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Main - Posts by ShaneM

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ShaneM
Posted on 10-12-14 06:04 AM, in SMB3 - Extended Edition (rev. 3 of 11-04-14 09:28 PM) Link | Quote | ID: 158744


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There was a glitch caused by 2 Player mode where the winning player would switch high scores with the losing player during 2 Player mini battles. I brought this to infidelity's attention and he has corrected it within his SRAM patch. Since my SRAM is based off of his, I've incorporated the fix. Credit goes to infidelity for the fix. I had to put the code in a different place since the Japanese VRAM frames for fade-in took the spot where infidelity fixed this.

Patch it to SMB3 v1.1 ROM. The CRC16 of the original ROM is = CF5C

SEE PAGE 2 FOR DOWNLOAD

--ShaneM

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ShaneM
Posted on 10-13-14 09:32 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158745


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The deadline for users submitting ideas on how to improve this as a finished product has ended. The final release is due anytime between now and 10/20/14. So stay tuned. --ShaneM

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Posted on 10-13-14 09:58 AM, in General SMB1/SMB2J Hacking Thread (rev. 4 of 10-13-14 10:02 AM) Link | Quote | ID: 158746


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I generally don't like to sticky things unless I need to, to avoid clutter and messiness. But I felt it was necessary to create this thread. I found a bunch of SMB1/SMB2J questions on the board and I thought creating a thread for where it should all go would avoid single threads of these games in the future. So, here you go. Place all of your SMB1/SMB2J screenshots, questions, hacking ideas etc. all here. Here are the questions that I recently answered, as well as a link to my own hack. I took about 2 hours last week answering these so that I can promote the hacking community and revive this board (to some extent).

These are some I already answered. So try not to ask a question before seeing if it's answered below. Thanks.

Have Mario always invincible: http://acmlm.kafuka.org/board/thread.php?pid=158689#158689

Freeing up ROM space by optimizing code and adding skid SFX to SMB1: http://acmlm.kafuka.org/board/thread.php?pid=158724#158724

Autoscrolling SMB1 with Mario always moving forward: http://acmlm.kafuka.org/board/thread.php?id=8036

SMB2J Platform Glitch Fix: http://acmlm.kafuka.org/board/thread.php?pid=158688#158688

Always have Fireworks at the end of a non-castle level: http://acmlm.kafuka.org/board/editpost.php?pid=158686

Hard to find patches: http://acmlm.kafuka.org/board/thread.php?pid=158685#158685

Editing Castle loops: http://acmlm.kafuka.org/board/thread.php?pid=158684#158684

How in-game collision works: http://acmlm.kafuka.org/board/thread.php?pid=158683#158683

Lives overflow fix: http://acmlm.kafuka.org/board/thread.php?pid=158680#158680

My own personal SMB1 & SMB2J 2-in-1 hack with SRAM saving: http://acmlm.kafuka.org/board/thread.php?pid=158110#158110

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ShaneM
Posted on 10-15-14 06:23 PM, in SMB3 Workshop Issue - 4byte objects not visible (rev. 3 of 10-15-14 06:56 PM) Link | Quote | ID: 158787


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Posted by The1FreeMan
Hey guys, I have a problem. The first time I loaded SMB3 workshop, everything loaded fine, I could see the ground in my levels and everything. I quit working for a while, and all of a sudden, this is no longer the case. It's not just the ground that's gone invisible on me, it's ALL 4byte objects that have gone invisible - even new ones that I place myself. I've deleted the program and redownloaded it from a different site, and the issue STILL persists!

How can I fix this? Is there some sort of option to hide 4byte objects that I might have accidentally enabled? If so, how do I get my 4byte objects back?


Some objects (even enemies) are not compatible with certain types of stages. When using a wrong 4-byte object where it doesn't belong, you'll see an "!" mark over what the object should be. If that's the case, then that is your issue.

