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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 10-10-14 08:36 PM (rev. 2 of 10-10-14 08:38 PM) Link | Quote | ID: 158730


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Posted by Chaobomr
Whoa! Would the same thing happen if I did this in SMD?


SMD? Uh...what in the world is that???

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Chaobomr
Posted on 10-10-14 10:06 PM Link | Quote | ID: 158731


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Sorry, my SMB3 hack.

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Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

ShaneM
Posted on 10-10-14 10:33 PM (rev. 4 of 10-10-14 10:54 PM) Link | Quote | ID: 158733


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Posted by Chaobomr
Sorry, my SMB3 hack.


The code I gave was for SMB1/SMB2J. I believe the coding is different in SMB3. What I would do if I were you is a Google search for "Southbird's SMB3 Disassembly" and look at the code and go from there. It should be located in the file called "main.asm". But yeah, it's completely different.


*Note that SMD is actually short for Sega Megadrive.*

--ShaneM

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ShaneM
Posted on 10-13-14 09:32 AM Link | Quote | ID: 158745


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The deadline for users submitting ideas on how to improve this as a finished product has ended. The final release is due anytime between now and 10/20/14. So stay tuned. --ShaneM

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ShaneM
Posted on 10-21-14 08:54 AM (rev. 3 of 10-21-14 09:07 AM) Link | Quote | ID: 158844


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Here is the newest and final version. I have made the following changes:

1) Further fixed collision errors with Piranha Plants.

2) Fixed "missing" enemies on many stages.

3) Added the newest enemy Piranha Trio to both SMB1 and SMB2J.

4) Added 720 (or Fuller Bar) to SMB2J's 4-4.

5) Created a second palette for a more authentic feel.

Here, I compare my two palette files to the original. You can choose whichever one floats your boat:

Original unmodified colors



AV-Famicom quality (Custom2.pal)


Sublime colors (further improved; Custom.pal)



Some pics of Piranha Trio in my SMB1:







SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 32A3

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

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ShaneM
Posted on 10-29-14 10:05 PM (rev. 4 of 10-29-14 10:08 PM) Link | Quote | ID: 158900


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Okay, here are two more Nintendo original glitches that I fixed.

1) Lakitu was originally 8 pixels too low when spawning for the first time. This has to do with residual data being used. This has now been fixed. I noticed this when I was looking at an SNES Super Mario Allstars guide by Nintendo Power. In it, they compared the FDS version 4-1 with the SNES version and I noticed that SNES fixed it. (This fix has been applied to both my SMB1 and SMB2J.)




CheckpointEnemyID:
lda Enemy_ID,x
cmp #$15 ;this is the issue. Change this to cmp #$11. $15 is Bowser's
;Flame. $11 is for Lakitu (the issue), $12 is for Spiny (never spawns without Lakitu throwing it) and
;$14 is Cheep-Cheep frenzy. ($13 is an unused enemy ID slot.) I think this set to $15 is residual
;because it has no other effect but lowering the enemy based on ID by 8 pixels. Also, it has the
;affect of setting mask offscreen enemies to player collision bits. This is residual as it does not
;affect Lakitu, Spiny or Cheep-Cheep frenzies. There is an abundant amount of residual Cheep-Cheep
;code. Maybe this was intended for another purpose that never was fully developed
bcs InitEnemyRoutines
tay
lda Enemy_Y_Position,x
adc #$08 ;add eight pixels to what will eventually be the vertical coordinate.
sta Enemy_Y_Position,x
lda #$01
sta EnemyOffscrBitsMasked,x
tya ;get original enemy ID back to A


2) I fixed this unknowingly. I didn't even know it existed. But it could have possibly been corrected when I moved the JSR for the Spiny bounding box after the enemy identifier and TYA (a few months ago); I like when things are fixed unknowingly ^^: http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Red_Shell_Out_of_Thin_Air

In addition, I've corrected the error where the overworld warp area was lacking scenery. I've attributed it with clouds, just like the SNES version fixes it.

Here, you can see the original area lacking clouds. The fix is corrected on both games.




Another change is that I've made use of wasteful blocks to add extra items to levels. (Note that the levels are EXACTLY the same as before, I've just optimized data in order to make use of the wasteful bytes.)

