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Main - ROM Hacking - Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete New thread | New reply

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Insectduel
Posted on 08-15-11 06:00 PM (rev. 22 of 06-28-12 04:38 PM) Link | Quote | ID: 145982


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It's been 3 to 4 months of this project and this is the project I've been doing so far.

Introduction

What is Frank's 2nd SMB3 hack?

It is based on Frank Maggiore's 2nd SMB3 hack for the NES which was originally made in 2004. Official release of this hack was April 23, 2005. Of course for somewhat reason, it was named "Strange Mario Bros." when downloaded the demo release from Zophar's domain after Acmlm discontinued the project. Of course Frank Maggiore officially named the hack after himself which is called Frank's 2nd SMB3 hack. Since after the 1st one, it should not be difficult, frustrating, or unfair. Today, this full completed NES version can be downloaded at ROM-Hacking dot net.

The SNES version is a remake from the NES version along with new changes, such as new added sounds when they slide down hills, Buster Beetle throws, and including Thwomps. Other changes are coming soon.

What's Done

Text editing completed (Including Princess letter)
Title Screen remodeled
Matching card game remodeled
MAJOR Graphic changes and some Palette changes
World Map designs done and pointers for World 1 only
Sound added with basic ASM coding
16x16 tilemaps completed in all World Maps
Removal of 000 timers from all Mushroom houses
Leaf and Fire Flowers Power-Ups skips Super Mario
White Mushroom houses has items other than Anchor
All sprites placed in World Maps including item placement
Some 16x16 blocks are edited in most levels.
NEW! 1-UP item now goes in your item box replacing useless anchors.
Corrected the palette swaps for suits that are picked up from small treasure chests.

What's not done

ExGFX in levels with glitched graphics.

Screenshots/Videos





Updated August 16, 2011


Updated September 23, 2011

More ASM suggestions to the project, help if needed. Suggestions are welcome but I don't take requests to add on my project!

Please check my readme.txt file. Suggestions currently unavilable.

Volunteers are welcome to this project!

Only ExGFX and Luigi's Jump/slide code is needed. It's strongly hardcoded.

Current Bugs you need to watch out for!

Read the Readme.txt! There is a list of bugs and glitches there.

Download & Installation

Download from Board 2's uploader

You need the Super Mario All Stars (U) ROM with HEADER to apply the IPS Patch with!!! It comes with Super Mario All Stars + World. It does not work with Super Mario All Stars (E), any Super Mario All Stars ROM without header. or Super Mario Collection (Japanese version). The game is meant for testing purposes only, not for the entire gameplay. Also, while you load the ROM with any SNES emulator, you will notice that the SNES checksums are fixed.

Also, download my ZSNES savestates from my Mediafire uploader for people that want to play around with it or contribute with the ExGraphics project for SMB3-SMAS.

There will be a GFX folder soon.

Have fun!

Insectduel
Posted on 08-19-11 05:26 PM Link | Quote | ID: 146395


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News Update - Smart Hot Foots

Smart Hot Foots are required for this project. Without them, the project will not go on! I have researched them in the last 2 days and the disassembly is frustrating.



In the SNES-SMB3 version unmodified if you put sprite 45 anywhere in the game, the game will crash. That's because there was a code interference that prevents the game from proceeding.

If you have your hex editor, switch the JSR to JMP at Rom offset x1438B8 from hex 20 to hex 4C. This Rom offset points to Rom offset x13B7F8 for the main code of the hot foot's AI routine.

However, I don't know about sprites and vSNES isn't helping comparing to background objects which is not the same when you edit 8x8 and some sprites are 16x16. The palette swap set is probably separate from the 8x8 or 16x16 for sprites and I'm going to corrupt my own savestate to find it with along Lunar Address.

Treeholder
Posted on 08-20-11 04:23 AM Link | Quote | ID: 146419

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I'm loving the progress! Your work looks really good, especially for less than 6 weeks or work. I'm downloading this right now.

Insectduel
Posted on 08-23-11 05:08 PM (rev. 2 of 08-24-11 02:55 PM) Link | Quote | ID: 146463


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Thank you for your support Treeholder. I've been decoding pretty hard. Especially corrupting my own rom to find it with the best hex editor I use.

News Update - SMA4 versions of Sledge Hammer Bros.



I recently create those into my project! YEAH, YEAH, YEAH, it's head is missing. That's because it's required to add another 16x16 sprite on top of it and I have no knowledge of assembling sprites.

I'm releasing this IPS Patch so you can take a look at it yourself. Must be patched with SMAS (U) or SMAS + World (U) with header. Feel free to modify the code correctly (May be ASM related). Tilemaps of the Sledge hammer bros from SMA4 located at ROM OFFSET x1c7400 in your tile editor.

