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Main - ROM Hacking - SMB3 - Extended Edition New thread | Thread closed

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ShaneM
Posted on 02-28-14 06:27 AM (rev. 7 of 03-01-14 05:33 AM) Link | Quote | ID: 155864


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System: NES (6502 processor)
Original game: Super Mario Bros. 3
Story: The same as the original.

Description: This is a purification work. This is a hack of SMB3 that fixes glitches and restores beta features. The original SMB3 had 90 levels, while this one has 109. I have restored most of the lost levels, while adding 3 e-levels from the GBA version: Super Mario Advance 4. I have restored the lost Hammer Bros. of World 7. I have made use of unused tiles and graphics. The biggest feature: I've added Parabeetle Plains! The new levels have been given an unused Ghost House sprite on the overworld maps. Features, as well as the original damage system have been restored from the original Japanese version, too.

Also, every Japanese difference has been restored! Such as but not limited to the box-in effect on level entrances!!!!

There are two lost enemies, too: gold Cheep-Cheeps and Green Parabeetles.











Special thanks to Insectduel for beta testing it and infidelity for the SRAM saving patch.

Here is the .ips patch, SEE BELOW POST

Here is my custom .pal file, which greatly enhances palettes. It surpasses even that of the Wii's Virtual Console. http://www.mediafire.com/download/6x9jodl8k434eg8/Custom.pal

NOTE: I PLAN ON RELEASING ONE FINAL VERSION REALLY SOON, WHICH CORRECTS SOME MORE GLITCHES FROM THE ORIGINAL SMB3. AS WITH ALL MY WORKS, I BACK THIS PROJECT WITH QUALITY. (I am currently fixing this glitch, here: https://www.youtube.com/watch?v=AClCpyg6toI)

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Drakon
Posted on 02-28-14 01:20 PM Link | Quote | ID: 155865


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Cool, so it basically restores everything that was cut. Like that hack of sonic 2 where they re-inserted all the removed worlds.

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Chaobomr
Posted on 02-28-14 03:32 PM Link | Quote | ID: 155866


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There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA



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ShaneM
Posted on 02-28-14 06:18 PM (rev. 4 of 02-28-14 06:24 PM) Link | Quote | ID: 155873


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Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




Did you know fixing that glitch causes another glitch at the end when you beat Bowser? This is what it does: After you beat Bowser in World 8 and the Princess scene, when the credits start, the floor will start to shake in a similar way that the status bar shook. I saw the same code from Datacrystal under "Notes". My advice would be to only fix that if you don't mind breaking the credit's floor. Thank you for the advice, though.

@Drakon
Yes, exactly. Also, it adds 19 levels (some brand new ones.) I'm almost done with fixing the Airship glitch of World 5 left over from the original. I'm using Southbird's disassembly to help me find the data values (for Airships, it's prg011.asm). I will continue fixing as many original glitches as I can. So far, I counted fixing a whopping 21 glitches!

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Drakon
Posted on 02-28-14 11:08 PM (rev. 4 of 02-28-14 11:11 PM) Link | Quote | ID: 155878


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Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




You could jump it to unused bank space from wherever that asm is, read the current level and either execute or not execute that code depending on what part of the game you're in (since the fixed code is a bunch of nops). I've used that trick in a number of romhacks to fix issues. This way the fix will only be executed when not facing bowser. I'm sure there's some area of ram that will specify when you're facing him or not. You could always write your own data to unused sram space too.

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ShaneM
Posted on 02-28-14 11:18 PM Link | Quote | ID: 155881


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Posted by Drakon
Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




You could jump it to unused bank space from wherever that asm is, read the current level and either execute or not execute that code depending on what part of the game you're in (since the fixed code is a bunch of nops). I've used that trick in a number of romhacks to fix issues. This way the fix will only be executed when not facing bowser. I'm sure there's some area of ram that will specify when you're facing him or not. You could always write your own data to unused sram space too.


You're going to find this funny: The box-in code that I added from the Japanese ROM is used at the end of the bank and infidelity's latest patch uses 26 bytes at the end of that bank. In other words, I have literally 3 bytes of free space at bank $0F (the bank in question).

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Drakon
Posted on 03-01-14 12:53 AM (rev. 2 of 03-01-14 12:54 AM) Link | Quote | ID: 155883


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Posted by shanem
Posted by Drakon
Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




You could jump it to unused bank space from wherever that asm is, read the current level and either execute or not execute that code depending on what part of the game you're in (since the fixed code is a bunch of nops). I've used that trick in a number of romhacks to fix issues. This way the fix will only be executed when not facing bowser. I'm sure there's some area of ram that will specify when you're facing him or not. You could always write your own data to unused sram space too.


