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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 09-14-14 04:25 AM (rev. 5 of 10-06-14 08:56 PM) Link | Quote | ID: 158382


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I have just fixed the mother of all original SMB glitches. *Drum rolls*

I have fixed Small Fiery Mario (https://www.youtube.com/watch?v=KxMUM1FRym4)! This glitch has got to be the hardest one to fix in the history of glitches. Originally, I had no idea what caused the glitch, as I knew there were two flags (one for player size and the other for player form) but I didn't know what was causing the glitch. It was not until I hacked the SNES version of Allstars (yeah, 65c816 is VERY similar and the code is almost verbatim) that I found the glitch actually had to do with the axe code and how it was erased. (Yes, Allstars fixes it.) The thing was, on the SNES version it took 56 bytes to fix it (0.o); space I just didn't have. But since I located the problem I knew what to do and how I could optimize enough code to create my own custom routine to fix this. So, here it is; fixed on BOTH SMB1 and SMB2J. Enjoy. There is absolutely nothing more to fix/correct on these games as I pretty much fixed every known glitch. My versions are now the most sublime versions of SMB1 and SMB2J. More sublime than the SNES, GBC etc. versions. If you find a bug (not impossible) you can report it to me.

I am the first person in NES hacking history of hacking to fix this. If you borrow the fix, credit me. --ShaneM

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 846A

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

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Chaobomr
Posted on 09-14-14 11:04 PM Link | Quote | ID: 158397


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Oh, man! And I liked that glitch, even though I never used it...

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ShaneM
Posted on 09-17-14 04:33 AM (rev. 2 of 09-17-14 04:34 AM) Link | Quote | ID: 158418


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I just reviewed the original SMB2J's code after work today and I realized something else that I could do to improve this game so I did.

I had made it originally to stop counting lives after 128. But really, after looking at the original code, I realize that nothing was meant to go above 19 lives. After 9 lives, the game would replace with Crown lives. (The SNES version went with 128 lives because it also saved lives count to SRAM for later. On the NES this was not needed as level saving was not an option. Also, to account for the fact that the Player will be awarded 100,000 pts. for every life left at the end causing an overflow with the score and strange tiles being loaded for lives.)

So I fixed it. I made a small routine to make it stop counting lives at Crown 9, like it was intended to be. That fixes BOTH issues with score overflow as well as strange tiles being loaded. Now, I found a routine that I can potentially optimize to get me another 56 bytes. If I do it, I may also add water sprite animation cycles. But I need to figure out how to go about it. For right now, here is the 'supposed' final version with lives fix. (This fix was made to both SMB1 and SMB2J.) Here is my code first:


lda numberoflives
cmp #$12
bcs end
inc numberoflives
end:rts


SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = A7AB

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



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Superjustinbros
Posted on 09-17-14 05:39 AM Link | Quote | ID: 158419


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Nice find, shanem!

ShaneM
Posted on 09-20-14 05:20 AM Link | Quote | ID: 158450


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The final build can now be found here: http://forums.nesdev.com/viewtopic.php?f=22&t=11576&p=134061#p134061

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ShaneM
Posted on 09-23-14 09:13 AM Link | Quote | ID: 158495


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Posted by "ShaneM"

This is the final version of this game as I cannot do anymore with it as it is as good as it can possibly be.


I stand corrected. There IS one last thing that I can and did fix:

Posted by "Mario_Wiki"

This works in World 1-1. Mario or Luigi must hit the block with the Star inside, then they must go to the bit with the half pyramid with 10 blocks on each half, without touching the Star. Then they let the Star touch them, and as quickly as possible, the player must run to the flagpole. If done correctly, when the invincibility wears off, the music from the level will play instead of the usual flagpole fanfare.


Here's a video: https://www.youtube.com/watch?v=DiFJityZiH4

The code I created to fix it:


;In the routine "NoWind"
lda FlagpoleMusicFlag ;is the flag music playing?
bne NoChgMus ;if so, branch to original code
jsr GetAreaMusic ;otherwise reload area music (this line is original code)


If you borrow this code please credit me or I will be pissed. Thanks. ()" (And I know quite a few people and whether or not you know ASM and I will check the code to see if it's mine and call your bluff, too. So save yourself the embarrassment and just credit me if you use it because it took me time and effort to trace the code. [...Credit me for any/all my glitch fixes, too, since I notoriously fixed every known one.])

Since I made SMB1's code "my bitch" (street slang), I've mastered ASM and the game's code. So, I still have like...say.. 49(?) or so more free bytes from the Cheep-Cheep optimization, so if you have any more original glitches that you want me to fix, NOW is the time to link me to it/them.

