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Main - ROM Hacking - Any Mario 3 rom experts here? New thread | New reply


infidelity
Posted on 04-01-15 03:44 PM (rev. 3 of 04-01-15 07:26 PM) Link | Quote | ID: 159772


Fuzz Ball
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Does anyone know where within $6000-$7FFF, the world properties are for hammer bros being turned into penny ships, and, when you unveil a white mushroom house?

I'm willing to redo my current SRAM, so that these functions I asked about can be preserved when you exit the game.

Data Crystal does not have info on what I'm asking. If anyone can help me out with that, it'll really speed up the process of releasing the final version.

Thank you. :-)

EDIT
Cha-Ching!
http://smb3project.googlecode.com/svn-history/r16/trunk/SMB3/smb3.asm

MiniCompute
Posted on 04-04-15 05:58 PM Link | Quote | ID: 159784


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Even though I don't code, what I could do is record with fecux and when the penny ships pop up I'll have the movie data for you to play and look at the hex chart.

I always did wonder about those random ships, the only time they'll pop up if you are going in and out of levels and are in game for awhile.


infidelity
Posted on 04-04-15 07:29 PM Link | Quote | ID: 159785


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The penny are activated, when you exit a stage with even numbers. The last 2 digits of your score are always in multiples of 10. Then, you need your coins to be a certain value.

If your score is 10, coins are 11. Score is 20, coins are 22, Score is 30, coins are 33.

Then, just before you hit the stage cleared card, you need yo have the last 2 digits of your timer as even numbers, doesn't matter the order, just as long as the last two numbers are either 0,2,4,6,8.

And of course, the world you are in, needs to have a hammer brother on the world map. And I think this only works on Worlds 1,3,5,7.

W

MiniCompute
Posted on 04-05-15 12:43 AM Link | Quote | ID: 159788


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Posted by infidelity
The penny are activated, when you exit a stage with even numbers. The last 2 digits of your score are always in multiples of 10. Then, you need your coins to be a certain value.

If your score is 10, coins are 11. Score is 20, coins are 22, Score is 30, coins are 33.

Then, just before you hit the stage cleared card, you need yo have the last 2 digits of your timer as even numbers, doesn't matter the order, just as long as the last two numbers are either 0,2,4,6,8.

And of course, the world you are in, needs to have a hammer brother on the world map. And I think this only works on Worlds 1,3,5,7.

W


Alright I'll give it a run tonight, I'm pretty sure that coin ship will appear on worlds 1 and 5 at most.

infidelity
Posted on 04-05-15 09:13 PM Link | Quote | ID: 159792


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well its a cheap way out, but no glitches showing, heh.

https://www.youtube.com/watch?v=-w6PfaG8q6g&feature=youtu.be

MiniCompute
Posted on 04-05-15 09:20 PM Link | Quote | ID: 159794


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Posted by infidelity
well its a cheap way out, but no glitches showing, heh.

https://www.youtube.com/watch?v=-w6PfaG8q6g&feature=youtu.be



well I tried getting the coin ship to appear and apparently it doesn't wanna give.
You could make a cheap room and stack up the coins and what not to get the score you need and let it activate for you.

No offense though but I wouldn't even worry about that ship, just let it come and go as long as its not interfering with your hack.
Besides it only appears once, after that its gone till the player beats the game and erases their sram file to start fresh.

infidelity
Posted on 04-05-15 11:14 PM Link | Quote | ID: 159795


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I want to preserve as much as possible, the when the player saves and restarts. I don't want the player to be penalized for saving and quoting, only to have certain things unveiled, now gone, or, have to reattempt to unlock/uncover.

But now I'm able to save 12E bytes worth of info, 4 individual times too. Now that I'm able to save, and not have the rom crash, or show vram glitches, I will now begin the work on restoring the saved files when you press start after the title screen. :-)

infidelity
Posted on 04-07-15 01:28 PM (rev. 2 of 04-07-15 01:29 PM) Link | Quote | ID: 159806


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update news
http://acmlm.kafuka.org/board/thread.php?pid=159807#159807

Quick Curly
Posted on 04-08-15 09:24 PM (rev. 2 of 04-08-15 11:02 PM) Link | Quote | ID: 159826


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I don't know if you still need any information since you've made progress with your SRAM support, or if this is even what you were looking for, but perhaps there's a little chance that someone else can make use of this data and these visuals as well.

http://i216.photobucket.com/albums/cc277/QuickCurly/20150407-SMB3-Sprites-Map-RAM-YoYoYo-A1A.png
http://i216.photobucket.com/albums/cc277/QuickCurly/20150407-SMB3-Sprites-Map-RAM-YoYoYo-B2B.png
http://i216.photobucket.com/albums/cc277/QuickCurly/20150407-SMB3-Sprites-Map-RAM-YoYoYo-C3C.png
http://i216.photobucket.com/albums/cc277/QuickCurly/20150407-SMB3-Sprites-Map-RAM-YoYoYo-D4D.png

(Due to images being large in size, I decided to remove the embedded images and just link to them.)

