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DahrkDaiz
Posted on 07-04-08 10:51 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86827


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It's not a single byte it's actually in the ASM code that checks a range of values. Those ranges determine what blocks have items in the, what's water, what's a slope, etc etc. I looked into it a while back but don't remember what I changed to work, I do know I had to actually implement an ASM hack.

New Screen:


DahrkDaiz
Posted on 07-05-08 08:52 AM, in The Secret to Making Good Mario Levels Link | Quote | ID: 86865


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The real secret to making good SMB3 levels is using my editor when it comes out ;D

DahrkDaiz
Posted on 07-06-08 06:46 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86916


Nipper Plant
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The fun never ends! I got worn out writing level editing code, so I started to implement what I like to call "Power Toys". Editing features that let you edit almost anything in SMB3 without a lick of ASM knowledge. Here's the first one I pumped out:



This is really fun to mess with outside of just hacking. Plan to see a LOT of stuff like this in my editor

DahrkDaiz
Posted on 07-06-08 09:46 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86958


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Posted by Raccoon Sam
Does the editor read graphics from the ROM? Those blocks with a translucent power up on them got me wondering :X


Yes, it reads the graphics, tiles and sprites both, from the ROM. Heck, the special labels you'll see are taken from a .CHR file, editable in YY-CHR hehe.

DahrkDaiz
Posted on 07-07-08 01:53 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86968


Nipper Plant
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I abandoned the idea of forcing users to change their mappers and clearing out level data.

However, remember, I've hacked SMB3 more than anyone and I know what to watch out for when making the editor. This is why everything is loaded from the ROM in case the user does modify things. If it worked with SMB3 Workshop, it will work with my editor.

DahrkDaiz
Posted on 07-07-08 04:35 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87010


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No, that would require basically building an 6502 emulator and I believe would be far too extensive for the purpose of even the most thorough of hackers.

The benefits of using MMC5 is a larger sprite area to choose from (left or right pattern tables). That is the main advantage that most people would utilize. Where as rom expansion allows for more levels, larger maps, more ASM plugin capabilities among other things I haven't thought of yet. You guys saw that demo hack I did that implemented things like triple jump, ground pound, etc? That used MMC5.

DahrkDaiz
Posted on 07-07-08 06:21 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87015


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Cut, Copy, Paste, undo and redo will all be in this editor.

There will only be one way to expand/shrink levels and that's to start a "project". That would expand the rom and make add/removing more objects than what the original level had possible. Otherwise I would be force to reload every level and resave while redirecting all pointers to the changed levels and yeah, that's a pain...

DahrkDaiz
Posted on 07-07-08 08:12 PM, in Ultimate SMB3 Editor (Coming soon...) (rev. 2 of 07-07-08 08:24 PM) Link | Quote | ID: 87025


Nipper Plant
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well the maximum length a level can be will remain the same. There's nothing that can be done about that.

Edit: Actually, with MMC5....

Let's just say, with the completion of this editor, we will see a new hack by me

DahrkDaiz
Posted on 07-08-08 01:51 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87050


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Pointers are no longer going to be displayed as a level object. They will appear in a separate area in the main part of the editor.

DahrkDaiz
Posted on 07-08-08 02:41 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87066


Nipper Plant
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I unfortunately have no sceenshots or video to show (yet) but I've started my next SMB3 project off with a mapper hack to use MMC5. I will use this as a basis when creating my editor (and of course, as a patch for specializing your ROM in my editor).

The big thing I'm going to show is the new power up. "Cannon" (temporarily named) Mario. Here's how he works: As long as you are mid-air and moving atleast a certain speed, if you press the B button, you turn into a "ball" for a split second. In this mode, if you land on an enemy, you will kill it. And, the fun part, if you hit a wall while in a ball, you will bounce off the wall in the opposite direction that you hit it. If you hit the ground, you will bounce up (not very high now). Finally, if you hit a wall at a downward angle, you will bounce away from it and upward a bit. This can be used to create wall-jumping situations (the video I have demonstrates this).

No, this will not be something I will include in my editor, I have to save the good stuff for my own hack

DahrkDaiz
Posted on 07-08-08 04:24 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87073


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Well, the editor will make it more convenient to hack, especially for me, but I wouldn't say easier for me since SMB3 to me is like the Matrix is to Neo.

DahrkDaiz
Posted on 07-09-08 12:13 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87105


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Hey Rockman, what do you use to make your videos?

DahrkDaiz
Posted on 07-09-08 01:35 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87111


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DahrkDaiz
Posted on 07-09-08 01:50 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87113


Nipper Plant
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Nope, no hammers.

DahrkDaiz
Posted on 07-10-08 03:27 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87213


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smb3notes.txt is mostly RAM addresses and isn't nearly as extensive as it should be. Needless to say, I'm incorporporating more into my editor than anything I ever documented.

DahrkDaiz
Posted on 07-10-08 10:05 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87251


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No and I'm not going to add support initially because I load so much data from the rom as it is, I would have to change all the offsets to get it to work.

DahrkDaiz
Posted on 07-11-08 03:27 AM, in SMB3 TSA Attributes: Problems for Question blocks Link | Quote | ID: 87262


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I'm no entirely sure what you mean. Are you wanting to change what palette the ? blocks use? If so, that's going to take a lot of work. All blocks in SMB3 are colored based on their block value. Blocks $00-$3F use palette 1, $40-7F use palette 2 and so on.

DahrkDaiz
Posted on 07-11-08 03:29 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87263


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This was the original intention, but from my experience of the last attempt, it's a lot more trouble than what it's worth. I will release the source to my editor, so if someone else wants to go modify the offsets that they load data from, be my guest.

DahrkDaiz
Posted on 07-11-08 04:06 AM, in SMB3 TSA Attributes: Problems for Question blocks Link | Quote | ID: 87267


Nipper Plant
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I already created a TSA editor, go find it

DahrkDaiz
Posted on 07-11-08 05:39 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87271


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The Object Editor is in and soon so will the TSA Editor.
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Main - Posts by DahrkDaiz

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