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

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XTTX
Posted on 10-26-14 11:32 PM Link | Quote | ID: 158876


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thanks for the updated patch! Do you plan on doing anything with smw? Im surprised no one has a made a hack that restores all the cut content. Thanks again for all your hard work on everything man! I love your work shane!

Hopefully youll do smw on snes. That would rock too!

ShaneM
Posted on 10-27-14 04:05 AM Link | Quote | ID: 158877


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Posted by XTTX
thanks for the updated patch! Do you plan on doing anything with smw? Im surprised no one has a made a hack that restores all the cut content. Thanks again for all your hard work on everything man! I love your work shane!

Hopefully youll do smw on snes. That would rock too!


Thank you. Yes. I officially plan on starting SMW on 12/01/14 of this year. I'll be releasing beta builds as I go along, too. I will also be fixing glitches in it as well as adding new features. --ShaneM

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Superjustinbros
Posted on 10-27-14 04:18 AM Link | Quote | ID: 158879


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As someone that's always wanted to make hacks of SMB3 but never could simply because the different tools available weren't simple enough IMO, I find this really impressive.

If I could loan any advice to this project, I'd say some of the level orders should be balanced a bit more (for example the added level in World 1 seems more ripe for a 1-7, meanwhile the extra levels added at the very beginning of Worlds 4 and 6 should be relocated a bit later in those respective worlds, since 4-1 and 6-1 are more appropriate to start off those worlds as they're not as harsh on the difficulty as the added levels).

And if it can be done, the added levels should receive actual level numbers instead of taking on the identity of "World #-Building #". On top of that, the majority of them are devoid of scenery (such as the bottom area of 1-Building), have inappropriate music (even if it's what the cut level originally used, I don't think it'd hurt that much to give it an update) and at times are very buggy (though it may just be an issue with NEStopia, or I patched the ROM incorrectly).

Case in point:


ShaneM
Posted on 10-27-14 04:42 AM (rev. 4 of 10-27-14 04:47 AM) Link | Quote | ID: 158880


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Posted by Superjustinbros
As someone that's always wanted to make hacks of SMB3 but never could simply because the different tools available weren't simple enough IMO, I find this really impressive.

If I could loan any advice to this project, I'd say some of the level orders should be balanced a bit more (for example the added level in World 1 seems more ripe for a 1-7, meanwhile the extra levels added at the very beginning of Worlds 4 and 6 should be relocated a bit later in those respective worlds, since 4-1 and 6-1 are more appropriate to start off those worlds as they're not as harsh on the difficulty as the added levels).

And if it can be done, the added levels should receive actual level numbers instead of taking on the identity of "World #-Building #". On top of that, the majority of them are devoid of scenery (such as the bottom area of 1-Building), have inappropriate music (even if it's what the cut level originally used, I don't think it'd hurt that much to give it an update) and at times are very buggy (though it may just be an issue with NEStopia, or I patched the ROM incorrectly).




I think you patched the ROM incorrectly. Nestopia is super accurate and my game can run on real hardware. I tested the whole thing and didn't find any bugs. As a matter of fact, one of the goals of this hack was to fix bugs. Make sure you are using a PRG1 SMB3 ROM with a CRC16 of CF5C.

I tried to balance them as much as possible. I even spruced them up a bit.
World 4's first lost level is logical in that it starts out with regular-sized enemies and after taking the pipe it mirrors a totally similar level, but with giant enemies (the theme of World 4). World 6 is Ice World. I can't even remember what I put there in that World except the lost water level with Golden Cheep-Cheeps. It's fitting there as it's an icy-themed level.

The reason for using the beta Ghost House rather than assigning the lost levels/e-levels regular tiles was to make use of beta elements. I figured that since those levels are all beta and e-levels that were added I might as well use a beta tile to differentiate them.

This hack is heavily ASM-based. When I added functionality of the beta Ghost House, my ROM could no longer work using tools (since code/data are now found at different memory locations). So even making the e-levels into NES format was tedious. --ShaneM

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Superjustinbros
Posted on 10-27-14 09:23 PM (rev. 3 of 10-27-14 10:40 PM) Link | Quote | ID: 158884


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Posted by shanem
The reason for using the beta Ghost House rather than assigning the lost levels/e-levels regular tiles was to make use of beta elements. I figured that since those levels are all beta and e-levels that were added I might as well use a beta tile to differentiate them.ShaneM


OHH. Those were ghost houses?

in that case, maybe you could keep the Ghost Houses to levels that would actually work as a Ghost House, and use a different type of tile for the "flags" next to the level's icon; something like this?



Or you can just keep them like they are; I don't really mind too much.


I tried to balance them as much as possible. I even spruced them up a bit.
World 4's first lost level is logical in that it starts out with regular-sized enemies and after taking the pipe it mirrors a totally similar level, but with giant enemies (the theme of World 4). World 6 is Ice World. I can't even remember what I put there in that World except the lost water level with Golden Cheep-Cheeps. It's fitting there as it's an icy-themed level.


