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Main - ROM Hacking - Dark Mario - SMB3 Project Progress Thread New thread | New reply

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Googie
Posted on 07-22-15 12:56 AM Link | Quote | ID: 160452


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I found this hack in the same folder where I found PandaMar, the title was made for another hack but that person cancelled it, so I'm gonna use it. I plan to have this hack have the 8 worlds with 4 levels each, like the original SMB1.

The only thing I'm gonna need help with is the pointers, when you enter a pipe at the end of the dungeon you go straight to the Koopa Kid, editing airships is not really my thing. I can edit the maps is not really a big deal.

Here's the title screen for Dark Mario, and the mirror flashes.
Sorry for sounding like a newb it's been a while since I hacked SMB3. I'll have some more pics as I edit...



Bonus points to whoever remembers which game the crows come from...

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MiniCompute
Posted on 07-22-15 01:46 AM Link | Quote | ID: 160453


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Posted by Googie



Bonus points to whoever remembers which game the crows come from...


http://www.spriters-resource.com/nes/darkwing/sheet/67163/



-Game Over=

Quick Curly
Posted on 07-22-15 03:49 AM Link | Quote | ID: 160454


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Oh my gosh! I remember this from back when I first joined Board 2! I'm surprised that you found it and decided to plan on fixing it. Believe it or not, I've always had it in mind and wish that RetroRain was able to finish it. I remember at least one video preview for the hack, and I really enjoyed the look of it.

If you found a copy of the hack on your hard drive, does that mean that RetroRain released a demo patch of it at some point? I don't remember ever seeing a public link, but I guess looking back at one of the old topics for Dark Mario, there was a site set up for it (it's gone now, though) and it's likely that I just missed it, unfortunately.

I love the look of the title screen! There's a Halloween feel to it with the graphics and colours. If the hills and clouds were changed as well to something else to fit the rest of your layout, it could potentially enhance the overall appearance even more.
Though that's completely up to you! Again, I love it already!

As for the pointers, what specifically do you need help with? If I understand correctly, so your Dungeon/Fortress level will point to an area with the Koopa Kid, instead of a Ship level? That should be simple enough. With your level open in SMB3 Workshop, open the Level Header Editor, click the "Next area/Start" tab, make sure that you set the Object Set appropriately ("2 - Fortress" if the Koopa Kid will be in a Dungeon area much like the rest of your Dungeon, or "A - Ship" if it will be in the end ship area that the Koopa Kid is normally in), and the Object Data is of an area in the correct Object Set.

Best of luck with your new project! Hopefully you'll have the time and energy to work on everything that you're putting together!

RetroRain
Posted on 07-23-15 05:52 AM Link | Quote | ID: 160457


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This hack was never really cancelled, from what I can recall. It was just put on extended ice. I always planned on going back to it. But after my frustrating lack-of-patience need-for-perfection heavy OCD days, I got so burnt out from hacking SMB3, that I had to get away from it for a good long time.

But if you want to use the name Dark Mario, or the titlescreen, or even want to work off what I had released, by all means go ahead. I don't care all that much about it anymore.

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Googie
Posted on 07-23-15 06:10 AM Link | Quote | ID: 160459


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Thanks for the replies, fellas.

RetroRain: Thanks for your blessing...

Quick Curly: Thanks for the pointer know how, it'll really help me out. Thanks for your feedback on the title screen as well...



