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Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches | New thread | New reply |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 707/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Super Mario All-Stars NES (v3-24-20)
Emulator & NES/Famicom Release http://acmlm.kafuka.org/uploader/get.php?id=5371 The rom you need to apply whichever patch to is... Super Mario Bros. 3 (U) [!] NOTE ON REQUIRED SIZES FOR MMC5 CARTRIDGE CONSTRUCTION
NOTE ON FLASH CARTRIDGES
NOTE ON EMULATORS VIA PC
NOTE ON EMULATORS VIA GAMING CONSOLES
WELCOME TO.... ![]() Mario Bros. Classic ![]() ![]() This game is the PAL European Nintendo version, which I have converted to NTSC. To access this game, hold A and press Up while the pointer is on Super Mario Bros. For more in-depth details regarding this title, scroll past all the game descriptions for further info. The following functions are saved and restored...
Super Mario Bros. ![]() ![]() When you start this game with a saved 2 player mode, and you last saved as Luigi, you will start as Luigi. But, during the title screen you will see Mario standing there. Once you press start, Luigi will be properly restored. The Demo Mode has been disabled, once you reload a save game, just like the original SNES All-Stars does. Also vram writes to the number of players, and the removal of the Select button for the title screen, are other features when you reload a saved game. The following functions are saved and restored...
The following enhancements & modifications are....
Super Mario Bros. 2 Japan ![]() ![]() The "L" in the example stands for (Luigi Game) This game was originally an .fds to .nes conversion I found online. It lacked the proper title screen construction, and various other functions. I've studied the .fds version thoroughly, to get my version running identical to the .fds version. The flashing stars on the SMB2 logo are there & save. World 9 is here as well, AND, I've made it so you can save on World 9-1 through 9-4, and when you reload, you WILL start where you left off. Luigi's skidding physics have been restored, (thanks to ShaneM for informing me) and the red piranha plants & green spring boards have been restored, (again, thanks to ShaneM for informing me) The following functions are saved and restored...
The following enhancements & modifications are....
Super Mario Bros. 2 USA ![]() ![]() The following functions are saved and restored...
The following enhancements & modifications are....
Super Mario Bros. 3 ![]() ![]() The "M" in the example stands for (Mario), it also means he is the player that will start first when you load the file. When you goto save, you can only save within an active stage, not during a 2p battle, not in a toad house, not during a mini-game. The following functions are saved and restored... These apply to both Mario & Luigi...
Deletion Of Saved Files ![]()
Deletion Of Mario Bros. Classic Top Score ![]()
Technical Information On My Mario Bros. Classic Conversion ![]()
ENJOY! :-D -infidelity |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 834/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
Wow this is really awesome infidelity! ![]() ![]() Yeah I know, the Uploader has a problem right now. I need to upload something myself, and I can't because it won't let me log in. But I did post a thread about it in the General Chat forum. You also gave me the inspiration for another idea when I'm done with my MM2 CHR-ROM conversion. I'll put Megaman 1 and 2 on a single cartridge, and call it Megaman Origins! ![]() EDIT: I just tested it! It works like a charm! ![]() You put some nice effort into it. Is the FDS screen for SMB2J just graphical? Was it done to imitate the FDS, or is that really how SMB2J opens? SMB2J was only made for the FDS right? Also, how long did it take you to make this if you don't mind me asking? ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 709/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Thanks for trying!
I took the Famicom Nintendo introduction from the actual .fds rom, just bypassed all the BIOS checks it performs. I had to redesign the NOW LOADING... because originaly I wanted to keep the PLEASE SELECT SIDE DISK or whatever it says before it says NOW LOADING... But Nintendulator was getting stuck in an infinite loop within part of the BIOS when it says NOW LOADING... So I had to bypass that section, and just make the logo says NOW LOADING... from the start. I'm not that too familiar with the Famicom Disk System, but I believe all the games for it have that introduction. So I wanted users that are familiar with the actual Japanese version of smb2, to get the Famicom boot screen when selecting smb2j. I've been working on this for almost 2 months off and on. The longest part was obviously the huge sprite introduction. That took a lot of time setting up within the rom. Again thanks for trying it out. :-) |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 839/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
I know, it's a lot of work just to do what appears to be simple. But it definitely came out really well. I like it! ![]() ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 710/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Thanks!
The trickiest thing I did from scratch, was trying to re-create how the game logos scroll back and forth when you move the hand cursor. This was the first time I ever figured out how to draw to the nametable verticaly, while I scroll the screen from left or right. I wanted to add as much to this as I could lol. Even when you press start from the curtain introduction, or when you let the introduction end, the fade design, I tried getting that to look as close to the original as possible. You can see the tile design/formation within the fceux ppu viewer. edit Uploader is back and running! Just updated the download link. |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 840/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
Yeah I already looked at the PPU viewer while the sprites were scrolling on the titlescreen. I was curious to see what you did.
You know, another idea if you wish to make a future expansion to this patch. You could add special cheat codes, where the player has to press a certain order of buttons on the titlescreen, while the sprites are moving, and when the code is entered correctly, a coin sound plays or something, and then the cheat would be activated within the game you play. Like with SMB3, on the SMAS screen, if you press Up, Down, Left, Right, Left, A, you hear a coin sound, so when you start SMB3, you start the game with 20 lives. Just an idea. I don't even know if it is that great of an idea, but it was just a thought. ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 711/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
HA! Never knew that about SMAS.
