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Insectduel
Posted on 08-29-11 07:55 PM, in General Megaman Hacking Thread Link | Quote | ID: 146546


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@za909 I usually NOP'ed the code of the button mashing key which is used for sliding by pressing Down and then B for Mega Man 3, 4, 5 and 6. When I find a code that uses Mega Man to slide, I disable it with hex EA's.

Insectduel
Posted on 08-29-11 08:19 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) (rev. 3 of 08-29-11 08:26 PM) Link | Quote | ID: 146547


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You mention something about Effect Enemy EX. It's one of the custom unused sprites from F0-F4 with one of it's own effects. My video will explain it.



The video never explain sprite F4 but it turns the lights on and off on the Y coordinate.

I did use to have that patch from Rock5easily and inserted to my (U) version of Mega Man IV rom by hand after applying to the Rockman 4 (J) rom but it's gone and never got a chance to archive it. When my computer starts to act up and taken to the shop, I have lost that IPS patch! :'( It's gonna take a long while to ask someone who has it even from Japanese rom hackers.

Cool trailer by the way!

Insectduel
Posted on 08-29-11 08:39 PM, in Mario In Time Flies (SMB3 hack demo)... Link | Quote | ID: 146549


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Cool! I need to examine this because I'm still on a SMB3 project myself. I would need a break playing this!

Insectduel
Posted on 08-29-11 08:48 PM, in Favorite beverages (rev. 3 of 08-30-11 02:50 PM) Link | Quote | ID: 146550


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Do you ever tried Saké (Japanese alcohol drink) Tequila, I don't care if you're under 21 to post this! Be honest!

I accidently drank 2 shots of it during the show and I didn't know what it was when I saw a clear drink with lemons on top. I'm not USUALLY an alcoholic drinker.

It didn't really hurt me but I was a bit buzzed on my way home and brought Ice Cold Water and drank it. Consider putting this on my dislike favorite beverages list.

Insectduel
Posted on 08-30-11 02:54 PM, in ROM Hacking Inspiration... Link | Quote | ID: 146561


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I still have it in my blood because I still have planned future projects. Even though I was retired for a 1 year and a half due to computer failure, I'm still urging to do it.

I've played many hacks of my favorite game and still motivates me to make new ones.

Insectduel
Posted on 09-01-11 10:38 PM, in General SMB3 Hacking Thread Link | Quote | ID: 146583


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This update is SMB3 in general and not my current SMB3-SMAS project I'm working on! I'm not giving any news updates unless I have info.

I have used Darhkdaiz's Luigi VS. Mario ROM to crack the SMW/SMA4 Power Up Style code and his rom seems complicated to assemble. It is most likely how to program the AI of the Leaf which turns to Raccoon Mario but changing a simple JUMP into another ROM address leads into a continious loop.

Each time Mario gets a leaf, it continues POOF even if still in Raccoon form.

The IPS Patch I'm distributing for newbies that want to use it in the rom rather than A or S ranked rom hackers to create their own SMB3 hacks. Leaf AI has some *POOF* problems. Look in the .TXT file for those that have hex editors to disable the *POOF* but still not perfect like Darhkdaiz's exact coding and still goes in the same loop.



>IPS Download

Insectduel
Posted on 09-08-11 07:21 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 146737


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The shrooms in that screenshot in the desert world map, does it animate when you place it or you use the code to stop animation? I really need to learn these.

Insectduel
Posted on 09-12-11 07:13 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 2 of 09-12-11 07:27 PM) Link | Quote | ID: 146817


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I'm getting ready to copy and paste the levels from Frank's 2nd SMB3 hack into the SNES rom. First thing is to delete EVERY enemy and object by replacing them with FF's so I can keep track of it with my note pad along with Lunar Address to specify the level location for objects and enemies. Then delete any 3-Byte or 4-byte object from the NES version that don't exist in the SNES version such as the clouds in the plains level or windows in fortress levels.

New thing is to change the desire Backgrounds in the SNES version that fits me in a 13-Byte header.

I couldn't get everything I wanted in my project such as the Luigi jump and slide and is way too hardcoded from Darhkdaiz's rom even I copied exactly the 6502 ASM code from the rom. The mapper seems to be problem when DD coded it but I ended up having both Mario and Luigi have higher jumps.

Good thing is, most of the new stuff goes into the remake SNES version of Frank's 2nd SMB3 hack.

However, I still need some help on the panels like this question at RHDN. I wanted to have MARIO/LUIGI START from Pipe Panels (Tile $BC) and remove MARIO/LUIGI START from Quicksand Panels (Tile $68). I made the Quicksand Panel a Spade Panel while the Spade Panel becomes the Heart Panel like in SMA4.

The BETA or DEMO next release is this week, next week or 2 weeks and most of the levels will only go for World 1 for the order of Plains, Hilly and Ice/Sky and 1 fortress level.

