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Main - ROM Hacking - SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) New thread | Thread closed

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ShaneM
Posted on 09-04-14 06:23 AM (rev. 7 of 10-06-14 09:05 PM) Link | Quote | ID: 158110


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This is a hack that includes both SMB1 and SMB2J. Almost every single known SMB glitch has been fixed.

Side A: This is a hack of SMB2J that brings all the level designs and other various data over from SMB1. I hear all this hype from many other forums of people wanting to add SMB2J stuff to SMB1, such as Wind, Upside-Down Piranha Plants, more Worlds, etc. So I did something about it. I thought to myself: If the point of the hack is to make SMB1 like SMB2J, why not just hack SMB2J?

So that's what this is. SMB1 with all the features of SMB2J. The levels are the same, I've just incorporated SMB2J stuff in various places to add and show off its features. I've done all the work on this myself so that people can now rip their SMB1 levels and paste them to this without having to worry about the ASM work (assuming they don't know it).

There are no Worlds A-D in Side A of this hack as I NOP'd the code that does a check to see how many stars are on the title screen. World 9 is still intact. What I did was recreate the Minus World from both SMB versions (NES and FDS) to make a World! The NES Minus World has 1 level, while the FDS version has 3. So 3+1=4 or 1 World. This is better because the SMB2J 9 World is based off of this Fantasy glitch from the original game. So doing this is only fitting. Well, minus the glitches that came with the original Minus World. I even gave the NES version a total makeover of its Minus World! (https://www.youtube.com/watch?v=Dh-3PuJjFN4)

9-1 = NES version of Minus World
9-2 = FDS version of -2
9-3 = FDS version of -3
9-4 = FDS version of -1

This work took about 4 days.

I've left the title screen logo wide to allow all 24 stars to be recorded (note that I just temporarily changed 0xCC3C here to $18 to show all 24 stars. It's been reverted to $00 for final release.)


Poison Mushrooms, green springs etc. can all be found in this game.



Like I've said, beta scenery and cactus have been used from SMB2J



Saving occurs upon beating 8-4; high score is also saved to SRAM upon receiving a Game Over and choosing "Quit"



Wind and flying Bloopers have been added to some stages.



Certain levels like 1-3 and 5-3 no longer share data, so you are free to create new levels or scenery. On 5-3 I made it a windy snowy level. (Since World 5 is already a snow World.)



Upside-down Piranhas have been added to various areas in appropriate places to give it an authentic "Nintendo" feel.




What's a purple beta cactus, clouds and trees doing under there?




A flying Blooper! I thought this was only found on 7-3! I wonder where else I might find these guys?



Lava underground, just like SMB2J!



A MUCH more difficult version of 7-3 (which is a harder version of 2-3).


An underwater sea current.


New invisible items have been added where there were only invisible coin blocks. Arigatou, ShaneM-chan!




Beautiful clouds from up above have replaced the Mushrooms from SMB1 to give it a more real SMB2J feel.





Wait a minute...That's a decoy!



Remember, my SMB2J is on Side B of this game!





What I did was fix up the original stages that repeat to match the VS SMB counterparts. These include repeats of 5-3 (but I left the snow and wind in), 5-4, 6-4 and 3-4 (I did the last one because it is the same level, but more challenging). Here are maps of the VS SMB stages if anybody needs them for the repeat stages I fixed: http://themushroomkingdom.net/maps/vssmb

Also, in case no one realized this, I've made the maze of 4-4 to be like ANNSMB, as well as the lava pits of 7-4. The stages of 4-1 and 4-2 have also the Koopas added to them from the ANNSMB version. Here are maps in case you get stuck on 4-4: http://themushroomkingdom.net/maps/annsmb

So really, this SMB1 with SRAM and SMB2J features is the best because it incorporates the greatest strengths of VS SMB, ANNSMB and the original SMB1.



