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Insectduel
Posted on 07-28-11 11:02 PM, in Back To Work On Megaman Ultra 2 Link | Quote | ID: 145559


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Do you honestly think about Kuja Killer being right about not starting the project from scratch? I think it's true or not! Either way, it's up to the creator. Anyway, my brother restarted the same SMW hack from scratch for the 8th time since 2006 and even though after my computer broke down for a year and a half.

When my brother starts his SMW hack from scratch, it helps him to improve it even better and does worry about bugs and glitches because he has so many of them during the beta tests and been re-released 4 times.

Insectduel
Posted on 07-29-11 05:55 PM, in music conversions to Mega Man X and MM7 (SPC downloads) Link | Quote | ID: 145563


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Question! You mentioned that Mega Man 10 must be converted to MM4 also known as MMC3 sound engine before converted to SNES Mega Man X format. Are the Wii sound channels ara lot more different than the NES or it's the entirly different sound engine between the two.

Insectduel
Posted on 08-04-11 10:41 PM, in mario vs yellow devil Link | Quote | ID: 145684


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@Hamtaro126 Where do you find the hack from? I never heard of it! Otherwise I would be telling my Facebook fans about it!

Insectduel
Posted on 08-04-11 10:47 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 145685


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Current hacking progress:

Text editing completed. Created 2 palette sets for Fortress levels which you can download it >here. Objects and Enemies pasted in levels is coming soon.

And added an ASM code where you init the sound when toad speaks like in Super Mario Advance 4.

N-Spades Remodeled. And heart panels becomes animated replacing spade panels and quicksand panels are replaced with spade panels.

I still have not found the palette sets for world maps and I'm still trying. But I will try K9000's world order code if I'm able to for Super Mario All-Stars depends how the RAM goes.

Insectduel
Posted on 08-05-11 04:48 PM, in SMA4 Thwomp AI in SMB3 (rev. 3 of 08-10-11 05:43 PM) Link | Quote | ID: 145707


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Just a short term ASM project I've worked on! This YouTube video has proof that I coded the Thwomps to act like SMA4 for Left/Right and Diagonal.



I simply JSR'ed the code where the speed position is into an empty bank and added additional codes to it.

Download
You can also download it from Board 2 uploader as well. And if you're applying the patch to the SNES version, you need the Super Mario All-Stars rom (U) with header.

Also, please read my document before applying the IPS patch as it may ruin your NES game as I put the code into a certain freespace in a rom.

Insectduel
Posted on 08-10-11 05:39 PM, in A plethora of Japanese SMB hacks! Link | Quote | ID: 145808


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Posted by Superjustinbros
Sorry for the bump, but I found some more ROM hacks. One of them has cool graphics. C:

http://mana3535.sakura.ne.jp/mario/index.html


I knew Mana's SMB1 hacks a long time ago. They aren't that good.

Insectduel
Posted on 08-11-11 05:58 PM, in SMAS+W Mario 3 Hacking Notes (rev. 2 of 08-11-11 06:27 PM) Link | Quote | ID: 145841


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Wow, you literally dump the data 16x16 tilesets yourself into a document. Good find! I've been using vSNES to find them randomly for each map screen, Title Screen, Credits roll, and a few levels which I will add them very soon. Since I will edit the credits part soon which makes me sick when it comes to world map editing along with map with the end castle tiles inside the credits.

I think you may need more help from me, as I made this document years ago. Take a look! Some info may be innacruate but will be fixed in a new update soon. And Mattrizzle from RHDN helped me find the palette sets for each world map.

Thanks for the document you provide us! This will really help me to do some ASM coding for some of them!


Insectduel
Posted on 08-11-11 06:14 PM, in The General Project Screenshot/Videos Thread... (rev. 4 of 08-11-11 06:20 PM) Link | Quote | ID: 145842


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I really like how this ongoing SMB3 projects in progress. Mine will be finished about October after copy/paste levels from Frank's 2nd SMB3 hack and a few 13-Byte header changes. GFX may be hard to set up for some levels but ExGFX will be needed after the release.




Graphic changes in this ongoing SNES-SMB3 hack is from Super Mario Adanvce 4 to Super Mario All-Stars.

1] Top Left - White Gloves with a few new sprite models.
2] Top Right - Princess Toadstool becomes Princess Peach and is remodeled. Original is pixel 4x3 but it is cut to pixel 4x2 instead.
3] Bottom Left - Peach has blue earrings in the letter.
4] Bottom Right - SMA4 Toad, but I made him the angry type.

