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Main - ROM Hacking - General SMB1/SMB2J Hacking Thread New thread | New reply

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ShaneM
Posted on 10-13-14 09:58 AM (rev. 4 of 10-13-14 10:02 AM) Link | Quote | ID: 158746


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I generally don't like to sticky things unless I need to, to avoid clutter and messiness. But I felt it was necessary to create this thread. I found a bunch of SMB1/SMB2J questions on the board and I thought creating a thread for where it should all go would avoid single threads of these games in the future. So, here you go. Place all of your SMB1/SMB2J screenshots, questions, hacking ideas etc. all here. Here are the questions that I recently answered, as well as a link to my own hack. I took about 2 hours last week answering these so that I can promote the hacking community and revive this board (to some extent).

These are some I already answered. So try not to ask a question before seeing if it's answered below. Thanks.

Have Mario always invincible: http://acmlm.kafuka.org/board/thread.php?pid=158689#158689

Freeing up ROM space by optimizing code and adding skid SFX to SMB1: http://acmlm.kafuka.org/board/thread.php?pid=158724#158724

Autoscrolling SMB1 with Mario always moving forward: http://acmlm.kafuka.org/board/thread.php?id=8036

SMB2J Platform Glitch Fix: http://acmlm.kafuka.org/board/thread.php?pid=158688#158688

Always have Fireworks at the end of a non-castle level: http://acmlm.kafuka.org/board/editpost.php?pid=158686

Hard to find patches: http://acmlm.kafuka.org/board/thread.php?pid=158685#158685

Editing Castle loops: http://acmlm.kafuka.org/board/thread.php?pid=158684#158684

How in-game collision works: http://acmlm.kafuka.org/board/thread.php?pid=158683#158683

Lives overflow fix: http://acmlm.kafuka.org/board/thread.php?pid=158680#158680

My own personal SMB1 & SMB2J 2-in-1 hack with SRAM saving: http://acmlm.kafuka.org/board/thread.php?pid=158110#158110

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ShaneM
Posted on 10-16-14 05:35 AM (rev. 4 of 10-16-14 05:38 AM) Link | Quote | ID: 158805


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I've been super busy this week. I plan on adding dozens of tools and patches from my personal stash (because I'm a nice guy) later on this week. Right now, here's a quick present, not even released on RHDN yet. SMB utility 1.08 in English. This build fixes bugs and has controller support. This build is official and comes from the author of the utility, himself. --ShaneM

http://www.mediafire.com/download/2bic42ku3lj27ar/ut108i.zip

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Googie
Posted on 10-16-14 07:09 PM Link | Quote | ID: 158806


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Yeah I'm gonna have to talk to you about these patches. I like the skidding thingy which I gotta try, I've been looking for the upside down pipe and the reverse plant "if that's what it was". My SMB1 hack is ready to made hacked, graphics are done and the TSA data is done too.

This hack has been on ice for years because I always wanted the upside down pipes like in SMB2J and the red upside down plant. If you have those of course, I can always let you see my hack, I can give you the link through DropBox...

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ShaneM
Posted on 10-17-14 03:05 AM (rev. 2 of 10-17-14 03:06 AM) Link | Quote | ID: 158809


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Posted by Googie
Yeah I'm gonna have to talk to you about these patches. I like the skidding thingy which I gotta try, I've been looking for the upside down pipe and the reverse plant "if that's what it was". My SMB1 hack is ready to made hacked, graphics are done and the TSA data is done too.

This hack has been on ice for years because I always wanted the upside down pipes like in SMB2J and the red upside down plant. If you have those of course, I can always let you see my hack, I can give you the link through DropBox...



Might these be what you are needing?

Red Piranha Plants: http://www.mediafire.com/download/y7b36vsvnutqaey/smb_rpf.zip

Upside Down Pipes: http://www.mediafire.com/download/ue3933n9tcvp47d/Reverse_Plant_Pipes.zip

These are from my personal library. Note that I can make the Red Piranha ASM code even better, if you want. This patch currently only changes Green ones to Red. But, I can make it to accommodate both for you, if you'd like. --ShaneM

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Googie
Posted on 10-18-14 02:54 AM Link | Quote | ID: 158819


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I'm gonna try these patches out, thanks man. If anything goes down I'll let you know, I wanna hack these two SMB1 hacks that's been on ice for too long. Is there a way that the red plants only come out of the upside down pipes?