Insectduel
Posted on 09-13-11 04:59 PM, in SMAS+W Mario 3 Hacking Notes (rev. 4 of 09-14-11 04:22 PM) Link | Quote | ID: 146829


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I decided to post this data here and it may be useful for future SMB3-SMAS hackers to design the levels in the future from scratch instead of editing the existing levels where you limit yourself to the number of objects and enemies. The following offset is the start to end to delete by putting FF.

Also, it's best to use Lunar Address to convert ROM address to RAM address when putting an object or enemy in a specific offset. SMAS-SMB3 has lots of space so if you ran out of space for enemies, then you can put them in an empty unused space. I don't recommend doing this for Object levels.

Next post below, I will upload a document on how to build SMB3-SMAS levels as too many people asking me for SMB3-SMAS editors after I build them.



Enemies

x13E3F7 (F7 E1 27) Starting FreeSpace Value for Enemies
x13E7B0 (B0 E5 27) is the starting actual Enemy offset
x13E916 (16 E7 27) World 5-7 Bonus Area Enemy offset
x1401F6 (F6 FF 27) End of Offset (Out of Empty Space)





Starting Levels (Objects)

x120c76 (76 8A 24) Plains (World 5-7 Bonus Area)
x1231CA (CA AF 24) Hilly, Underground (Pyramid Main Area)
x126CA8 (A8 EA 24) Ice, Sky (World 3-2)
x1291F0 (F0 8F 25) Water, Pipe (World 7-1 Main Part)
x12B932 (32 B7 25) Giant, Piranha, Clouds (World 5-8)
x12E25A (5A E0 25) Desert (Pyramid Begin/End)
x130E3F (BF 8C 26) Dungeon (World 2 End Castle)
x130ECB (CB 8C 26) Dungeon (World 5 Dungeon #2 Begin/End)
x133A96 (96 B8 26) Ship (World 2 Anchor)






End of Offset Levels (Objects)

x12267F (7F A4 24) Ending, Plains (World 3-3 Ending)
x125FFF (FF D4 24) Ending, Hilly, Underground (World 6-8)
x1281FF (FF FF 24) Ending, Ice, Sky (World 6-1 Bonus)
x12A9FF (FF A7 25) Ending, Water, Pipe (World 7-6 Main Part)
x12CDFF (FF CB 25) Ending, Giant, Piranha, Clouds (Hammer Bros. Clouds)
x12F1FF (FF EF 25) Ending, Desert (World 2-3 Ending)
x1329FF (FF A7 26) Ending, Dungeon (World 8 Bowser's Lair)
x134BFF (FF C9 26) Ending, Ship (Tank #1 Boss room)



The Complete Set



Enemies: 0x13E7B0-0x1401F6 (0x1A47 = 6727 Bytes)
1 - Plains: 0x120C76-0x12267F (0x1A0A = 6666 Bytes)
2 - Fortress: 0x130E3F-0x1329FF (0x1BC1 = 7105 Bytes)
3 - Hilly: 0x1231CA-0x125FFF (0x2E36 = 11830 Bytes)
4 - Sky: 0x126CA8-0x1281FF (0x1558 = 5464 Bytes)
5 - Piranha Plant: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
6 - Water: 0x1291F0-0x12A9FF (0x1810 = 6160 Bytes)
8 - Pipe: 0x1291F0-0x12A9FF (0x1810 = 6160 Bytes)
9 - Desert: 0x12E25A-0x12F1FF (0xF86 = 4006 Bytes)
A - Ship: 0x133A96-0x134BFF (0x116A = 4458 Bytes)
B - Giant: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
C - Ice: 0x126CA8-0x1281FF (0x1558 = 5464 Bytes)
D - Clouds: 0x12B932-0x12CDFF (0x14CE = 5326 Bytes)
E - Underground: 0x1231CA-0x125FFF (0x2E36 = 11830 Bytes)


Insectduel
Posted on 09-15-11 06:03 PM, in SMAS+W Mario 3 Hacking Notes (rev. 4 of 09-27-11 04:37 PM) Link | Quote | ID: 147014


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I have completed the custom level document for SMB3-SMAS. You can download it here. Keep in mind that when you set Enemy, Object, and Object Set poitners in World Maps, you need to download this document here with FuSoYa's Lunar Address.

Lunar Address is really helpful when you set level pointers in World Maps by converting the ROM address to the RAM where you place your custom objects (starts with the 13-byte header) and enemies.

Be sure you read all of my infos in my document. Good luck!

UPDATE 09/16/11: Zip File Reuploaded and SMB3-SMAS Level Cleaner.ips has been remade due to the fact that the object sets won't load Mushroom houses and I can't find the pointers. It is located as the Pipe/Water pointer. Now every object data is deleted except Mushroom houses and End Castles.