Also, while I did look for the tilemaps of the sledge hammer bros, I corrupted something that I found which is the world map tile behaviour. I'm on research on those to see if I find anything. It's somewhere between x100000 - x10FFFF.

And the Mushroom houses are annoying and timers are set by backgrounds. It's ram is $05EE (first digit) and I'm going to figure out how to enable timers in Mushroom houses so Mario/Luigi wouldn't have to die while he enters if you do not set the unlimited timer. Otherwise all levels will be set to 400 for all 500 timer levels.

Insectduel
Posted on 09-12-11 07:13 PM (rev. 2 of 09-12-11 07:27 PM) Link | Quote | ID: 146817


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I'm getting ready to copy and paste the levels from Frank's 2nd SMB3 hack into the SNES rom. First thing is to delete EVERY enemy and object by replacing them with FF's so I can keep track of it with my note pad along with Lunar Address to specify the level location for objects and enemies. Then delete any 3-Byte or 4-byte object from the NES version that don't exist in the SNES version such as the clouds in the plains level or windows in fortress levels.

New thing is to change the desire Backgrounds in the SNES version that fits me in a 13-Byte header.

I couldn't get everything I wanted in my project such as the Luigi jump and slide and is way too hardcoded from Darhkdaiz's rom even I copied exactly the 6502 ASM code from the rom. The mapper seems to be problem when DD coded it but I ended up having both Mario and Luigi have higher jumps.

Good thing is, most of the new stuff goes into the remake SNES version of Frank's 2nd SMB3 hack.

However, I still need some help on the panels like this question at RHDN. I wanted to have MARIO/LUIGI START from Pipe Panels (Tile $BC) and remove MARIO/LUIGI START from Quicksand Panels (Tile $68). I made the Quicksand Panel a Spade Panel while the Spade Panel becomes the Heart Panel like in SMA4.

The BETA or DEMO next release is this week, next week or 2 weeks and most of the levels will only go for World 1 for the order of Plains, Hilly and Ice/Sky and 1 fortress level.

Insectduel
Posted on 09-23-11 04:47 PM (rev. 5 of 09-23-11 05:11 PM) Link | Quote | ID: 147285


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Version 0.45 of Frank's 2nd SMB3 hack for Super Mario All-Stars Beta/Demo is now released. I also released some ZSNES savestates as well. Please check my first post.

The download is still linked to the Board 2 uploader while version 0.20 is removed. ZSNES savestates are linked to Mediafire which is my uploader account.

Version 0.20 did have 103 downloads before I removed it.

Special thanks to Quick Quirly for teaching SMB3 hackers to design custom level ROM Offsets. Frank Maggiore for creating the hack. And myself for being part of the project.

Next Demo/Beta release is expected in October with the completed World 1 and World 2 levels.

Comments, Suggestions, Questions, Bugs and Glitches (Except levels with corrupted graphics so DO NOT comment.) are welcome in this thread.

Enjoy!

Ron-Chan (ろんちゃん) a.k.a Insectduel

Insectduel
Posted on 10-14-11 02:56 PM Link | Quote | ID: 148011


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Version 0.52 is now available. You can play these custom levels of World 1 and World 2 including this one time exclusive World 3-1. Download is at the top page as always and edited.




World 3-1 is an open source level file to the public. Click on the image to download the .M3L file. I created my own custom level. Can you figure out what this message stands for?

The next and final demo release should be up to World 5 tower. After Frank's 2nd SMB3 hack for 1.0, I should move forward to my greater SMB3-SMAS project of my own kind called Insectduel's Super Mario Bros. 3 Kai.

Comments, Suggestions, Questions, Bugs and Glitches (Except levels with corrupted graphics so DO NOT comment.) are welcome in this thread.

Enjoy!

Insectduel
Posted on 11-04-11 04:25 PM (rev. 3 of 11-04-11 07:02 PM) Link | Quote | ID: 148361


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NEWS UPDATE



I'm almost done with World 5 (Not exactly, just the first half of the map). Here's this video you might want to watch!

Please don't question about the music. It is dubbed with the music turned off.

Once I'm done making levels for my final demo/beta release. I'm going to insert my levels into the main rom and edit level pointers on world maps 1 to 5. Then to beta test. It should be released on November 17th the day of my 6th anniversary.

I'm attempting to create a video trailer when I release it.

For now, I'm making a 4-level SMW Hack and also release it on my anniversary date.

Edit by KP9000: You don't need to make the video that large. Reduced.

