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Main - Posts by ShaneM

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ShaneM
Posted on 10-30-14 05:22 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 10-30-14 05:23 AM) Link | Quote | ID: 158903


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Posted by Dracula X
I might give this fun hack a try. The minus world is after world Z. Someone found this code and I found this one in RAM at 075F: 0-7 and 0760 0-3. The minus world is 23 at 075F. I just found this out about the minus world, it's actually a tile set in Pattern Table right side $24 in FCEUX.


What are you talking about? The Minus World is actually World 36. $24 (blank tile ID that gets loaded) is hex for 36 in decimal.

This is FDS. $075F is the RAM address for the current World loaded. There is no Minus World in this as I fixed it. Instead, I reconstructed the Minus World as World 9 in this. In it, I borrow both the NES and FDS Minus Worlds to create all 4 levels remade! (More info on this in one of my first posts in this thread.) Enjoy. --ShaneM

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ShaneM
Posted on 10-30-14 05:31 AM, in NES Remix II - My Times in SMB:TLL (New Record) (rev. 2 of 10-30-14 05:33 AM) Link | Quote | ID: 158904


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Alright. So I've improved on virtually all my times. So far, I have yet anyone to beat me except for stage 6. I've checked many online scores through my Wii U and many different sites. Absolutely no one have surpassed me. I'm a little older and have played this game for over 20+ years now. I've beaten it at least 150 times over the years (the original Worlds 1-9 quest; a little less for Worlds A-D). My next task is to beat the LP world record. I won't give my time on that yet, but I'm really close (by a few seconds).

Stage 1/7 = 13.3
Stage 2/7 = 19.3
Stage 3/7 = 19.8
Stage 4/7 = 24.4
Stage 5/7 = 26.2
Stage 6/7 = 26.6
Stage 7/7 = 28.5
Stage 7/20 (Remix 2 category) = 21.1
Stage 18/20 (Remix 2 category) = 18.9
Stage 19/20 (Bonus category) = 2:35.4


For anyone wanting to see my proofs: http://www.video-games-records.com/super-mario-bros.-the-lost-levels-groupe-g16841.html

I challenge anyone to beat my scores. --ShaneM

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ShaneM
Posted on 11-02-14 03:23 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 11-02-14 03:25 AM) Link | Quote | ID: 158911


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Posted by Van101
Hello? I am experencing a glitch were I open it in nestopia with DISKYS.ROM and everthing, but it says: ERR.22. I tried it in FCEUX, and I got the same error. please fix this.


Did you try reading within the included docs to find what Error 22 even is?

In 'Famicom Disk Sytem Nova Header':

"Flow of data is not correct, or is simply not happening. Data may be garbled, or out of sequence, etc..."

Did you bother checking that the CRC16 may be incorrect? (This is to verify that you have the right ROM.) Using the incorrect ROM is your issue, here. Please reread my last post to find the correct CRC16. I always give the CRC16 checksum with every build to avoid situations such as these. Thanks.

EDIT: SMB2J original ROM (65,000 bytes) CRC16 = BA55

--ShaneM

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ShaneM
Posted on 11-03-14 04:42 AM, in SMB1/SMB:TLL Glitch Fixes SMAS (SNES) Link | Quote | ID: 158912


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I got bored one day. So I imported my glitch fixes from my FDS hack to the SNES version! These fixes apply to both SMB1 and SMBTLL

List of changes:

*Fixed the Castle timer glitch, where it would award the player with 50,000 points if the Axe is hit at 000 seconds (overflows to 999)
*Fixed Lakitu bug with Spinys not bouncing and gave it its intended behavior.
*Fixed the Blooper collision glitch with Big Mario being unaffected on Sea level floors when colliding with Bloopers.
*Fixed a Lakitu X position glitch.
*Fixed the Flying Cheep-Cheep glitch.
*Fixed the glitch when Mario hits a brick and the gravity was reversed. Turns out that this was a data issue.