You're going to find this funny: The box-in code that I added from the Japanese ROM is used at the end of the bank and infidelity's latest patch uses 26 bytes at the end of that bank. In other words, I have literally 3 bytes of free space at bank $0F (the bank in question).


Does mario 3 store the current bank in ram somewhere? If so you can code in a bankswitch and relocate all that code and make the end of 0f just bankswitches. Then bankswitch back to the current bank using the ram value once you're done. That's what I did with castlevania.

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ShaneM
Posted on 03-01-14 02:28 AM (rev. 6 of 03-01-14 03:22 AM) Link | Quote | ID: 155885


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Posted by Drakon

Does mario 3 store the current bank in ram somewhere? If so you can code in a bankswitch and relocate all that code and make the end of 0f just bankswitches. Then bankswitch back to the current bank using the ram value once you're done. That's what I did with castlevania.


I'm not sure that's worth doing that work just for the left bottom of the screen which is barely visible. Though, I am going to trace that code to see what it even does.

You know, that Youtube video that I posted is VERY suspicious...I mean, comments are disabled. From the palettes I can tell the uploader used the WII VC SMB3 (which is the same as the USA PRG1). Now, I looked at the XY ship placement data in Southbird's SMB3 disassembly. Here are my findings:



;taken from prg011.asm

;(My notes) XY position placement data. These are used to mark where the Airship lands on the map. Note: BOTH ground and sky portions of W5 use the same map.

;(My notes) Airship is stored and buffered in VRAM as OAM. There are three separate ship attributes which can be called at random as to where the ship will go. After 5 movements, the ship stays in place.

MAT_Y_W5A: .byte $80, $80, $40, $80, $40, $80 ; World 5 Airship Y Set 0
MAT_Y_W5B: .byte $40, $80, $80, $60, $40, $20 ; Set 1
MAT_Y_W5C: .byte $60, $40, $20, $60, $40, $20 ; Set 2

MAT_X_W5A: .byte $A1, $61, $C1, $A1, $C1, $61 ; World 5 Airship X Set 0
MAT_X_W5B: .byte $C1, $61, $A1, $80, $80, $20 ; Set 1
MAT_X_W5C: .byte $80, $80, $20, $80, $80, $20 ; Set 2

; Map_Airship_Trav selects which world/set to use
; Map_Airship_Dest selects which index within to use (0-5)


Bottom line: I used a map editor to view all the possible locations, they all correspond correctly. I think that video was a hacked ROM. If I find any other info, I will fix it but it is illogical for it to occur...

EDIT: According to Mariowiki, the glitch was fixed in the SNES version...I compared World 5 airship data...this is what I found: Y data was the same, but for X:


MAT_X_W5A: .byte $E1, $61, $C1, $E1, $C1, $61 ; World 5 Airship X Set 0
MAT_X_W5B: .byte $C1, $61, $E1, $80, $80, $20 ; Set 1
MAT_X_W5C: .byte $80, $80, $20, $80, $80, $20 ; Set 2

;Do you see the three $E1 on the first two lines??? They were originally $A1. Wow...

I'll look into it some more...

EDIT2: WOW...It actually fixed the Airship glitch. I have NO idea why that was causing the glitch. So basically, X position went from next to the Fortress to the right of Level 7 and... that fixed the glitch. Well...I can say that I am truly amazed that fixed it. Will add the new version soon.

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XTTX
Posted on 03-01-14 04:03 AM Link | Quote | ID: 155894


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Sweet, more good quality stuff man! Ill have to look into the gba version levels and the hammer brother stuff from level 7. Im digging the other hack you have done as well.

Can't get enough of this stuff man! Hope to see more!

ShaneM
Posted on 03-01-14 05:32 AM (rev. 2 of 10-12-14 06:05 AM) Link | Quote | ID: 155896


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@XTTX

Thank you.

Okay. Here is the final build. It fixes the mysterious World 5 Airship retreat glitch. Also, fixes the issue with strange death with using Tanooki suit on 5-2. It also corrects an OAM glitch. Enjoy.

Download: SEE BELOW


Here are some more pics of various levels:

Goomba's Shoe is now red when it comes off, just like the Japan version



Beta elements with an unused palette in an all-new level!



Red piranhas...this is one of the e-levels, Pipe Full of Piranhas



Some more levels (including Lost Levels hidden in the game's code)!





The Japan box-in level effect that ate up a LOT of space in bank $0F with the Japan SFX!