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Quick Curly
Posted on 07-23-15 07:52 PM (rev. 2 of 07-23-15 11:48 PM) Link | Quote | ID: 160465


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RetroRain: That's cool. I understand. I meant no harm by anything that I said. Despite some other people's opinions, I always enjoyed what I was seeing with any of your work. It's definitely difficult at many points during the hacking process, for free time, efforts, motivation, and the like.
I've always been of the mindset that I do my best to focus more on the positive than any negative. To me, there isn't any negative. I see a project for what it already is, and what it is becoming, and not on what it could be from outside influences, mainly forceful ones. I remember back when I was still only wishing that I could produce a Super Mario Bros. 3 hack built from my own vision, and I saw you doing it, and in my opinion, always succeeding. We all have our own perspectives, and we shouldn't depend on someone else to build our own vision. I've just always really enjoyed Super Mario Bros. 3, and your take on Mario's lead role being questioned in the one video that I do remember from all those years ago, in a dark landscape with a lot of chilling blue visuals, taking out all of those little Goombas who are potentially viewed as just trying to live their innocent lives, and here comes Dark Mario out to ruin everyone's day just like how he feels his own day is already going; I really found that to be very creative and a new approach to an SMB3-themed game.
I've always had Dark Mario in mind, but I've always understood your preference to pursue your other ROM hacking projects instead. No problem at all. Just always know, you've always got one fan still hanging around after all these long years, and it's always nice to see you still come around too, bro.

Googie: You're very welcome. Anything else that you may need help with, please always feel free to ask.
For example, in case you plan to change anything else with your title screen, and want to make use of more unique tiles on there, you can modify the bytes/tiles directly through a hex editor like through FCEUXD, or there's SMB3TE to specifically edit the SMB3 title screen. However, do know that the method this program uses is it changes the location for where the tiles are loaded from, and then modifies the data at a new location. I remember seeing this through the hex editor when I was checking out Chelsea's Super Mario Bros. 3 hack, which used the SMB3TE program back in 2010. I've since been able to modify everything directly myself through FCEUXD by using a combination of the PPU Viewer (to get the tile ID values), the Name Table Viewer (to see the PPU addresses to start drawing your tiles from), and the hex editor (to make the changes directly).

What I mean when I say "make use of more unique tiles", I'm referring to how any of the tiles that you blanked out that originally made up the "SUPER MARIO BROS. 3" tiles are still in the places that they were, but you could replace the tiles used at those PPU addresses with the main blank tile, and then make use of those free tiles for more graphics elsewhere. Specifically, tile #$5C is used for the main blank background on the title screen wherever there aren't actual graphics, and if you have blank tiles used by any other values, you could replace them with #$5C to free them up to be used for something else. KP9000 made a thread about SMB3 Title Screen Palette Definitions and made a document about the SMB3 Title Screen Definitions. What could be further covered are the pointers, which can be changed to direct to free space near the end of the ROM bank so that you have more room to draw more unique tiles to the title screen display, but again, SMB3TE can do this for you and is much more user-friendly to work with than managing all of it yourself.

Though again, I'm not trying to influence your decisions or ideas in any way, and you don't have to change anything with the title screen! I realize that all this information is likely already becoming very overwhelming. I should stop here.

As for the pointers again, if there are any specific questions you have in the future, please feel free to post them, and hopefully I, or even someone else, will be able to help.
Actually, I recently made a post in the General SMB3 Hacking Thread saying that I was planning to hopefully put together a post documenting a couple ASM hacks that I used in my most recent SMB3 hacks.
One lets you have a different colour status bar while on the world map, both on the outside and inside the inventory. If you may recall, even if someone changes the palettes for the world maps, using the inventory loads the original blue and pink colours from different locations. However, this is limited to one value used by all the world maps, so if someone wanted to use a different colour status bar, it would have to be the same for all of the worlds, or the colours would be different after using the inventory, which might be visually displeasing. However, the rewritten code that I did fixed all that.
The other adjusted code was for collecting 3 matching End Cards to draw black to the part of the palette that is used to display the flashing object in the sky, which might be different than black depending on the hacker's in-level palette changes.
If you think that either of these code adjustments might be interesting or useful to you, let me know, and I'll try to focus on putting a post together sooner rather than later.
As for the time and music ASM hack that lets you have more possible time and in-level music values, there is already a post in the thread covering that, which also includes a more visual tutorial on the SMB3 pipe pointers, if that could be useful for you as well.
Time/Music ASM Hack, and Editing Pipe/Door Pointers

A more recent, thorough version of the Time/Music ASM hack tutorial is available in this post on Romhacking.net.