====

Side B:

-SRAM saving (completely redone; upon getting a Game Over on any world except 9 World; and when beating 8-4/D-4. Only saves the highest score.)
-I've added features from the SNES Allstars version:
*Hard Mode on Worlds A-D (where Buzzy Beetles replace Goombas and all enemies move faster, smaller platforms and anything else found in Hard Mode)
*Bowsers now have their own identities when defeated in Fiery state (originally they shared Bowsers World 1-4 identities since Worlds A-D were counted as 1-4 before. I even fixed the A-1 identity glitch found in the Allstars version.)
*Worlds A-D now have their own attributes and no longer share codes and limitations the original, such as spring in World B being red like they're supposed to be etc.
*I've written a little routine in bank $02 to play the beta Game Over music when loading the special message for 9 World

-Many sprite loading issues with OAM have been corrected
-I've fixed every single SMB2J glitch known to man...including:
*The timer would erroneously award player 999 seconds if the timer got down to 0 (50*999 =50, 000 points)
*The platforms had a collision error where they would loop instead of kill the player if they went below the screen ($D0)
*The hammer immunity glitch has been corrected where if the player went all the way to the left of the screen, the player was previously immune to hammers
*The glitch on 4-2 has been corrected
*Lakitu was originally supposed to throw Spinys according to the player's velocity. I fixed this. (A was getting overwritten because the JMP to bounding box control was too early.) Now Spinys bounce and Lakitu moves better. The only other version that fixed this was SMB Deluxe on GBC.
*Infinite lives glitch where the player would receive a Game Over upon accumulating too many lives.(I credit this fix to Kasumi, who gave me a hand with this)
*Many other glitches I corrected based on videos and the Mario wiki

-New features have been added, including:
*A brand new sunset palette has been added. It always bothered me that we had day and night stages but none in the evening.
*Brand new snowy palette. It always bothered me that the shrubs were colored white but the ground was left brown. (I had to clear 8 bytes in the first VRAM table data to make room for this.)
*Brand new bonus areas added and a hidden new level! (World 9-4 = new bonus room, World A-1 = secret hidden level within the stage... 2 exits in total! [Can you find the hidden level? ], B-1 = new bonus room with beta enemies used [can you find the hidden message? ], C-1= a very special new bonus room, D-2 = ??? [I think this stage speaks for itself]. No rooms were taken out; only stuff added
*Underwater currents [9-4 only] - These use the same wind code as on land except I had to code them to push the player around, as wind would previously only do this on land stages.
*Level fixes from the Allstars version. Some of them include the fact that on the NES version it is impossible to get 5000 points as either form of Mario on some stages like 2-3 and 8-2.
*I've also found a TON of beta stuff. Like unused blocks, BG scenery, etc.

I think this is indeed a great work that I've done, here. Also, I've studied in-depth the FDS format and came up with my own custom header (I've created my own detailed doc of it which I will include with this). My game is the first to make use of it. I also made a SMB2J manual that I translated/created from my own notes. I also borrowed from the Wii channel's description of the game. I personally own 2 FDS copies of this game. One sealed and one opened. I used the opened one's manual. I think it should be the same as the sealed one.

Link to the glitches I fixed:
https://www.youtube.com/watch?v=1nzyWWDYSvc
http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches

Here are some screenshots:
Wow. Look at them beta cactus. Im'ma sure glad Shane M. found them! Brrrr! This snow is sooo a' cold! (I made snow on the ground for snowy stages. So they no longer look dry.)



Ouch! That damn hammer gave me a bump on my mama-mia head!


The beta ground with lava like in the SMAS version.


Mama mia! I was here in SMB1!



It's evening...Almost time to have the rest of that spaghetti...I hope I'm close to the Princess, now. (I know it says B-3 but it's really A-3. This was an old shot from when I was now learning how to add rooms. This has been fixed.)


The new bonus room on B-1 with beta blocks and the new beta enemy...What do those blocks spell?


The top secret level of A-1. This looks familiar...Didn't I beat this last spring? (Now 6 months later in time.)



Lakitu got over his "bug" and regained his strength! LOL XD


Finally...Someone translated this message into English for me and used beta blocks to do it in. What? underwater sea current?!? Noooo!!!! Lol



I've also made a custom .pal file which gives the NES an updated graphics feel, as if you were using A/V.




SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = F667

Patch it to a clean ROM with the CRC16 listed above. http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

EDIT: On Side A I didn't borrow any SMB2J stages for SMB1, what I did was use the VS SMB counterparts of the SMB1 stages. They are in different Worlds on VS SMB.


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LeviathanMist
Posted on 09-07-14 09:26 AM Link | Quote | ID: 158169


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This looks pretty exciting! Hopefully I'll get a chance to play through this sometime this week.

ShaneM
Posted on 09-07-14 09:56 AM (rev. 2 of 09-07-14 09:58 AM) Link | Quote | ID: 158170


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Posted by LeviathanMist
This looks pretty exciting! Hopefully I'll get a chance to play through this sometime this week.


