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Insectduel
Posted on 01-31-12 06:10 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete Link | Quote | ID: 149742


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Thanks for the info sspp03 but these 2 level editors you mentioned, Acmlm's SMB3 discombobulator and Reuben don't work with SMB3-SMAS roms. YES, they can be useful for editing NES SMB3 roms but SMB3 Workshop is currently the best one I ever used.

Ahem, while I was beta-testing I have decided to corrupt the data with Translhextion and adjust the unwanted things in my game such as World 3-1. I have actually found the data where you rise the layer background 3 for underwater stages. The BG is now the Sea instead of Underground World 1-5 style for World 3-1. And also found the data that allows to pick a level tile for MARIO/LUIGI START. If you notice about World 5 in the original game, it's ASM opcode is CMP which compares only World 5 among others.

I may have to fix more of the unwanted things except graphic loads before the next release (not final) which is Winter Break.

Insectduel
Posted on 02-02-12 07:29 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete Link | Quote | ID: 149758


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I'll provide the data for them very soon. During the project I have written notes so I or everyone else can use them when making hacks from scratch. And I have to make sure to back up documents via uploader websites in case of the computer malfunction I had in the past. Since the MegaUpload shutdown, FileSonic is the best site where users can only upload and retrieve files. It's not for sharing purpose.

Insectduel
Posted on 02-07-12 06:09 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete Link | Quote | ID: 149804


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If you're talking about the "Lost Levels" bonus rooms which is a fortress stage something tells me that it was originally supposed to be a placeholder as a underground bonus levels. Had no idea why is it scrapped.

It's default palette is palette set 02 but is uncolored for the SNES version. And the graphic set is fortress but the original game has no giant ? blocks in fortress stages so there is no graphic set for these.

Insectduel
Posted on 02-13-12 10:01 PM, in General SMB3 Hacking Thread Link | Quote | ID: 149867


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Another SMB3 patch released for both NES and SNES versions. This video screenshot is the description of the patch.



Download

Credit goes to JaSp of the original coding.


Insectduel
Posted on 02-13-12 10:04 PM, in General Megaman Hacking Thread (rev. 3 of 02-13-12 10:06 PM) Link | Quote | ID: 149868


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Posted by Thanatos-Zero
Does anyone of you know about Rockman 4 Minus Infinity recent development? It had been 9 months, since the 1st May 2011.
Also what about the newer Rockman 2 hacks? Anything new worth to be mentioned?


Puresabe is active, he has been posting other projects besides Rockman 4 MI. When it does come out, I'll be making announcements.

Just follow the NEO banner on the signature.

EDIT: I heard Puresabe's recent postings in Japanese at the 2ch something about the 4th Cossack level. I'd love to see it when it's out.

Insectduel
Posted on 02-18-12 06:16 PM, in Frank's 2nd SMB3 hack for Super Mario All-Stars Project -Version 0.97.6 Complete (rev. 5 of 02-21-12 08:26 PM) Link | Quote | ID: 150099


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After 6 and a half years of plagiarized work, Insectduel took about 8 months to insert all the levels and adjust modifications. You are now able to play all the levels of Frank’s 2nd SMB3 hack for Super Mario All-Stars all the way to Bowser’s Castle. Keep in mind that this is NOT the final version of the hack and is still currently in it’s beta stages. Keep in mind that most levels have corrupted background animations and enemies as it requires the extension of graphics hardcoded by ASM like Super Mario World’s Lunar Magic. It may be a completed hack but it’s still going to be updated and new versions could come at anytime. Improvements are planned such as ExGFX and having Luigi have higher jumps and/or slides than Mario. Help is desperately needed to put out a final version for this project! This hack may or may not have SRAM errors, and it needs to be fixed as soon as possible, even if the checksums are fixed.



World 8 Map

The major difference between the NES and SNES version is the World 3 map. The original World 3-6 and World 3-8 of Frank's 2nd SMB3 hack has been SWITCHED around due to the music pointers in the secret mushroom houses. And the pipe after clearing World 3 Fortress #2 now leads to the spade panel but you still need the hammer to break it.

World 8 of Frank's 2nd SMB3 hack now has extended levels due to a huge amount of free space to add more levels than the NES version which has a limited amount of space. It includes the 4 hand traps and 2 fortresses. And it has better ASM coding features you will ever experience.

This romhack holds 2 IPS Patches. One is the original Super Mario All-Stars and Super Mario All-Stars + Super Mario World. Both of these IPS patches requires a header. It is not compatable with Super Mario Collection (Japanese version of Super Mario All-Stars). So what are you waiting for? Play this rom hack right now!

Originally created by Frank Maggiore by the way. Download is of course in this board's uploader. The file comes with custom rom offsets data so you can look at it with SMB3WS and I'll provide the SMB3 disassembly to you guys about next week or 2.

Enjoy!

Insectduel
Posted on 02-25-12 06:51 PM, in General SMB3 Hacking Thread Link | Quote | ID: 150269


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Posted by michelfp

3. Is SMB3 Workshop still being developed to provide further support and accidental-overwriting-proof?



The author no longer exists so there are no more updates. Source code is provided, however for someone to take over Hukka's place.