If it's not the issue:

1) Try to be as specific as you can (i.e what level is it, what objects did you change, did you save before clearing an entire stage etc.)

2) Is there any way to upload a video of said issue?

3) Have you read the documents included with SMB3 Workshop to see if i your answer is in there; have you tried googling?


--ShaneM

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ShaneM
Posted on 10-16-14 05:35 AM, in General SMB1/SMB2J Hacking Thread (rev. 4 of 10-16-14 05:38 AM) Link | Quote | ID: 158805


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I've been super busy this week. I plan on adding dozens of tools and patches from my personal stash (because I'm a nice guy) later on this week. Right now, here's a quick present, not even released on RHDN yet. SMB utility 1.08 in English. This build fixes bugs and has controller support. This build is official and comes from the author of the utility, himself. --ShaneM

http://www.mediafire.com/download/2bic42ku3lj27ar/ut108i.zip

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ShaneM
Posted on 10-17-14 03:05 AM, in General SMB1/SMB2J Hacking Thread (rev. 2 of 10-17-14 03:06 AM) Link | Quote | ID: 158809


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Posted by Googie
Yeah I'm gonna have to talk to you about these patches. I like the skidding thingy which I gotta try, I've been looking for the upside down pipe and the reverse plant "if that's what it was". My SMB1 hack is ready to made hacked, graphics are done and the TSA data is done too.

This hack has been on ice for years because I always wanted the upside down pipes like in SMB2J and the red upside down plant. If you have those of course, I can always let you see my hack, I can give you the link through DropBox...



Might these be what you are needing?

Red Piranha Plants: http://www.mediafire.com/download/y7b36vsvnutqaey/smb_rpf.zip

Upside Down Pipes: http://www.mediafire.com/download/ue3933n9tcvp47d/Reverse_Plant_Pipes.zip

These are from my personal library. Note that I can make the Red Piranha ASM code even better, if you want. This patch currently only changes Green ones to Red. But, I can make it to accommodate both for you, if you'd like. --ShaneM

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ShaneM
Posted on 10-17-14 08:49 AM, in Pokemon Red Green & Blue - 100% English (Standard Editions) (rev. 2 of 10-17-14 08:53 AM) Link | Quote | ID: 158811


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Posted by gridatttack
I just wanna know 2 things:

Why is this sticky? IMO they are other threads more worthy for a sticky than this hack

What is the difference of this than playing the standard red/blue version.


1) Pokemon is a very popular franchise. I've stickied it as a lot of people have always wanted to play this game but the fact is my Green is the only one that has been 100% translated into proper English and I rather it not be 'lost' within the archives.

2) You do realize that you can just Google the gameplay differences, right? Reread the previous posts to find the other differences. By you not even knowing #2 I can understand the rather uneducated statement you assumed for #1 (the sticky part).

--ShaneM

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ShaneM
Posted on 10-18-14 06:45 AM, in General SMB1/SMB2J Hacking Thread Link | Quote | ID: 158822


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Posted by Googie
I'm gonna try these patches out, thanks man. If anything goes down I'll let you know, I wanna hack these two SMB1 hacks that's been on ice for too long. Is there a way that the red plants only come out of the upside down pipes?


Sure. I can make it do that. It would be super easy. But I thought the Upside Down patch already does that(?). If it doesn't, I can make the ASM code for you. Just let me know. --ShaneM

@Everyone
I recently got a new laptop, so it'll be about another week before I share more from my stash. I plan on uploading ultra rare Reformer patches next week. (An extinct tool for hacking SMB1 over 10 years old.)

--ShaneM

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ShaneM
Posted on 10-20-14 06:25 PM, in Super Monkey Ball hacking! (rev. 3 of 10-20-14 06:27 PM) Link | Quote | ID: 158836


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Posted by Yoshimaster96

Download link: bin.smwcentral.net/u/21732/objmtl2gmatpl.zip




Your link is broken.

