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zbyte
Posted on 01-18-10 12:39 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 125674


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Posted by KP9000

As far as the front page itself goes, I think a layout change would be in order. It looks too crowded. A front page I would expect to look more like a blog. The window categories should be visible in a list with its subcategories/links visible only by expanding. I also think the front page should be a bit brighter. For a message board to have a dark scheme; that's acceptable because you spend most of your time here in this community. You want the front page to be captivating and pleasantly bright, not dark and boring.
Yeah, I would say the same thing too. I had a hard time finding the themes, and I almost thought they had all of the board's themes. The Fragmentation theme can be the default one, because it looks a bit more captivating. As for looking at the board's themes, we could use a "Preview" button or something when we want to choose themes.

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zbyte
Posted on 01-20-10 10:53 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125788


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I can't wait to see more of this hack!

Will you be able to repeat other levels? Will there be records of what you've done, or maybe you'll set goals to beat?

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zbyte
Posted on 01-20-10 11:00 PM, in How's The Weather? Link | Quote | ID: 125789


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Some awfully good weather this week. On Martin Luther King Jr. Day, it was around 60°F and not a cloud in sight. We'll be getting some rain, around one or two inches. We got about one inch last weekend, and it was good since it was really dry. This weather pattern will end and we'll be getting into the colder weather pattern again after the end of this week.

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zbyte
Posted on 01-20-10 11:41 PM, in General SMB3 Hacking Thread (rev. 2 of 01-21-10 12:01 AM) Link | Quote | ID: 125794


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How to edit SMB3 text...


You'll need FCEUXD and some text tables. To create a text table, all you have to do is copy the code for SMB3 text (E2=x) into Notepad and put .tbl at the end of your new text table. Make sure you select "All Files" when saving it. There are five tables used in SMB3, the main table, the credits table, the map table, the title screen table, and the course clear table. Some do not have all of the letters and numbers that are in the main and credits table. If you'd want to see better, then you may want to change the thing that represents the space from [ ] to [_]. You can make your own by copying them from Data Crystal, or you can download some I've all ready made.


Main,

Credits

Title Screen

Map

Course Clear

Open your ROM in FCEUXD, then the hex editor, then the .tbl files from the hex editor's menu. Go to the ROM File in the View option. Scroll down and you'll start seeing some text appear on the right side! Then you can start typing the text you want!

$05336: Toad Houses
$1404b: "World" (in the pop-up)
$14053: "Mario" (in pop-up)
$14129: "Continue" (for Game Over pop-up)
$14134: "End" (for Game Over pop-up)
$141E1: WELCOME TO WARP ZONE!
$14246: "Luigi" (in pop-up)
$14319: "Mario" (for Game Over pop-up)
$1431F: "Luigi" (for Game Over pop-up)
$2CA6E: Spade and N-Spade Rooms
$3012A: The King has been transformed...
$31AD9: Princess' Rescued Message
$32D95: Credits
$32B12: [c] 1988
$32B22: Player Options
$362C4: King's Message
$36793: Princess's Letters
$3C35D: COURSE CLEAR!
$3C36F: YOU GOT A CARD

Trel Edit: Fixed the links so that they work. "http://www.http://www" is a good way to make links fail.

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zbyte
Posted on 01-23-10 12:16 AM, in How's The Weather? Link | Quote | ID: 125901


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Last night, around 5:34 P.M., a tornado began to form. A truck landed in the front yard of somebody I know. A John Deere™ tractor was in his backyard, and a bunch of trees around there. He said his front door flew back. It could've been worse. This should have happened during school hours...

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zbyte
Posted on 02-13-10 02:15 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 127024


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Just a quick preview of my SMB3 hack, Mario's Trials.




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zbyte
Posted on 02-16-10 08:45 PM, in SMB3 ASM... How? Link | Quote | ID: 127140


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To shoot straight fireballs, edit these bytes in the hex editor:

0x00E38C: EA EA EA
0x03DF20: A5 A2 18 69 *04* 9D E3 7C 60
*04 is the height of the fireball that Mario will chuck. 04 is recommended.
0x00E2E1: 20 10 9F

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zbyte
Posted on 07-18-10 08:26 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 133122


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Hey guys. I'm... back?

