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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by frantik

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frantik
Posted on 02-24-08 09:38 PM, in How to fix 0-1 problem at smb1? Link | Quote | ID: 78835


Red Koopa
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if that doesn't work you can just copy and paste the level data from the bad rom to the good one

frantik
Posted on 02-27-08 12:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 79044


Red Koopa
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Posted by Celice
I saw them too, just didn't say anything ^^;;

I've always liked seeing your progress, frantik. This is one of those Super Mario Bros. hacks I look out after, simply because it's unique in one way or another. Literally, in the aspects that all of your screens seem to show "flowing" levels, rather than being comprised of preset tile arrangements. Makes it feel more like a later side-scroller than the old Mario.


thanks

frantik
Posted on 04-17-08 07:55 AM, in Game Genie Code List (rev. 2 of 04-17-08 07:59 AM) Link | Quote | ID: 81983


Red Koopa
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discovered this one on accident while rom hacking. kinda fun actually


SMB1:

ANLGGA - causes mario to fall more slowly when you hold the jump button while falling

frantik
Posted on 07-15-08 11:48 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87508


Red Koopa
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Super Mario Unlimited


frantik
Posted on 07-16-08 04:20 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87523


Red Koopa
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yeah googie in the notes i mentioned i was lazy and just used the production rom which isn't animated (smbutil doesnt like expanded roms )

raccoon sam: the mario coins are similar to yoshi coins in smw.. not sure exactly what i will do if you collect enough of them yet though. right now i'm just trying to get the damn levels finished lol

frantik
Posted on 07-16-08 08:04 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 07-16-08 10:41 PM) Link | Quote | ID: 87547


Red Koopa
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they look worse with black imo.. i've tried many many color combos and those are the ones i like the best. i do agree though that sometimes the green koopas get lost in the green background, so i've tried to keep them to a minimum in those areas

frantik
Posted on 07-17-08 11:35 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87594


Red Koopa
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Posted by Insectduel
Holy shit, I hope this project at least almost done since I heard it on ROM-Hacking dot net (In case I haven't even look at the thread).

That title screen kinda look good.



god i wish it was almost done... it's been "almost done" for a long as time lol.. i'm getting worlds 1-4 finalized then i'll need to make 4 more levels for worlds 5-8 and also tweak the levels in 5-8 a lot too i'm sure


frantik
Posted on 07-19-08 08:02 AM, in I wonder if this has been attempted by an editor programmer (rev. 3 of 07-19-08 08:08 AM) Link | Quote | ID: 87679


Red Koopa
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SMButility works more or less like this.. it makes it really easy to edit hacks it's not perfect for everything but 99%. and of course the program contains an emulator inside of it as well for play testing which rocks. it's the model other editors should follow imo if other games had editors as powerful perhaps we would see more interesting hacks.. not that there's anything wrong with smb hax XD

in this image the platforms and the upsidedown pipe are custom asmed in. the editor also displays all of the correct custom colors

frantik
Posted on 07-20-08 11:36 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87722


Red Koopa
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^ cool

frantik
Posted on 07-25-08 10:22 PM, in Next Major Mario Hack: Need Help Link | Quote | ID: 87983


Red Koopa
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i'd be happy to to join the braintrust if you'd like.. you can see how my create process works in my Super Mario Unlimited thread. I don't have tons of time though which could be a problem

If you would like a wiki space to brainstorm on PM me.. I have one set up already that is intended for Mario hackers.. it's already used for the Super Mario Special conversion project

frantik
Posted on 07-26-08 03:12 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 87994


Red Koopa
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w00ties

frantik
Posted on 07-26-08 11:28 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88020


Red Koopa
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veddy nice

frantik
Posted on 07-27-08 01:58 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88029


Red Koopa
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what happens when you're big mario?

frantik
Posted on 07-29-08 02:18 AM, in How to Adjust the Star Man Invincibility Timer (rev. 4 of 07-29-08 02:24 AM) Link | Quote | ID: 88171


Red Koopa
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Posted by GameGenie81
What do I need to refer to in Doppelganger's SMB1 ASM guide to seek this out?


search "Star" in the disassembly

finds:

StarInvincibleTimer = $079f

now you can set a break point in fceud for when $079f is written to, and then go collect a star and examine the code surrounding the breakpoint for a LDA $xx. Or you can search in the rom for STA $079f (85 9f 07) and you will likely find a LDA $xx value right in front of it, in this case LDA $23 (a9 23) which you already found


additionally you can search the disasm for "StarInvincibleTimer" and find:

lda #$23 ;otherwise set star mario invincibility
sta StarInvincibleTimer ;timer, and load the star mario music



frantik
Posted on 07-30-08 07:19 AM, in How to Adjust the Star Man Invincibility Timer Link | Quote | ID: 88222


Red Koopa
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oops yeah 85 is zero page sta

frantik
Posted on 07-31-08 11:14 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88287


Red Koopa
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lol nice DD

only thing i noticed is when you hit the yellow block from the side it didn't break like when you hit it from the top.. I would expect the bullet to break it from any direction

frantik
Posted on 07-31-08 11:53 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88294


Red Koopa
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get crackin.. I expect it and 3 new power ups by tomorrow!

frantik
Posted on 08-06-08 07:21 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 88596


Red Koopa
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you could do what SMB utility does and "send objects" from one level to another...

frantik
Posted on 08-06-08 07:23 AM, in Vs. Super Mario Bros. Link | Quote | ID: 88597


Red Koopa
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would be relatively straight forward to port to the SMB rom which is i assume what you would like to do. you might even be able to just copy the level data and set up new pointers, though i suspect you will run into space issues and will have to use a mapper to fit all of the levels in like in the SMB Special port

frantik
Posted on 08-12-08 05:48 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 88824


Red Koopa
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played contra the other day in honor of the work being done here

thank god for up up down down cause man with only 3 lives it's freaking hard

great work on this app btw.. just hope it's written in something portable
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Main - Posts by frantik

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