Also, it would be very useful if you studied hyperlinking, for the future: http://acmlm.kafuka.org/board/thread.php?pid=158667#158667

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ShaneM
Posted on 10-21-14 08:54 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 3 of 10-21-14 09:07 AM) Link | Quote | ID: 158844


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Here is the newest and final version. I have made the following changes:

1) Further fixed collision errors with Piranha Plants.

2) Fixed "missing" enemies on many stages.

3) Added the newest enemy Piranha Trio to both SMB1 and SMB2J.

4) Added 720 (or Fuller Bar) to SMB2J's 4-4.

5) Created a second palette for a more authentic feel.

Here, I compare my two palette files to the original. You can choose whichever one floats your boat:

Original unmodified colors



AV-Famicom quality (Custom2.pal)


Sublime colors (further improved; Custom.pal)



Some pics of Piranha Trio in my SMB1:







SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 32A3

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

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ShaneM
Posted on 10-21-14 10:05 PM, in General SMB1/SMB2J Hacking Thread (rev. 4 of 10-21-14 10:08 PM) Link | Quote | ID: 158846


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Here is Reformer.


What's Reformer?

A 10+ year old SMB1 tool that was designed for Windows 95 up until XP. I'm sure it's compatible with later OS systems through compatibility mode. This tool is really not available elsewhere on the web that I can think of. Not even RHDN. It has its advantages. Here is the tool along with every known patch for it. Enjoy!

How to use it (description taken from AP's site using WayBack):

SMB Reformer is an utility that can add features that use a trainer (except for "bound"). When you use SMB Reformer, a trainer is added. Make sure you are using a Windows 95 or XP. If you are not using Windows 95, you may not be able to use it, unless you are using a XP. If you are not using Windows 95 or XP, you may need to find something that can change Windows version compatibility for applications, or switch to one of the two. If you are using a XP, right click the application and go to Properties. Go to Compatibility and check "Run this program in compatibility mode for". From there, select Windows 95 and Apply. Then click OK. If you have did this or if you already have a Windows 95 and you still have a problem running the application, then I'm not really sure what the problem is.

First, get a clean, non-trainer ROM (or your non-trainer hack) and put it in the directory of the program. Next name it "source.nes", or copy the name of the ROM, open "smbtm.cfg", and paste it at "SRCROM = ". You can also copy the location of the ROM (classic DOS style like this: C:\DOCUME~1\DESKTOP\TEST\SMBTES~1.NES) and paste it at "SRCROM = ". Next, create a folder named data. There, you put the data (.DEF and .PAT) of the patches in folders. I recommend that the folders have the same name as the data. Here is an example:

/SMB Reformer Directory/ABC/ (contains ABC.def and ABC.pat)

/SMB Reformer Directory/XYZ/ (contains XYZ.def and XYZ.pat)

/SMB Reformer Directory/LOOP/ (contains LOOP.def and LOOP.pat)

Also, make sure that in the .def files, the "PAT = " goes to the correct name of the .pat file. After this, you can run SMB Reformer. You can select the patches and save it as another ROM (or the same ROM if you wish). To save, click on the button next to the box where you type the name of the ROM to save as below the list of patches. However, if you select too many patches, you may not be able to use all of them, due to lack of space in the trainer.

Tool & Patches:

SMB Reformer Tool: http://www.mediafire.com/download/079e8p9a5a774vr/SMB_Reformer(Tool).zip

Red Piranha Plants: http://www.mediafire.com/download/9jc61ga0omz8b1z/rpp200(Reformer).zip

SMB2J Pole Routine: http://www.mediafire.com/download/3q4xwre5j71j570/smb2_pole(Reformer).zip

Random (???) - Causes random game effects: http://www.mediafire.com/download/ljxewrkztj1ti9m/random(Reformer).zip

Poison Mushroom - Adds Poison Mushroom without sacrificing other mushrooms: http://www.mediafire.com/download/1oz6noayt3ba6v6/t_poison(Reformer).zip