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = D8A4

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

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ShaneM
Posted on 09-30-14 08:09 AM (rev. 2 of 09-30-14 08:22 AM) Link | Quote | ID: 158586


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Has it bothered anyone else that there is no collision between Piranha Plants and kicked Shells? Should I add collision between them?

EDIT: Should I also add collision between Piranha Plants and other enemies???

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Chaobomr
Posted on 10-01-14 01:09 AM Link | Quote | ID: 158597


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Posted by shanem
Has it bothered anyone else that there is no collision between Piranha Plants and kicked Shells? Should I add collision between them?

EDIT: Should I also add collision between Piranha Plants and other enemies???
Yes to both.

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Insectduel
Posted on 10-01-14 01:12 AM Link | Quote | ID: 158598


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The hammer bros sometimes doesn't collide to kicked shells like SMB1's World 8-3 for example.

ShaneM
Posted on 10-01-14 05:24 AM (rev. 2 of 10-01-14 05:25 AM) Link | Quote | ID: 158601


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Okay. Then it's settled. I'll add collision. I also fixed other things, too. I work 40 hours this week so I'll get around to it by this weekend. (I'm also helping someone else on here with ASM coding, too.)

@Insectduel
Collision is registered with HB, but because the shell moves so fast (data issue) it goes undetected. That also occurs when the player jumps right under the moving cloud on bonus rooms when moving too fast. I may be able to fix this depending on the amount of space it requires. The Piranha fix will only take about 16 bytes.

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ShaneM
Posted on 10-02-14 07:30 AM Link | Quote | ID: 158613


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I did it. I created collision between kicked shell and Piranha Plants (even Upside Down ones). I left enemy touch collision alone because it was causing issues. But if anybody wants to know the fix, let me know and I'll PM you a build with it.

I will post my new build on Friday. My damn job has me burnt out working 40 long hard hours this week. Will post then.

Here is a pic for now.



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ShaneM
Posted on 10-04-14 05:37 AM Link | Quote | ID: 158635


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Few things I did with the free bytes that I had left from the optimized code (bank $00 in both SMB1 and SMB2J, with the exception of #2 & 3.1 being in bank $02):

1) Fixed an SFX glitch.

2) Fixed the coin on the status bar during Victory Mode (credit for this goes to Nintendo's programmers, who had unused data present which fixes the issue)

3.1) This is limited to SMB1 on Side A: Added more Bloopers to 9-3 to give it an even more authentic feel of FDS's Minus World (-3)

3.2) This is for both SMB1 and SMB2J: Instead of using sunset palettes for Bonuses, I decided to revert them to original night and day ones (I left stages like 4-3 [SMB1] and 8-2 end, 8-3 & A-3 [SMB2J] with sunset palettes). This has another effect; it fixes the oversight by Nintendo where they left 2-1 and C-1's Bonus as day in the original SMB2J (http://nesmaps.com/maps/SuperMarioBrothers2j/SuperMarioBros2jMap2-1.html and http://themushroomkingdom.net/maps/smb2j/C-1). They now have their proper night palettes and the day ones have theirs. Nintendo either A) chose to make them all day because of lack of room or B) Forgot them.

4) I created collision between kicked shell and Piranha Plants (even Upside Down ones). I left enemy touch collision alone because it was causing issues. But if anybody wants to know the fix, let me know and I'll PM you a build with it.

--
I am still open to suggestions or issues concerning this game.


C-1 with its proper night palette.




The coin is no longer white, but has been fixed on 8-4 and D-4's ending.






I added pics of the confirmed 9-3 working. It shows how closely I adhered to Minus World -3 of the original FDS SMB1. So you all can be confident that this is a fully stable build of BOTH games. All I really did was use more Bloopers this time around.








SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = CB03

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

-ShaneM

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ShaneM
Posted on 10-06-14 05:49 AM (rev. 3 of 10-06-14 05:55 AM) Link | Quote | ID: 158660


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I've further fixed collision bugs with Piranha Plants as well as enemy code and enemy loading code.

1.) Fixed Piranhas to have collision when touching enemies instead of being limited to shell collision.

2.) Fixed bug with Piranha Plants and Upside Down Piranha Plants where they wouldn't load on many occasions. This is another Nintendo original glitch and has NOTHING to do with too many enemies being on the screen at once. Stages where this fix is most noticeable (but not limited to) are 5-1 (SMB1), 6-2 (SMB1), 8-1 (SMB2J), D-2 (SMB2J) etc.