Insectduel
Posted on 11-17-11 05:04 PM (rev. 2 of 11-17-11 05:04 PM) Link | Quote | ID: 148473


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Happy 6th Anniversary from Insectduel's Domain. I couldn't finish SMW on time so I decided to upload the final beta/demo version of the game. It's at the Board 2 Uploader and my website. It's best to download it from the Board 2 uploader. Here's the video trailer about the recent changes. Keep in mind that the game is still in it's early stages and may not be 1.0 as the final version but 0.9X something when I finish making ALL levels.

Plays up to World 5 Tower.

Enjoy!



ろんちゃん

Insectduel
Posted on 01-10-12 11:21 PM Link | Quote | ID: 149435


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Some annoncements!

I have finished inserting all the levels in my SNES version. Some object sets in their original bank has run out of room so I have to move it into another. Like Plains levels into Water/Pipe rom offset. Sky/Ice, Plains, Desert, Piranha/Clouds/Giant has little free space left over.

I am ready to start placing pointers into the map screen and beta test. I'm currently not going to fix anything yet until released. Keep in mind that when I release my next version, it will NOT be the final version. It's expecting to be in Mid-February during Winter Break or maybe less.

I still need help with ExGFX because some stages has garbled graphics. If you're extracting ExGFX from SMW, that does not make you an exprienced person to do the same in SMAS. There are NO editors to extract GFX in SMAS and insert them by ASM. It needs to be by hand. The only known person is Spel Werdz Rite so far but I'm still looking for somebody who has knowledge to extract GFX in SMAS. Unless you can teach me how the graphic routine works.

Also if you like to join me with the beta-testing, feel free to ask. But don't tell me that I already know that can't be done.

Thank you and have a nice day!

Kiokuffiib11
Posted on 01-11-12 05:29 AM Link | Quote | ID: 149446


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Not to sound stupid, did the Super Mario All stars level editor get released?

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Insectduel
Posted on 01-11-12 08:19 PM Link | Quote | ID: 149479


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@Kiokuffiib11 I don't know what you're talking about but if you're talking about SMB3, then there are only 2 known level editors for SMB3-SMAS. M3I (Mario 3 Improvement) and SMB3WS (Super Mario Bros. 3 WorkShop). Both of them cannot insert .M3L files into the SNES rom and cannot edit level headers. Most of the objects that were used in the SNES version are not compatable with the NES version such as upside down airship pipes.

I most likely to edit the NES version using SMB3WS, then save as .M3L. Open my .M3L with my hex editor and copy/paste all Objects (ignoring the 9 headers) and Enemies and paste it onto the SNES rom. It's immediately done by scratch by removing every level in the game and create a custom level rom offset.

SF - The Dark Warrior
Posted on 01-31-12 01:10 PM (rev. 2 of 01-31-12 01:11 PM) Link | Quote | ID: 149741


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Posted by Insectduel
@Kiokuffiib11 I don't know what you're talking about but if you're talking about SMB3, then there are only 2 known level editors for SMB3-SMAS. M3I (Mario 3 Improvement) and SMB3WS (Super Mario Bros. 3 WorkShop). Both of them cannot insert .M3L files into the SNES rom and cannot edit level headers. Most of the objects that were used in the SNES version are not compatable with the NES version such as upside down airship pipes.

I most likely to edit the NES version using SMB3WS, then save as .M3L. Open my .M3L with my hex editor and copy/paste all Objects (ignoring the 9 headers) and Enemies and paste it onto the SNES rom. It's immediately done by scratch by removing every level in the game and create a custom level rom offset.


Have you forgotten that there are four known Mario editors. Aside from M3I and SMB3WS, SMB3 Discombobulator also can edit an NES SMB3 ROM (although not very user friendly but doesn't have the problem of corrupting other levels if too many objects and enemies) and Reuben requires a special SMB3 ROM. Aside from that, good luck with the porting.

Insectduel
Posted on 01-31-12 06:10 PM Link | Quote | ID: 149742


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Thanks for the info sspp03 but these 2 level editors you mentioned, Acmlm's SMB3 discombobulator and Reuben don't work with SMB3-SMAS roms. YES, they can be useful for editing NES SMB3 roms but SMB3 Workshop is currently the best one I ever used.

Ahem, while I was beta-testing I have decided to corrupt the data with Translhextion and adjust the unwanted things in my game such as World 3-1. I have actually found the data where you rise the layer background 3 for underwater stages. The BG is now the Sea instead of Underground World 1-5 style for World 3-1. And also found the data that allows to pick a level tile for MARIO/LUIGI START. If you notice about World 5 in the original game, it's ASM opcode is CMP which compares only World 5 among others.

I may have to fix more of the unwanted things except graphic loads before the next release (not final) which is Winter Break.