Okay! Now I'll stop with all of that!

Just so that you know, since it's been a couple months already, back when I was trying to get a hold of you through email after so long, and you said that you weren't receiving them through "Yahoo!", I sent you an email and tried to add you through Gmail afterwards, but have never heard back through there, either. I've never had an issue with my emails being sent out from my end, so do you perhaps have an email setting active to block incoming emails from people you don't have added or verified? I recall that you've had multiple email addresses over the years, probably to keep avoiding those nasty spambots, so it would be understandable if you had some sort of block in place, if possible.

Completely unrelated to anything: This post leveled me up from a Fire Brother to a Fire Snake! I feel so sneaky!

I wasn't intending to take over your project topic or anything, Googie. I was just trying to help out with the most recent opportunity presented after not being in contact for a while. Plus, I'm excited about yet another ROM hacking project that you're working on, and that it's bringing some activity and posts!

Googie
Posted on 07-24-15 12:19 AM Link | Quote | ID: 160469


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Thanks for all the info, QC. To be honest I forgot a lot about SMB3 hacking because I'm so focused on promoting my cartoons. I hope I can get with little AsM skills I had back, I want to use RetroRain's AsM hacks in Dark Mario, like turning invincible after you get 99 coins and having Boomboom as a mid boss.

Those were really cool & I hate to see those go to waste.

Do you remember if RetroRain posted the offsets on how to make those ASM hacks possible?

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Quick Curly
Posted on 07-24-15 01:06 AM (rev. 2 of 07-24-15 02:57 AM) Link | Quote | ID: 160470


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You're very welcome again. I know that it's likely overwhelming, but anything that I can help clear up, please feel free to ask what questions you would like to have answered and further explained.
We've worked on projects together in the past, though it's definitely a rewarding and awesome feeling when we're able to achieve such advancements with our own two hands.
Anything that we can do to help each other. I always credit you as being the main person who helped me out with the common SMB3 1-4/1-6 level space editing issue with overwriting original data back when I only just started with ROM hacking, and as a result, the knowledge and skills that I've built since then are thanks to your assistance in that case which helped me keep going.

I recall that the coins invincibility hack was used in Super Loco Spoof! 2 as well. I would probably just look at that to find the custom code used. $0553 in RAM is the timer for the star power. In FCEUXD, with the Debugger, you would set a write breakpoint to $0553, and then once you collect 100 coins, the debugger should freeze to the code that activates the star power. It probably replaced a write to $0736 and $0737 for Mario's/Luigi's lives in the case that they would be increased for earning an extra life from collecting 100 coins.

Testing this theory out myself, I found this custom code at $B520 in RAM, or 0x35530 in the ROM:

$B520:AD F5 04  LDA $04F5 = #$0A
$B523:09 0A ORA #$0A
$B525:8D F5 04 STA $04F5 = #$0A
$B528:A9 E0 LDA #$E0
$B52A:8D 53 05 STA $0553 = #$00
$B52D:60 RTS

Looking at the stack, we see: 99, B0 ($B099). Navigating to $B097, which is 0x350A7 in the ROM, I found this code:

$B097:20 20 B5  JSR $B520
$B09A:EA NOP
$B09B:EA NOP
$B09C:EA NOP
$B09D:EA NOP
$B09E:EA NOP

Here is the code in the original SMB3 ROM at 0x350A7, giving Mario an extra life from collecting 100 coins:

$B097:FE 36 07  INC $0736,X @ $0736 = #$05
$B09A:A9 40 LDA #$40
$B09C:8D F2 04 STA $04F2 = #$01

So, RetroRain's code disables that, and jumps to a location where there's more free space for his custom code that gives a star power boost instead.