Future fixes:

So the fixes above took me literally less than 10 minutes, since the SMAS code is 99% verbatim of the NES counterparts'. (Surprisingly, data was another story. Being about 70% different.)

-Fix the Agressive Hammer Bros. immunity glitch when standing all the way to the left. (I know what to do for this but I need to optimize some code for room since space is mapped differently with these games. Should be really easy as I already found the code in question and know what to do.)
-Adjust Mario's physics in SMB1 to match SMB2J (Again, this too is really easy, just an LDA immediate change. I just need to trace it.)
-Fix some level glitches (data fixes; super easy)

I plan on having the next build with these last three fixes soon, whenever I get bored or feel like finishing it. Don't worry. I always finish whatever I start. It's just a matter of days, or a couple weeks, at most. --The Great ShaneM

Original ROM CRC16 (SMAS NTSC minus SMW): DD8E

Download link: http://www.mediafire.com/download/79fx9cp29023t0h/Super_Mario_All-Stars_(USA).ips

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ShaneM
Posted on 11-04-14 06:01 AM, in Super Mario USA (SMB2) - Restoration Hack (rev. 2 of 11-04-14 06:03 AM) Link | Quote | ID: 158917


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Okay. Here is a new build. It fixes a few issues.

1.
Posted by "TRCF"

The string "ZELDA" is present at ROM address 0x1FFFB. It appears that Nintendo copied the PRG footer/vector table from The Legend of Zelda (another FDS-to-NES conversion) and simply forgot to change the title.


^This has been corrected.

2. I forgot to change to wording on the Game Over screen to say "End" instead of "Retry". This now been corrected. It took me a year to realize I forgot this. "Retry" is really 'Engrish' in this case as you really don't retry anything but instead resets the game.

3. Made it so that the player starts off with five lives, just like in the SNES Allstars version. ($04ED appears to be the lives counter. I traced code and found an LDA #$03 STA $04ED. ROM location is 0x1E425)

4. Made the game to have five continues, instead of two. (Counter for this is found at RAM $05C5)

Original, unhacked version: CRC16 = DE2A


http://www.mediafire.com/download/0az9wnjsa25rl1l/Super_Mario_USA_Plus_(Japan).ips

--ShaneM

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ShaneM
Posted on 11-04-14 09:24 PM, in SMB3 - Extended Edition (rev. 3 of 11-04-14 09:32 PM) Link | Quote | ID: 158922


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Here is a new build.

I've actually discovered a Nintendo-original bug while reading the official SMAS SNES Player's guide.



Turns out that Nintendo lied, here; that glitch is not fixed in the Allstars version. What they did was make it harder to access the glitch, not fix it, while compromising original level design and level physics.

I've fixed it on my NES version. What I did was added 8 blocks and moved the pipe slightly to the right. My version is truly the only one that really fixes this quirk.

I've also filled in the end of the level with blocks, since Nintendo forgot to do that and blank space was visible.

Original:


Fixed:






Original:


Fixed:






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

http://www.mediafire.com/download/pp583nref3je8ar/Super_Mario_Bros._3_SRAM_Plus_(USA).ips

--ShaneM

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ShaneM
Posted on 11-07-14 03:23 AM, in A Lost SMB2 Hack from DahrkDaiz, Does Anyone Have It? (rev. 2 of 11-07-14 03:24 AM) Link | Quote | ID: 158933


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@Googie

Why not just inquire from DD himself through e-mail or even PM? If he no longer has it, at least ask about what the patch is called. Try searching through Wayback and see if it archived somewhere, also. --ShaneM

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ShaneM
Posted on 11-07-14 03:28 AM, in FFVI - Return of the Dark Sorcerer (hack) Link | Quote | ID: 158934


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@Gi Nattak

http://acmlm.kafuka.org/board/thread.php?pid=158667#158667

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ShaneM
Posted on 11-07-14 08:36 AM, in KompreSS 1.0.1 (rev. 5 of 11-07-14 08:51 AM) Link | Quote | ID: 158940


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Posted by KirbyRibbonfan39
Excuse me,sir...I need your help...I downloaded the hacking utilities of yours that I came across and I noticed that it's a DLL file and can't quite figure out how to use the source,thus open the program itself...Can you give me a tutorial on how to get KompreSS opened and working so that I can start hacking Kirby Super Star and show off my brilliant talents upon you and everyone else...Please,sir...I'll do anything if you help me on this.