Okay... I can only do so much. Report any glitches found if any. I think there are none.

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XTTX
Posted on 03-17-14 04:33 PM (rev. 2 of 03-17-14 04:53 PM) Link | Quote | ID: 156119


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Hello shanem i had a freeze up on this when i had the matching game card come up (the ace card that pops up after you beat a few levels) Now the game wont even load anymore for me when i exit the game and restart. Ill keep messing around to see what i can do to get it working again.

Edit**

I think i figured it out. Using a prg0 rom will not work as the box in effect will not work with it, using prg1 rom corrected this so looks like it was figured out.

ShaneM
Posted on 03-17-14 05:26 PM Link | Quote | ID: 156120


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Posted by XTTX
Hello shanem i had a freeze up on this when i had the matching game card come up (the ace card that pops up after you beat a few levels) Now the game wont even load anymore for me when i exit the game and restart. Ill keep messing around to see what i can do to get it working again.

Edit**

I think i figured it out. Using a prg0 rom will not work as the box in effect will not work with it, using prg1 rom corrected this so looks like it was figured out.


You are correct. My patch was intended for a PRG1 ROM.

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XTTX
Posted on 03-17-14 05:29 PM Link | Quote | ID: 156121


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Man, your work is top notch! Do you plan on making any more high quality hacks like this? Im trying my best to learn what i can when i can but its difficult for me in my current situation to do anything in depth.

Not trying to derail the thread, just hope we see more quality stuff from you!

ShaneM
Posted on 03-17-14 05:49 PM (rev. 2 of 03-17-14 05:50 PM) Link | Quote | ID: 156123


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Posted by XTTX
Man, your work is top notch! Do you plan on making any more high quality hacks like this? Im trying my best to learn what i can when i can but its difficult for me in my current situation to do anything in depth.

Not trying to derail the thread, just hope we see more quality stuff from you!


Yes. I plan on doing a Super Mario World hack, where I restore lost levels, add beta features and fix bugs. I also plan on restoring a Japanese Pokemon Blue and Yellow. These will happen later on this year. I have already started working on the SMW and Blue version.

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XTTX
Posted on 03-17-14 05:58 PM Link | Quote | ID: 156124


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Sounds great man! As stated before, stay a while, hell stay forever!!

Games that have been hacked to restore cut/lost/deleted content are among my favorite. I hope to see one day someone make a megaman 4 restored content (sphinx midboss).

Anywho ill keep my eyes on your projects man and thanks again for sharing all that you have and all that you have done!

ShaneM
Posted on 03-17-14 06:17 PM Link | Quote | ID: 156125


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Posted by XTTX
Sounds great man! As stated before, stay a while, hell stay forever!!

Games that have been hacked to restore cut/lost/deleted content are among my favorite. I hope to see one day someone make a megaman 4 restored content (sphinx midboss).

Anywho ill keep my eyes on your projects man and thanks again for sharing all that you have and all that you have done!


Thanks. I do plan to stay here as a regular. As of now, it seems my next release will be the SMW sometime around June/July. It is taking a lot of work to do it.

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XTTX
Posted on 03-17-14 06:25 PM Link | Quote | ID: 156126


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Great news to hear man. You've inspired me to try out hacking on my own.

ShaneM
Posted on 10-12-14 06:04 AM (rev. 3 of 11-04-14 09:28 PM) Link | Quote | ID: 158744


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There was a glitch caused by 2 Player mode where the winning player would switch high scores with the losing player during 2 Player mini battles. I brought this to infidelity's attention and he has corrected it within his SRAM patch. Since my SRAM is based off of his, I've incorporated the fix. Credit goes to infidelity for the fix. I had to put the code in a different place since the Japanese VRAM frames for fade-in took the spot where infidelity fixed this.

Patch it to SMB3 v1.1 ROM. The CRC16 of the original ROM is = CF5C

SEE PAGE 2 FOR DOWNLOAD

--ShaneM

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Van101
Posted on 10-26-14 01:02 PM Link | Quote | ID: 158871

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Hey. I noticed a glitch(not in the game, but in the hack.) where bob-ombs are in the unused level in world 1. Please fix it.

ShaneM
Posted on 10-26-14 08:24 PM (rev. 2 of 10-26-14 08:24 PM) Link | Quote | ID: 158873


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Posted by Van101
Hey. I noticed a glitch(not in the game, but in the hack.) where bob-ombs are in the unused level in world 1. Please fix it.


Um, they are there too in the original unused version of that level. I actually didn't do anything to that level except make it playable from the map (and give it an unused palette). --ShaneM

By the way, welcome to our forum!

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