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Main - ROM Hacking - Making bosses tougher in SMB3 New thread | New reply

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Chaobomr
Posted on 07-15-13 02:36 AM Link | Quote | ID: 154305


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Yes, I'm at it again.

I was wondering if anyone knew how to increase Boomboom's jump height and increased the number of hits on the Koopalings.

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KP9000
Posted on 07-15-13 02:45 AM Link | Quote | ID: 154306


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Been a while since I posted here.

I can't tell you how to do it directly, but there is a method.

If you have FCEUX, open up the RAM viewer, and save your state just before a boomboom fight. Choose another save state slot, and, just before it jumps, save state in a new slot. Then, as the boomboom jumps, keep your eye on the RAM values and see if any of them correlate. If you see one that does, you can freeze this value to see if his behavior has changed. If it has, then there is code writing to this value. If there isn't any change, unfreeze that value and try again, loading the state each time he jumps. (You can do the same thing for # of hits- look for changing values, likely to be 02, then 01, then 00)

After you found the byte in RAM that correlates to jump height (or # of hits) then you can then trace the code. Open up the Debugger and set a write breakpoint to the value you found in RAM. (To avoid confusion, just load state to right before you expect the value to change) and there would be your likely point of code to modify. For # of hits, you probably can't just change the amount, because each phase has a certain style, who knows what'll happen if you just go above that set value.

Been a while since I just opened this up, I'm afraid I can't be more specific than that.

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Chaobomr
Posted on 07-15-13 03:26 AM (rev. 3 of 07-15-13 04:07 AM) Link | Quote | ID: 154307


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Good time to learn how to use the debugger

I believe I found the value of when Boomboom jumps. It seems to change at value $D4. I'm having trouble tracking it, though

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Chaobomr
Posted on 07-17-13 11:09 PM Link | Quote | ID: 154335


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Anybody know the offsets for enemy defs? I feel like that could help

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Synthetekh
Posted on 07-18-13 06:51 AM (rev. 7 of 07-18-13 08:41 AM) Link | Quote | ID: 154338


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Not sure about that (I could perhaps find such as thing if I looked up some Sprite IDs), but through tracing I found something that seems to work as best as for what seems to be available, but not perfect.. it's a little strange but pretty good.

ROM Address 10A5: The default value is 0x03, and lower values make him jump higher, but if you go in the negative range (0x80 - 0xFF) he just floats up to the top of the screen and gets stuck. Unfortunately there's not much that can be done when the value is 3 without massively changing his jump height, but you can change it a few values. If you make him jump higher, he'll act like he has less Gravity in the upper arch of his jump.

Another value you can play with is Address 1D27, but this is a little weird, and depending on the value you set it can seriously change his X Axis movements too (0xF0 - 0xFF are seemingly the only good ranges for this one).

I don't think the jumping was programmed really well by the looks of things, even for Mario. I don't see smooth movements at the height of the jump like a gravity & jump power kind of system would have. It seems a little rigged to work right and if values go outside of certain ranges shit gets screwy.


The same Value (at 10A5) can be found in SMAS + World (with header) at Address 10B1DD, or searching 0x03014000F80840B0 in any SMAS game should probably locate it (I know you're not editing SMAS, but w/e lol, wasn't hard to find once I found it in the NES).
Also the same thing for 1D27 can be found at 13AA23 in SMAS + World (with header), or search 0xF0882848755F955F.

Chaobomr
Posted on 07-18-13 09:20 PM (rev. 3 of 07-18-13 09:35 PM) Link | Quote | ID: 154343


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I'll look this up on Jasp's Some Usual Day, where I got the Boomboom idea from.

It seems like (s)he changed his height through ASM which is what I was afraid of.
I'm way too new with ASM programming to figure out what the hell I'm looking at or looking for

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Synthetekh
Posted on 07-19-13 12:40 PM Link | Quote | ID: 154350


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Well, yeah it's looking like 100% asm, however that value of 3 at Address 10A5 is acting as just a value, because it's using that to add 3 (not 3 pixels, but there's a counter that's using this to add 3 to a 2 digit number) every frame when boom boom jumps. Even though this is asm, the value I gave you can be edited safely (you won't make any illegal instruction and crash the game by doing so).