I ask that you please not bump old threads like this without new information. As you can see, Sukasa hasn't been on in years. Furthermore, I'm not liking how you're coming across as desperate, stating you'll do "anything" for another users help. For the future, just ask and refrain from begging and/or swearing. In any event, whether this was a sincere post or not, this is your warning. --ShaneM

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ShaneM
Posted on 11-08-14 06:39 AM, in Anybody else worthy besides Shamen to assist me at will? (rev. 3 of 11-08-14 06:40 AM) Link | Quote | ID: 158948


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First of all, this does not belong in "ROM Hacking Related Releases".

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ShaneM
Posted on 11-10-14 09:17 PM, in KompreSS 1.0.1 Link | Quote | ID: 158958


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Posted by MikeTechno
...problem is that you forgot to the lock thread.



Problem solved. --ShaneM

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ShaneM
Posted on 11-11-14 07:49 PM, in General SMB1/SMB2J Hacking Thread Link | Quote | ID: 158964


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Posted by drunkenjesus
Is reformer a level/palette/tsa etc. editor or just a tool to add those patches?

ShaneM - That autoscrolling patch you came up with is pretty cool but sorta buggy(you go through blocks easy like 2j's wind effect), always thought it be cool to make a Bit Trip Runner type hack of SMB1 where you're constantly running. (Ideally right and b would be automatically on and if you didn't pass a screen in say 1-3 seconds you die so its not possible to get stuck)



I know it's a little buggy. I put it together in one night. It was tough ASM code. What I'll have to do is create a check for if the right controller bits are set and if not then otherwise branch to collision. I'll finish it up sometime next month or so. --ShaneM

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ShaneM
Posted on 11-14-14 05:58 AM, in NES vs VC Differences (rev. 2 of 11-14-14 05:59 AM) Link | Quote | ID: 158983


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So...I got bored. Then I decided to dissect and disassemble my VC ROMS and find differences between them and their NES counterparts! They were amazing (and time-consuming). Note that all my games are USA-based, so I cannot list differences between regional versions.

So far, I've done a few games. I'll add the rest when I get around to doing them.

1) SMB1 - Identical to the commercial NTSC release.

2) Zelda II - Seems the Game Over data was changed to avoid eyestrain?


;found at ROM 0x1C9FA
ColorRotation: ;the original version

.db $12, $16, $2a, $16 ;alternates between two shades of green and a lighter red

ColorRotation ;the VC release

.db $16, $06, $16, $06 ;seems to alternate at a lighter and darker red rotation
;note that there aren't any other differences in these versions at all except for these four bytes


3) SMB3 - VC also mutes the flashes in palettes for the princess room; based on the PRG1 revision.


;found at ROM 0xE19B
Rotation_Colors: ;original
.byte $26, $2A, $22, $36 ;Alternates between shades of blue, green and a caucasian pink

Rotation_Colors: ;VC
.byte $36, $36, $36, $36 ;pinky all the way! ;)

;next found at ROM 0x361BD
Letter_PaletteKludge: ;original
LDA $0711 ;1107; some sort of timer
LSR A
AND #$01
TAY ; Y = 0 or 1, changing every other tick

Letter_PaletteKludge: ;VC release
LDA $0711 ;1107; some sort of timer
JMP BF00 ;00BF
A1B0: TAY ;Y = 0 or 1, changing every other tick

BF00: ;found at ROM 0x37F10
LSR A
LSR A
LSR A
BEQ 0B
AND #$03
CMP #$02
BNE 05
LDA #$01 ;set some sort of flag
JMP A1B0 ;B0A1
05:0B:LDA #$00
JMP A1B0 ;B0A1

;What I don't understand is in the VC release, why not just do a JSR to BF00 rather than a JMP? That way, at
;either JMP A1B0 ;B0A1 they could have simply done an RTS... it would have saved them 4 bytes doing so; I
;guess space wasn't an issue.
;since an RTS takes you back to the mnemonic right after the JSR.