Thanks. I sent you an early build with SMB1 with hard mode. It is enabled when getting 8 stars. I can give you the offset when you want to test it.


@Everyone
I'll give a public release of it on here next week. But if you want it early, see my latest post, here: http://forums.nesdev.com/viewtopic.php?f=22&t=11576#p133601

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Superjustinbros
Posted on 09-07-14 06:04 PM (rev. 2 of 09-07-14 06:05 PM) Link | Quote | ID: 158178


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I did play this earlier. Thankfully the ROM itself played using the original SMB1/2J colors, which is the general color scene I'd prefer to use.

Also a bit of my own personal opinion, but...

In all honesty I don't like the use of the enhanced SMB1 Ground tiles in underwater levels, I'd prefer to just have one standard ground tile and use the second solid tile for those indented blocks.

I will admit though that this was a good effort, and I'm sure with a few tweaks here and there it could become a true SMB Extended until my Hombrew Enhancement project kicks off.

ShaneM
Posted on 09-07-14 06:39 PM (rev. 6 of 09-07-14 07:02 PM) Link | Quote | ID: 158179


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Posted by Superjustinbros
I will admit though that this was a good effort, and I'm sure with a few tweaks here and there it could become a true SMB Extended until my Hombrew Enhancement project kicks off.


In all honesty it's the best effort so far. I was the one who discovered those beta tiles and someone added them to TCRF from my effort. It is impossible to make this game any closer to SMB2J. Why? Because the SMB1 on there IS a hack of SMB2J. Also, the enhanced (better, in my opinion) colors came from the .pal file I created to go with this.

Really, I'm skeptical about the tool that you plan on making because:

1) You admitted to not having programming knowledge. This poses a problem as it means that someone else/many people will have to do all the work. Which I highly doubt they will unless they're paid.

2) I don't think you know how complicated it is to code the original SMB/2J in ASM. I know 6502 very well and these two games were a challenge. I know you're calling out ideas on the thread that you made, but even with programming knowledge your ideas are hard to replicate with code. (Maybe a homebrew C++ port would be more reasonable.)

3) It sounds like the tool you are "idealizing" would compete with SMW's Lunar Magic, that tool took 10+ years to get where it is. SMW hacking is more popular than SMB1 and easier to hack.

Sorry to sound like the party pooper but that tool may never really be that primed, if it even starts. Your best bet would be to make a C++ port of what you want.

Also, I'm keeping all the beta stuff in there. I'm sorry if you don't like it but I do. Also, on that pic you posted, there's a hidden message, a 'II' since that is on Side B of the game.

EDIT: By all means, go ahead and make your own hack using mine as a base. Just edit the tiles the way you want them. I don't mind. In fact, I made this to ease hacking for people who want to import SMB1 levels with more features.

EDIT2: I would have been glad to assist with the tool you wanted, but I only know the 6502 and Z80 processors. But really, you should aim for a C++ homebrew.

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LeviathanMist
Posted on 09-08-14 05:01 AM Link | Quote | ID: 158187


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So, when playing this, are there any particular bugs/oddities I should be watching out for? Or should I just play it and take note of anything weird? I can already tell looking at the title screen of SMB1 that the game inputs of the demo haven't been changed - but because the jumping physics have been altered, the demo player never dies anymore.

ShaneM
Posted on 09-08-14 06:05 AM (rev. 2 of 09-08-14 06:08 AM) Link | Quote | ID: 158191


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Posted by LeviathanMist
So, when playing this, are there any particular bugs/oddities I should be watching out for? Or should I just play it and take note of anything weird? I can already tell looking at the title screen of SMB1 that the game inputs of the demo haven't been changed - but because the jumping physics have been altered, the demo player never dies anymore.


Basically, since this is a hack of SMB2J (the SMB1 on Side A is actually SMB2J with SMB1 levels/all data corrected to match it), I recreated Hard Mode from scratch. My coding was kind of wasteful but got the job done. Really, just look out for anything odd on Hard Mode (after getting 8 stars; to give yourself 8 stars, go to 0xCC3C and change $00 to $08). Make sure enemies function the way they should/ nothing out of the ordinary. That includes World 9, also. Some features such as maze paths for 4-4 etc taken from ANNSMB; some levels such as repeated ones (5-3 etc.) borrow from VS SMB. A full list of changes can be found over at NESDev, from which I linked my latest release of this. Hard Mode differences are listed there, too. Just follow the link I posted last night to the build I posted, there.