Chaobomr
Posted on 07-19-13 06:00 PM Link | Quote | ID: 154352


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I think I'll just wait until Jasp comes around and helps me out. Editing 0x10A5's value does not produce the effect I'm looking for

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Insectduel
Posted on 07-19-13 09:55 PM Link | Quote | ID: 154356


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Posted by Chaobomr
Yes, I'm at it again.

I was wondering if anyone knew how to increase Boomboom's jump height and increased the number of hits on the Koopalings.


Are you out of your mind? I extracted their data a long time ago. Maybe the Koopalings but also part of Boom Boom's AI data. I guess some games had them reprogrammed.

Chaobomr
Posted on 07-20-13 01:37 AM Link | Quote | ID: 154358


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Posted by Insectduel
Are you out of your mind? I extracted their data a long time ago. Maybe the Koopalings but also part of Boom Boom's AI data. I guess some games had them reprogrammed.


Then how do I deal with that crap? What do I do?

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Insectduel
Posted on 07-21-13 09:53 PM Link | Quote | ID: 154381


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Posted by Chaobomr
Posted by Insectduel
Are you out of your mind? I extracted their data a long time ago. Maybe the Koopalings but also part of Boom Boom's AI data. I guess some games had them reprogrammed.


Then how do I deal with that crap? What do I do?


I'm sorry, I forgot about the thread question! I was busy playing Mega Man Unlimited.

If you have Facebook, you can contact me at the Insectduel's Domain fanpage or E-mail me at insectduelprotectmusic@gmail.com. Remove protect music.

I'll provide the HP's for the Koopa Kids right away I extracted on the NES but the Boom Boom's Jump height haven't extracted all of the AI data yet. I'll post it tomorrow.

Chaobomr
Posted on 07-21-13 11:23 PM Link | Quote | ID: 154383


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I had just sent you a message on your page. I'll send my email address if you didn't find it on my facebook

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DahrkDaiz
Posted on 07-30-13 06:18 PM Link | Quote | ID: 154494


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I HIGHLY recommend taking the time to get familiar with southbird3's disassembly http://sonicepoch.com/sm3mix/ You can open up all the asm files in something like Notepad++ and look for "BoomBoom" and visit each found instance and you'll eventually come across BoomBoom's routine and track the code that sets his Y-velocity (i.e. jumping) and modify it that way.

Chaobomr
Posted on 07-30-13 07:01 PM Link | Quote | ID: 154497


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I used a different disassembler and Microsoft Visual Studio (don't ask). I searched for Boomboom and found nothing. Is it specific to the programs you mentioned?

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Insectduel
Posted on 07-31-13 05:23 PM Link | Quote | ID: 154507


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I never even get a chance to look or to add data onto my notes. As soon I get off work, I get tired. Actually, I've been playing around and haven't worked 3 days and since my eyes are easily wary. I usually sleep at 10 to 11PM.

I have no specific projects or video recordings tonight so I got time to look and add Boom's AI data onto my database and message you on Facebook tomorrow.


Chaobomr
Posted on 08-03-13 05:28 PM Link | Quote | ID: 154526


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Looks like I ran into a glitch



I'd like to take Boomboom down a few pegs, but other than that...

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Chaobomr
Posted on 08-24-13 11:59 PM Link | Quote | ID: 154650


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Just wanna know one thing now: Is there any way to get Wendy O. to space out her "ring launches" without having to go into the ASM?

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Insectduel
Posted on 08-25-13 11:09 PM Link | Quote | ID: 154661


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You mean you wanted Wendy to not launch her Candy rings? It's activated by the world number. The same goes with Roy's or Ludwigs Earthquake stomps and Lemmy's Circus balls.

Chaobomr
Posted on 08-26-13 12:06 AM Link | Quote | ID: 154663


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Actually, no. Not stop them. Just space them out so during that she won't be just "waving her wand" near the end of the battle.

You know: shoot, wait, shoot, wait, shoot, fly away
or is this ASM related?

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Insectduel
Posted on 08-26-13 02:23 AM Link | Quote | ID: 154664


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Sounds like an AI related question! In the original code, Wendy launches her rings after you stomp them. She can only limit to 3. I think it's possible but I have to recheck my document because Lemmy's AI is pretty much what you're saying with his Circus balls without stomping.
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Main - ROM Hacking - Making bosses tougher in SMB3 New thread | New reply

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