$7F15 - $7F1D (0x9) - Sprites

00 - Nothing--Sprite #2 For Airship
01 - Help!
02 - Airship
03 - Hammer Brother
04 - Boomerang Brother
05 - SledgeHammer Brother
06 - Fire Brother
07 - Pirhana Plant
08 - Messed Up N-Spade
09 - N-Spade
0A - White Mushroom House
0B - Takara! Kawaii
0C - White Little Ship
0D - Battleship
0E - Tank
0F - Little Ship
10 - Boat

RAM Addresses

$7956-$795E (0x9) - Item
$7EEB-$7EF3 (0x9) - Y Position
$7EF9-$7F01 (0x9) - X Position
$7F07-$7F0F (0x9) - Screen Number
$7F15-$7F1D (0x9) - Type

Source: http://romhack.wikia.com/wiki/Super_Mario_Bros._3

Sprites

Unlike with pointers, in which each world has its own table, there is one big table for sprites; each world is
represented in each group. There are 9 sprites per world; the first world represented as the first 9 bytes of
the first group, the second world as the second 9 bytes, and so on.
Here's where the variety of types start at (in hex):

Y Position: 16070
Screen Number: 160B8
X Position: 16100
Type: 16148
Item: 16190

Data in the ROM:

World 1
Y Position (16070-16078): 70 80 20 00 00 00 00 00 00
Screen # (160B8-160C0): 00 00 00 00 00 00 00 00 00
X Position (16100-16108): D0 C0 60 00 00 00 00 00 00
Type (16148-16150): 01 00 03 00 00 00 00 00 00
Item (16190-16198): 00 00 09 00 00 00 00 00 00
-----------------------------------------------------------------
New World 1 (In this example and the images)
Y Position (16070-16078): 70 80 20 20 80 80 00 00 00
Screen # (160B8-160C0): 00 00 00 00 00 00 00 00 00
X Position (16100-16108): D0 C0 60 C0 80 A0 00 00 00
Type (16148-16150): 01 00 03 03 07 0E 00 00 00
Item (16190-16198): 00 00 09 07 08 00 00 00 00





For White Mushroom House

$7971 - If 00, then a White Mushroom House can appear.
If 01, then there was already a White Mushroom House
in the current world.

0x16D01 ($ACF1)

$ACF1:AD 71 79 LDA $7971 = #$00 <-- Check here.
$ACF4:D0 3A BNE $AD30
$ACF6:AD 65 79 LDA $7965 = #$01
$ACF9:C9 01 CMP #$01
$ACFB:D0 33 BNE $AD30
$ACFD:AD 67 79 LDA $7967 = #$2D
$AD00:CD 66 79 CMP $7966 = #$2C
$AD03:90 2B BCC $AD30
$AD05:20 9D AD JSR $AD9D
$AD08:A9 0A LDA #$0A <-- White Mushroom House.
$AD0A:99 15 7F STA $7F15,Y @ $7F1B = #$00
$AD0D:AD 6B 79 LDA $796B = #$20
$AD10:99 EB 7E STA $7EEB,Y @ $7EF1 = #$00
$AD13:99 00 05 STA $0500,Y @ $0506 = #$00
$AD16:AD 6C 79 LDA $796C = #$00
$AD19:99 07 7F STA $7F07,Y @ $7F0D = #$00
$AD1C:99 1E 05 STA $051E,Y @ $0524 = #$00
$AD1F:AD 6D 79 LDA $796D = #$40
$AD22:99 F9 7E STA $7EF9,Y @ $7EFF = #$00
$AD25:99 0F 05 STA $050F,Y @ $0515 = #$00
$AD28:EE 71 79 INC $7971 = #$00 <-- Increase here.
$AD2B:A9 10 LDA #$10
$AD2D:8D F6 04 STA $04F6 = #$00
$AD30:60 RTS

For Coin Ship (Takara! Kawaii)

$7972 - If 00, then a Hammer Brother can become a Coin Ship
(Takara! Kawaii).
If 01, then there was already a Coin Ship in the current
world.

0x16D41 ($AD31)

$AD31:AD 72 79 LDA $7972 = #$00 <-- Check here.
$AD34:D0 29 BNE $AD5F
$AD36:AD 46 7F LDA $7F46 = #$F8
$AD39:CD 47 7F CMP $7F47 = #$F8
$AD3C:D0 21 BNE $AD5F
$AD3E:CD 4F 7F CMP $7F4F = #$F8
$AD41:D0 1C BNE $AD5F
$AD43:A0 00 LDY #$00
$AD45:B9 15 7F LDA $7F15,Y @ $7F17 = #$03
$AD48:C9 03 CMP #$03
$AD4A:F0 06 BEQ $AD52
$AD4C:C8 INY
$AD4D:C0 0E CPY #$0E
$AD4F:D0 F4 BNE $AD45
$AD51:60 RTS
$AD52:A9 0B LDA #$0B <-- Takara! Kawaii.
$AD54:99 15 7F STA $7F15,Y @ $7F17 = #$03
$AD57:EE 72 79 INC $7972 = #$00 <-- Increase here.
$AD5A:A9 10 LDA #$10
$AD5C:8D F6 04 STA $04F6 = #$00
$AD5F:60 RTS

As soon as you die in the End Castle once, the "Help!" sprite (#$01) at $7F15 will become "Nothing" (#$00), and the "Nothing" at $7F16 will become the Airship (#$02), as seen in the fourth screenshot above.

As soon as you die in the Coin Ship (Takara! Kawaii) once, the sprite (#$0B) will turn back into a Hammer Brother (#$03).

Sorry that such a post was late and is likely useless at this point, but it's awesome that you've been able to do what you have with your project, and that you've dedicated all of the time and effort for such a feature as SRAM support to make your success that much more unique and advanced. Kudos!

infidelity
Posted on 04-09-15 12:08 PM Link | Quote | ID: 159828


Fuzz Ball
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Thanks for posting all of that! I did however solve the issue, and everything shown here is exactly what I have backing up for the sprites. Thank you again for posting this, I'm sure this will be very helpful for others!

Main - ROM Hacking - Any Mario 3 rom experts here? New thread | New reply

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