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ShaneM
Posted on 10-18-14 06:45 AM Link | Quote | ID: 158822


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Posted by Googie
I'm gonna try these patches out, thanks man. If anything goes down I'll let you know, I wanna hack these two SMB1 hacks that's been on ice for too long. Is there a way that the red plants only come out of the upside down pipes?


Sure. I can make it do that. It would be super easy. But I thought the Upside Down patch already does that(?). If it doesn't, I can make the ASM code for you. Just let me know. --ShaneM

@Everyone
I recently got a new laptop, so it'll be about another week before I share more from my stash. I plan on uploading ultra rare Reformer patches next week. (An extinct tool for hacking SMB1 over 10 years old.)

--ShaneM

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ShaneM
Posted on 10-21-14 10:05 PM (rev. 4 of 10-21-14 10:08 PM) Link | Quote | ID: 158846


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Here is Reformer.


What's Reformer?

A 10+ year old SMB1 tool that was designed for Windows 95 up until XP. I'm sure it's compatible with later OS systems through compatibility mode. This tool is really not available elsewhere on the web that I can think of. Not even RHDN. It has its advantages. Here is the tool along with every known patch for it. Enjoy!

How to use it (description taken from AP's site using WayBack):

SMB Reformer is an utility that can add features that use a trainer (except for "bound"). When you use SMB Reformer, a trainer is added. Make sure you are using a Windows 95 or XP. If you are not using Windows 95, you may not be able to use it, unless you are using a XP. If you are not using Windows 95 or XP, you may need to find something that can change Windows version compatibility for applications, or switch to one of the two. If you are using a XP, right click the application and go to Properties. Go to Compatibility and check "Run this program in compatibility mode for". From there, select Windows 95 and Apply. Then click OK. If you have did this or if you already have a Windows 95 and you still have a problem running the application, then I'm not really sure what the problem is.

First, get a clean, non-trainer ROM (or your non-trainer hack) and put it in the directory of the program. Next name it "source.nes", or copy the name of the ROM, open "smbtm.cfg", and paste it at "SRCROM = ". You can also copy the location of the ROM (classic DOS style like this: C:\DOCUME~1\DESKTOP\TEST\SMBTES~1.NES) and paste it at "SRCROM = ". Next, create a folder named data. There, you put the data (.DEF and .PAT) of the patches in folders. I recommend that the folders have the same name as the data. Here is an example:

/SMB Reformer Directory/ABC/ (contains ABC.def and ABC.pat)

/SMB Reformer Directory/XYZ/ (contains XYZ.def and XYZ.pat)

/SMB Reformer Directory/LOOP/ (contains LOOP.def and LOOP.pat)

Also, make sure that in the .def files, the "PAT = " goes to the correct name of the .pat file. After this, you can run SMB Reformer. You can select the patches and save it as another ROM (or the same ROM if you wish). To save, click on the button next to the box where you type the name of the ROM to save as below the list of patches. However, if you select too many patches, you may not be able to use all of them, due to lack of space in the trainer.

Tool & Patches:

SMB Reformer Tool: http://www.mediafire.com/download/079e8p9a5a774vr/SMB_Reformer(Tool).zip

Red Piranha Plants: http://www.mediafire.com/download/9jc61ga0omz8b1z/rpp200(Reformer).zip

SMB2J Pole Routine: http://www.mediafire.com/download/3q4xwre5j71j570/smb2_pole(Reformer).zip

Random (???) - Causes random game effects: http://www.mediafire.com/download/ljxewrkztj1ti9m/random(Reformer).zip

Poison Mushroom - Adds Poison Mushroom without sacrificing other mushrooms: http://www.mediafire.com/download/1oz6noayt3ba6v6/t_poison(Reformer).zip

Green Jump Springs: http://www.mediafire.com/download/m0luhpdd1ipd565/s_jump(Reformer).zip

Aggressive Hammer Bros.: http://www.mediafire.com/download/bgycwzj1so4lkcj/hbr(Reformer).zip

Stay tuned. More rare tools and patches on the way. ShaneM

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drunkenjesus
Posted on 11-11-14 11:31 AM Link | Quote | ID: 158962

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Is reformer a level/palette/tsa etc. editor or just a tool to add those patches?

2 questions

1. How hard would it be to change the Koopa Paratroopa's behavior after being hit to just fall off the screen? I already managed to free up enough tiles to implement it but obviously once you hit it, it turns into a Koopa Troopa (or a cat in my hack).