KP9000
Posted on 01-31-12 11:07 PM (rev. 2 of 01-31-12 11:07 PM) Link | Quote | ID: 149746


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Posted by Insectduel
Ahem, while I was beta-testing I have decided to corrupt the data with Translhextion and adjust the unwanted things in my game such as World 3-1. I have actually found the data where you rise the layer background 3 for underwater stages. The BG is now the Sea instead of Underground World 1-5 style for World 3-1. And also found the data that allows to pick a level tile for MARIO/LUIGI START. If you notice about World 5 in the original game, it's ASM opcode is CMP which compares only World 5 among others.
Can you go into detail on these data finds? I find myself more and more interested in SMAS hacking the more I see of it.

Edit: also, check your PM's.

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Insectduel
Posted on 02-02-12 07:29 PM Link | Quote | ID: 149758


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I'll provide the data for them very soon. During the project I have written notes so I or everyone else can use them when making hacks from scratch. And I have to make sure to back up documents via uploader websites in case of the computer malfunction I had in the past. Since the MegaUpload shutdown, FileSonic is the best site where users can only upload and retrieve files. It's not for sharing purpose.

KP9000
Posted on 02-03-12 09:19 AM Link | Quote | ID: 149765


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Posted by Insectduel
Since the MegaUpload shutdown, FileSonic is the best site where users can only upload and retrieve files.
Have you not heard of Dropbox? It's really the most amazing thing out there, especially if you're sharing things.

Also, in your latest video, where it shows the bugs and whatnot, that one bonus game looks to be one of the beta bonus games. I've never seen it in action. Any more info on it? Looks cool.

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Insectduel
Posted on 02-07-12 06:09 PM Link | Quote | ID: 149804


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If you're talking about the "Lost Levels" bonus rooms which is a fortress stage something tells me that it was originally supposed to be a placeholder as a underground bonus levels. Had no idea why is it scrapped.

It's default palette is palette set 02 but is uncolored for the SNES version. And the graphic set is fortress but the original game has no giant ? blocks in fortress stages so there is no graphic set for these.

Insectduel
Posted on 02-18-12 06:16 PM (rev. 5 of 02-21-12 08:26 PM) Link | Quote | ID: 150099


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After 6 and a half years of plagiarized work, Insectduel took about 8 months to insert all the levels and adjust modifications. You are now able to play all the levels of Frank’s 2nd SMB3 hack for Super Mario All-Stars all the way to Bowser’s Castle. Keep in mind that this is NOT the final version of the hack and is still currently in it’s beta stages. Keep in mind that most levels have corrupted background animations and enemies as it requires the extension of graphics hardcoded by ASM like Super Mario World’s Lunar Magic. It may be a completed hack but it’s still going to be updated and new versions could come at anytime. Improvements are planned such as ExGFX and having Luigi have higher jumps and/or slides than Mario. Help is desperately needed to put out a final version for this project! This hack may or may not have SRAM errors, and it needs to be fixed as soon as possible, even if the checksums are fixed.



World 8 Map

The major difference between the NES and SNES version is the World 3 map. The original World 3-6 and World 3-8 of Frank's 2nd SMB3 hack has been SWITCHED around due to the music pointers in the secret mushroom houses. And the pipe after clearing World 3 Fortress #2 now leads to the spade panel but you still need the hammer to break it.

World 8 of Frank's 2nd SMB3 hack now has extended levels due to a huge amount of free space to add more levels than the NES version which has a limited amount of space. It includes the 4 hand traps and 2 fortresses. And it has better ASM coding features you will ever experience.

This romhack holds 2 IPS Patches. One is the original Super Mario All-Stars and Super Mario All-Stars + Super Mario World. Both of these IPS patches requires a header. It is not compatable with Super Mario Collection (Japanese version of Super Mario All-Stars). So what are you waiting for? Play this rom hack right now!

Originally created by Frank Maggiore by the way. Download is of course in this board's uploader. The file comes with custom rom offsets data so you can look at it with SMB3WS and I'll provide the SMB3 disassembly to you guys about next week or 2.

Enjoy!

Insectduel
Posted on 04-20-12 04:41 PM (rev. 2 of 04-21-12 05:29 PM) Link | Quote | ID: 150726


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Frank's 2nd SMB3 hack for Mario All-Stars has been updated. I started to learn about sprite tilemaps. You are now allow to collect 1-UPs to store in your item box instead of these pointless anchors. Only 2 levels can get you one. More to come as I going to swap some of the enemy sprite tilemaps and try to code Luigi to have a higher jump than Mario. It's now different than the original SMB3.

Update!



This time, it's the palette swap for suits and 1UP's being picked up from small treasure chests no longer at World 5-1 due to cheating by collecting as many when player saves and quit.
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