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southbird
Posted on 03-04-12 06:03 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150343

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Since you guys have a long-ongoing Super Mario Bros. 3 hack information thing going, I thought you might really appreciate this.

About 2.5 years ago I started doing a full disassembly of Super Mario Bros. 3 ... well, about 6 months ago, I finally finished! (It was on and off again as time and interest allowed. )

But before I went ahead and released it, I wanted to have a level editor that directly supported it and be the first one to make something with it, so here is the beginning of what I'm working on. It's currently called "Super Mario Bros. 3Mix" and sort of works on taking things from other Mario games and mixing them backward (or forward) into SMB3.

Currently released is a Two World Demo which basically runs something of a "summary" of SMB1 and SMB2 (USA) while it starts kind of transitioning into SMB3. Future worlds will probably be even more imaginative.

Download, information, and preview video available at: http://sonicepoch.com/sm3mix/

Also from there you can get my disassembly and a large (not well formatted) document where I wrote down points of interest and things about all of the PRG banks. Actually having relocatable source and data should definitely make your lives easier for those of you more ambitious.

southbird
Posted on 03-07-12 07:12 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150375

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Posted by RetroRain
southbird, it is very impressive with what you were able to do. That must have been some work there. By any chance, are you open to ideas and suggestions for your hack?


Fire away.

southbird
Posted on 03-14-12 07:38 AM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150455

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Posted by RetroRain
Posted by southbird
Fire away.
Cool man. My If you could make him take more hits to kill, and give him some more attacks, that would be awesome. One of my biggest gripes about the Mario games is that the enemies were always too easy to kill. If Mario is trying to save the Mushroom Kingdom from Bowser's minions, then the enemies shouldn't be so easy to kill. There needs to be some challenge to it.


Well, I believe in a more traditional experience for Mario games, which means that the enemies and general gameplay ARE simplistic and what's expected. I actually don't like hacks that stray too far -- Brutal Mario is a great example of a hack that started out pretty awesome but became insane and obnoxious towards the end.

So, having said that, I'd prefer to keep one-hit enemies and 3-4 hit predictable bosses across the board. Sorry I won't be bringing your Dream Wart to life here. There's a possibility I might make optional/bonus deviations (but not stray TOO far), but that's desert after dinner. Need to get the base game done first.

Since I'm favoring a traditional approach, I'll say your ideas sound cool but they're a bit outside of what I'm going for. I urge you to consider trying to implement them yourself in your own project.

southbird
Posted on 03-31-12 06:06 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150587

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Posted by Googie
southbird: Are you planning on replacing the SMB3 Plains & Hills music with something different or you'll be able to add more music all together? ^^


I've already vastly extended the capacity of the music system and added several tracks. It is now capable of (and already employs) spanning several banks. I don't want to replace all of the core SMB3 music intentionally; this is meant to honor SMB3 as well as expanding upon it. But there are several additional songs already and I plan to add a little more, within reason, as I go.

southbird
Posted on 04-06-12 04:54 AM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150652

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Thanks for the kind words, KP9000!

Posted by KP9000
Also, I sent you a PM a while back. Did you get a chance to take a look?


Ha, didn't even notice ... this forum doesn't make PMs as apparent as other ones I've been to... looking at it now...

southbird
Posted on 04-07-12 03:12 AM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150664

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(Using a quick and dirty viewer for the time being)

I'm assuming SMAS uses the same logic as NES SMB3, so what you're looking for is in PRG bank 7.

See Source. Looking at the routine "Player_DoLavaDonutArrowBounce" starting at line 38.

At line 43, a branch is taken for all "non-vertical" levels; this is where you'll find check logic for special tiles ONLY in a NON-VERTICAL format, e.g. line 98 for a bumped block tile, line 110 for a lava tile, etc.

Back at line 45, we jump to the VERTICAL format checks at line 189, of which there are far less. In fact, the only things checked are donut lift and arrow lift tiles. Of note, vertical format levels were only used for pipe maze levels, so Nintendo did quite a lazy bit of checking in that sense.

The arrow lift carry object is also not correctly implemented for non-vertical levels, so even if you hacked the check in, it's not going to work anyway. (Never mind that at line 315 it forces the high part of the X coordinate to zero besides!) Some tweaking of the logic in this area, wherever it is in corresponding SMAS, would be needed to make lava work and arrow lifts not happen.

Main - Posts by southbird

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