However, this only disables a life increase in the case of collecting 100 coins. Depending on how you plan to handle lives in this hack overall, there will be other bits of code that will need to be considered, if you have to disable code and/or change it in order to do something different. For example, when you collect a 1-UP mushroom, the debugger freezes at $AAFF, or 0x0EB0F in the ROM:

$AAFF:FE 36 07  INC $0736,X @ $0736 = #$06

If you want to disable life decreases as a result of dying in a level to effectively result in infinite lives, much like what Super Loco Spoof! 2 does, then this code at $9123, or 0x3D133 in ROM, would need to be replaced with "EA EA EA":

$9123:DE 36 07  DEC $0736,X @ $0736 = #$07

Here is a handy resource to refer to for 6502 opcodes:
6502.org: Tutorials and Aids

As for the Boom-Boom ASM hack that is used in Mario in: Some Usual Day, I remember that you had a text file with the code to change included in your notes. Those files are stored externally somewhere, so I don't really have the text file on me right now, unfortunately. Maybe you still have it somewhere more easily accessible than for me, though I will try to look if I get an opportunity.

As for the palette ASM hacks that I implemented, I'm working on a post to document them right now in the General SMB3 Hacking Thread.

RetroRain
Posted on 07-24-15 02:22 AM Link | Quote | ID: 160471


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Quick Curly, no problem. I took no offense to what you said. I'm sorry if my post seemed harsh to you. It wasn't meant to be. That's the problem with the Internet. You can't tell a person's mood or intentions from a forum post.

And I am honored by what you said about my work.

In a way, I'm glad Googie is picking up my work. It means that my work didn't die in vain, so to speak. Good luck with the hack Googie.

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Quick Curly
Posted on 07-24-15 02:41 AM Link | Quote | ID: 160473


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No worries, RetroRain. I didn't take your post negatively. I feared that there was a risk of my post coming across as expecting work out of you, when I by no means was trying to force continuation of a project that you didn't feel motivated to continue. But we understand each other. Hee hee.

I've always been thankful for your work. I even made reference to your old "Suicidal Mario" ASM hack from back in 2008 in the General SMB3 Hacking Thread, as I've referred back to your topic over the years, and since the topic is long buried now, I feel that newer users unfamiliar of its existence from way back when wouldn't be able to know about it and potentially learn from it otherwise, as well as appreciate what it achieves.

Googie: I finished a new post in the General SMB3 Hacking Thread covering how to use a unique colour for inside the inventory and when returning to the outside display of the status bar for each world, as opposed to how in the original game, there is only one common colour for both outside (3C, a blue-like colour) and inside (36, a pink-like colour).
You by no means have to even use it, but since I already made it, I was planning to share the source code publicly once I was able to put a post together anyway.
If you would like any additional help and direction with being able to implement the ASM hack, or with anything else, again, please always feel free to ask; and as always, best of luck with your continuous progress!

Googie
Posted on 07-24-15 03:00 AM Link | Quote | ID: 160474


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Okay cool! I'm gonna study the offsets it's been a long time I looked in a hex editor.

Here's RetroRain's Boomboom mini boss notes!

- BOOM BOOM AS A MINI-BOSS ASM HACK -

0x67a2

20 B6 9F EA EA

JSR $9FB6 Jump to Sub-routine location $9FB6

0x3dfc6

CE B6 7E A9 10 8D F5 04 A9 00 8D F3 05 60

DEC $7EB6 DECrement $7EB6 (Scrolling byte) by 1, reverting back to scrolling
LDA #$10 Load 10 into the accumulator, 10 is the "Plains" music byte
STA $4F5 Store 10 into address $4F5
LDA #$00 Load 0 into the accumulator, 0 is the timer activation byte, timer initiates
STA $5F3 Store 0 into the address, $5F3
RTS Return from sub-routine

I was on my phone at the park earlier, I wanna plan to make the plains and hilly music C minor. I was listening to Mario music videos on YouTube, here's two I like to put in the hack...

Hell, maybe the whole soundtrack can be C minor, it'll most definitely be a Dark Mario hack lmao!
Maybe it won't require ROM expansion...



