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Main - ROM Hacking - Revenge of King Koopa (once called Bowser's Revenge) New thread | New reply

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Quick Curly
Posted on 03-13-11 09:07 PM Link | Quote | ID: 140155


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Posted by zbyte
It looks like it's a good idea to do without clearing everything because the information about Hammer Bros., Coin Ships, White Toad Houses, and other things isn't out there yet. If you happened to watch one of those things appear, then the game may crash upon entering because these particular sprites probably aren't set to point to the new level offsets (correct me if I'm wrong).
Well I'd say that if he keeps track of everything, it really shouldn't be a problem. If someone clears all the original level data out, they shouldn't be pointing to the offsets of the original levels anywhere anyway. Plus I'm pretty sure I already covered the basic key points to consider in the SMB3 thread. As always, if someone has questions, they should post and then we can all try to figure things out together.
Posted by zbyte
To avoid exceeding level and enemy data, simply download Quick Curly's documentation...
As you've even mentioned previously, I don't feel that's a real good reference since I didn't include the total number of object bytes which would have been more helpful than the 3-byte and 4-byte object totals alone. If anything, the concept of "custom offsets" is probably a more effective way to go because it eliminates the original levels even better than restricting yourself to the original level sizes, which also effectively minimizes the chance of ripping off the original levels as well because you don't have them to work off of.
Posted by zbyte
You don't have to base everything off of photographic memory.
This. As you become more familiar with the process of level editing, you can experiment. I build complete levels visually in my head and then "transfer" them over to SMB3 Workshop.
Posted by sspp03
IMPORTANT UPDATE: After watching some good SMB3 hacks and playing them, I thought about my own hack and I'm redoing it. This time, level and map design wil be refined, making sure there is no cutoff and other flaws in level and map design. I'll also be making two versions. The first version dubbed "Revenge of King Koopa Ltd" has levels restricted to the original offsets while the "Unlimited" version will have custom offsets (if someone creates and IPS patch that "clears out" the original object and enemy data sets).
Starting fresh is always a good thing because then you're redoing everything from scratch so it's easier to avoid doing anything you did wrong previously again. However, I don't see the advantage of making two versions of the same hack, especially if your level designs will be similar, and if they're not, why wouldn't you just do two separate hacks in that case? (Don't misunderstand me when I type that; I still say it's best for you to do only one hack at this time.) As for needing an IPS patch for that, once again, I will direct you to this post. If you can't manage to clear the original object and enemy data yourself, then you probably wouldn't be able to manage using custom offsets anyway, since you'd have to be comfortable with using a hex editor and be capable of keeping a record of the offsets that you end up using for your levels. If you need clarification on something, again, ask. However, I will not do any of the actual physical work for you.

SF - The Dark Warrior
Posted on 03-14-11 08:29 PM (rev. 3 of 03-20-11 03:04 AM) Link | Quote | ID: 140167


Paragoomba
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Posted by Quick Curly
Posted by zbyte
It looks like it's a good idea to do without clearing everything because the information about Hammer Bros., Coin Ships, White Toad Houses, and other things isn't out there yet. If you happened to watch one of those things appear, then the game may crash upon entering because these particular sprites probably aren't set to point to the new level offsets (correct me if I'm wrong).
Well I'd say that if he keeps track of everything, it really shouldn't be a problem. If someone clears all the original level data out, they shouldn't be pointing to the offsets of the original levels anywhere anyway. Plus I'm pretty sure I already covered the basic key points to consider in the SMB3 thread. As always, if someone has questions, they should post and then we can all try to figure things out together.
Posted by zbyte
To avoid exceeding level and enemy data, simply download Quick Curly's documentation...
As you've even mentioned previously, I don't feel that's a real good reference since I didn't include the total number of object bytes which would have been more helpful than the 3-byte and 4-byte object totals alone. If anything, the concept of "custom offsets" is probably a more effective way to go because it eliminates the original levels even better than restricting yourself to the original level sizes, which also effectively minimizes the chance of ripping off the original levels as well because you don't have them to work off of.
Posted by zbyte
You don't have to base everything off of photographic memory.
This. As you become more familiar with the process of level editing, you can experiment. I build complete levels visually in my head and then "transfer" them over to SMB3 Workshop.
Posted by sspp03
IMPORTANT UPDATE: After watching some good SMB3 hacks and playing them, I thought about my own hack and I'm redoing it. This time, level and map design wil be refined, making sure there is no cutoff and other flaws in level and map design. I'll also be making two versions. The first version dubbed "Revenge of King Koopa Ltd" has levels restricted to the original offsets while the "Unlimited" version will have custom offsets (if someone creates and IPS patch that "clears out" the original object and enemy data sets).
Starting fresh is always a good thing because then you're redoing everything from scratch so it's easier to avoid doing anything you did wrong previously again. However, I don't see the advantage of making two versions of the same hack, especially if your level designs will be similar, and if they're not, why wouldn't you just do two separate hacks in that case? (Don't misunderstand me when I type that; I still say it's best for you to do only one hack at this time.) As for needing an IPS patch for that, once again, I will direct you to this post. If you can't manage to clear the original object and enemy data yourself, then you probably wouldn't be able to manage using custom offsets anyway, since you'd have to be comfortable with using a hex editor and be capable of keeping a record of the offsets that you end up using for your levels. If you need clarification on something, again, ask. However, I will not do any of the actual physical work for you.


There are differences when it comes to the "Ltd" and "Unlimited" versions. The "Ltd" versions is bascially a "minced" version of the "Unlimited" version. With fewer levels, restrictions to the original offsets, that is what the "Ltd" version is. The "Unlimited" version has all levels of the "Ltd" version are featured (using custom offsets of course), but some of them are extended to support more bonus rooms and more levels, but the wandering hammer bros will not be featured. Toad Houses and N-Spade (not the one when a certain score is reached) will not be featured in both versions. I'll at least give it a shot when it comes to learning and using a hex editior when it comes to the "Unlimited" version.

jacek2144
Posted on 03-27-11 11:05 AM Link | Quote | ID: 140492


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New World Looks Cool And New Maps too

Senaye
Posted on 04-04-11 03:52 PM Link | Quote | ID: 140684


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I'm just wondering, when are we gonna hear from you aboutt this? I'm really wanting to play this, please update it soon.

If there is a demo or anything, where can I find it?

SF - The Dark Warrior
Posted on 04-05-11 11:31 PM Link | Quote | ID: 140698


Paragoomba
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Posted by Yamanaka Ino
I'm just wondering, when are we gonna hear from you aboutt this? I'm really wanting to play this, please update it soon.

If there is a demo or anything, where can I find it?


Sorry, real life issues came up, but there is an early World 1 demo on the uploader. Expect a large update soon.

Senaye
Posted on 04-06-11 02:02 PM Link | Quote | ID: 140702


Level: 45

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Nah, man. Family issues/other issues, Don't worry bout it, take your time. Thanks though. I'm looking into this large update ^.^ also, I'll find and play your demo, thanks

SF - The Dark Warrior
Posted on 04-07-11 03:15 AM Link | Quote | ID: 140711


Paragoomba
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Guess what! Although this is not related to my flagship hack, The Revenge of King Koopa, the patch I uploaded will help out with my "Unlimited" version as it "clears out" the object sets minus Toad and Spade Houses. The IPS patch will also benefit other SMB3 hackers who want to utilize custom offsets.
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Main - ROM Hacking - Revenge of King Koopa (once called Bowser's Revenge) New thread | New reply

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