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Main - ROM Hacking - SMAS+W Mario 3 Hacking Notes New thread | New reply


Synthetekh
Posted on 08-11-11 06:22 AM (rev. 3 of 08-11-11 06:27 AM) Link | Quote | ID: 145833


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I put together a whole bunch of notes for Mario 3 in SMAS+W a couple years ago. I don't plan to do anything with them anytime soon if at all. I think making an Editor for Wily Wars is enough. So if anyone's interested, there ya go (5 documents included).
SMAS+W Mario 3 Hacking Notes.

Oh btw, they should work just fine for SMAS, maybe with a slight address change if anything (I think I tested that before and it was all good).

Insectduel
Posted on 08-11-11 05:58 PM (rev. 2 of 08-11-11 06:27 PM) Link | Quote | ID: 145841


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Wow, you literally dump the data 16x16 tilesets yourself into a document. Good find! I've been using vSNES to find them randomly for each map screen, Title Screen, Credits roll, and a few levels which I will add them very soon. Since I will edit the credits part soon which makes me sick when it comes to world map editing along with map with the end castle tiles inside the credits.

I think you may need more help from me, as I made this document years ago. Take a look! Some info may be innacruate but will be fixed in a new update soon. And Mattrizzle from RHDN helped me find the palette sets for each world map.

Thanks for the document you provide us! This will really help me to do some ASM coding for some of them!


Synthetekh
Posted on 08-11-11 10:27 PM (rev. 3 of 08-11-11 10:34 PM) Link | Quote | ID: 145850


Ninji
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Actually, I think I changed my mind. If we can get all of the data for this game found and understood that's required to fully or almost fully edit it (music data is optional), I might be up to making an editor for this game as well, since I can reuse a lot of the programming from my Wily Wars edtior. But, Wily Wars and my iPhone game come first. Either that or if you or someone else wants to handle it, that would be a load off me and I'm totally fine with that lol.

KP9000
Posted on 08-11-11 10:40 PM Link | Quote | ID: 145851


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Sounds awesome. I wonder how similar the data is between the NES and SNES versions. I know there are some obvious header differences, but isnt it pretty much structured similarly? If so, not much would stop us from going into the NES version, looking up a string, and then searching for it in the SNES version.

____________________

Synthetekh
Posted on 08-11-11 10:47 PM Link | Quote | ID: 145852


Ninji
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I actually found some of the level data using the NES version. I didn't bother to look much beyond that, but it's quite possible that a lot of it may be the same.

Insectduel
Posted on 08-11-11 11:02 PM (rev. 2 of 08-11-11 11:04 PM) Link | Quote | ID: 145854


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There has been past SNES-SMB3 editors which only edits levels and nothing else. Mostly Mario Improvement 3 from Lincolnsoft. Most of the stuff is unsupported. SMB3 Workshop didn't quite edit SMB3-SMAS correctly and sometimes causes huge problems if not used properly. If they want to edit SMB3-SMAS using SMB3 Workshop, the rom must be named Mario-x.smc

I didn't bother using these editors but I have to design the levels from scratch using the NES version and then dump the database and insert them in to the SNES version. WindHex is the best bet.

But before making all the levels, you have to clean every enemy and every object in your hex editor. Quick Quirly's post here can teach SMB3 hackers how to build levels in a certain way.

CTRL+F "Custom Offsets"/Your Own Level Sizes, etc." except they were Super NES you're editing using my document from RHDN as a base.

KP9000
Posted on 08-11-11 11:11 PM Link | Quote | ID: 145855


Boomboom

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Well, if someone had enough knowledge, you could do a fork of Reuben (since it's open source now) and ASM hack the level data to be tilemap based instead of object based it to use a new level format. It is a tall order, but the editor is pretty much there. It would just need to be modified.

____________________

Synthetekh
Posted on 08-11-11 11:19 PM (rev. 3 of 08-13-11 05:34 AM) Link | Quote | ID: 145858


Ninji
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What language is Reuben coded in? I haven't been following anything involving the NES version of SMB3.
Nevermind, it's C#. Well I can do C++ and C#.

Edit: Btw, ignore anything involving Collision properties in my notes, I think I accidentally modified some data involving Mario and got confused on that. That's the only thing that I can remember that was incorrect.

Insectduel
Posted on 09-13-11 04:59 PM (rev. 4 of 09-14-11 04:22 PM) Link | Quote | ID: 146829


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I decided to post this data here and it may be useful for future SMB3-SMAS hackers to design the levels in the future from scratch instead of editing the existing levels where you limit yourself to the number of objects and enemies. The following offset is the start to end to delete by putting FF.