2. I've seen 2 or 3 patches people have made to expand the SMB1 rom which is cool cause their's very little room, but they don't work with any of the tools available for SMB1. So to use them without manually designing the levels via hex editor or asm would designing levels in 2-3 copies of an unexpanded rom and copying the relevant level data over be fairly simple?

ShaneM - That autoscrolling patch you came up with is pretty cool but sorta buggy(you go through blocks easy like 2j's wind effect), always thought it be cool to make a Bit Trip Runner type hack of SMB1 where you're constantly running. (Ideally right and b would be automatically on and if you didn't pass a screen in say 1-3 seconds you die so its not possible to get stuck)

Heres SMB Graphics Workshop by frantik http://winbinder.quickphpbb.com/viewtopic.php?f=4&t=851 with it you can edit all palettes in the game (except for the red color of the coin animation in the castle) & edit how the TSA's defined

ShaneM
Posted on 11-11-14 07:49 PM Link | Quote | ID: 158964


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Posted by drunkenjesus
Is reformer a level/palette/tsa etc. editor or just a tool to add those patches?

ShaneM - That autoscrolling patch you came up with is pretty cool but sorta buggy(you go through blocks easy like 2j's wind effect), always thought it be cool to make a Bit Trip Runner type hack of SMB1 where you're constantly running. (Ideally right and b would be automatically on and if you didn't pass a screen in say 1-3 seconds you die so its not possible to get stuck)



I know it's a little buggy. I put it together in one night. It was tough ASM code. What I'll have to do is create a check for if the right controller bits are set and if not then otherwise branch to collision. I'll finish it up sometime next month or so. --ShaneM

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SnoopKatt
Posted on 02-12-16 08:49 PM Link | Quote | ID: 162761

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Posted by ShaneM
I generally don't like to sticky things unless I need to, to avoid clutter and messiness. But I felt it was necessary to create this thread. I found a bunch of SMB1/SMB2J questions on the board and I thought creating a thread for where it should all go would avoid single threads of these games in the future. So, here you go. Place all of your SMB1/SMB2J screenshots, questions, hacking ideas etc. all here. Here are the questions that I recently answered, as well as a link to my own hack. I took about 2 hours last week answering these so that I can promote the hacking community and revive this board (to some extent).

These are some I already answered. So try not to ask a question before seeing if it's answered below. Thanks.

Have Mario always invincible: http://acmlm.kafuka.org/board/thread.php?pid=158689#158689

Freeing up ROM space by optimizing code and adding skid SFX to SMB1: http://acmlm.kafuka.org/board/thread.php?pid=158724#158724

Autoscrolling SMB1 with Mario always moving forward: http://acmlm.kafuka.org/board/thread.php?id=8036

SMB2J Platform Glitch Fix: http://acmlm.kafuka.org/board/thread.php?pid=158688#158688

Always have Fireworks at the end of a non-castle level: http://acmlm.kafuka.org/board/editpost.php?pid=158686

Hard to find patches: http://acmlm.kafuka.org/board/thread.php?pid=158685#158685

Editing Castle loops: http://acmlm.kafuka.org/board/thread.php?pid=158684#158684

How in-game collision works: http://acmlm.kafuka.org/board/thread.php?pid=158683#158683

Lives overflow fix: http://acmlm.kafuka.org/board/thread.php?pid=158680#158680

My own personal SMB1 & SMB2J 2-in-1 hack with SRAM saving: http://acmlm.kafuka.org/board/thread.php?pid=158110#158110


Hi ShaneM, I noticed that the mediafire links you have for your rom hacks are broken and I'd love to play them! Would you be willing to reupload them please?

Thanks!

Termingamer2-JD
Posted on 02-14-16 09:09 PM Link | Quote | ID: 162774


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Just to say ShaneM is on a leave of absence due to school, it's unknown when he will be back but you might want to try finding them yourself somehow.

(note to Shane: use MEGA to host files. MediaFire is junk.)

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triforce89
Posted on 02-25-16 06:01 AM Link | Quote | ID: 162852

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Posted by SnoopKatt
Hi ShaneM, I noticed that the mediafire links you have for your rom hacks are broken and I'd love to play them! Would you be willing to reupload them please?

Thanks!

I echo this sentiment, for his other great hacks as well. Not just the SMB1/2 ones mentioned in this thread

usotsuki
Posted on 04-27-16 11:55 AM Link | Quote | ID: 163060

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Noob poster here (though I've been hacking around on the Mario games on and off since about 2000 or so, and I do have a limited comprehension of 6502 from my work on the Apple ][).

