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ElBlocko
Posted on 10-14-11 04:20 AM, in General SMB3 Hacking Thread (rev. 2 of 10-14-11 04:20 AM) Link | Quote | ID: 148002

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Man, I wish I knew how to hack SMB3 properly. The best of my abilities right now are pretty much using SMB3 Workshop, a map editor, and a hex editor for changing text. I know some assembly, but it's pretty much limited to the Intel 8088.

Anyway, just a quick question: which addresses should I modify to change both Mario's maximum jump height, and the gravity at which he falls? I'd like to try and implement moon physics for a short hack I'm planning.

ElBlocko
Posted on 10-15-11 09:06 AM, in General SMB3 Hacking Thread (rev. 2 of 10-15-11 09:07 AM) Link | Quote | ID: 148026

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A couple more questions:

1) Is it possible to change a SMB3 ROM so that the game resets the timer whenever you enter a pipe? For example, if a 400 second level points to a bonus area with a default time of 200 seconds, could I set it so the game puts you at 200 seconds rather than keeping the original timer from the main level? I know it's easily doable in SMW, but I'm not sure how to do it here.

2) Also regarding the timer, is it possible to change the 200, 300 and 400 second values to something else? I'd like to try a Pit of 100 Trials-style hack with very short time limits per segment.

ElBlocko
Posted on 11-01-11 11:25 PM, in General SMB3 Hacking Thread (rev. 2 of 11-02-11 04:01 AM) Link | Quote | ID: 148336

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Figured out my bonus timer issue. I changed $FD68 to EE EE 05 (INC $05EE), which adds 100 seconds to the timer whenever you pick up a Flashing Mushroom. Now I can start working on my hack for real.

EDIT: Actually, there is one more thing I'd like to find out. Is there a certain byte that changes whenever the music becomes sped up after you drop below 100 seconds so that the game knows to play the current in-level music at double tempo? I'm having trouble finding it anywhere in the $400-$4FF range.

ElBlocko
Posted on 11-29-11 02:19 AM, in General SMB3 Hacking Thread Link | Quote | ID: 148602

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Okay, got another question about the SMB3 timer. Is there a memory address that stores the current value of the timer, or is everything stored at $5EE, $5EF and $5F0? I'd like to try and modify coins so that they add to your total time instead of incrementing your coin counter, but trying to exceed 0F with any of $5EE to $5F0 results in an odd tile (e.g. adding 1 to a value of F would result in 10, resulting in a slash being put in the in-level timer before decrementing to 9). It would be much simpler if I could just increment a set timer (e.g. collecting a coin adds 1 second to the total level time).

ElBlocko
Posted on 02-02-12 08:11 AM, in General SMB3 Hacking Thread Link | Quote | ID: 149755

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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.

ElBlocko
Posted on 04-04-12 01:16 AM, in General SMB3 Hacking Thread Link | Quote | ID: 150627

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Posted by Insectduel
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.

Hey there. Sorry for my, um, lateness to your reply. I've taken a break from editing SMB3 for a while mainly because of lack of interest, but I hope to get back into it soon.

Thanks for the tips! I'll be sure to try them out soon. As for the Magic Wand thing, a lazy workaround I've implemented is simply to put a ceiling above the Koopa Kid so that the wand never appears onscreen. Yes, this means you don't need to defeat the Koopa Kid to advance, so I'm planning to design the "arena" as an area where you need to sprint and make a jump, and with the Koopa Kid still alive, this would be very hazardous to pull off. I'll also need to design them so that you can't simply charge up Raccoon/Tanooki and fly over the fight beforehand.

Anyway, thanks again.

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