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Main - ROM Hacking - My unnamed Mario 3 hack New thread | New reply

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Chaobomr
Posted on 03-20-14 03:30 AM Link | Quote | ID: 156145


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Posted by shanem
Posted by kunio1031
If you look at this album, you can see what I mean. This is what I should've said in the first place....Anyways, yeah.

http://s1281.photobucket.com/user/Ryan_J_Benner/library/?sort=3&page=1

The first photo is where part of the pipe is behind the waterfall, this isn't what I want. :-(
The second photo is where part of the pipe is correctly positioned. :-)


I was correct. Again, this is a z-order issue. The waterfall uses 4 bytes whereas the pipe uses 3. Use another 4 byte object with lower z-order and turn it into a waterfall.

EDIT: To make a picture show up with Photobucket, click on the "IMG" button on the right-hand side and paste IMG until the end of it.

EDIT2: Is this kinda what you wanted to do?

[not reposting the image]
I've never had this problem when dealing with waterfalls!

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kunio1031
Posted on 03-21-14 01:29 AM Link | Quote | ID: 156146


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That's because I never knew about how z order worked until now. Now I never have that problem.

Chaobomr
Posted on 03-21-14 01:56 AM Link | Quote | ID: 156147


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I mean I've never heard of the z-order. Must've lucked out so far, I guess. Then again, maybe I have.

See, in that "error" level in the demo of my hack, I had some issue with the starry background - it wouldn't go past 0 in length. Since I was going to put a large land block in there anyway, I reduced the size and made a second one; problem solved!

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ShaneM
Posted on 03-21-14 03:09 AM Link | Quote | ID: 156148


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Posted by kunio1031
That's because I never knew about how z order worked until now. Now I never have that problem.



Glad I could help out. If you need anything else, PM me and I'll try to assist. Even if you need ASM help understanding how the 6502 works.

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kunio1031
Posted on 03-21-14 11:06 PM Link | Quote | ID: 156157


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Posted by shanem
Posted by kunio1031
That's because I never knew about how z order worked until now. Now I never have that problem.



Glad I could help out. If you need anything else, PM me and I'll try to assist. Even if you need ASM help understanding how the 6502 works.


Thanks man, and I just had an awesome thought occur to me just now. So I've been a bit frustrated with the map and all. But also I was having a problem with the airship levels, and I think it was because of the z order. Now I can go back and do the airship levels for Worlds 1 and 2. I'm really pumped, also I guess because I've been feeling great lately in general.
R

Chaobomr
Posted on 03-22-14 12:29 AM Link | Quote | ID: 156158


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Hope that great feeling keeps up.

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kunio1031
Posted on 03-22-14 04:32 AM (rev. 2 of 03-22-14 04:40 AM) Link | Quote | ID: 156163


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Posted by Chaobomr
Hope that great feeling keeps up.


Hack is going pretty well so far, I've posted a few vids on my FB page also...

Edit-Just tested my ship level again recently, and I'm once again frustrated. The scrolling is just annoying me too much.

ShaneM
Posted on 03-22-14 05:05 AM (rev. 3 of 03-22-14 05:10 AM) Link | Quote | ID: 156164


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Posted by kunio1031
Posted by Chaobomr
Hope that great feeling keeps up.


Hack is going pretty well so far, I've posted a few vids on my FB page also...

Edit-Just tested my ship level again recently, and I'm once again frustrated. The scrolling is just annoying me too much.


I had that same issue while making Magical Note Blocks 2's bonus (GBA e-level). This is how I fixed it: The autoscrolls are activated by having the autoscroll object at a certain Y position, and this position can be as low as 0x80, but SMB3 Workshop doesn't let you move anything below 0x1A.

EDIT: Oh yeah, I'm sure you knew this but for the level's header, make sure that "Ship autoscrolling" is selected when creating a new level if it did not previously have that.

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kunio1031
Posted on 03-25-14 06:35 AM (rev. 2 of 03-25-14 06:47 AM) Link | Quote | ID: 156212


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So I'm gonna have to go and edit the ship in a few days or so. I'm not having a problem with the scrolling anymore. But I might just focus on something else. Anyways I had a few questions still.

1-In the Giant World, I made my first level and tested it. But the problem I'm having is when I hit a giant question mark box, sometimes it does this weird little glitch? I don't know why it does this.

2-As far as the e levels from Mario Advance 4 and stuff like that, how do I get those into Mario 3? I might be interested in maybe adding those in my hack as well...

3-Can someone also explain to me very briefly how pipe pointers work?

Chaobomr
Posted on 03-25-14 11:41 AM Link | Quote | ID: 156213


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Alright then:
1-Is the screen shaking? 'Cuz if it is, you got the wrong giant block
2-Shanem might be able to help with that
3-Has to do something with the pointer's position. You're better off using Workshop's dialog box to do the editing. The location tells the game where Mario spawns in the next area.

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ShaneM
Posted on 03-25-14 10:37 PM Link | Quote | ID: 156214


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Hey, I just popped in very briefly. I'm having some personal problems with life at the moment. I have answers to all 3 questions. Will answer when I have more time.