What's been added (this only applies to SMB1 on Side A):

+1 Powerup to 1-2
+1 Poison Mushroom to 2-1
+2 Poison Mushrooms to 3-1
+1 Poison Mushroom to 3-3
+2 Poison Mushrooms to 4-2
+1 Poison Mushroom to 5-1
+1 1-UP Mushroom to 6-2
+1 10 Coin Block to 6-2
+1 Poison Mushroom to 7-1
+1 Poison Mushroom to 8-1

I've added them to logical places and they are sure to frustrate you (the goal of the game's original designer when he made SMB2J). Watch out, especially at the end of 1-2 and when getting the 1-UP Mushroom on 5-1!

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = EF3A

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


--ShaneM

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Dracula X
Posted on 10-30-14 04:47 AM Link | Quote | ID: 158902


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I might give this fun hack a try. The minus world is after world Z. Someone found this code and I found this one in RAM at 075F: 0-7 and 0760 0-3. The minus world is 23 at 075F. I just found this out about the minus world, it's actually a tile set in Pattern Table right side $24 in FCEUX.

ShaneM
Posted on 10-30-14 05:22 AM (rev. 2 of 10-30-14 05:23 AM) Link | Quote | ID: 158903


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Posted by Dracula X
I might give this fun hack a try. The minus world is after world Z. Someone found this code and I found this one in RAM at 075F: 0-7 and 0760 0-3. The minus world is 23 at 075F. I just found this out about the minus world, it's actually a tile set in Pattern Table right side $24 in FCEUX.


What are you talking about? The Minus World is actually World 36. $24 (blank tile ID that gets loaded) is hex for 36 in decimal.

This is FDS. $075F is the RAM address for the current World loaded. There is no Minus World in this as I fixed it. Instead, I reconstructed the Minus World as World 9 in this. In it, I borrow both the NES and FDS Minus Worlds to create all 4 levels remade! (More info on this in one of my first posts in this thread.) Enjoy. --ShaneM

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Van101
Posted on 11-01-14 01:08 PM Link | Quote | ID: 158910

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Hello? I am experencing a glitch were I open it in nestopia with DISKYS.ROM and everthing, but it says: ERR.22. I tried it in FCEUX, and I got the same error. please fix this.

ShaneM
Posted on 11-02-14 03:23 AM (rev. 2 of 11-02-14 03:25 AM) Link | Quote | ID: 158911


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Posted by Van101
Hello? I am experencing a glitch were I open it in nestopia with DISKYS.ROM and everthing, but it says: ERR.22. I tried it in FCEUX, and I got the same error. please fix this.


Did you try reading within the included docs to find what Error 22 even is?

In 'Famicom Disk Sytem Nova Header':

"Flow of data is not correct, or is simply not happening. Data may be garbled, or out of sequence, etc..."

Did you bother checking that the CRC16 may be incorrect? (This is to verify that you have the right ROM.) Using the incorrect ROM is your issue, here. Please reread my last post to find the correct CRC16. I always give the CRC16 checksum with every build to avoid situations such as these. Thanks.

EDIT: SMB2J original ROM (65,000 bytes) CRC16 = BA55

--ShaneM

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ShaneM
Posted on 11-16-14 08:43 PM (rev. 3 of 11-16-14 08:46 PM) Link | Quote | ID: 159000


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Okay. In this build, I finally get around to correcting SMB1's header to make it, well...reflect SMB1. Remember, this was originally a hack of SMB2J and so I initially overlooked giving this game its correct FDS header (both internal and external ones).

Another issue that was corrected is on Side B's SMB2J, on 2-1 the enemy data was broken for the Coin heaven bonus. This has now been corrected. It seems that when I added a page to either 1-1 or 4-1, I forgot to add +$04 to the pointer address for the bonus. I really think this is the final build as I fixed every glitch known to the game (including one that I accidentally made with this enemy pointer; something I rarely do ).

I've also edited the included SMB guidebook to reflect SMB1's header. In addition, I've corrected the primary custom palette file. For the second one, I've edited two blues to better reflect the AV Famicom.

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 32A3

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

--ShaneM

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ShaneM
Posted on 11-22-14 06:46 PM (rev. 5 of 11-22-14 06:50 PM) Link | Quote | ID: 159043


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Attention all gamers, as you may know, we have three new games out: the new Smash Bros., Pokemon Alpha and Omega. We also have Black Friday around the corner. So, I purpose a promotion found only on this board to promote its activity. As Global Moderator I feel I should do my part and help out.