And this one for the Plains level, I tried looking for an 8bit C minor but no dice...





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Googie
Posted on 07-27-15 11:50 PM Link | Quote | ID: 160509


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Here's the world 1 map, I know it looks bland but I like it. It took 20 minutes for me to put it together, now to put RetroRain's levels in this ROM, tweak some levels edit the text etc. I should have a demo released soon.



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Quick Curly
Posted on 07-29-15 04:46 PM Link | Quote | ID: 160514


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Copied from a message for informative purposes:

Looks awesome! Things are coming together! What I always say is this: "Every little bit that you do, is progress." In a sense, every byte in the ROM that you change is one byte closer to completing your project!

Of course I'll look into it (spawning the Fire Flower after beating Boom-Boom). I recall in the original game, Boom-Boom's ball is one of the sprite values, as seen in SMB3 Workshop, and I believe I saw it in the ROM before, and for Mario in: Some Usual Day, the sprite value for the Fire Flower was in its place.

Sorry if there is any confusion. Hopefully I can help clear anything up.

So, looking in SMB3 Workshop, the value for the Magic Ball is 4A in hex.
The value for the Stray Flower is 19 in hex.
Boom-Boom is 4B in hex.
After beating the Boom-Boom in the World 1 Dungeon, $0675 in RAM, with a value of 4B, is overwritten with 4A.
The code is at $AE98, or 0x6EA8 in the ROM.

$AE98:A9 4A     LDA #$4A
$AE9A:9D 71 06 STA $0671,X @ $0675 = #$4B

So, you'll want to change 0x6EA9 from 4A to 19. Now, Boom-Boom will spawn the Fire Flower when defeated.

For invincibility from collecting 100 coins, make these changes:

0x350A7: 20 20 B5
0x35530: AD F5 04 09 0A 8D F5 04 A9 E0 8D 53 05 60

However, I just noticed that my inventory bar worldly palette ASM hack uses the same starting offset, 0x35530, so if you plan to use both the invincibility from 100 coins ASM and the inventory bar worldly palette ASM, these are all the changes that are required to implement both, fitting both sets of code in together:

0x34139:
20 32 B5 EA EA AD F2 05 F0 03 20 3D B5 20 45 B5
8D C4 07 8D E1 7D AD 00 03 18 69 07 8D 00 03 EE
E6 03 60

0x34532:
AE 0A 07 E0 07 F0 10 AA BD 14 A5 8D DF 07 20 4A
B5 EA EA A9 06 85 5E 60

0x350A7:
20 54 B5

0x35530:
3C 3C 3C 3C 3C 3C 3C 3C 3C 36 36 36 36 36 36 36
36 36 AC 27 07 B9 20 B5 A8 AE 00 03 60 AC 27 07
B9 29 B5 A8 60 98 9D 07 03 60 AC 27 07 B9 29 B5
8D C4 07 60

0x35564:
AD F5 04 09 0A 8D F5 04 A9 E0 8D 53 05 60

As for the inventory bar worldly palette ASM hack, is there anything that I can clear up with that, too? Like, even its purpose?
If you've ever changed the palettes for the world maps, and you changed the status bar colour, you may have noticed that once you open it to view your items, and then after you close it again, it goes back to being blue. This is because the colour values for using the inventory bar are loaded from those ROM offsets at the beginning of that post, and there is one value for each different status bar usage that's used for the status bar of every world map.
The purpose of my revised code is to make tables to load those values from, depending on the current world, meaning that whatever you edit the world map palettes to, for your new status bar colours, you also change the values in the table of "3C" values to match the status bar colours in the main palettes, so that they match to appear correct.

This old post has a couple visuals, including the NES palette for the colour values, and switching a couple map palettes around in the FCEUXD hex editor:

http://acmlm.kafuka.org/board/thread.php?pid=110215#110215

So, at 0x35530, see the 9 "3C" bytes, and the 9 "36" bytes that follow?
Change those values to match the values in the NES palette that you want for the status bar, inside and outside, for each world. Make sure that your world map palettes have the matching colour values set as well.