About the demo: The player never died to begin with. The only difference is that due to the player jumping 3 squares high when stomping on an enemy instead of 1, Big Mario now stops at the first pipe rather than second. SMB2J actually fixed a demo glitch where if the player hit select too many times the demo timer would be off. (I didn't fix that, Nintendo did.)

Also, SMB2J is on Side B, if you're interested. I fixed every single known SMB2J glitch as well as add hidden (yes, hidden) stages within regular ones (so an option to find 2 exits!) as well as new bonuses (as mentioned in the first post).

If you need me to elaborate on anything please inquire as I would be glad to assist; and thanks again.

P.S: When you stream it, may I have a link so that I may see?

EDIT: Demo data behaves different after getting 8 stars due to Hard Mode (the Goomba is replaced by a Buzzy Beetle on the title demo). But this is not a glitch.

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Superjustinbros
Posted on 09-09-14 03:03 AM (rev. 6 of 09-09-14 07:08 AM) Link | Quote | ID: 158213


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Posted by shanem


1) You admitted to not having programming knowledge. This poses a problem as it means that someone else/many people will have to do all the work. Which I highly doubt they will unless they're paid. Considering the immense following SMB1 has and the years said game has existed for, yeah that was my vision.

2) I don't think you know how complicated it is to code the original SMB/2J in ASM. I know 6502 very well and these two games were a challenge. I know you're calling out ideas on the thread that you made, but even with programming knowledge your ideas are hard to replicate with code. (Maybe a homebrew C++ port would be more reasonable.) Someone on MFGG did try something like that a while back, however it sprung up with many problems since it was just as hard to figure out as the current version of SMB Utility, and it didn't use the original's 16x16 tile placement grid, instead opting for an 8x8 one. It also lacked many feature that the original game had (the most obvious being warp-zone pipes that existed in other colors besides red) and like Mari0 it lacked many of the extra tiles and enemy palettes that can be discovered in SMB1 through hacking.

3) It sounds like the tool you are "idealizing" would compete with SMW's Lunar Magic, that tool took 10+ years to get where it is. SMW hacking is more popular than SMB1 and easier to hack. This idea was never created with competition in mind. At most it would feel like "Lunar Magic for SMB1", and not to mention the two games have entirely different features by default. The concept of expanding ROMS was from how most people expand SMW ROMS, though in this case the SMB1 editor would also insert the SMBS/DX content automatically, while with Lunar Magic you would have to add them separately.

Sorry to sound like the party pooper but that tool may never really be that primed, if it even starts. Your best bet would be to make a C++ port of what you want. As I said in Bullet 2, the latest attempt at doing so on MFGG had inaccuracies with how the graphics/tiles worked, and by this point it would seem like to make the most accurate C++ remake of SMB1 that's not SMBC, I would have to be there and verbally guide everyone one step at a time.

Also, I'm keeping all the beta stuff in there. I'm sorry if you don't like it but I do. I never mentioned anything about suggesting you remove the beta tiles/features from your FDS hack, I was basically voicing my opinion on using them for my own projects (that is if I do end up making something SMB1-styled)

By all means, go ahead and make your own hack using mine as a base. Just edit the tiles the way you want them. I don't mind. In fact, I made this to ease hacking for people who want to import SMB1 levels with more features. I have no intent on shooting down your hack being used as a base for other's hacks, but yours is an FDS hack, not an NES hack. Plus with how complicated it would be just to move and add things in SMBUtility without it getting some upgrades, it would be an eyesore for me.

EDIT2: I would have been glad to assist with the tool you wanted, but I only know the 6502 and Z80 processors. But really, you should aim for a C++ homebrew. If you want to assist me in someways with the project you're more than welcome to, and another reason why I don't want to do the C++ "homebrew" is since people who would add on content (tiles and etc) for it would try to ignore the limitations of how the NES' graphics worked, unless I were to make all the sprites and tiles in the provided .png files with four colors as they're depicted in YY-CHR. Let me say I like the charm of how limited the graphics in NES games were.


EDIT: Just to prevent confusion this was the "home-brew" I was mentioning in the above post:
http://www.mfgg.net/index.php?act=resdb¶m=02&c=2&id=29194

LeviathanMist
Posted on 09-09-14 03:05 AM Link | Quote | ID: 158214


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My first recording is done. I apologize for the sound, my broadcasting/recording software had an update, which apparently can't handle Nestopia without causing sound skippage at parts. I'm gonna have to figure out another solution for that.