Some history of something rare and amazing that I recently acquired:

I recently got my hands on not 1 but 3 different dumps of the Wii special version of SMB1 with the 25 replacing the ? Block. It is an ultra rare version of the game with two different Japanese versions and one European version. I've already ripped the sprite straight from one of my Japanese dumps of this rare edition and added it to my FDS version though YY-CHR (sprite editor). (More info found, here: http://themushroomkingdom.net/games/smb25ae and https://www.youtube.com/watch?v=UvvnOeFxcU4

I'm also going to disassemble one of my Japanese versions of this game and post the results of differences in the General Topic thread I made with VC differences, soon.

The promotion: Anyone who beats SMB1 on Side A nine times (8 times regular mode, one time Hard Mode) and beats SMB2J on Side B nine times (8 times regular quest, one time Worlds A-D) will get a very special, limited edition of this hack with Side A (SMB1) having these special graphics that I ripped straight from its source as well as two other features: The starman from SMB Special and the Microphones from All Night Nippon SMB. The final drawing for this content is due Jan. 05th, 2015. Anyone who beats the games as described must PM me with a picture of authenticity by this date at 12:00 AM EST. (I reserve the right to dismiss forged photos or shady items.)

Happy playing!!

Some pics:








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MiniCompute
Posted on 11-24-14 05:27 PM Link | Quote | ID: 159055


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Posted by shanem

I'm also going to disassemble one of my Japanese versions of this game and post the results of differences in the General Topic thread I made with VC differences, soon.

The promotion: Anyone who beats SMB1 on Side A nine times (8 times regular mode, one time Hard Mode) and beats SMB2J on Side B nine times (8 times regular quest, one time Worlds A-D) will get a very special, limited edition of this hack with Side A (SMB1) having these special graphics that I ripped straight from its source as well as two other features: The starman from SMB Special and the Microphones from All Night Nippon SMB. The final drawing for this content is due Jan. 05th, 2015. Anyone who beats the games as described must PM me with a picture of authenticity by this date at 12:00 AM EST. (I reserve the right to dismiss forged photos or shady items.)



You must out of your mind, the rules you got for that contest is too extreme.
Limit the amount of times a player has to beat it have them show proof on youtube.
Or they can use mediafire to mail you the video file and you review it personally.
Also wouldn't be hard for someone to save your screenshots and put them in yy-chr. :/

ShaneM
Posted on 11-24-14 08:48 PM (rev. 6 of 11-24-14 11:28 PM) Link | Quote | ID: 159057


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Hmm, well I guess it is a little tedious, though I could do it in two days. But I've been playing these games for over two decades, when they first came out.

The goal is for gamers to beat Hard Mode on SMB1 once and D-4 on SMB2J once (they must have 8 stars on the title screen to do that). They can choose to hack the 8 stars in. I'll allow videos as a primary. The video must at least contain 8-4 beaten on Hard Mode in SMB1 and D-4 beaten on SMB2J. So really, if they hack it in, that's only beating each game once in their intensity. Very fair.

So let's change the criteria to the above. This seems more reasonable. Alright; to give yourself 8 stars on each game, grab a hex editor and go to 0xCC3C for SMB1 and change the $00 to $08. For SMB2J, go to 0x1CC18 and change the $00 to $08. --ShaneM

EDIT: One last thing, no Warping or the entry won't count!

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MiniCompute
Posted on 11-24-14 11:10 PM Link | Quote | ID: 159062


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Posted by shanem
Hmm, well I guess it is a little tedious, though I could do it in two days. But I've been playing these games for over two decades, when they first came out.

The goal is for gamers to beat Hard Mode on SMB1 once and D-4 on SMB2J once (they must have 8 stars on the title screen to do that). They can choose to hack the 8 stars in. I'll allow videos as a primary. The video must at least contain 8-4 beaten on Hard Mode in SMB1 and D-4 beaten on SMB2J. So really, if they hack it in, that's only beating each game once in their intensity. Very fair.