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zbyte
Posted on 07-19-10 01:20 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 133135


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Hey. Come when you can, leave when you must! Enjoy your stay, Rick.

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zbyte
Posted on 07-20-10 03:44 AM, in General SMB3 Hacking Thread (rev. 2 of 07-20-10 11:58 PM) Link | Quote | ID: 133172


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A couple of people touched on the pipe that ignores pointers.

Posted by silas
I don't know if some one already figured out what I am going to post it anyway:

About the pipe which "ignores pointers". It looks like they doesn't ignore the pointers, but the part of level header which is set to send you to the next area you supposse to go. But you will need use the pointers ( I mean that green 3 bytes object) to make it work because they will set in which place of Bonus area of the current world you will be sent.

It would open more possibilities of gameplay and secrets.


Posted by binarycuberoots

Either way, I just thought of something. I know that those pipes that ignore pointers can lead to another area. How does that work? I've been worried to use these, but somehow they lead to a specific area in the original. I know it's a specific area because there are different ones.


The pipe that supposedly ignores pointers doesn't ignore them at all. It uses them just as the other pipes do. Rather, it ignores the level described in the header and takes you to those underground bonus rooms with Giant [?] blocks! These rooms are specific to each world, and are not available in World 1 and 2, thus making you fall. Even when you entered it, you'd exit the way you wanted to in your pointer. And even then you would always happen to fall into a starry sky. Look at 3-5, 5-5, 6-3, and so on. So these pipes aren't erratic at all! Even DahrkDaiz got this wrong.


Also, The World 5 pipe set doesn't exist in SMB3 Workshop's level selection list, and the map editor doesn't recognize them either. Here's the offsets:


0x01AF01 = Object data for the left entrance.

0x01AF49 = Object data for the right entrance.

0x00C171 = Enemy data for the pipe set.



As well another piece of data:


0x037322 -
------31 = Enemy palette 0 for Desert levels.

0x037332 -
------41 = Enemy palette 1 for Desert levels.

0x037342 -
------51 = Enemy palette 2 for Desert levels.

0x037352 -
------61 = Enemy palette 3 for Desert levels.



EDIT: Sorry for leaving everyone hanging there. Something (or someone) always likes to drag me away from what I'm doing here.

As for the huge SMB3 hack, I'm not really sure about the ASM part of it. It's supposed to be a learning ground, right? I don't think a new SMB3 hacker would have fun attempting to do that stuff, although we come come up with a different story altogether. However, CHR expansion doesn't seem all that difficult either. The idea was great though!

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zbyte
Posted on 07-21-10 12:05 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133192


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I got back to Mario's Trials and started editing some levels again, but later I found out that a bunch of the levels I made should be worked on again and a few redone altogether!

This level would probably fall into one of those categories. Roy's purple airship!

Photobucket Photobucket

Photobucket Photobucket

Photobucket

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zbyte
Posted on 07-22-10 11:25 PM, in Teleportation Link | Quote | ID: 133289


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If a living person were managed to successfully be teleported by chopping up atoms and whateer... then that person would be dead on the other side. His heart would've been chopped up.

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zbyte
Posted on 07-24-10 12:41 AM, in General SMB3 Hacking Thread Link | Quote | ID: 133339


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Oh well. At least you put forth some effort. I think you should finish up your own work as well. I recall you being in the testing stages of your SMB3 hack - is this correct? Sorry if it's not.

I forgot to mention this in my last chapter of a post - and that is that entering a pipe in the special world-specific Bonus Area will take you back to the level you came from. The only way the special pipe won't take you to the special Bonus Area is if you play the main level in another world.

Sorry that you missed out on your 'Nooki!

I forgot to mention this as well - FCEUXD and the SP version don't work for me. FCEUXD worked normally the first couple of weeks or so for me, but after that it wouldn't open properly. It would only appear in the taskbar when I start up the program and I have to maximize it by right-clicking on it. And once I opened up a tool like the hex editor both of them would minimize to the taskbar and would never appear again. The SP version didn't work properly as long. I use the FCEUX now. It combines all previous branches of the FCEU emulators, including the FCEUXD.