I'm not sure it's worth starting a thread, but I've been trying, unsuccessfully, for years to turn SMB1 into Vs. SMB. Well, you may say, there's at least 2 hacks of Vs. SMB out there already that run on NES hardware - so why? Well, I want it to feel like a game meant to play on an NES, and not like someone just, well, hacked the Vs. Unisystem rom until it ran.

Googie
Posted on 05-25-16 06:06 AM Link | Quote | ID: 163127


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I was playing my SMB1 hack Super Luigi and I wanna ask a question for some help...

Where are the offsets where when you hit the Mushroom Block instead of it moving, I wanna have it stay still like the Fire Flower? I seen this in some Japanese SMB1 hacks. Thanks

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blackhein
Posted on 07-30-16 05:10 PM Link | Quote | ID: 163633

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I'm trying to download the last SMB1.5_&_SMB2J_(Japan)_(REV_B).ips and Custom.pal files from the original ShaneM's thread.
All links are dead. Can someone upload these hacks/patchs to a better fileserver?
Tks guys!

EggplantPimp
Posted on 08-27-16 08:05 PM Link | Quote | ID: 163898


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There's a Japanese SMB1 hack that replaces Buzzy Beetle with the Thwimp graphic and it behaves like a Thwomp. Where are the offsets so they can be changed? Thank you.

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teeporage777
Posted on 06-08-17 02:15 AM Link | Quote | ID: 165675

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hi all im new to hacking and picked up a abandoned hack that had some potential from an unknown hacker. it had a few worlds and honestly was garbage. i redrew nearly 95% of the graphic tiles messed with hex editing and added 6 starting lives hex edited the change over screen color and redone all levels and added 8 worlds. (ive never hex edited mind you or knew much about it just trial and error) but these underwater levels are killing me. everythings fine besides the fact that blocks under water no matter if they are coins a mushroom they wont activate. the act like standard blocks not item blocks. also i want to know how to exit a level through ap pipe not a castle. underwater castles look awful in my hack. i hope someone can help me and i thank you greatly in advance.

Quick Curly
Posted on 06-08-17 12:11 PM Link | Quote | ID: 165677


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Hello, teeporage777. Welcome to Board 2. We hope you enjoy your stay.

I'm sorry if I misunderstand the details, but how familiar are you with the original Super Mario Bros.? There were never any situations in the original underwater levels in which you can hit coin blocks of any kind. You can collect coins, though. I don't believe the game was coded to allow for coin blocks to be activated while underwater.

As seen in the Super Mario Bros. Disassembly, $074E is defined as "AreaType". If you manually set $074E in RAM to 00, the active level will be considered a water level. This address also seems to affect the pointer for loading the active level's object data as well. If you attempt to hit "?" blocks or bricks from underneath, they won't activate. I believe this is simply a limitation of the original game. I don't hack the original Super Mario Bros., so this is my general conclusion without/before additional research.

You might be able to work around the way this all works through ASM hacking and implementing the collision that you're aiming for, but this could be an involved process. The original game barely has any remaining free space. I feel like hitting "?" blocks underwater would have been a pursuit in Super Mario Bros. hacking at some point in time, but I couldn't seem to find anything from searching. Someone who is more skilled in SMB hacking would have to provide you with more specific details. However, as far as I'm aware, the whole underwater block detection doesn't work like other games like Super Mario Bros. 3 and Super Mario World.

teeporage777
Posted on 06-09-17 03:19 AM (rev. 2 of 06-09-17 03:23 AM) Link | Quote | ID: 165685

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thank you so much for the reply. Im sure i will enjoy my time here. Anyway i guess i have been paying smb3 too long haha. You are right i did not think of that. I am a few worlds in i just finished up all the graphics. I have not had much experience with hex editing or anything like that. I will just make due. I have not played smb in years shamefully. This is my first hack besides a scrapped hack someone abandoned that i just abandoned because i was using it to learn the basics.

Mint Cookie
Posted on 06-12-17 09:07 PM Link | Quote | ID: 165689


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Hi, I'm new to ROM hacking, where should I start with SMB1 hacking? I'm planning on making a simple level edit hack to start with and would like to know where to begin.

It'd also be nice for anyone to assist about any other form of hacking the game, other than ASM, since I am yet to learn any form of programming language, let alone assembler! ^-^

Thanks for all your support!


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Main - ROM Hacking - General SMB1/SMB2J Hacking Thread New thread | New reply

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