Anyway, Koopa Kids data.

I played around with ram and switched the World counter to Coin counter. Whenever I get a coin, Koopa Kid database has changed. If you're doing 1 world hacks, you will need these. It may be possible to assemble Ludwig shoots candy rings and earthquake stomp at the same time OR have 2 Koopa Kids shoot circus balls after stomping with the proper ASM stack.

NES:

Rom Offsets

x2E30 Palette swap for each world for koopa kids. (Ram $0727)
x2ED4 Graphic Set for each world for koopa kids. (Ram $0727)
x2F3F World for Lemmy's Ai.
x2FB2 World for Koopa Kid to shoot Wendy's candy rings.
x2FE5 World for Koopa Kid's behavior AI pattern. (Ram ADC abs $0727)
x2FFA World for Koopa Kid to fire the first shot and after each hit. (Wendy's first Candy ring shot, and only ONCE.)
x3024 World for Wendy to fire a split Candy ring. (Without a waving shot, wand shots remain in frozen.)
x3185 World for stomp for cirus balls from Lemmy.
x3372 Graphic Set for each world for koopa kids. (SET 2 Ram $0727)
x3375 Untested and unseek, but I think it's a graphics load database for each world.
x33E8 Unknown Bit. (Ram $0727)
x3612 Ram bit for Koopa Kid's stomping earthquake. (Ram $0727)
x3616 World for Roy's stomping earthquake.
x361A World for Ludwig's stomping earthquake.

SNES:
COMING SOON!

Insectduel
Posted on 02-25-12 07:02 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 150270


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Some koopa ram counter experiement. I wonder if length counters in level headers work.

Insectduel
Posted on 02-25-12 07:33 PM, in Super Mario Brothers 3 Raeneske Version 2.0. Version 3.0 58% done, Awesome Video Link | Quote | ID: 150271


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SMB3 Workshop should come with the 1P only patch if Luigi isn't compatable with this game.

I got a suggestion you might want to add. Go to the General SMB3 Thread.

This video screenshot has proof. But I'm still trying to think which counter ram test is the best and should be working such as the level length's test in a header.


Insectduel
Posted on 02-29-12 04:48 PM, in General SMB3 Hacking Thread (rev. 3 of 03-01-12 02:57 PM) Link | Quote | ID: 150316


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I got something at the Board 2 uploader. It's a coded sprite where you face the Koopa Kids by editing the level's length in your level header instead of facing them in every world. Don't worry, the scrolls are completely locked just like in Boom Boom battles.

The zip file comes with the source ROM Map offsets text document for both NES and SNES versions so you can edit them anyway you want from scratch. The SNES seems best to use.

It's strongly recommended to be used if you want to use a 1 room boss according to the original game's standards. Best for 1-world SMB3 hacks. It's not intended for levels that allows the Koopa Kids to chase you since the scroll will be locked unless you chose to disable it by looking in my source document and setting the level's certain lengths to get the chosen one.

EDIT: File reuploaded because there was an error on the SNES version. Also, this coding is NOT intended to bypass Koopa Kids by going through pipes as it will cause the pointers to crash due to the locked scrolls.

I made another one but it's only on my website and it deals with level ponters and must be at least intermediate level to know the custom level pointer offsets.

Insectduel
Posted on 03-02-12 06:26 PM, in Super Mario Brothers 3 Raeneske Version 2.0. Version 3.0 58% done, Awesome Video (rev. 2 of 03-02-12 06:27 PM) Link | Quote | ID: 150329


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I hope you know about custom level headers because my original idea of creating each Koopa Kid for each level length crashes when going to the next room due to the locked scrolling unless I code the scroll breaker like Boom Boom which is not a good idea either.

I created this code for most 1 world SMB3 games or if you're NOT using the next room pointer (Usually the level header in ship boss rooms goes like 00 00 00 00 in the level header ). Only the FIRST DIGIT should be edited.

This patch changes the Koopa kids by changing the first digit of the level pointer. Some next room pointers need to be relocated if you're using it because I know few of your levels have it. Unless you have good empty rom space to put your next rooms.

Insectduel
Posted on 03-03-12 07:26 PM, in General SMB3 Hacking Thread (rev. 2 of 03-03-12 07:28 PM) Link | Quote | ID: 150341


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Posted by ElBlocko
Quick question: Is there any way I can disable the Koopa Kid turning off tile animations after I beat him? For example, if I put a muncher in the same room as the Koopa Kid it freezes once the KK is hit for the third time, but it can still hurt Mario. It's quite annoying as I'd like to work on a hack that features pointers in a Koopa Kid's room, but even after going to another area once the KK dies, the coins, ? blocks, munchers, etc. are all frozen and don't animate.


I apologize for double posting but I've been working it last night and it seems easy. ElBlocko I hope you can read this!

x31BE is the ROM address to your question. At x31BF, change the hex to 01 to disable only the timer and the animations still enabled. I think 00 is both the timer and animations. Disable it completely by putting EA 5 times to turn off the ASM code which won't exist.

