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Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches New thread | New reply

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infidelity
Posted on 04-08-15 01:17 AM Link | Quote | ID: 159813


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Excellent to see it on real hardware! Thanks for the video! :-)

Korxroa
Posted on 04-08-15 04:20 AM Link | Quote | ID: 159814


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works on BizHawk latest version

Glitch Minus World Tile with Load Game in SMB1 File Menu,
In World 1-2, Warp to World -1 (like World 2-2), Save & Continue.

Removed Minus World (changed warp -1 to 2-2), fixed like SNES version of SMB1 or SMBD for GBC.

Hard Mode in SMB1 with SRAM,
World 8-4?? beat the game and save, changed to World 1-1 like all replace Goomba with Buzzy Beetle.

Added Star Tile to World (for example W1-1*) in File Menu with Hard Mode Only, all replace Goomba with Buzzy Beetle (SMB1 Only not SMB2J).

can't change world (Left/Right button for world and press A button for stage), beat the level in File Menu like SNES SMAS or SMBD for GBC.

can't Pause Menu with Save (press Start button) with Map Screen in SMB3 like SNES SMAS or Southbird's SMB3Mix.

Plans for new version of SMAS NES?
-Removed Minus World in SMB1 Only.
-Hard Mode support (SMB1 Only) and Star Tile to World (beat the game) in File Menu (all 4 games).
-Change World (for example W1-1 to W2-1 or W8-4 to W1-1*) (beat the level) (all 4 games).
-Pause Menu with Map Screen support (SMB3 Only).

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infidelity
Posted on 04-08-15 01:55 PM (rev. 2 of 04-08-15 01:58 PM) Link | Quote | ID: 159817


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Posted by Korxroa
works on BizHawk latest version

Glitch Minus World Tile with Load Game in SMB1 File Menu,
In World 1-2, Warp to World -1 (like World 2-2), Save & Continue.

Removed Minus World (changed warp -1 to 2-2), fixed like SNES version of SMB1 or SMBD for GBC.

Hard Mode in SMB1 with SRAM,
World 8-4?? beat the game and save, changed to World 1-1 like all replace Goomba with Buzzy Beetle.

Added Star Tile to World (for example W1-1*) in File Menu with Hard Mode Only, all replace Goomba with Buzzy Beetle (SMB1 Only not SMB2J).

can't change world (Left/Right button for world and press A button for stage), beat the level in File Menu like SNES SMAS or SMBD for GBC.

can't Pause Menu with Save (press Start button) with Map Screen in SMB3 like SNES SMAS or Southbird's SMB3Mix.

Plans for new version of SMAS NES?
-Removed Minus World in SMB1 Only.
-Hard Mode support (SMB1 Only) and Star Tile to World (beat the game) in File Menu (all 4 games).
-Change World (for example W1-1 to W2-1 or W8-4 to W1-1*) (beat the level) (all 4 games).
-Pause Menu with Map Screen support (SMB3 Only).



Ohhh shit on a stick...

This is the issue with being the only developer, heh. I see the problems with SMB1. I've fixed the glitch where 8-4 gets reloaded when you defeat it, and I fixed the B button where you are able to select a world when you defeat 8-4.

I never even thought of the minus world. i don't know how to activate it, I thought this was just an emulator based glitch to the rom?

Also, due to the fixes I just mentioned, the buzzy beetles now replace the goombas when you defeat 8-4.

I might consider the STAR icon on the saved files, but idk yet. Thanks for reporting the issues on smb1, sorry I missed that everybody.

Proveaux
Posted on 04-08-15 05:01 PM Link | Quote | ID: 159818


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Posted by infidelity

I never even thought of the minus world. i don't know how to activate it, I thought this was just an emulator based glitch to the rom?


It is activated by going through the wall at the end of world 1-2 to the warp area and not going far enough to have all 3 of the pirrah plants disappear before going down pipe.

infidelity
Posted on 04-08-15 05:11 PM Link | Quote | ID: 159819


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So it doesn't matter if its warp 2-4, as long as I can make it down one of those pipes with all 3 piranhas? I thought they disappear when the txt appears?

Proveaux
Posted on 04-08-15 05:16 PM (rev. 3 of 04-08-15 06:17 PM) Link | Quote | ID: 159820


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This isn't the method I use to do it but should explain better than I typed it.