This run was done in SMB1 Hard Mode, with warps (only warping to world 3 and 5).

Observations:

Bullet cannons seem to be very conservative. I only saw them shoot a few times in the entire game. I feel like they should be shooting more often, especially in hard mode. In the original SMB, they shot much more often.

I like the Lakitu physics. They've established a notoriety rivaled by their SMB3 counterparts.

Glitches/oddities:

At 7-3 (starting around 22:13) - I die a few times while the wind is blowing. The wind pushes Mario's dead body to the right. Not really a glitch, but it looks funny.

When you hit some mushroom blocks, instead of appearing to shift up, the block itself disappears for a fraction of a second. 22:38 is a good example. Seems to happen more often when wind is blowing.

34:13 I go down a pipe, and die. I'm near Bowser throwing hammers, so my guess is an invisible hammer caught me. Still, it appears there's nothing there, and the nearest hammer is a few full blocks away from me. Plus, I had already gone down the pipe, I should be immune to damage until the next screen.

35:53 I beat the game, but the ending theme doesn't play - nor does any music or sound effects.

A suggestion: Lower the amount of points you get per life at the end of the game. I had so many lives that my score rolled over to 0. I'd say 20000 per life is a good number. Assuming the maximum lives you can hold is 127, that would give you an extra 2540000 points max. I understand if you don't wanna do this for the sake of purity, but there's also the score rollover issue to deal with - anyone beating the game with over 99 lives is guaranteed a score rollover under the current system.

ShaneM
Posted on 09-09-14 04:42 AM (rev. 2 of 09-09-14 04:45 AM) Link | Quote | ID: 158216


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Posted by LeviathanMist


Bullet cannons seem to be very conservative. I only saw them shoot a few times in the entire game. I feel like they should be shooting more often, especially in hard mode. In the original SMB, they shot much more often.

I like the Lakitu physics. They've established a notoriety rivaled by their SMB3 counterparts.

Glitches/oddities:

At 7-3 (starting around 22:13) - I die a few times while the wind is blowing. The wind pushes Mario's dead body to the right. Not really a glitch, but it looks funny.

When you hit some mushroom blocks, instead of appearing to shift up, the block itself disappears for a fraction of a second. 22:38 is a good example. Seems to happen more often when wind is blowing.

34:13 I go down a pipe, and die. I'm near Bowser throwing hammers, so my guess is an invisible hammer caught me. Still, it appears there's nothing there, and the nearest hammer is a few full blocks away from me. Plus, I had already gone down the pipe, I should be immune to damage until the next screen.

35:53 I beat the game, but the ending theme doesn't play - nor does any music or sound effects.

A suggestion: Lower the amount of points you get per life at the end of the game. I had so many lives that my score rolled over to 0. I'd say 20000 per life is a good number. Assuming the maximum lives you can hold is 127, that would give you an extra 2540000 points max. I understand if you don't wanna do this for the sake of purity, but there's also the score rollover issue to deal with - anyone beating the game with over 99 lives is guaranteed a score rollover under the current system.


First, thank you for playing this and testing it.

*Sits back and thinks for a minute*

I'm going to go in order, here.

1) I can work on the Bullet Bill thing.

2) Are you referring to blocks temporarily disappearing when wind is blowing on 7-3? That is normal and happens only for half of a second (also in SMB2J, too). If it's another occurrence from when the wind is not blowing then please clue me in on what stage and under what circumstances. (This happens because shrooms are stored as OAM as well as wind and sometimes the buffer overflows.)

3) The hammer thing is actually an original Nintendo glitch that I'm still trying to figure out how to fix. http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches#Hammer_through_the_Pipe

4) The sound isn't working? Hmm. There is a glitch if you press start right before the screen pulls up the victory scene; did you do that? What emulator and what version of said emulator did you use? (SMB2J which is what this game is a hack of, uses 4 banks of data. The victory scene takes bank $03; when you see brief pauses like that in between and, for example, when going to World 5, it is actually loading the new file into PRG. If you are using Nestopia you can see what it's doing under Disk System options. ie. "Reading" "Writing" "Loading")

EDIT: At least getting more than 128 lives no longer crashes the game like the original did and rendered a Game Over. I'm a little concerned about the sound at victory thing. Please fill me in with what I requested so that I can try to mimic it. When I tried it on my Nestopia 1.40 it worked fine.



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LeviathanMist
Posted on 09-09-14 05:40 AM Link | Quote | ID: 158220


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Posted by shanem
Posted by LeviathanMist


First, thank you for playing this and testing it.

