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Main - ROM Hacking - Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M New thread | New reply

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southbird
Posted on 03-04-12 06:03 PM Link | Quote | ID: 150343

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Since you guys have a long-ongoing Super Mario Bros. 3 hack information thing going, I thought you might really appreciate this.

About 2.5 years ago I started doing a full disassembly of Super Mario Bros. 3 ... well, about 6 months ago, I finally finished! (It was on and off again as time and interest allowed. )

But before I went ahead and released it, I wanted to have a level editor that directly supported it and be the first one to make something with it, so here is the beginning of what I'm working on. It's currently called "Super Mario Bros. 3Mix" and sort of works on taking things from other Mario games and mixing them backward (or forward) into SMB3.

Currently released is a Two World Demo which basically runs something of a "summary" of SMB1 and SMB2 (USA) while it starts kind of transitioning into SMB3. Future worlds will probably be even more imaginative.

Download, information, and preview video available at: http://sonicepoch.com/sm3mix/

Also from there you can get my disassembly and a large (not well formatted) document where I wrote down points of interest and things about all of the PRG banks. Actually having relocatable source and data should definitely make your lives easier for those of you more ambitious.

XTTX
Posted on 03-04-12 11:17 PM Link | Quote | ID: 150344


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sweet! looks good man! gonna check it out! thanks for the info and details.

RetroRain
Posted on 03-05-12 06:42 PM Link | Quote | ID: 150347


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southbird, it is very impressive with what you were able to do. That must have been some work there. By any chance, are you open to ideas and suggestions for your hack?

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Googie
Posted on 03-06-12 06:13 AM Link | Quote | ID: 150352


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I enjoyed your hack, it's really impressive! Damn now I wanna work on my SmB3 hack now lol! Thanks fir all that info too. ^^;

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southbird
Posted on 03-07-12 07:12 PM Link | Quote | ID: 150375

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Posted by RetroRain
southbird, it is very impressive with what you were able to do. That must have been some work there. By any chance, are you open to ideas and suggestions for your hack?


Fire away.

stag019
Posted on 03-08-12 06:41 AM Link | Quote | ID: 150383


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This is great man. And done by just one person? Impressive.
It's great to see a disassembly of a game other than Sonic, and even better that it's a Mario game that I love.

Currently, me and a group of people are working on a Pokemon Red disassembly. You can see my thread here. You should stop by the IRC sometime to try to motivate us to get some work done. Also if you wanna help out at all, that'd be awesome.

Insectduel
Posted on 03-08-12 05:55 PM (rev. 2 of 03-08-12 06:00 PM) Link | Quote | ID: 150385


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It's too bad that my efforts not even close to yours or Darhkdaiz's. Some codings from your hack are easy to do but different. Like having the POOF animation when grabbing the Fire Flower or Super Leafs the first time from small Mario and POOF animation disabled if grabbed the same one twice.

My version of the code disables POOF animation when grabbing the Super Leafs and Fire Flowers from small Mario. It's because it's caught in the same loop over and over again by changing the loading pointer location. Plus gives me less time within a second.

I already mangaged to do the Magic ? ball by myself because it's extremely easy find by a single timer stop RAM value from the Boom Boom. Your hacks inspired me to do these codes.

I've been slow on the ROM Map address for SMB3-SMAS but I'm adding more data and then fuse them in one document except level rom offsets.

SF - The Dark Warrior
Posted on 03-10-12 03:42 PM Link | Quote | ID: 150401


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Damn, this rivals the scope of Darkdaiz's hacking. If your hack gets released, Im sure that it will replace Mario Adventure. Im anticipating what ill see next.

RetroRain
Posted on 03-13-12 05:11 AM Link | Quote | ID: 150440


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Posted by southbird
Fire away.
Cool man. My favorite thing about your game was Wart. Wart is probably my favorite Mario enemy. I thought that was awesome that you included him. If you could make him take more hits to kill, and give him some more attacks, that would be awesome. One of my biggest gripes about the Mario games is that the enemies were always too easy to kill. If Mario is trying to save the Mushroom Kingdom from Bowser's minions, then the enemies shouldn't be so easy to kill. There needs to be some challenge to it.

I have a lot of ideas, but I don't want to give too much of my ideas away, because I'm trying to work on something of my own. However, because you are doing something unique, I will share some of my ideas with you.

- When you stomp a goomba, he doesn't die. He simply stays flat for a few seconds, then pops back up. A second stomp kills him.

- Enemies change directions depending on which side of Mario they are on. For example, if Mario jumps over a goomba or koopa, they change direction towards Mario.

- Spinies can shoot straight thorns at Mario.

Not to gloat, but believe me when I say that I have thought of tons of good ideas that can be done. I can't divulge all of them though, as much as I would love to. When I thought that all of the good ideas were already taken, boy was I wrong! I spent a lot of time brainstorming!

As for Wart:

- 10 hits to kill.
- Same rising bubble attacks.
- Wart, because he is frog-like, can launch his tongue out (three 16x16 blocks in length)
- Wart can spit acid at Mario (acid arches in the air).
- Wart has a swallow attack. If Mario gets too close to Wart, he can swallow Mario. Player has a few seconds to shake the directional pad to get free.

Good luck with your game. Hope to see more soon!

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southbird
Posted on 03-14-12 07:38 AM Link | Quote | ID: 150455

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Posted by RetroRain
Posted by southbird
Fire away.
Cool man. My If you could make him take more hits to kill, and give him some more attacks, that would be awesome. One of my biggest gripes about the Mario games is that the enemies were always too easy to kill. If Mario is trying to save the Mushroom Kingdom from Bowser's minions, then the enemies shouldn't be so easy to kill. There needs to be some challenge to it.