Edit...



Found a pic of how I do it.

Edit...



Me doing it.

infidelity
Posted on 04-08-15 05:24 PM Link | Quote | ID: 159821


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Holy shit wow, lol! I'll definitely try that tonight! Thank you for posting that!

Insectduel
Posted on 04-08-15 06:38 PM Link | Quote | ID: 159822


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The SNES version of Super Mario All-Stars just takes you to the normal world when you do the Minus world trick. The cause of this is the "Warp Zone" sprite placed. Remove it and it runs like normal. Even doppelganger wrote a RHDN document on it.

infidelity
Posted on 04-08-15 08:25 PM (rev. 3 of 04-09-15 01:55 PM) Link | Quote | ID: 159825


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Thanks for the info Insectduel! :-)

Well i've decided to keep the glitch intact. I was able to achieve getting to -1, and saved from there. It turns out, that 23 gets loaded into $75F ram (World ID). So when it comes time for a user, to reload his/her save file from World -1, I do a hard coded check for 23 within the specific sram register for that save file. If it's 23, I then perform tile writes, to make the World number look blank.

Again, this is only for when the register fills in with 23. So idk if any other value gets stored within there. All I've had seen, is World 2-1 loop over and over once you enter the pipe at the end. So I believe I have resolved the tile glitch, and i'll upload a video of my proof.

Minus World in My All-Stars Project
https://www.youtube.com/watch?v=Yb0ifbs5VJo&feature=youtu.be

What I also found cool, is when you return to the title screen once you've gotten a game over, you can obviously start back to World 1-1. BUT, when you get a game over from the Minus World, and you are at the title screen, if you hold A & press and hold Start, you will start back at the Minus World, just like if you got a game over in say, 3-2, and held A and pressed start to start back at 3-1. :-)



OK another update.

So again with Super Mario Bros, that game is all set with the Minus World, and no more issues are present.

I went to check out Super Mario Bros. 2 Japan, to make sure the same loop issue with 8-4 didn't take place, and it doesn't from what I've seen.

I was asked if I could add the STAR icon to file menus, when you have defeated whichever game you are playing. I'm deciding to go down that road. Super Mario Bros. & Super Mario Bros. 2 Japan, will be a piece of cake, since those 2 roms have dedicated registers for when you do defeat the game.

Super Mario Bros. 2 USA & Super Mario Bros. 3, this is going to be an issue. I don't know if those two games have dedicated registers for when you defeat the game. I know that when you beat Mario 3, you get a full inventory of P wings. I don't know what triggers that, but if I know the routine that fills your inventory with P-wings, I can slip in a sub routine to set a register within that games sram file, to signify that file has a defeated game.

I'm not sure i'll add a save menu to the world map of Mario 3. I know the original All-Stars does it, but I have everything based off of when you are in a level, and some of those registers are used differently when you are on the world map. I know this may be a slight inconvenience for players who want to save in a pinch, but I really have no desire to go further with the sram than it already is.

So, if anyone knows about the P-wing full inventory in Mario 3, and what my best bet should be with Mario 2 USA on when to signify you defeated the game, that would all help greatly. :-)

Once I get those all ironed out, i'll release what should be the absolute final version. Thanks again everyone! :-D

Da_GPer
Posted on 04-10-15 12:48 AM (rev. 2 of 04-10-15 12:51 AM) Link | Quote | ID: 159832


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Posted by infidelity
Thanks for the info Insectduel! :-)

Well i've decided to keep the glitch intact. I was able to achieve getting to -1, and saved from there. It turns out, that 23 gets loaded into $75F ram (World ID). So when it comes time for a user, to reload his/her save file from World -1, I do a hard coded check for 23 within the specific sram register for that save file. If it's 23, I then perform tile writes, to make the World number look blank.

Again, this is only for when the register fills in with 23. So idk if any other value gets stored within there. All I've had seen, is World 2-1 loop over and over once you enter the pipe at the end. So I believe I have resolved the tile glitch, and i'll upload a video of my proof.

Minus World in My All-Stars Project
https://www.youtube.com/watch?v=Yb0ifbs5VJo&feature=youtu.be

What I also found cool, is when you return to the title screen once you've gotten a game over, you can obviously start back to World 1-1. BUT, when you get a game over from the Minus World, and you are at the title screen, if you hold A & press and hold Start, you will start back at the Minus World, just like if you got a game over in say, 3-2, and held A and pressed start to start back at 3-1. :-)



OK another update.