3.) Turns out there are actually 3 Goombas on 1-1 (SMB2J) where one never ever previously loaded (under any circumstances). This has now been corrected. Other enemy issues have been resolved, too.

4.) I made a change to 3-1 (SMB2J) where the end Red Koopa Troopas were previously on top of Piranha pipes. Since I added Piranha collision they would get caught in a loop. So I moved them a little after the pipes, into a "Nintendo-logical" place.

This is really D-2. I just loaded it though A-1 to test it. It shows off shell to Upside Down Piranha collision. Points have been awarded for defeating them, too.




Me showing off my newly-added enemy-to-Piranha collision.




All the enemies now load since I optimized the enemy slot buffer glitch. Here is 8-1 of SMB2J with the Upside Down Piranha Plant loading successfully for the first time!!! (Along with all enemies properly loading.)





This is really one of the most comprehensive SMB hacks and most awesome *FDS* ported hack of this game. The fixes in this game are superior to any other official remake of this game including the GBC/SNES versions. This is how this is going to go down: The final deadline for this finished product is 10/12/14 for users to submit their suggestions on this game. After that, this will be a finished product. As of now, I've got nothing I can think of to make this game more sublime. (I can't add water/lava animation as I don't have enough free CHR RAM.)

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = F7E4

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

-ShaneM

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ShaneM
Posted on 10-09-14 08:44 AM Link | Quote | ID: 158699


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I've invented a new enemy to the SMB2J portion of my game. It is only found on World 9 (Fantasy World). I'd like some feedback. What do you all think? I call it Piranha Trio. It's a 3-headed Piranha Plant...I got the idea from Dugtrio.

This'll be in the new build when it's ready.





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Vanya
Posted on 10-09-14 09:47 AM Link | Quote | ID: 158700


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Nice! Looks like a pretty dangerous enemy, too.
Gods know how often I jump up onto pipe edges knowing that if the piranha plant comes up as I'm jumping I'll be safe.

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ShaneM
Posted on 10-09-14 10:28 AM Link | Quote | ID: 158701


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@Vanya

Thanks. It is indeed actually more dangerous because this type can pop up even when the player is standing on the pipe. It takes 3 fireballs to completely defeat it. So far, I have 3 in total in World 9. The other new enemy I've created is a two-sided Firebar. It moves 2x the speed of a regular Firebar but does a 720. I call it a Fuller Bar. Will release this build soon.

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Chaobomr
Posted on 10-09-14 07:33 PM Link | Quote | ID: 158710


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A two-sided firebar, huh? Sounds like that giant firebar in level 5-4 in the original SMB.

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Insectduel
Posted on 10-09-14 09:41 PM Link | Quote | ID: 158714


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People from the Vizzed community thinks that I made AfterSMB2J which is a hack of SMB1, that's incorrect and the original author of the game is AP.

Have you heard of Yellow Piranha plants? It's a enemy that can ALWAYS pop up even if you stand on top of the pipe.

ShaneM
Posted on 10-09-14 10:54 PM (rev. 2 of 10-09-14 11:19 PM) Link | Quote | ID: 158716


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Posted by Chaobomr
A two-sided firebar, huh? Sounds like that giant firebar in level 5-4 in the original SMB.


Not quite. Here are some pics.





One rotates clockwise 2x as fast as a regular Firebar and the other one counter-clockwise 2x as fast, too. Hence the name Fuller Bar (720). It is only found on 4-4 of SMB2J and makes up for the Firebar that never previously loads there.

Posted by Insectduel

Have you heard of Yellow Piranha plants? It's a enemy that can ALWAYS pop up even if you stand on top of the pipe.


Yes, I have personally played that hack myself. Those are easy to create. Simply change the Piranha's palette in "EnemyAttributeData:" and NOP the "lda #$22" and "sta $00" in the subroutine "InitPiranhaPlant:"

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Chaobomr
Posted on 10-10-14 08:29 PM Link | Quote | ID: 158729


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Posted by shanem
...some pics.





One rotates clockwise 2x as fast as a regular Firebar and the other one counter-clockwise 2x as fast, too. Hence the name Fuller Bar (720). It is only found on 4-4 of SMB2J and makes up for the Firebar that never previously loads there.
Better than what I thought of...

Posted by shanem
Posted by Insectduel

Have you heard of Yellow Piranha plants? It's a enemy that can ALWAYS pop up even if you stand on top of the pipe.


Yes, I have personally played that hack myself. Those are easy to create. Simply change the Piranha's palette in "EnemyAttributeData:" and NOP the "lda #$22" and "sta $00" in the subroutine "InitPiranhaPlant:"
Whoa! Would the same thing happen if I did this in SMD?

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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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