*Sits back and thinks for a minute*

I'm going to go in order, here.

1) I can work on the Bullet Bill thing.

2) Are you referring to blocks temporarily disappearing when wind is blowing on 7-3? That is normal and happens only for half of a second (also in SMB2J, too). If it's another occurrence from when the wind is not blowing then please clue me in on what stage and under what circumstances. (This happens because shrooms are stored as OAM as well as wind and sometimes the buffer overflows.)

3) The hammer thing is actually an original Nintendo glitch that I'm still trying to figure out how to fix. http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches#Hammer_through_the_Pipe

4) The sound isn't working? Hmm. There is a glitch if you press start right before the screen pulls up the victory scene; did you do that? What emulator and what version of said emulator did you use? (SMB2J which is what this game is a hack of, uses 4 banks of data. The victory scene takes bank $03; when you see brief pauses like that in between and, for example, when going to World 5, it is actually loading the new file into PRG. If you are using Nestopia you can see what it's doing under Disk System options. ie. "Reading" "Writing" "Loading")

EDIT: At least getting more than 128 lives no longer crashes the game like the original did and rendered a Game Over. I'm a little concerned about the sound at victory thing. Please fill me in with what I requested so that I can try to mimic it. When I tried it on my Nestopia 1.40 it worked fine.




I'm using Nestopia 1.40. Did you test it with 99+ lives, or with warps (so no world 9 beyond it)? Only thing I can think of, unless it's also an effect of my capture program which caused the sound to skip. I'll record directly with the emulator on my next playthrough.

One question - what's different about this hack over your "SMB1 & SMB2J (2-in-1)" hack that I played months ago?

ShaneM
Posted on 09-09-14 06:18 AM (rev. 3 of 09-09-14 07:52 AM) Link | Quote | ID: 158223


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I have not tested with 99+ lives on Side A. But SMB2J on Side B I have tested with 128. The coding is exactly the same as far as that routine goes. I'm really hoping that it is your equipment. I have a new build where I fix glitches. I will release it tonight/early tomorrow. Maybe you can play that one and let me know? But, I will also list the fixes I've made, too.


Posted by LeviathanMist


One question - what's different about this hack over your "SMB1 & SMB2J (2-in-1)" hack that I played months ago?


What's different? Well, I've added:

1) Wind
2) Upside Down Piranhas
3) Poison Mushrooms now show up in ? blocks and invisible
4) SRAM saving and Game Over menu from SMB2J
5) World 9
6) More glitch fixes
7) Fixed Lakitu and superior level design
8) Snow palette on snowy stages

Basically, I ran out of room hacking SMB1 FDS. So I did the next best thing: Hacked SMB2J to make it SMB1! "



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LeviathanMist
Posted on 09-09-14 07:56 AM Link | Quote | ID: 158232


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It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.

ShaneM
Posted on 09-09-14 08:01 AM (rev. 6 of 09-09-14 08:05 AM) Link | Quote | ID: 158233


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Posted by LeviathanMist
It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.


I will be releasing the revision soon.

The tool I used to calculate my CRC16 was actually freeware. The tool is called chk http://download.cnet.com/CHK-Checksum-Utility/3000-2248_4-75909659.html

All you do is open chk.exe, go to Options, click on CRC16 and then drag and drop your ROM over the utility to get the checksum.

One advantage of using CRC16 is having a small, yet reliable checksum to verify the right file that a patch is to be made to. Which is why I will be doing so with all my releases. I hope this clears things up. --ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

LeviathanMist
Posted on 09-09-14 08:15 AM Link | Quote | ID: 158235


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Posted by shanem
Posted by LeviathanMist
It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.


I will be releasing the revision soon.

The tool I used to calculate my CRC16 was actually freeware. The tool is called chk http://download.cnet.com/CHK-Checksum-Utility/3000-2248_4-75909659.html

All you do is open chk.exe, go to Options, click on CRC16 and then drag and drop your ROM over the utility to get the checksum.

One advantage of using CRC16 is having a small, yet reliable checksum to verify the right file that a patch is to be made to. Which is why I will be doing so with all my releases. I hope this clears things up. --ShaneM


Thank you. My ROM didn't have the proper checksum. I got one that does. I'm gonna do another run through tonight to check which things I listed are actual bugs and which were side-effects of having the wrong ROM.