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RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 841/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
No no, you misunderstood. SMAS had nothing like that. I was just saying that as an example that you could do with your own hack. ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 712/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Oooooh, gotcha, lol. But yeah that could probably work. It would all need to reside within $5C00-$5FFF, to initiate all the codes, and have specific values set aside for which ever game, and you boot the game, have those values inserted from the $5C00-$5FFF into the ram for the current game. But if you have hard coded stuff for a certain game, then that will need to be modified to look at a ram register, so that the $5C00-$5FFF value can be used properly. Again, all possible, but I'm not going that crazy, lol! People could even insert they're own Super Mario Bros. rom hacks into the Super Mario Bros. rom location, as long as it's not expanded. It wont be simple for the other 3 games, since they are modded to use the MMC5, so you cant perform a simple copy/paste. |
muckyfingers |
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![]() Newcomer Level: 4 Posts: 1/2 EXP: 153 Next: 126 Since: 03-06-15 Last post: 2943 days Last view: 1484 days |
Just wanted to register and say thank you!
I was in the process of making a Legend of Link and saw this post so I decided to throw some sockets on my Famicom board and test it on real hardware. It seems to be working great! The only "issue" I've seen is a little bit of garbage data or glitch in SMB3 that isn't normally there, well some of it is there. The 2nd pic is Super Mario Bros. 3 (U) (PRG1) [!] running through an everdrive (FCEUX shows same results), the 3rd pic is your SMB3 MMC5 version, with the "Super Mario All-Stars_$5010dpcm.ips". FCEUX shows that glitch with both IPS patches. Not sure if there is anything to be done about it, definitely doesn't bother me, just thought I should mention it. Running on actual hardware ![]() Original Glitch ![]() MMC5 Glitch ![]() |
jonwvsu |
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![]() Newcomer Level: 6 Posts: 4/4 EXP: 531 Next: 376 Since: 02-20-11 Last post: 2945 days Last view: 2871 days |
Nice work! Might I suggest adding the Item Select patch to SMB3 and the De-Engrish patch to SMB2us? Also, are you going to add that block to the end of the the last boat in the second level of World 8 in SMB3, (like they did in all stars)? |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 713/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
@muckyfingers: I responded your post at nesdev
Posted by jonwvsu I've never known about any of what you mentioned. This game is pretty much as is. I accomplished what I originally set out to. I honestly have no desire to continue this any further, but as always, others are more than welcome to take it further if desired. |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 842/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
Why do some games like SMB2J and Zelda1 write code to $6000-$7FFF? I opened up Zelda1, and in order for the code to get stored in that SRAM range, it has to already be in PRG-ROM. What is the point in doing that if the code already exists in PRG-ROM? The only thing I can think of, is that the code has to be constantly read, regardless of what bank is loaded, and that there is not enough free space in the hardwired bank to hold that code. ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 714/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
For Zelda, its because it modifies the asm, swaps out palettes for dungeons and outworlds, holds palette changes for Link and his items. The other reasoning is due to lack of ram. Its also due to lack of prg-rom, cause $C000-$E010 is filled with dpcm samples, so there goes precious 2000 bytes worth of prg-rom, so they utilized the SRAM for the prg-rom they lost due to dpcm, and as mentioned before all the other stuff I said. And what you said at the end, about needing another bank to read, can very well be another reason. |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 843/994 EXP: 2357571 Next: 104280 Since: 09-30-07 Last post: 1541 days Last view: 563 days |
When you say that Zelda modifies the asm, are you saying it modifies the code in PRG-ROM during run-time? I thought that couldn't be done on a NES. ____________________ My YouTube Channel |
infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 715/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
No i mean editing asm within PRG-RAM. The $6000-$7FFF asm can be modified. I cant remember where, but I'm pretty certain ive seen certain values edited depending on certain conditions. I've swapped out different types of branches within prg-ram myself, as long as what you are doing is not interfearing with other code, you should be able to edit the asm, it's just the same as copying from the ROM to RAM, it's the same thing when modifiying the existing asm within SRAM, you just need to be careful in doing so. |
EggplantPimp |
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![]() ![]() Buzzy Beetle Level: 43 Posts: 198/378 EXP: 560310 Next: 4736 Since: 04-30-07 From: Boo York, Home Of The Big Pumpkin Last post: 858 days Last view: 858 days |
This looks sooo cool! Thanks for making it! ![]() Spoiler: Work on your MM hack now, please? ![]() ____________________ - Nikki |
ShaneM |
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![]() ![]() Snifit Compromised account. Please contact an admin to restore access. Level: 35 Posts: 271/285 EXP: 277516 Next: 2420 Since: 02-17-14 Last post: 2743 days Last view: 2259 days |
Good work, infidelity!
The YT video looks promising. ![]() ____________________ 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? |
Proveaux |
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![]() ![]() Red Goomba Level: 15 Posts: 12/42 EXP: 15931 Next: 453 Since: 11-11-13 Last post: 2056 days Last view: 251 days |
Looks great! Love the intro!
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infidelity |
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![]() ![]() Fuzz Ball Level: 65 Posts: 716/968 EXP: 2291420 Next: 44208 Since: 05-24-07 Last post: 565 days Last view: 421 days |
Oh wow this was already done? Does that image need specific chips in order to pull it off? Mines all within one rom, now dip switches or anything fancy required if put on an mmc5 cart. I like the label! |
Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches | New thread | New reply |
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