World 1: 0x35530 for outside, 0x35539 for inside
World 2: 0x35531 for outside, 0x3553A for inside
World 3: 0x35532 for outside, 0x3553B for inside
World 4: 0x35533 for outside, 0x3553C for inside
World 5: 0x35534 for outside, 0x3553D for inside
World 6: 0x35535 for outside, 0x3553E for inside
World 7: 0x35536 for outside, 0x3553F for inside
World 8: 0x35537 for outside, 0x35540 for inside
World 9: 0x35538 for outside, 0x35541 for inside







0x1842D-0x18435 (0x9) - World Map object palettes.
0x18436-0x1843E (0x9) - World Map sprite palettes.

Focusing on the object palettes with respect to the inventory status bar:

World 1: 0x1842D: 00 - World 1 uses palette 00.
World 2: 0x1842E: 01 - World 2 uses palette 01.
World 3: 0x1842F: 00 - World 3 uses palette 00.
World 4: 0x18430: 03 - World 4 uses palette 03.
World 5: 0x18431: 04 - World 5 uses palette 04.
World 6: 0x18432: 05 - World 6 uses palette 05.
World 7: 0x18433: 06 - World 7 uses palette 06.
World 8: 0x18434: 07 - World 8 uses palette 07.
World 9: 0x18435: 02 - World 9 uses palette 02.

In the images, see the "3C" values in the 6th column in the hex editor? Those are the initial colours for the outside of the status bar. If they are changed without the ASM hack, the colour of the outside of the status bar will always be "3C" when it is closed from the inside. As you can understand, as soon as you have at least two different colours for different world maps, there will be an inconsistency in at least one instance.
The intention of the inventory bar worldly palette ASM hack is to help fix/lift that restriction.

As always, if you need anymore clarification, please let me know. Best of luck!

Googie
Posted on 08-01-15 03:40 AM Link | Quote | ID: 160544


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Thanks Quick Curly, by the way I sent you a PM. I'm hoping to release a demo by tomorrow.

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Quick Curly
Posted on 08-02-15 01:58 AM Link | Quote | ID: 160549


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You're welcome. This might not seem like much of a post, but I'm just confirming that I received your PM, and replied back, after looking into what you wanted me to check out. Everything so far is fixed and running well.

Googie
Posted on 08-08-15 03:15 AM Link | Quote | ID: 160594


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Quick Curly you're a big help I really appreciate it!
Here's a sneak peek of world 1-1 to everyone else, Quick Curly is my beta tester in this project. Once I edit the necessary text & change the offsets I need to change I'll release a demo, enjoy the video for now!



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MiniCompute
Posted on 08-08-15 04:01 AM Link | Quote | ID: 160595


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Posted by Googie
Quick Curly you're a big help I really appreciate it!
Here's a sneak peek of world 1-1 to everyone else, Quick Curly is my beta tester in this project. Once I edit the necessary text & change the offsets I need to change I'll release a demo, enjoy the video for now!




Hmm looks good but a few things bug me, the down pitch music.
I know your trying to give it a dark feeling but I don't think its working out.
Check out 0:55 starts out the original samba starman and does a backword/acward loop during the next 10 seconds.
Personally if you can port the music redo the starman theme and the first 2 levels of smb3.
You could check sml2 I think one of those maps and its level music would suit this wonderfully.
Also give the koopa's a recolor on their shell and edit there eyes where they look like they're having a great day.
when they die have their eyes have a X if they are knocked out completely without retreating into their shell.

Given that I like what you got, if you need a tester, throw me the rom by gmail.
Keep working with it and release that smb2 hack, I was hoping more for it though.