I chop up some unused level data sometimes to use secondary areas or bonus areas. You have to include a 9-byte level header in the number of extra bytes. Is this similar to unused enemy data? Usually I see 01 at the beginning of each enemy data offset; this must be some type of header. Any ideas? Should extra enemy data be handled the same way extra level data does?

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zbyte
Posted on 07-24-10 06:18 PM, in What would your profession be? Link | Quote | ID: 133355


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If you are aiming for a profession or would like to have one, what would it be?

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zbyte
Posted on 07-26-10 05:14 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133409


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Lasers always get pulsed when they shoot from more than 4 tiles away from the object that they'll impact.

I'll add that Rocky Wrenches will act up only if they're positioned at Y:16 since that's the halfway point of the screen vertically. This applies to Chain Chomps as well if they cross Y:16.

And for those who haven't seen it yet...




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zbyte
Posted on 07-29-10 01:05 AM, in General SMB3 Hacking Thread Link | Quote | ID: 133547


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Posted by Quick Curly
No worries. I'm getting there though.
I've finally check my E-Mail again and found your message and replied to it.

Posted by Quick Curly
Leave the FF that terminates the previous enemy data and replace the FF that follows with a 01. Enemy data doesn't require its own header. The header of the active level loads the enemy data through the appropriate code. The 01 is just there; however you want to put it.
I don't understand this part. If you leave the FF that ends the main bit of the enemy data, and change the FF that would end the extra enemy data, then the level would load other enemy data, right? I'm not so sure, obviously.
Posted by Quick Curly
The last bit of enemy data terminates at 0xDA74. So you can make use of the free space from 0xDA75 onward.
This is great! Much more enemies!


Where will Einstein Curly's funeral be held at?

Posted by Quick Curly
As for the bonus areas... I looked it up out of interest to see where it could be changed in the ROM for whoever could make use of that data. Interestingly, a lot of the set offsets in SMB3 Workshop don't match the true offsets for the object data and enemy data. So here they are as they appear in the ROM (and loaded into RAM):

Hm. The special B0-BF pipes are just like the pipes used to go directly to the "ending" level.

How do you log data like the Map/Level data you posted last? I'm wondering where the offset is located for map animation types...

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zbyte
Posted on 07-29-10 05:00 AM, in General SMB3 Hacking Thread (rev. 2 of 07-29-10 05:02 AM) Link | Quote | ID: 133551


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Posted by Quick Curly
Posted by zbyte
I don't understand this part. If you leave the FF that ends the main bit of the enemy data, and change the FF that would end the extra enemy data, then the level would load other enemy data, right? I'm not so sure, obviously.
Sorry. I guess the wording was a little incomplete. That was a long post, after all...

Basically, all that's left to be said is what was actually touched upon in the previous post, being that once you have a new enemy set ready for editing, when loading up the level you're going to be editing in SMB3 Workshop, point to the appropriate offset for the enemy data. There won't be any enemies, but you don't have to worry about any original limit either because you're building on unused space!
No worries, I guess I was too.

I was talking about levels inside the bank of enemy data, but I guess it's been solved by the unused space...

Posted by Quick Curly
The strange thing is, no body was found. So everyone decided to just let it be and carry on with their normal lives.
I thought everyone liked him... oh well. Hope a ghost doesn't appear out of nowhere...
Posted by Quick Curly
Yeah. I did so myself. I just noticed in my previous post... I should have noted that the Plains areas were level endings, not necessarily bonus areas. Oh well.
It's okay.
Posted by Quick Curly
Do you mean which CHR-ROM banks are used to animate the tiles on the World Maps; or the code that determines which World Maps animate and which do not? If neither, could you please be a little more specific?
I meant the animation styles used for each World Map. The CHR tiles at $17C35 to $17C38 are used for all World Maps. So the real question would be: Where is the code that determines the animation style for each World?

Also, I'm wondering where the animation speed used for levels are located and where I can change which map's palette I can use for each World Map, as in World 5 and world 7 using the same map palette.

Also, it looks like there could be a load of unused Object data as well! I'm not too sure right now...

I was on a weird schedule today, so sorry for the delay.

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zbyte
Posted on 08-15-10 06:10 AM, in What is your favorite color? Link | Quote | ID: 134375


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Mine is usually something like aqua, but now I'm liking something like silver for some reason. I don't know.