Green Jump Springs: http://www.mediafire.com/download/m0luhpdd1ipd565/s_jump(Reformer).zip

Aggressive Hammer Bros.: http://www.mediafire.com/download/bgycwzj1so4lkcj/hbr(Reformer).zip

Stay tuned. More rare tools and patches on the way. ShaneM

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ShaneM
Posted on 10-24-14 04:47 AM, in Can't Update Windows 8 Pro to Windows 8.1 (rev. 5 of 10-24-14 04:54 AM) Link | Quote | ID: 158858


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Posted by Javier
When i try to do the Windows 8.1 Update on windows store it says Sorry this isn't avaliable for your PC, or you might be running an edition of windows that doesn't support from the store" I have Windows 8 Pro downloaded from here not volume licensed.


I downloaded the 32 bit version which i upgraded my XP to 8. How can i get the 8.1 update. I also deleted the Windows.old file to save some space for my hard drive.


Never ever link to pirated/cracked material. It's illegal and NOT supported on this forum. This is your warning.

Get a LICENSED COPY. Then, go to Control Panel, System and Security, Check for Updates and on the bottom left you'll see an option to upgrade. It will be a fee of $99 USD. If your Windows is pirated or keygen'd, then that's another story. --ShaneM

Also, I want you to read this: http://acmlm.kafuka.org/board/thread.php?pid=158667#158667

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ShaneM
Posted on 10-26-14 08:24 PM, in SMB3 - Extended Edition (rev. 2 of 10-26-14 08:24 PM) Link | Quote | ID: 158873


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Posted by Van101
Hey. I noticed a glitch(not in the game, but in the hack.) where bob-ombs are in the unused level in world 1. Please fix it.


Um, they are there too in the original unused version of that level. I actually didn't do anything to that level except make it playable from the map (and give it an unused palette). --ShaneM

By the way, welcome to our forum!

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ShaneM
Posted on 10-27-14 04:05 AM, in SMB3 - Extended Edition Link | Quote | ID: 158877


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Posted by XTTX
thanks for the updated patch! Do you plan on doing anything with smw? Im surprised no one has a made a hack that restores all the cut content. Thanks again for all your hard work on everything man! I love your work shane!

Hopefully youll do smw on snes. That would rock too!


Thank you. Yes. I officially plan on starting SMW on 12/01/14 of this year. I'll be releasing beta builds as I go along, too. I will also be fixing glitches in it as well as adding new features. --ShaneM

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ShaneM
Posted on 10-27-14 04:16 AM, in Shin Zelda Densetsu (my fixes) (rev. 11 of 10-27-14 07:32 PM) Link | Quote | ID: 158878


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Posted by Arseen
Or release fixed patch for us totally noobs...

Thank you.


Here: http://www.mediafire.com/download/j48pzxrat1pt8pq/PRG0SZeldaD_Fix.ips

Patch it to the PRG0 ROM with a CRC16 of 3C6E.

Posted by Gnite
I've used several hex programs for text replacement in the past, but never for code changes, if that is even possible. If it is, would you be able to tell me which strings would need to be changed?



Actually, those changes deal with data, not code. And he gave you the RAM/ROM addresses. Either way, one can code within a hex editor, too. All you'd need to do is a JSR, JMP (unconditional statement that can be either local or greater than $FF) or a form of branching (conditional, always local operation...so $FF or less within memory) to free space somewhere within the same bank to add code. (Or, if you're using something like MMC3, you can do a bank switching routine, which is more advanced [always use register A when loading the bank ID.]) RAM can be viewed using FCEUX's debugger or FCEUX's hex editor. The ROM addresses are literally the addresses found in ROM using a hex editor. Basically, he gave you all the answers. --ShaneM

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ShaneM
Posted on 10-27-14 04:42 AM, in SMB3 - Extended Edition (rev. 4 of 10-27-14 04:47 AM) Link | Quote | ID: 158880


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Posted by Superjustinbros
As someone that's always wanted to make hacks of SMB3 but never could simply because the different tools available weren't simple enough IMO, I find this really impressive.