Quick Curly
Posted on 08-18-15 04:19 PM Link | Quote | ID: 160700


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Posted by Googie
Quick Curly you're a big help I really appreciate it!
You're welcome.
Since it's been a week since you last logged in, just in case you happen to see this without logging in, I sent you a PM with another update.
Though, I might work on contributing a little more if/when I have the time, as I kind of feel like doing some SMB3 hacking stuff right now (mainly levels in a more straight forward style specific to the build of this hack so far) but not necessarily starting a whole new project of my own yet.
However, again, since a week has passed since there have been any updates, there's no way to know how many more things you've done with the hack, and what specifically, so it could be difficult to put everything together.

In my personal opinion as well, I feel that you might want to wait before releasing a demo. The early levels, given that they're in the first world, go by considerably fast. Perhaps a demo of two or even three worlds might be more presentable, and there will be more content for others to comment on and get a feel of the direction the hack is taking, and potential considerations for other implementations for the hack.

In addition, in the Romhacking.net message board thread for this project, you mentioned this:

Posted by "Googie"
I plan to use some SMB3 goodies to make this hack great like this, this, and this
Just to comment on implementing those hacks, and implementing a whole bunch of ASM hacks in general, you want to make sure that the implementations don't overwrite any of the changes that have already been made to the hack.

The "SMB3 - Graphics Update" appears like it'll work, and that it should help fit the theme of the hack. Since there haven't been any real graphical changes made to Dark Mario yet, this likely shouldn't overwrite anything.

The "Super Mario Bros. 3 - Item Slot Hack" would be a pretty awesome addition, but I looked at the changes by comparing them to the original, unmodified ROM through WindHex32, and some ranges of modified bytes come very close to areas in the ROM that have already been changed. Implementing this ASM hack might have to be done manually, which might mean having to modify jumps to fit everything in. There's a chance that this might not be necessary, but to find out, it takes time, as well as time to do it. It might be easier to just build the hack around this specific modification, and for the other hacks that have already been implemented, work them back in instead.
Again, that's if there's even one byte from this hack that would affect any change in Dark Mario. It might have been easier to put this in from the very start, or it might be easier just to not put it in at all to avoid any potential problems, and so that the task isn't immediately dependent on me to take care of.

The "SMB3 SRAM Hack" is an amazing implementation, but it might not truly be necessary for this hack, considering that it's going to be so short. In addition, it would probably have to be modified to account for the backup item from the Item Slot Hack, so that it would save that as well. That's considering that it works as expected with all of the other changes in the hack so far, with the variables that are saved, and also the customized title screen so far that has been adjusted to account for only one player, and has a custom text implementation in place of the one or two player selection.

I do feel, however, that the hack might be relying a bit too much on ASM hacks and changes made by other people. I know that the hacks were made to be used and they can be used as bases/additions for other hacks, but I just felt the need to point that out. People have probably recognized over time that I'm by far a judgmental person, and I look forward to any and all projects for what they are - the more, the better - but given your many projects in the past, and how people generally look forward to any new work from the highly recognized Googie, it would be unfortunate if your own contributions were overshadowed by the fact that the hack features multiple changes that are not self-made.

Maybe I'm over-thinking this, but it's kind of similar to when a whole bunch of people are working on the same project, but individually. The more sources there are implementing changes, the greater the chance that all of those changes are going to conflict with each other.

Googie
Posted on 08-19-15 09:08 PM Link | Quote | ID: 160731


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Thanks for the feedback QC, I really appreciate it! I fell off the planet so to speak...

The only one I'll most likely use is The "SMB3 - Graphics Update", the others I'll hold back on until my other SMB3 hack starring Toad, since only three levels are edited and there are no ASM changes at all. You're right I'll release a demo until more worlds are edited, I'll most likely release a demo when 4 worlds are done.

Thanks again for the help, man.



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Termingamer2-JD
Posted on 08-19-15 10:51 PM Link | Quote | ID: 160736


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World 1-1 looks great. It's pitched at the right level to showoff the gameplay mechanics.
Nintendo themselves would probably appeal to this, it's good enough!

Keep it up.

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