | Quote | ID: 121147


Shyguy
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Honestly, I sucked at math. If there is like a 'cheat sheet' to help me with this I would love to have it.

Secondly, there is a pipe that goes to the room of doom always? It must be the one that ignores all pointers, right?

So for the freezing issue, I'm assuming my hex value is wrong, and causing the game to crash, right?

Gee, I wish someone did a video tutorial with this....lol

*hint hint*

Trelior
Posted on 12-01-09 11:33 PM Link | Quote | ID: 121150


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here's a quick cheat sheet for 0-256 (00-FF)

1-16 = 00-0F
17-32 = 10-1F
33-48 = 20-2F
49-64 = 30-3F
65-80 = 40-4F
81-96 = 50-5F
97-112 = 60-6F
113-128 = 70-7F
129-144 = 80-8F
145-160 = 90-9F
161-176 = A0-AF
177-192 = B0-BF
193-208 = C0-CF
209-224 = D0-DF
225-240 = E0-EF
241-256 = F0-FF

I may be off by one since I started the decimal at 1, but it's easy enough to shift.

Also, I did this from memory

ShoFIZZLE
Posted on 12-01-09 11:36 PM Link | Quote | ID: 121151


Shyguy
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Sweet! I shall Copy/Pasta this to my notepad!

ShoFIZZLE
Posted on 12-03-09 05:50 PM Link | Quote | ID: 121389


Shyguy
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Hey, New issue. Im tryng to change my area colors, but the palette colors do not 'stick'. It always revert back to its original color scheme when I start up the level. Any ideas?

Mineyl
Posted on 12-03-09 07:00 PM Link | Quote | ID: 121392


Ninji
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Posted by ShoFIZZLE
Hey, New issue. Im tryng to change my area colors, but the palette colors do not 'stick'. It always revert back to its original color scheme when I start up the level. Any ideas?
What type (plain, hilly, underground) of level are you making? After you apply the palette changes, are you saving the ROM? Are you loading the correct ROM?

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ShoFIZZLE
Posted on 12-03-09 07:45 PM Link | Quote | ID: 121401


Shyguy
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Posted by Mineyl
What type (plain, hilly, underground) of level are you making? After you apply the palette changes, are you saving the ROM? Are you loading the correct ROM?
It's a plain level. I noticed I could change the level palette, but I could not do a custom one. I can save it and there would be no changes, but swapping the the level palette is fine. Is there any way to do a custom color scheme?

Kawa
Posted on 12-03-09 07:47 PM Link | Quote | ID: 121403


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Posted by Trelior
I may be off by one since I started the decimal at 1, but it's easy enough to shift.
You are and it is.

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Trelior
Posted on 12-03-09 07:50 PM Link | Quote | ID: 121404


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Posted by Kawa
Posted by Trelior
I may be off by one since I started the decimal at 1, but it's easy enough to shift.
You are and it is.
I figured as much. I would have edited it, but he already responded and I wasn't sure if he would have seen it.
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