ShaneM
Posted on 09-09-14 09:51 AM (rev. 3 of 09-09-14 09:56 AM) Link | Quote | ID: 158238


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This is the final build of this, unless a glitch comes up.

List of changes:

*Fixed Blooper collision glitch - Where if the player stood at the bottom of a Water type level as their Super/Fiery form, they were immune to Bloopers. This was an original Nintendo glitch that has now been fixed.

*Fixed glitch where Bullet Bills were being loaded at a max of 2 Bills at once rather than 3 for Hard Mode. I set a flag with the Y register to do a check which fixes this issue. Hard Mode should now match the original SMB1'S version entirely.

*Added 2 more Goombas to the beginning of 2-1 and fixed a glitch with 8-1.


SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 8D39

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

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LeviathanMist
Posted on 09-09-14 10:03 AM Link | Quote | ID: 158239


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I was just about to edit my post. Here's my latest run through of the previous version, and my comments/suggestions for it:

I've done a no-warp run this time, this time using Nestopia's movie record feature. Much better quality, though I don't like the wait involved with encoding video. These were short, so it's okay. I split it into three parts.

Part 1 - worlds 1-3


Small oddity I noticed: Bowser sometimes takes only 4 fireballs to kill instead of 5. I imagine this is because fireballs sometimes double-hit. You can see this happen at 3:02 in video 1. This was also present in the original game.

Part 2 - worlds 4-6


1:41 in video 2, is that platform supposed to only be one? I always thought there were supposed to be 2 platforms going down.

Part 3 - worlds 7-9


I did hear the ending theme in this one, so I think last time was a fluke caused by using an improper rom, or my recording device.

At 6:49 in video 3 (8-1), bouncing koopas appear, and immediately commit suicide. Kind of defeats the purpose of having them if they're just gonna jump down the pit every time. This happened in my last playthrough as well.

In stage 9-1, from about 17:00 to a little past 18:00, you can see me cheese my way through the stage by allowing the wind to push me through obstacles. This glitch was present in the original SMB2j, even on land. It's especially cheap underwater, since bloopers never swim low enough to hit you if you're on the ground. If you can't fix it, adding a hole immediately after each obstacle might discourage abuse of that glitch.

One last suggestion - isn't there a way you can make use of the whole "times beaten" byte? I know plenty of people who have beaten SMB hundreds of times. It took me 40 minutes to beat this without warping and get a star. Someone like me can rack up 24 stars in a few days of playing. Might I suggest expanding it to a numeric counter after you beat it 24 times? Even a max of 99 or 127 would offer greater incentive to keep beating it, and take longer. I just hate to see a whole 90% of a byte's potential going to waste

ShaneM
Posted on 09-09-14 10:17 AM (rev. 2 of 09-09-14 10:19 AM) Link | Quote | ID: 158240


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Posted by LeviathanMist
I was just about to edit my post. Here's my latest run through of the previous version, and my comments/suggestions for it:

1:41 in video 2, is that platform supposed to only be one? I always thought there were supposed to be 2 platforms going down.


That happens when there are too many enemies on screen. (Platforms are stored as enemies as seen in SMB utility; that is normal.)

Posted by LeviathanMist

At 6:49 in video 3 (8-1), bouncing koopas appear, and immediately commit suicide. Kind of defeats the purpose of having them if they're just gonna jump down the pit every time. This happened in my last playthrough as well.


Yep. I fixed that Nintendo-original issue in my latest build right above.

Posted by LeviathanMist

In stage 9-1, from about 17:00 to a little past 18:00, you can see me cheese my way through the stage by allowing the wind to push me through obstacles. This glitch was present in the original SMB2j, even on land. It's especially cheap underwater, since bloopers never swim low enough to hit you if you're on the ground. If you can't fix it, adding a hole immediately after each obstacle might discourage abuse of that glitch.


Yep. That is fixed, too. If you read the first change I made above, I improved collision with Bloopers to match the SNES version. So now the player does get injured by Bloopers.