So again with Super Mario Bros, that game is all set with the Minus World, and no more issues are present.

I went to check out Super Mario Bros. 2 Japan, to make sure the same loop issue with 8-4 didn't take place, and it doesn't from what I've seen.

I was asked if I could add the STAR icon to file menus, when you have defeated whichever game you are playing. I'm deciding to go down that road. Super Mario Bros. & Super Mario Bros. 2 Japan, will be a piece of cake, since those 2 roms have dedicated registers for when you do defeat the game.

Super Mario Bros. 2 USA & Super Mario Bros. 3, this is going to be an issue. I don't know if those two games have dedicated registers for when you defeat the game. I know that when you beat Mario 3, you get a full inventory of P wings. I don't know what triggers that, but if I know the routine that fills your inventory with P-wings, I can slip in a sub routine to set a register within that games sram file, to signify that file has a defeated game.

I'm not sure i'll add a save menu to the world map of Mario 3. I know the original All-Stars does it, but I have everything based off of when you are in a level, and some of those registers are used differently when you are on the world map. I know this may be a slight inconvenience for players who want to save in a pinch, but I really have no desire to go further with the sram than it already is.

So, if anyone knows about the P-wing full inventory in Mario 3, and what my best bet should be with Mario 2 USA on when to signify you defeated the game, that would all help greatly. :-)

Once I get those all ironed out, i'll release what should be the absolute final version. Thanks again everyone! :-D


Maybe for Mario 2, you can have it that if you enter the door after defeating Wart, it counts as a complete, thus a star is added. Also, may I suggest that on the All-Stars title screen, that the Mario 1 Cheep Cheep (fish) be made floating instead of dragging her belly on the ground?


Quick Curly
Posted on 04-10-15 02:59 AM Link | Quote | ID: 159834


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For the SMB3 full P-Wing inventory after beating the game:

Item Slots to Fill:
$7D80-$7D9B (0x1C) (Mario)
$7DA3-$7DBE (0x1C) (Luigi)

0x31CF3 ($BCE3)

$BCE3:A2 01 LDX #$01
$BCE5:A0 1B LDY #$1B <-- 1B in Hex = 27 in Decimal;
$BCE7:A9 1B LDA #$1B <-- there are 28 item slots.
$BCE9:85 00 STA $00 = #$00
$BCEB:A9 08 LDA #$08 <-- P-Wing.
$BCED:99 80 7D STA $7D80,Y @ $7D80 = #$00
$BCF0:88 DEY
$BCF1:C6 00 DEC $00 = #$00
$BCF3:10 F8 BPL $BCED
$BCF5:CA DEX
$BCF6:30 09 BMI $BD01
$BCF8:A9 1B LDA #$1B
$BCFA:18 CLC
$BCFB:69 23 ADC #$23
$BCFD:A8 TAY
$BCFE:4C E7 BC JMP $BCE7
$BD01:A0 07 LDY #$07
$BD03:20 CE 96 JSR $96CE
$BD06:A9 5A LDA #$5A
$BD08:8D 64 79 STA $7964 = #$00
$BD0B:A9 1F LDA #$1F
$BD0D:8D 69 79 STA $7969 = #$00
$BD10:A9 40 LDA #$40
$BD12:8D 6A 79 STA $796A = #$00
$BD15:4C 5A 84 JMP $845A
$BD18:60 RTS

I don't see any game completed counter. I read the following on The Cutting Room Floor:

In the international versions of the game, pressing a button after the ending sequence will return you to the title screen, whereupon starting a new game will give you a full inventory of P-Wings (and Hammer Suits if the game's beaten again afterwards). In the original Japanese release, this feature was not included, and the game will remain on the final screen until the Famicom is turned off.
However, much like some GameFAQs folks, I've never had the inventory fill up with Hammer Suits after completing the game multiple times in a row.
If that was the case though, then the game would definitely need to have some sort of game completed counter in RAM somewhere. If the Hammer Suits bit was true, it would have made finding such a variable easier, if it existed.

infidelity
Posted on 04-10-15 03:19 AM (rev. 2 of 04-10-15 05:20 AM) Link | Quote | ID: 159835


Fuzz Ball
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Great thanks for that disassembly! I will add my sub routine within that. I'm already adding code to the 4 games for a star icon. Mario 2 USA, I need to create a reset function for the start button, since THE END just sits there.