If I could loan any advice to this project, I'd say some of the level orders should be balanced a bit more (for example the added level in World 1 seems more ripe for a 1-7, meanwhile the extra levels added at the very beginning of Worlds 4 and 6 should be relocated a bit later in those respective worlds, since 4-1 and 6-1 are more appropriate to start off those worlds as they're not as harsh on the difficulty as the added levels).

And if it can be done, the added levels should receive actual level numbers instead of taking on the identity of "World #-Building #". On top of that, the majority of them are devoid of scenery (such as the bottom area of 1-Building), have inappropriate music (even if it's what the cut level originally used, I don't think it'd hurt that much to give it an update) and at times are very buggy (though it may just be an issue with NEStopia, or I patched the ROM incorrectly).




I think you patched the ROM incorrectly. Nestopia is super accurate and my game can run on real hardware. I tested the whole thing and didn't find any bugs. As a matter of fact, one of the goals of this hack was to fix bugs. Make sure you are using a PRG1 SMB3 ROM with a CRC16 of CF5C.

I tried to balance them as much as possible. I even spruced them up a bit.
World 4's first lost level is logical in that it starts out with regular-sized enemies and after taking the pipe it mirrors a totally similar level, but with giant enemies (the theme of World 4). World 6 is Ice World. I can't even remember what I put there in that World except the lost water level with Golden Cheep-Cheeps. It's fitting there as it's an icy-themed level.

The reason for using the beta Ghost House rather than assigning the lost levels/e-levels regular tiles was to make use of beta elements. I figured that since those levels are all beta and e-levels that were added I might as well use a beta tile to differentiate them.

This hack is heavily ASM-based. When I added functionality of the beta Ghost House, my ROM could no longer work using tools (since code/data are now found at different memory locations). So even making the e-levels into NES format was tedious. --ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-28-14 05:34 AM, in SMB3 - Extended Edition (rev. 6 of 10-28-14 05:47 AM) Link | Quote | ID: 158892


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I like the Ghost Houses the way they are and I'm keeping them that way.

I think you are looking into the Parabeetles thing a little too much. Look, in this version of SMB3 I have a total of 109 levels whereas in the original there are only 89. I've only used Parabeetles in about 7 maybe 8 levels total. So that's nowhere near 50%. I still don't know where you even got that number from.

In World 4's beta level, that unused palette is a Nintendo-original prototype color; I'm keeping it the way it is. I discovered it as well as other palettes last year that were coded but never used. In World 6, I didn't minus anything. In this hack I've done something amazing in that I've maintained all 89 original levels intact while adding 20 or so levels. I have no idea what you are talking about.

Btw, I've fixed a list of SMB3 level glitches that I've borrowed from the SNES version of this game. So even the original 89 levels are sublime. --ShaneM

EDIT: Here is an original World 6 map. If I recall, the scrolling water stage is between the START tile and 6-1 tile in my version (the vacant island with the blinking dot right above the pipe). Compare it to mine and you'll see everything is still there intact. 6-1 (level with Ptooie) is still there etc. Only 2 (IIRC) levels have been added to that World in logical places.



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Posted on 10-28-14 06:41 PM, in SMB3 - Extended Edition (rev. 6 of 10-28-14 07:16 PM) Link | Quote | ID: 158895


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Posted by Superjustinbros

That doesn't change anything really. You keep the original levels intact, sure, but you put a rather complex level to start off World 6 instead of the arguably simpler 6-1. If anything you should make the added level occur before either the 6-5/6-6 branch or before 6-7.