Well, I believe in a more traditional experience for Mario games, which means that the enemies and general gameplay ARE simplistic and what's expected. I actually don't like hacks that stray too far -- Brutal Mario is a great example of a hack that started out pretty awesome but became insane and obnoxious towards the end.

So, having said that, I'd prefer to keep one-hit enemies and 3-4 hit predictable bosses across the board. Sorry I won't be bringing your Dream Wart to life here. There's a possibility I might make optional/bonus deviations (but not stray TOO far), but that's desert after dinner. Need to get the base game done first.

Since I'm favoring a traditional approach, I'll say your ideas sound cool but they're a bit outside of what I'm going for. I urge you to consider trying to implement them yourself in your own project.

KP9000
Posted on 03-14-12 07:43 AM Link | Quote | ID: 150456


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I'm glad you finally made your way to the various other boards that host their own ROM hacking sections. You've done some excellent, tedious work and it should be shown off.

Sadly, I haven't had much time to play your hack as of late due to work, but that's expected to calm down over the next few weeks when I hire some help. I watched your video and nearly had to pick my jaw up off the floor.

SMB3 needs this kind of love. :3

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Googie
Posted on 03-31-12 03:34 AM Link | Quote | ID: 150585


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southbird: Are you planning on replacing the SMB3 Plains & Hills music with something different or you'll be able to add more music all together? ^^

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southbird
Posted on 03-31-12 06:06 PM Link | Quote | ID: 150587

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Posted by Googie
southbird: Are you planning on replacing the SMB3 Plains & Hills music with something different or you'll be able to add more music all together? ^^


I've already vastly extended the capacity of the music system and added several tracks. It is now capable of (and already employs) spanning several banks. I don't want to replace all of the core SMB3 music intentionally; this is meant to honor SMB3 as well as expanding upon it. But there are several additional songs already and I plan to add a little more, within reason, as I go.

KP9000
Posted on 04-05-12 07:06 AM Link | Quote | ID: 150638


Boomboom

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I finally got around to playing your hack. Short version: Holy shit.

The video doesn't really do it justice. There is a LOT of little ASM stuff that has been done to this hack that truly makes it great. I love the progressive addition in points when in star power ala other Mario games. As strange as it sounds, it made me feel like SMRPG made me feel when I first played it.

On top of that, the level design is also fitting. Some of the castles leave something to be desired, but the boss battles more than make up for it. Rock solid job.

Also, I sent you a PM a while back. Did you get a chance to take a look?

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southbird
Posted on 04-06-12 04:54 AM Link | Quote | ID: 150652

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Thanks for the kind words, KP9000!

Posted by KP9000
Also, I sent you a PM a while back. Did you get a chance to take a look?


Ha, didn't even notice ... this forum doesn't make PMs as apparent as other ones I've been to... looking at it now...

Insectduel
Posted on 04-06-12 06:58 PM (rev. 3 of 04-06-12 07:09 PM) Link | Quote | ID: 150658


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Do you know anything about TSA solidity behaviors? Someday, I'll seek the data and most of Dahrkdaiz's SMB3 hacks uses it. Like changing spikes in desert object sets into Ice? I would like to ask this!

I used the lava in vertical levels with the fortress object set. I was wondering why the TSA solidity doesn't work from horizontal levels (it doesn't instant kill the player), spikes in fortress vertical levels still act as spikes. And certain sandstone blocks in vertical levels act like the directional TSA solidity behavior.



Starting at 2:52 in my video, one of the sandstone blocks acts as directional solidity in vertical levels with the sprite shown.

southbird
Posted on 04-07-12 03:12 AM Link | Quote | ID: 150664

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(Using a quick and dirty viewer for the time being)

I'm assuming SMAS uses the same logic as NES SMB3, so what you're looking for is in PRG bank 7.

See Source. Looking at the routine "Player_DoLavaDonutArrowBounce" starting at line 38.

At line 43, a branch is taken for all "non-vertical" levels; this is where you'll find check logic for special tiles ONLY in a NON-VERTICAL format, e.g. line 98 for a bumped block tile, line 110 for a lava tile, etc.

Back at line 45, we jump to the VERTICAL format checks at line 189, of which there are far less. In fact, the only things checked are donut lift and arrow lift tiles. Of note, vertical format levels were only used for pipe maze levels, so Nintendo did quite a lazy bit of checking in that sense.

The arrow lift carry object is also not correctly implemented for non-vertical levels, so even if you hacked the check in, it's not going to work anyway. (Never mind that at line 315 it forces the high part of the X coordinate to zero besides!) Some tweaking of the logic in this area, wherever it is in corresponding SMAS, would be needed to make lava work and arrow lifts not happen.

Insectduel
Posted on 04-09-12 06:51 PM (rev. 2 of 04-09-12 06:55 PM) Link | Quote | ID: 150680


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Wow, that's a lot of studying and messed around with it. Thanks for your support! I'll be customizing vertical fortress levels in my upcoming SMB3-SMAS project. Someday, I'll expand the lava in object sets other than Giant and Fortresses like in donut lifts. SMAS has tons of extra rom space lying around.


JaSp
Posted on 05-28-12 09:37 PM Link | Quote | ID: 151061


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Sorry for the bump, but I have to say that this really is some tremendous work you've done here southbird; congrats!

The song converter/inserter I made a while ago could probably be easily used with this!

mnhacker
Posted on 06-04-12 08:33 AM Link | Quote | ID: 151226

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Very very nice work and awesome ideas. IMHO don't make it too difficult and/or include a map. Sorry but I tend to loose interest if I have to think too much or get stuck
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Main - ROM Hacking - Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M New thread | New reply

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