Also, it's best to use Lunar Address to convert ROM address to RAM address when putting an object or enemy in a specific offset. SMAS-SMB3 has lots of space so if you ran out of space for enemies, then you can put them in an empty unused space. I don't recommend doing this for Object levels.

Next post below, I will upload a document on how to build SMB3-SMAS levels as too many people asking me for SMB3-SMAS editors after I build them.



Enemies

x13E3F7 (F7 E1 27) Starting FreeSpace Value for Enemies
x13E7B0 (B0 E5 27) is the starting actual Enemy offset
x13E916 (16 E7 27) World 5-7 Bonus Area Enemy offset
x1401F6 (F6 FF 27) End of Offset (Out of Empty Space)





Starting Levels (Objects)

x120c76 (76 8A 24) Plains (World 5-7 Bonus Area)
x1231CA (CA AF 24) Hilly, Underground (Pyramid Main Area)
x126CA8 (A8 EA 24) Ice, Sky (World 3-2)
x1291F0 (F0 8F 25) Water, Pipe (World 7-1 Main Part)
x12B932 (32 B7 25) Giant, Piranha, Clouds (World 5-8)
x12E25A (5A E0 25) Desert (Pyramid Begin/End)
x130E3F (BF 8C 26) Dungeon (World 2 End Castle)
x130ECB (CB 8C 26) Dungeon (World 5 Dungeon #2 Begin/End)
x133A96 (96 B8 26) Ship (World 2 Anchor)






End of Offset Levels (Objects)

x12267F (7F A4 24) Ending, Plains (World 3-3 Ending)
x125FFF (FF D4 24) Ending, Hilly, Underground (World 6-8)
x1281FF (FF FF 24) Ending, Ice, Sky (World 6-1 Bonus)
x12A9FF (FF A7 25) Ending, Water, Pipe (World 7-6 Main Part)
x12CDFF (FF CB 25) Ending, Giant, Piranha, Clouds (Hammer Bros. Clouds)
x12F1FF (FF EF 25) Ending, Desert (World 2-3 Ending)
x1329FF (FF A7 26) Ending, Dungeon (World 8 Bowser's Lair)
x134BFF (FF C9 26) Ending, Ship (Tank #1 Boss room)



The Complete Set



Enemies: 0x13E7B0-0x1401F6 (0x1A47 = 6727 Bytes)
1 - Plains: 0x120C76-0x12267F (0x1A0A = 6666 Bytes)
2 - Fortress: 0x130E3F-0x1329FF (0x1BC1 = 7105 Bytes)
3 - Hilly: 0x1231CA-0x125FFF (0x2E36 = 11830 Bytes)
4 - Sky: 0x126CA8-0x1281FF (0x1558 = 5464 Bytes)
5 - Piranha Plant: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
6 - Water: 0x1291F0-0x12A9FF (0x1810 = 6160 Bytes)
8 - Pipe: 0x1291F0-0x12A9FF (0x1810 = 6160 Bytes)
9 - Desert: 0x12E25A-0x12F1FF (0xF86 = 4006 Bytes)
A - Ship: 0x133A96-0x134BFF (0x116A = 4458 Bytes)
B - Giant: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
C - Ice: 0x126CA8-0x1281FF (0x1558 = 5464 Bytes)
D - Clouds: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
E - Underground: 0x1231CA-0x125FFF (0x2E36 = 11830 Bytes)


Insectduel
Posted on 09-15-11 06:03 PM (rev. 4 of 09-27-11 04:37 PM) Link | Quote | ID: 147014


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I have completed the custom level document for SMB3-SMAS. You can download it here. Keep in mind that when you set Enemy, Object, and Object Set poitners in World Maps, you need to download this document here with FuSoYa's Lunar Address.

Lunar Address is really helpful when you set level pointers in World Maps by converting the ROM address to the RAM where you place your custom objects (starts with the 13-byte header) and enemies.

Be sure you read all of my infos in my document. Good luck!

UPDATE 09/16/11: Zip File Reuploaded and SMB3-SMAS Level Cleaner.ips has been remade due to the fact that the object sets won't load Mushroom houses and I can't find the pointers. It is located as the Pipe/Water pointer. Now every object data is deleted except Mushroom houses and End Castles.

UPDATE 09/23/11: Written the Ship's beginning offset at x133A96 instead of x133A9C in a document. Oops my bad! That is why I have trouble loading the ship's levels because I intervene the code. SMB3-SMAS Level Cleaner.ips also remade as well along with the Mushroom houses .M3AL file. Re-Download!

Main - ROM Hacking - SMAS+W Mario 3 Hacking Notes New thread | New reply

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