Posted by LeviathanMist

One last suggestion - isn't there a way you can make use of the whole "times beaten" byte? I know plenty of people who have beaten SMB hundreds of times. It took me 40 minutes to beat this without warping and get a star. Someone like me can rack up 24 stars in a few days of playing. Might I suggest expanding it to a numeric counter after you beat it 24 times? Even a max of 99 or 127 would offer greater incentive to keep beating it, and take longer. I just hate to see a whole 90% of a byte's potential going to waste


The value you are referring to is known within the ASM files as "GamesBeatenCount". That was originally saved to SRAM, until I also added high scores to it, too. The most I can do is make use of it for Hard Mode. I am running out of room in bank $00. In FDS program RAM, you have a limited amount compared to the NES how you could expand it. In FDS, bank $00 is considered the hardwired or main bank in which all major routines are stored. It would need to be coded there but I don't have room. If I did, I would expand on Hard Mode and make Red Piranhas also show at 1-1 and Hammer Bowser start at 1-4 when accumulating 8 stars. I would also make a better lives counter to draw numerical (hex) values rather than any consecutive tile after Crown Z. Had this been an MMC3 NES hack that would be totally possible. Please tell me if you find anything in this new build. Thanks. --ShaneM

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LeviathanMist
Posted on 09-10-14 04:50 PM (rev. 2 of 09-10-14 06:07 PM) Link | Quote | ID: 158262


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I did a Luigi game run of hard mode, but I didn't record it this time. I encountered only one major oddity that may be caused by the patch itself.

When I beat the game, it showed the ending text as normal, but as the background turned blue, I saw a flash of "THANK YOU LUIGI!" for a split second above all the text. It looks like text that would be there if beating a regular castle. I'm not sure if this was a subtle addition by the patch, something that was there in the original, or a mistake.

Here's some glitches I encountered while playing the patch, which are present in the original game too:

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Moonwalking_Through_Walls
I was able to use the above glitch to get to the ceiling in 1-4, where it's impossible to complete the level and you have to let time run out.

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Jumping_Damage_Glitch
I encountered this glitch while simply running across the ceiling midway through 5-4. I got caught by a fire stick from the bottom of the screen, without even jumping.

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Wall_Jump
This one actually saved my life in 7-3, as I was about to fall into the hole, but managed to jump off the wall with the proper timing of the A button.

And lastly, the cheesy way to beat 9-1 is still an issue, mainly because bloopers still won't hit you if you're small Mario. The background in 9-1 also looks kind of awkward, with randomly placed trees cut in half within holes.

ShaneM
Posted on 09-11-14 06:01 AM (rev. 7 of 09-11-14 06:10 AM) Link | Quote | ID: 158273


Snifit
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Posted by LeviathanMist

When I beat the game, it showed the ending text as normal, but as the background turned blue, I saw a flash of "THANK YOU LUIGI!" for a split second above all the text. It looks like text that would be there if beating a regular castle. I'm not sure if this was a subtle addition by the patch, something that was there in the original, or a mistake.


1)No mistake. What probably happened was you collected many lives on a stage such as when you did last time with 7-1. Remember that the same thing happened to Mario? That happens because the game was still counting lives but the music stopped. Remember, if the music doesn't finish after counting lives it moves to the scene with the 7 Toads surrounding Toadstool and the text "THANK YOU X!" appears. Am I right? Did you collect many lives this time, too?

2) Moonwalking = Really, the only way to correct this would be to redo the whole horizontal scrolling engine, which I'm not going to do because of time. This is not a glitch but has to do with the screen being $F0 long.

3) Glitch about 5-4 = Actually, the stage in question there is 1-1. Did you know that that glitch is impossible to do on my 1-1 because it is a hack of SMB2J? (That glitch is actually fixed in this version because the routine "CheckPlayerVertical" was optimized.) What is happening there is something else. The Firebar's bounding box is longer than what can be seen on screen. So it "wraps around" the screen. Secondly, that never happens through valid play means. I know you had to exploit the "horizontal scrolling" thing to even get up there on 5-4 as it is impossible through normal play means. But try that on 1-1 with even Luigi and you will see it is fixed. (=another issue from the one listed above in the link.) I hope that what I am saying is making sense to you. Please reread again if needed; thanks.


4) Wall jumps = This is something reasonable that I can probably fix. This truly is a collision detection quirk.


5) Blooper and 9-1 = Why should they hit Small Mario? There is no collision. (Look very closely and they never touch.) The collision glitch I fixed with Bloopers deal with Big Mario/Luigi since collision was made but damage wasn't.

World 9's data bank ($03) is full. I can give you the offsets so you can see for yourself. I really am not being lazy. This is a remake of -1 on the NES' Minus World. This is similar to SMB2J's Fantasy World, where nothing is suppose to make sense. Messed up scenery (like on 9-3 on SMB2J) different logic etc.


@Everyone
Here is a patch which fixes hammer to player to pipe collision that LM found in his last video playthrough. Thanks for the find, LM!

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = D835

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?
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