That is still something Nintendo might have done. Remember, it is your opinion that it is difficult. To some other people, such as myself, I don't find it that hard. Some people on other sites complain about 1-4 being too hard a scrolling level for World 1. Some complain that 8-1 is too easy for World 8. Some complain that the grass level in World 6 doesn't belong there, I mean, an ice World with a grass level?

The point is, Nintendo designed a game the way they felt it should be made. So that's what I did, make a game the way I wanted to. That's what any hacker does, right? What kind of person makes a game solely to please others? Sure, advice and tips are good here and there. Maybe you should consider learning ASM and making an SMB3 hack of your own, one you can be satisfied with.

PS - I've provided enough content that I've stickied to this subforum concerning learning how to hack and assembly. So all the resources are in front of you. --ShaneM

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Posted on 10-29-14 10:05 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 4 of 10-29-14 10:08 PM) Link | Quote | ID: 158900


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Okay, here are two more Nintendo original glitches that I fixed.

1) Lakitu was originally 8 pixels too low when spawning for the first time. This has to do with residual data being used. This has now been fixed. I noticed this when I was looking at an SNES Super Mario Allstars guide by Nintendo Power. In it, they compared the FDS version 4-1 with the SNES version and I noticed that SNES fixed it. (This fix has been applied to both my SMB1 and SMB2J.)




CheckpointEnemyID:
lda Enemy_ID,x
cmp #$15 ;this is the issue. Change this to cmp #$11. $15 is Bowser's
;Flame. $11 is for Lakitu (the issue), $12 is for Spiny (never spawns without Lakitu throwing it) and
;$14 is Cheep-Cheep frenzy. ($13 is an unused enemy ID slot.) I think this set to $15 is residual
;because it has no other effect but lowering the enemy based on ID by 8 pixels. Also, it has the
;affect of setting mask offscreen enemies to player collision bits. This is residual as it does not
;affect Lakitu, Spiny or Cheep-Cheep frenzies. There is an abundant amount of residual Cheep-Cheep
;code. Maybe this was intended for another purpose that never was fully developed
bcs InitEnemyRoutines
tay
lda Enemy_Y_Position,x
adc #$08 ;add eight pixels to what will eventually be the vertical coordinate.
sta Enemy_Y_Position,x
lda #$01
sta EnemyOffscrBitsMasked,x
tya ;get original enemy ID back to A


2) I fixed this unknowingly. I didn't even know it existed. But it could have possibly been corrected when I moved the JSR for the Spiny bounding box after the enemy identifier and TYA (a few months ago); I like when things are fixed unknowingly ^^: http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Red_Shell_Out_of_Thin_Air

In addition, I've corrected the error where the overworld warp area was lacking scenery. I've attributed it with clouds, just like the SNES version fixes it.

Here, you can see the original area lacking clouds. The fix is corrected on both games.




Another change is that I've made use of wasteful blocks to add extra items to levels. (Note that the levels are EXACTLY the same as before, I've just optimized data in order to make use of the wasteful bytes.)

What's been added (this only applies to SMB1 on Side A):

+1 Powerup to 1-2
+1 Poison Mushroom to 2-1
+2 Poison Mushrooms to 3-1
+1 Poison Mushroom to 3-3
+2 Poison Mushrooms to 4-2
+1 Poison Mushroom to 5-1
+1 1-UP Mushroom to 6-2
+1 10 Coin Block to 6-2
+1 Poison Mushroom to 7-1
+1 Poison Mushroom to 8-1

I've added them to logical places and they are sure to frustrate you (the goal of the game's original designer when he made SMB2J). Watch out, especially at the end of 1-2 and when getting the 1-UP Mushroom on 5-1!

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = EF3A

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip


--ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-29-14 10:16 PM, in Megaman Forever Unabridged demo 1 (rev. 5 of 10-29-14 10:21 PM) Link | Quote | ID: 158901


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Since this is a cancelled project by OP, it makes no sense continuing on with this thread. I'm locking this. --ShaneM

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