Mario 1 And Mario 2 Japan have been prepped for the beaten star icon.

UPDATE

The following video demonstrates myself saving after defeating the 4 Mario games, then I go back to the file menu for each game, to show the star icon.
https://www.youtube.com/watch?v=DmDcIxg5ILc&feature=youtu.be

I will not be adding the sram to the world map of Super Mario Bros. 3, I'm not interested in adding it.

There is 1 problem that still persists, and it's with Mario 3. I'm saving 133 bytes of info, and the game just hates it, it performs a vram hiccup. I thought my idea of just using the MMC5 extra nametable to cover it would do the trick, but if you are scrolling the screen fast, and pause at just the right time, the vram will glitch up, and cause an ugly vram tear on the in-game screen once you return from the MMC5 nametable.

I figured it was just within the irq info bar, so I was going to live with it, but then I tried out Nintendulator & Nestopia, and those emulators glitch the entire screen, not just within the irq info bar.

I'm not sure what else to do to stop this. I'm very hesitant to release the rom. The rom IS complete, it's all set, I just don't want to release it until that glitch can be resolved. :-(

RetroRain
Posted on 04-10-15 06:04 AM Link | Quote | ID: 159836


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You'll figure it out.

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Proveaux
Posted on 04-10-15 07:20 AM Link | Quote | ID: 159837


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Posted by RetroRain
You'll figure it out.

I agree with RetroRain.

Love the new features. I remember growing up and leaving my Nintendo on for days playing SMB2 because of no save function so it is cool to see it have it now.

Vanya
Posted on 04-10-15 07:21 AM Link | Quote | ID: 159838


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Out of curiosity, does SMB1 have any of the bug fixes that ShaneM came up with like the Spiny egg fix?

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infidelity
Posted on 04-10-15 05:48 PM Link | Quote | ID: 159842


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I never knew there was a bug like that.

RetroRain
Posted on 04-10-15 05:49 PM (rev. 2 of 04-10-15 05:58 PM) Link | Quote | ID: 159843


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On a side note, I just wanted to let you know that there is a glitch/side-effect to doing a mapper conversion of Contra. After I got done doing my MMC5 conversion of Contra, I let the game run through its demo sequences. On the second demo sequence, at some point the players destroy the wall, and this happens:



So, I copied and pasted my code into a clean ROM to see if maybe it was the area I was putting the code in, that was triggering that glitch. It wasn't. So, I opened up your MMC3 patch and patched it to a clean ROM. I just wanted to let you know that the glitch exists in your conversion as well.

Now, it has nothing to do with the mirroring, since I tried different mirroring values. And it is definitely background related (not sprite), as you will see it in the Nametable during runtime. I'm not entirely sure what it is, since I did the conversion carefully. It might have something to do with the vblank address $2002. Perhaps the screen is not getting refreshed on time. Although, I'm not sure why doing a mapper conversion would affect this in anyway.

That background glitch does go away after a few seconds, but it shouldn't happen to begin with.

Another thing is that I never played Contra. So, I don't know what level that stage would be, and I really have no desire to play through the whole game just to find out.

Granted it is a minor graphical glitch, but I just wanted to point it out. If you happen to find out what is causing, let me know and I will update my conversion patch.

Thanks.

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infidelity
Posted on 04-10-15 06:38 PM Link | Quote | ID: 159844


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Hmm interesting. I'll have to take a look down the road. Thats the 2nd level. The demo mode goes in sequential order of the levels. Thanks for letting me know, I'm curious as to why this is.

RetroRain
Posted on 04-10-15 07:30 PM Link | Quote | ID: 159845


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Also, do you plan on releasing the stand-alone MMC5 patches of SMB1 and SMB2? They are on my to-do list, but I honestly don't feel like doing them if they've already been done.

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infidelity
Posted on 04-10-15 07:43 PM Link | Quote | ID: 159846


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No I'm not. Anyone is more than welcome to rip them out of my multi-rom. They will just need to edit the bank ids. Mario 2u shouldn't be an issue. Mario 2j is vastly complicated from my conversions. I'm not redoing that one ever again, lol!
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Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches New thread | New reply

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