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kunio1031
Posted on 03-27-14 10:14 AM Link | Quote | ID: 156229


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So I've been doing some stuff in the Giant World. And I came upon something really cool. So normally you can either choose to have or not have not an action when you first start a stage. So what I found out is that you can have Mario come up out of a giant pipe at the start of the stage. I think this is really cool because you can't normally go down or up giant pipes. But with this you can come up a pipe at the start of any stage where you can have a giant pipe. And what's cool about it as that it doesn't look cheesy or off in any way. You guys should try it sometime, very cool stuff indeed.

kunio1031
Posted on 04-04-14 08:35 AM Link | Quote | ID: 156272


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This is so idiotic, I'm just trying to edit the first dungeon in the water world. And it's being all screwy, like when I try to bounce back and forth because I wanna make it a sort of cool psuedo maze. Well whenever I'd load one of the sides it loads it all screwed up, I don't know why this is happening....

EggplantPimp
Posted on 04-04-14 12:10 PM Link | Quote | ID: 156273


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Are you adding more objects & enemies in another stage? When you do that in SMB3 the data spills into other levels, making those other levels look all crazy.

Either use the exact number of objects & enemies or use less objects and enemies...

Or, try hacking that one level on an unhacked SMB3 ROM and see if you still get that same problem...

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kunio1031
Posted on 04-04-14 06:15 PM Link | Quote | ID: 156274


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Posted by Stufid
Are you adding more objects & enemies in another stage? When you do that in SMB3 the data spills into other levels, making those other levels look all crazy.

Either use the exact number of objects & enemies or use less objects and enemies...

Or, try hacking that one level on an unhacked SMB3 ROM and see if you still get that same problem...


If by that you mean adding more enemies then yes I am, but on my end I'm simply deleting a 4 byte or 3 byte object and then putting in an enemy in it's place. So are you saying if it's something like a bonus level or something connected to a level. In this case the first water world dungeon. So I keep say the regular amount of enemies on the dry room side, and then on the water room side I delete a 3 or 4 byte object but add an enemy in it's place. And that's what's screwing it up? That seems to be the case here if that's what you mean...

Chaobomr
Posted on 04-04-14 08:55 PM Link | Quote | ID: 156275


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Posted by kunio1031
If by that you mean adding more enemies then yes I am, but on my end I'm simply deleting a 4 byte or 3 byte object and then putting in an enemy in it's place. So are you saying if it's something like a bonus level or something connected to a level. In this case the first water world dungeon. So I keep say the regular amount of enemies on the dry room side, and then on the water room side I delete a 3 or 4 byte object but add an enemy in it's place. And that's what's screwing it up? That seems to be the case here if that's what you mean...
Ummm... you can't do that. See, both the enemy and object locations are at two different points. You can't delete an object and get an enemy in return. You're probably better off using custom pointers.

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kunio1031
Posted on 04-05-14 10:59 AM Link | Quote | ID: 156281


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I might just have to take a week or more hiatus on this whole Mario 3 hacking thing, this stupid freaking map editor program for Mario 3 is really annoying the crap out of me. I'm setting my levels properly to the pointers where I want them to be, and it's still not loading it properly when I go to my first level. I save my changes after each change I make, and it's still being idiotic...I don't know what to do here, I'm getting really burned out on this. I was almost thinking about just giving up my hack entirely, but then I realized I don't wanna do that because I'm almost half way done with this hack and that I've also done some pretty cool levels as well.

EggplantPimp
Posted on 04-05-14 03:18 PM Link | Quote | ID: 156282


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There are other versions of the Map Editor out there, do you have this one? That's the last build...

Try taking a pic of your desktop theme with the editor open, so we can see what's going on...

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kunio1031
Posted on 04-07-14 02:01 AM Link | Quote | ID: 156287


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Posted by Stufid
There are other versions of the Map Editor out there, do you have this one? That's the last build...

Try taking a pic of your desktop theme with the editor open, so we can see what's going on...


Ok, so I think I see what you mean about the whole adding more enemies and it spills over type of thing. But let's just say it's a level like World 1-6 where there's no pipes or bonus areas to go to. And you decided to add more enemies then there normally are...Would you have a problem in the game with it recognizing more enemies than normal? Also, the map program I'm using/have been using is the one that you left the link up for...Yep, I'm having problems with it.

Chaobomr
Posted on 04-07-14 06:04 PM Link | Quote | ID: 156296


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Posted by kunio1031
Ok, so I think I see what you mean about the whole adding more enemies and it spills over type of thing. But let's just say it's a level like World 1-6 where there's no pipes or bonus areas to go to. And you decided to add more enemies then there normally are...Would you have a problem in the game with it recognizing more enemies than normal? Also, the map program I'm using/have been using is the one that you left the link up for...Yep, I'm having problems with it.
It's more like just spilled over data. The overloaded hex values will then spill into the next pointer location and you end up with some random enemy in the wrong place. It's even worse with objects 'cuz it may make the game crash (depending on the hex value). It's better if you either restrict yourself or use custom pointers. The creator of Mario Dreamscape has done that and it works out well. You just have to then keep manual tabs on your custom pointers, something I'd rather not do.

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Main - ROM Hacking - My unnamed Mario 3 hack New thread | New reply

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