Insectduel
Posted on 08-11-11 11:02 PM, in SMAS+W Mario 3 Hacking Notes (rev. 2 of 08-11-11 11:04 PM) Link | Quote | ID: 145854


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There has been past SNES-SMB3 editors which only edits levels and nothing else. Mostly Mario Improvement 3 from Lincolnsoft. Most of the stuff is unsupported. SMB3 Workshop didn't quite edit SMB3-SMAS correctly and sometimes causes huge problems if not used properly. If they want to edit SMB3-SMAS using SMB3 Workshop, the rom must be named Mario-x.smc

I didn't bother using these editors but I have to design the levels from scratch using the NES version and then dump the database and insert them in to the SNES version. WindHex is the best bet.

But before making all the levels, you have to clean every enemy and every object in your hex editor. Quick Quirly's post here can teach SMB3 hackers how to build levels in a certain way.

CTRL+F "Custom Offsets"/Your Own Level Sizes, etc." except they were Super NES you're editing using my document from RHDN as a base.

Insectduel
Posted on 08-11-11 11:13 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145856


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Seems like a cool Zelda 3 game! I haven't played it in a while. Since SePH's Parallel worlds hack I never even finish playing.

Insectduel
Posted on 08-14-11 07:18 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145930


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Is it just me or the game kept crashing on me! Or is my Snes9x emulator being too slow and thinks my game crashes. Or is my computer being to slow. It freezes in certain sections!

Insectduel
Posted on 08-14-11 07:32 PM, in Super Demo Bros. 3 (rev. 2 of 08-16-11 04:42 PM) Link | Quote | ID: 145931


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I got some unplagarized levels in my 1st SMB3-SMAS hack from 2005 which is now removed off the public, I can use these unplagarized levels to modify them completely into the NES version.

World 8 Fortress (White Side)
World 5 Tower
World 2-1
World 8 Airship
World 4-4 (Second Area)

I have a whole bunch but I should take a look at my 1st SMB3-SMAS hack for research before I lend you my levels which is only created my me.

Insectduel
Posted on 08-15-11 06:00 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 22 of 06-28-12 04:38 PM) Link | Quote | ID: 145982


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It's been 3 to 4 months of this project and this is the project I've been doing so far.

Introduction

What is Frank's 2nd SMB3 hack?

It is based on Frank Maggiore's 2nd SMB3 hack for the NES which was originally made in 2004. Official release of this hack was April 23, 2005. Of course for somewhat reason, it was named "Strange Mario Bros." when downloaded the demo release from Zophar's domain after Acmlm discontinued the project. Of course Frank Maggiore officially named the hack after himself which is called Frank's 2nd SMB3 hack. Since after the 1st one, it should not be difficult, frustrating, or unfair. Today, this full completed NES version can be downloaded at ROM-Hacking dot net.

The SNES version is a remake from the NES version along with new changes, such as new added sounds when they slide down hills, Buster Beetle throws, and including Thwomps. Other changes are coming soon.

What's Done

Text editing completed (Including Princess letter)
Title Screen remodeled
Matching card game remodeled
MAJOR Graphic changes and some Palette changes
World Map designs done and pointers for World 1 only
Sound added with basic ASM coding
16x16 tilemaps completed in all World Maps
Removal of 000 timers from all Mushroom houses
Leaf and Fire Flowers Power-Ups skips Super Mario
White Mushroom houses has items other than Anchor
All sprites placed in World Maps including item placement
Some 16x16 blocks are edited in most levels.
NEW! 1-UP item now goes in your item box replacing useless anchors.
Corrected the palette swaps for suits that are picked up from small treasure chests.

What's not done

ExGFX in levels with glitched graphics.

Screenshots/Videos





Updated August 16, 2011


Updated September 23, 2011

More ASM suggestions to the project, help if needed. Suggestions are welcome but I don't take requests to add on my project!

Please check my readme.txt file. Suggestions currently unavilable.

Volunteers are welcome to this project!

Only ExGFX and Luigi's Jump/slide code is needed. It's strongly hardcoded.

Current Bugs you need to watch out for!

Read the Readme.txt! There is a list of bugs and glitches there.

Download & Installation

Download from Board 2's uploader

You need the Super Mario All Stars (U) ROM with HEADER to apply the IPS Patch with!!! It comes with Super Mario All Stars + World. It does not work with Super Mario All Stars (E), any Super Mario All Stars ROM without header. or Super Mario Collection (Japanese version). The game is meant for testing purposes only, not for the entire gameplay. Also, while you load the ROM with any SNES emulator, you will notice that the SNES checksums are fixed.