So let's change the criteria to the above. This seems more reasonable. Alright; to give yourself 8 stars on each game, grab a hex editor and go to 0xCC3C for SMB1 and change the $00 to $08. For SMB2J, go to 0x1CC18 and change the $00 to $08. --ShaneM



I know it can beat smb1 on hard mode, when I have some free time on thanksgiving night I'll give it a run.
Keep the prize, although I love to do this on smas, smb2J always did kick me hard.

ShaneM
Posted on 11-24-14 11:30 PM (rev. 9 of 11-24-14 11:51 PM) Link | Quote | ID: 159063


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@MikeTechno
Good luck. Since I added SMB2J stuff to the SMB1, it will be tough.

@Everyone
I forgot to add one thing to the above entry rules: No warping. My post above has been edited to reflect this. Also, since that is the case, the final level beaten must be 9-4 on SMB1.

So the rules are now set and cannot be changed for the purpose of integrity.

Rehash for all who are attempting this challenge to win the prize:

1) SMB1 must be beaten once on Hard Mode up to 9-4 (no savestates allowed)
2) SMB2J must be beaten once on D-4 (no savestates allowed)
3) Youtube videos or some other sort of video media is needed for authentication purposes.
4) To get 8 stars on titlescreen - SMB1 = 0xCC3C; SMB2J = 0x1CC18

--ShaneM

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MiniCompute
Posted on 11-26-14 09:26 PM Link | Quote | ID: 159068


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Posted by ShaneM
@MikeTechno
Good luck. Since I added SMB2J stuff to the SMB1, it will be tough.

--ShaneM


What kind of rom hacker are you again ? o0 holy smokes batman!
Only other rom hacker that hard core would be googie on the nes platform.
He make anything easy from unforgivably hard and still want to do more to it.

ShaneM
Posted on 11-28-14 07:54 PM (rev. 2 of 11-28-14 07:55 PM) Link | Quote | ID: 159079


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Posted by MikeTechno

What kind of rom hacker are you again ? o0 holy smokes batman!
Only other rom hacker that hard core would be googie on the nes platform.
He make anything easy from unforgivably hard and still want to do more to it.



Thanks. I do try. I'd like to hear about your endeavors with this game, if you tried it.

@Everyone
So how can I make this even better, to entice more people? Well, here are some things that I did!

1) Even though I fixed every known game glitch, there was one that I missed, another Nintendo-original glitch that was recently discovered...25 years after the release of SMB1: http://themushroomkingdom.net/bugs/146 and https://www.youtube.com/watch?v=aSL3og5--uE

Well, I have now fixed this glitch. It will be available only on this very special edition of my game. Production and corrections on the standard edition available on here has halted. So, this is another reason to try this challenge and take advantage of the prize.

2) I gave Luigi his proper colors. Originally, Luigi shared Mario's palette for Fiery form. So, I created a small routine to fix this. I've also fixed Luigi's regular forms, too. This was a little tedious to figure out, especially since space was tight. It took me about 8 hours to make this ASM happen. This is in honor of the Year of Luigi. It too is only available on this special version. So, even more reason to participate.









One more pic showing off all three promotional sprites:



These fixes have been made to both SMB1 and SMB2J on this very special edition. They are limited to this build. --ShaneM, Master of ASM

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ShaneM
Posted on 12-16-14 07:14 PM Link | Quote | ID: 159127


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So, how could I make this special version of SMB1 and SMB2J extra special? By adding a level from SMB Special!!! Originally released in Japan for the PC88 as a special version of SMB, I've remade 6-2 of this game's level and have replaced the old A-1 secret stage on Side B with it! Originally it was a remake of SMB1's 1-1. But now, for the first time, an SMB Special level has been remade for the FDS! That lucky contest winner will sure get to enjoy the fruits of their labor with this prize. Faithful to it's original PC88 version; with SMB2J features, too. Here is a map of the level: http://www.mariouniverse.com/images/maps/x1/smb/6-2.png

That's a total of over 22 Worlds; 89 levels! Hours upon hours of fun and excitement while reliving classics to their fullest. Sublime to any other official Nintendo version as I've fixed all the glitches.


Here are some in-game pics of this level:











Production on this promotional game has been completed. I await entries until Jan.05th. --ShaneM


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Googie
Posted on 12-17-14 01:36 AM Link | Quote | ID: 159128


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This looks really cool, I dunno how I missed it!



I wanna make cartoon characters outta this particular pipe with plants...
Do they all come up at the same time?

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