4-House 1 has a massive number of enemy swarms (exclusively thanks to the Para-Bettles), and you have Pirhana Plants that don't emerge from pipes. I know you're trying to restore beta features, but you don't have to place Para-Beetle swarms in 50% of the levels in this hack.

Oh, and my suggestion for the color palette that inhabits the second half of 4-House 1:



As for 6-House 1, you replaced a simple ice level where the only threat was Ptooies with a river level with rising/sinking land that has you being attacked by jumping Cheep Cheeps and a Fire Chomp as the first level.

ShaneM
Posted on 10-28-14 05:34 AM (rev. 6 of 10-28-14 05:47 AM) Link | Quote | ID: 158892


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I like the Ghost Houses the way they are and I'm keeping them that way.

I think you are looking into the Parabeetles thing a little too much. Look, in this version of SMB3 I have a total of 109 levels whereas in the original there are only 89. I've only used Parabeetles in about 7 maybe 8 levels total. So that's nowhere near 50%. I still don't know where you even got that number from.

In World 4's beta level, that unused palette is a Nintendo-original prototype color; I'm keeping it the way it is. I discovered it as well as other palettes last year that were coded but never used. In World 6, I didn't minus anything. In this hack I've done something amazing in that I've maintained all 89 original levels intact while adding 20 or so levels. I have no idea what you are talking about.

Btw, I've fixed a list of SMB3 level glitches that I've borrowed from the SNES version of this game. So even the original 89 levels are sublime. --ShaneM

EDIT: Here is an original World 6 map. If I recall, the scrolling water stage is between the START tile and 6-1 tile in my version (the vacant island with the blinking dot right above the pipe). Compare it to mine and you'll see everything is still there intact. 6-1 (level with Ptooie) is still there etc. Only 2 (IIRC) levels have been added to that World in logical places.



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Superjustinbros
Posted on 10-28-14 05:38 PM (rev. 2 of 10-28-14 05:38 PM) Link | Quote | ID: 158894


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If I recall, the scrolling water stage is between the START tile and 6-1 tile in my version (the vacant island with the blinking dot right above the pipe). Compare it to mine and you'll see everything is still there intact. 6-1 (level with Ptooie) is still there etc. Only 2 (IIRC) levels have been added to that World in logical places.


That doesn't change anything really. You keep the original levels intact, sure, but you put a rather complex level to start off World 6 instead of the arguably simpler 6-1. If anything you should make the added level occur before either the 6-5/6-6 branch or before 6-7.

ShaneM
Posted on 10-28-14 06:41 PM (rev. 6 of 10-28-14 07:16 PM) Link | Quote | ID: 158895


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Posted by Superjustinbros

That doesn't change anything really. You keep the original levels intact, sure, but you put a rather complex level to start off World 6 instead of the arguably simpler 6-1. If anything you should make the added level occur before either the 6-5/6-6 branch or before 6-7.


That is still something Nintendo might have done. Remember, it is your opinion that it is difficult. To some other people, such as myself, I don't find it that hard. Some people on other sites complain about 1-4 being too hard a scrolling level for World 1. Some complain that 8-1 is too easy for World 8. Some complain that the grass level in World 6 doesn't belong there, I mean, an ice World with a grass level?

The point is, Nintendo designed a game the way they felt it should be made. So that's what I did, make a game the way I wanted to. That's what any hacker does, right? What kind of person makes a game solely to please others? Sure, advice and tips are good here and there. Maybe you should consider learning ASM and making an SMB3 hack of your own, one you can be satisfied with.

PS - I've provided enough content that I've stickied to this subforum concerning learning how to hack and assembly. So all the resources are in front of you. --ShaneM

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ShaneM
Posted on 11-04-14 09:24 PM (rev. 3 of 11-04-14 09:32 PM) Link | Quote | ID: 158922


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Here is a new build.

I've actually discovered a Nintendo-original bug while reading the official SMAS SNES Player's guide.



Turns out that Nintendo lied, here; that glitch is not fixed in the Allstars version. What they did was make it harder to access the glitch, not fix it, while compromising original level design and level physics.

I've fixed it on my NES version. What I did was added 8 blocks and moved the pipe slightly to the right. My version is truly the only one that really fixes this quirk.

I've also filled in the end of the level with blocks, since Nintendo forgot to do that and blank space was visible.

Original:


Fixed:






Original:


Fixed:






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

http://www.mediafire.com/download/pp583nref3je8ar/Super_Mario_Bros._3_SRAM_Plus_(USA).ips

--ShaneM

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Van101
Posted on 01-01-15 07:10 PM Link | Quote | ID: 159232

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Sorry, my bad. I had no idea. I just saw the level in Super Mario Bros. 3 the lost levels hack to see no bob-ombs
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