Also, download my ZSNES savestates from my Mediafire uploader for people that want to play around with it or contribute with the ExGraphics project for SMB3-SMAS.

There will be a GFX folder soon.

Have fun!

Insectduel
Posted on 08-16-11 05:01 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 146000


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Posted by puzzledude
This game was tested numerous times on numerous versions and it has no bugs, just some minor display lapsuses, so I suggest patching to the correct rom and then turning the video settings of the emulator to normal (i.e. no special video effects like softening the edges etc).

PS My PC is quite poor and it never crashed a SNES game even on high video settings, it just worked slowly, so I turned the effects off. Also if the weather is really hot (dont know how much degreese you have) you might want to open one side of the PC. In my case the picture always freezes in summer because of the heat, that affects the RAM of the PC.


It's most likely was my Snes9x emulator. ZSNES works fine and has no problems. My machine is just running at slow speeds sometimes. Including my FCEUX Emulator which runs half the time.

Insectduel
Posted on 08-16-11 05:10 PM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 146001


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I gave this editor a try on my WinXP computer. The 16x16 editor works but no level is loaded on the screen.

Insectduel
Posted on 08-17-11 04:45 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146299


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Just curious about your current video, what graphics did you borrow from?

Insectduel
Posted on 08-19-11 05:23 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 2 of 08-19-11 05:24 PM) Link | Quote | ID: 146394


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I thought that's where it came from but oh well? I'm not much into my own Mega Man projects that borrows graphics from others unless I know where the original game is from.

Insectduel
Posted on 08-19-11 05:26 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete Link | Quote | ID: 146395


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News Update - Smart Hot Foots

Smart Hot Foots are required for this project. Without them, the project will not go on! I have researched them in the last 2 days and the disassembly is frustrating.



In the SNES-SMB3 version unmodified if you put sprite 45 anywhere in the game, the game will crash. That's because there was a code interference that prevents the game from proceeding.

If you have your hex editor, switch the JSR to JMP at Rom offset x1438B8 from hex 20 to hex 4C. This Rom offset points to Rom offset x13B7F8 for the main code of the hot foot's AI routine.

However, I don't know about sprites and vSNES isn't helping comparing to background objects which is not the same when you edit 8x8 and some sprites are 16x16. The palette swap set is probably separate from the 8x8 or 16x16 for sprites and I'm going to corrupt my own savestate to find it with along Lunar Address.

Insectduel
Posted on 08-20-11 05:46 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 146426


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Someone should make "SpriteTool" for Rockman / Mega Man 4. Expanded or Non-Expanded. Like the SMW version.

Remade these sprites as a normal enemy even unused enemy takes a lot of work. Not if AI, but for graphics and even frames. Let's say if I want to replace the Jumbig into Sniper Joe Riders from Mega Man II will require a lot of experience.

I never got a chance to do the Weapon AI as of yet except for Toad's weapon after I put my Mm4DLC project to rest. The Pharoah Shot's info is found at Rom offset.

x79055: Entry Point of Pharao Shot Code
x79110: Pharao Shot Code

It's very easy for me to find on sight and took me only 10 minutes to make it go faster but I got no time since I'm too busy on the weekend.

Swimsuit contest perhaps!

Insectduel
Posted on 08-23-11 05:08 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 2 of 08-24-11 02:55 PM) Link | Quote | ID: 146463


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Thank you for your support Treeholder. I've been decoding pretty hard. Especially corrupting my own rom to find it with the best hex editor I use.

News Update - SMA4 versions of Sledge Hammer Bros.



I recently create those into my project! YEAH, YEAH, YEAH, it's head is missing. That's because it's required to add another 16x16 sprite on top of it and I have no knowledge of assembling sprites.

I'm releasing this IPS Patch so you can take a look at it yourself. Must be patched with SMAS (U) or SMAS + World (U) with header. Feel free to modify the code correctly (May be ASM related). Tilemaps of the Sledge hammer bros from SMA4 located at ROM OFFSET x1c7400 in your tile editor.

Also, while I did look for the tilemaps of the sledge hammer bros, I corrupted something that I found which is the world map tile behaviour. I'm on research on those to see if I find anything. It's somewhere between x100000 - x10FFFF.

And the Mushroom houses are annoying and timers are set by backgrounds. It's ram is $05EE (first digit) and I'm going to figure out how to enable timers in Mushroom houses so Mario/Luigi wouldn't have to die while he enters if you do not set the unlimited timer. Otherwise all levels will be set to 400 for all 500 timer levels.
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