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zbyte
Posted on 08-15-10 06:15 AM, in Getting distracted easily. Link | Quote | ID: 134376


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It happens to me sometimes, especially when I do something that feels a bit boring, but I know I need to do it. I'm not getting very distracted lately though.

Anyone else?

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zbyte
Posted on 08-26-10 03:24 AM, in General SMB3 Hacking Thread (rev. 2 of 09-11-10 10:02 PM) Link | Quote | ID: 134869


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Posted by Quick Curly
Also to note, there is unused space in a few of the ROM banks for the possible addition of more levels; some have more free space than others.

Nice! No more complaints about level sizes!
Posted by topchain
All dungeons are edited. I have 10 extra bytes total out of all of them.

Sorry to hear that there are only 26 extra bytes for the Fortresses. Maybe you could add your ten to it and get 36?
You could have more themes for your fortresses; like a sewer, or an icy place outside the fortress and save all the dungeon stuff for Boom-Boom. Does that good enough?
Posted by KP9000
Also, world map animation code and/or explanation would be an excellent thing to have. I'm also curious how Mushroom Houses work, and how I'm going to implement Spade games.
I definitely agree. This would allow for more good themes for each world.
That list did leave out Object set F, Spade Bonuses, and Object set 7, Mushroom Houses. Maybe the level data for the Spade Bonuses are located near the other level data, but I'm not sure right now. I believe that the "Mario Bros." 2-Player minigame as well as the two others are pipe/water levels as well, and that those strange enemies in the very beginning of the enemy bank are used in those minigames. As for the Mushroom levels, the level data for a Mushroom House is at 0x24D70, and it lasts 90 bytes (5A in hex). I think there would be two or so more levels for the object set; one with one chest and the Princess's chamber. Right after the main Mushroom House comes 7-4.

            Level structure for Toad Houses
Bank 0:
08 - Treasure chest.
09 - Small treasure chest.
0A - Door that crashes the game when entered.
0C - Strange orange background for the level.
A0-AF - Vertically layered house blocks.
B0-BF - Horizontally layered house blocks - leaves a shadow underneath.
C0-CF - Upper right shadow corner, extends down the right side when length is increased.
Bank 3:
60-6F - Horizontally layered black background.
70-7F - Vertically layered black background.

Posted by Quick Curly
Despite the collaborative hack idea which was a failed attempt... So I guess that's sort of an... open invitation, maybe? If I'm considerably worth that, that is. I'd still be interested in possible future collaborative SMB3 projects, BUT I don't plan on doing anything like I had to go through with Luigi's Chronicles 2 ever again (i.e. doing a crap load of bloody crap all by my bloody self).

You got a taste of your own medicine!
Open invitation to what? Work on someone else's hack? You kept on saying that doing just about all of the work was like killing yourself, yet when I wanted to give you a hand, you rejected the offer. If you're going to do that when someone wants to help you out with your hack, then why should you think someone would let you work on theirs?

Posted by Quick Curly
Out of curiosity, how are the SMB3 hacking projects coming along? Mario's Trials?

There's some info about it here and here. I posted here almost 3 weeks ago that I replied to that E-Mail you sent me while I was gone. If you really want to know about it, then maybe you should check it out.

With the data provided, that issue regarding Luigi's map palette bug can be fixed.
Posted by Quick Curly
As for the World Map animation-related code, I'll get to that later on if you don't mind. I already spent a while on this post and it's already long enough as it is, so next time. I edited it for Luigi's Chronicles 2, so it's not like I have to take time to search for it...

As always, there's never a time when your posts are too long, I guess.

Quick question: Who has used the Goomba's shoe in their hack yet?

Posted by Googie
Figure out how to have boom boom spit out the wand.
0x6EA9 = Sprite that Boom-Boom gives up

There's more than likely a way to make it load the secondary sprites instead of the primary ones, but I don't really have a chance to find out right now.
Posted by Quick Curly
So please post people so that I can post those thingies as well! Later, alligators. And remember - stay out of the water.
We already did. Are you trying to get them out of the water just so you can swim in it?

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Main - Posts by zbyte

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