There may be a side effect, grabbing the Koopa Kid's wand may continue to tick timers if the code is disabled at x31BE and kills the player once it reaches 0. So I'll probably or ANYONE could easily JumpSubRoutine and add the RAM code of the stop time tickers in the empty slot in the ROM area where the RAM address that does the flashing timers after the wand is grabbed.

Insectduel
Posted on 03-08-12 05:55 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M (rev. 2 of 03-08-12 06:00 PM) Link | Quote | ID: 150385


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It's too bad that my efforts not even close to yours or Darhkdaiz's. Some codings from your hack are easy to do but different. Like having the POOF animation when grabbing the Fire Flower or Super Leafs the first time from small Mario and POOF animation disabled if grabbed the same one twice.

My version of the code disables POOF animation when grabbing the Super Leafs and Fire Flowers from small Mario. It's because it's caught in the same loop over and over again by changing the loading pointer location. Plus gives me less time within a second.

I already mangaged to do the Magic ? ball by myself because it's extremely easy find by a single timer stop RAM value from the Boom Boom. Your hacks inspired me to do these codes.

I've been slow on the ROM Map address for SMB3-SMAS but I'm adding more data and then fuse them in one document except level rom offsets.

Insectduel
Posted on 03-08-12 06:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 03-08-12 06:09 PM) Link | Quote | ID: 150387


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Posted by eddine67
A guy made Mad Dash but the sav is in another forum...
Btw, anybody now what is ダ in hex ?


Yeah, you mean SMW Central. And claims that it was made from scratch instead of a rip which is a whole LOT easier.

Insectduel
Posted on 03-16-12 07:02 PM, in Super Mario Bros. 3 - The Land After Time Link | Quote | ID: 150502


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I should give this one a spin. If I got time. It should get me started with ideas for my next SMB3-SMAS project of my own.

Insectduel
Posted on 03-19-12 03:52 PM, in General SMB3 Hacking Thread (rev. 2 of 03-19-12 03:52 PM) Link | Quote | ID: 150527


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SMB3J Damage System

I have recreated the original SMB3 damage system for SMAS. Downloads are available. If you want the NES version, go to rom offset x19F9 and put EA 3 times in the (U) version of SMB3 NES rom. 1 JuMP code will disable the whole stack of the new damage system entirely back to the original Japanese style.

Download

Insectduel
Posted on 03-30-12 08:42 PM, in Mega Man Compilation - NEW Demo Relase (11.2012) Link | Quote | ID: 150576


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It's about time someone requested me a fast scroll patch. Unfortunately, the original coding from Rock5easily got deleted so I don't have the file anymore. I can easily do it for you but I don't have Rock5easily's Fast Scroll to help me out. Besides, the data IS the same except WinIPS totally fucked up the code which prevents from being worked for the US version of Mega Man IV.

I should have archive all of Rock5easily's RM4 patches but I guess I had to ask my taiwanese friend cause no one archive these things anymore and few J-authors don't want their work to be redistributed.

I created my IPS patch called tuned up. Once you applied it to the US version of Mega Man IV, not if you have fast scrolling but sound when you scroll the weapons in the menu and Mega Man warps down faster when you start the stage. Please BACKUP before applying into a project.

If I do have the original fast scroll patch for Rockman 4, I'll put it to RHDN this time.

Wish you a best of luck in your project.

Insectduel
Posted on 03-30-12 09:50 PM, in General Megaman Hacking Thread Link | Quote | ID: 150578


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There's some confusion around people who saw Rockman 4 MI being at Romhacking dot net as a completed game. I even post the announcement at my unofficial Facebook fan page of Neoぼろくず工房 and my own Facebook fan page.

First of all, Rockman 4 MI is NOT a completed hack. I don't know why RHDN approved it and is marked as complete. I heard no announcement from Puresabe and I checked Neoぼろくず工房 every day. It hasn't posed since 1/15/12.

Puresabe is STILL active. He becomes inactive if I haven't heard anything within more than 6 months which is August 2012.

Insectduel
Posted on 04-06-12 06:58 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M (rev. 3 of 04-06-12 07:09 PM) Link | Quote | ID: 150658


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Do you know anything about TSA solidity behaviors? Someday, I'll seek the data and most of Dahrkdaiz's SMB3 hacks uses it. Like changing spikes in desert object sets into Ice? I would like to ask this!

I used the lava in vertical levels with the fortress object set. I was wondering why the TSA solidity doesn't work from horizontal levels (it doesn't instant kill the player), spikes in fortress vertical levels still act as spikes. And certain sandstone blocks in vertical levels act like the directional TSA solidity behavior.



Starting at 2:52 in my video, one of the sandstone blocks acts as directional solidity in vertical levels with the sprite shown.

Insectduel
Posted on 04-09-12 06:51 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M (rev. 2 of 04-09-12 06:55 PM) Link | Quote | ID: 150680


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Wow, that's a lot of studying and messed around with it. Thanks for your support! I'll be customizing vertical fortress levels in my upcoming SMB3-SMAS project. Someday, I'll expand the lava in object sets other than Giant and Fortresses like in donut lifts. SMAS has tons of extra rom space lying around.

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