UPDATE 09/23/11: Written the Ship's beginning offset at x133A96 instead of x133A9C in a document. Oops my bad! That is why I have trouble loading the ship's levels because I intervene the code. SMB3-SMAS Level Cleaner.ips also remade as well along with the Mushroom houses .M3AL file. Re-Download!

Insectduel
Posted on 09-23-11 04:47 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 5 of 09-23-11 05:11 PM) Link | Quote | ID: 147285


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Version 0.45 of Frank's 2nd SMB3 hack for Super Mario All-Stars Beta/Demo is now released. I also released some ZSNES savestates as well. Please check my first post.

The download is still linked to the Board 2 uploader while version 0.20 is removed. ZSNES savestates are linked to Mediafire which is my uploader account.

Version 0.20 did have 103 downloads before I removed it.

Special thanks to Quick Quirly for teaching SMB3 hackers to design custom level ROM Offsets. Frank Maggiore for creating the hack. And myself for being part of the project.

Next Demo/Beta release is expected in October with the completed World 1 and World 2 levels.

Comments, Suggestions, Questions, Bugs and Glitches (Except levels with corrupted graphics so DO NOT comment.) are welcome in this thread.

Enjoy!

Ron-Chan (ろんちゃん) a.k.a Insectduel

Insectduel
Posted on 09-23-11 05:37 PM, in Mega Man 3 - The Battle of Gamma (incl. new levels & music) Link | Quote | ID: 147288


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That's a kind of Vanilla Mega Man hacks I'm expecting to see. Good job!

Insectduel
Posted on 09-28-11 02:57 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 147543


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Working on Hilly/Underground stages. And building levels in a professional way by deleting clouds and unused crap Frank left in some of the levels and it's a waste of space.

Putting the "Corner" 4-Byte objects that only exist in SMAS seems to be a complex.

Insectduel
Posted on 10-02-11 07:40 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 147741


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@YamI KP9000 is right! The project I'm doing is Super Mario All-Stars. What I'm doing is to port one my favorite NES SMB3 hacks into the Mario All-Stars version. Frank's 2nd SMB3 hack is my favorite one.

EVENTUALLY, I will start customize my OWN levels from scratch after porting Frank's 2nd SMB3 hack which is another of my projects.

What really bugs me is the 4 or 3 byte objects that only exists in Mario All-Stars such as the Plains, Desert, and Underground bonus level objects and some hilly/underground corner objects that need to be designed.

Insectduel
Posted on 10-03-11 06:04 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 147756


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There's has been a workaround trying to create the bonus room using Plains object sets. Pasting them is quite easy but these Blue-X Blocks still exist and I left some on the right side of the SNES screenshot. Object 20 in Bank 3 is the only 5-Byte object in SMAS because of it's vertical position set.

There are bonus room objects in Bank 3 for Plains Objects which goes from 20-2F. I haven't start Desert and Underground yet. Airship only has 1 new object which is the Upside down pipe.

I create this bonus room all night and it took 2 hours. SMB3 Workshop did no help at all except how the 4 byte objects are readable.

This is done by scratch by the way by deleting all Blue X Blocks except 1 next to the 1-UP brick before placing them in order by hex.

Insectduel
Posted on 10-11-11 10:01 PM, in Megaman Odyssey Project Link | Quote | ID: 147947


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xxBaiixx? I know that guy is good at original NES compositions but have you considered Durfar C or Kevviiin for hire, just in case for a backup.

Insectduel
Posted on 10-11-11 10:10 PM, in Super Mario Bros. 2 Title Editing Link | Quote | ID: 147949


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Posted by Cheesewig
Well I tried that but it didn't work...


You need to learn this because this applies to all NES hacking. If you're using an FCE Ultra emulator, you're on a right track. Then use the PPU Viewer during gameplay. What's tricky is finding the palette swaps with tile flipping so it depends how it's set up.

Insectduel
Posted on 10-11-11 10:19 PM, in Super Mario Bros. 2 Title Editing Link | Quote | ID: 147951


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Yes, it's called tile editing. Which you can draw tiles to make the game load by Tile editor. Tile Layer Pro and YY-CHR are pretty popular to use.

Insectduel
Posted on 10-11-11 10:25 PM, in Super Mario Bros. 2 Title Editing Link | Quote | ID: 147953


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Tile arrangement isn't on your level, if you want to arrange the tiles, then I suggest you download a hex editor and know your tile numbers and where it loads from.

Insectduel
Posted on 10-11-11 10:42 PM, in Super Mario Bros. 2 Title Editing Link | Quote | ID: 147955


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You may have know these things but if rather design a title screen, it's going to take a lot of process. Drawing is one thing by CHR, but redesigning them in a proper way can be a challenge.

If you're going to rearrange them, not if you need to know the tile numbers but you need dump the rom data itself. Perhaps the FCEU's code data logger. One frame can find what you're looking for within the whole level.
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