4) Zelda I - Pretty much identical to the PRG1 version. Only differences are text pointers and the titlescreen adding -2003. Other changes done are spelling corrections to the intro to fix the Engrish, names being fixed such as the G-man and the battery backup text being removed from the Game Over screen. I can provide offsets for anyone wanting them.

I will add more games when I disassemble the differences.

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ShaneM
Posted on 11-16-14 06:32 PM, in NES vs VC Differences (rev. 4 of 11-16-14 06:45 PM) Link | Quote | ID: 158998


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I don't own an VC Megamans, but I'll see what I can do.

I've disassembled SMB2 USA for the VC (the original Wii 2008 edition; I'm under the assumption that the Wii U version is the same as this one, but I'm not paying another $5 USD to find out). The Wii one is based offof the NTSC PRG1 version. This VC one had some very bizarre changes. They are as follows:


;In the iNES header, the 7th byte, found at 0x0006 was $40 in the original. It was changed to $42 on this ;version.
;For those interested, more info found here [url]http://wiki.nesdev.com/w/index.php/INES#Flags_7[/url]

;Next
;ROM 0x7E17 in the original has:
.db $26, $2a, $22, $26 ;the palette rotation used for "BOMB!" explosions.

;ROM 0x7E17 in the VC has:
.db $0e, $1e, $2e, $3e ;the palette rotation used for "BOMB!" explosions. WHAT?!? These are all black...but
;invalid blacks. Why not just used $0F??? Are far as I know all valid games use $0F as black.

;At ROM 0xC02E the original has:
.db $12 ;waterfall's water blue used in the sprite cycling

;At ROM 0xC02E the VC version has:
.db $0d ;but wait...this is black on the NES but on the VC it shows up as a lighter blue than $12
;my only assumption is that VC uses the invalid palette $0d as blue...Notice the further remaining changes.
;They change every occurance of $12 to $0d with palettes. Does that mean $12 is invalid on the VC? I may have
;to wait to disassemble more games to find out for sure.

;At ROM 0xC156 the original has:
.db $12 ;I'll assume that this is the water used on icy stages like World 4

;At ROM 0xC156 the VC version has:
.db $0d ;changed again

;At ROM 0xC27E the original has:
.db $12 ;I'm not sure what this is for, but I know that it is a palette change, similar to the ones above.

;At ROM 0xC27E the VC has:
.db $0d ;otra vez :roll:

;At ROM 0xC29D in the original has:
.db $31, $12 ;palettes used for various objects, such as the platform that Birdo stands on.

;At ROM 0xC29D in the original has:
.db $30, $0d ;it uses the strange blue again, but this time changes the light blue to a white.



More to come.
--ShaneM

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ShaneM
Posted on 11-16-14 06:38 PM, in gimmick! editor at a usable state Link | Quote | ID: 158999


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Please refrain from bumping old threads without new information. --ShaneM

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ShaneM
Posted on 11-16-14 08:43 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 3 of 11-16-14 08:46 PM) Link | Quote | ID: 159000


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Okay. In this build, I finally get around to correcting SMB1's header to make it, well...reflect SMB1. Remember, this was originally a hack of SMB2J and so I initially overlooked giving this game its correct FDS header (both internal and external ones).

Another issue that was corrected is on Side B's SMB2J, on 2-1 the enemy data was broken for the Coin heaven bonus. This has now been corrected. It seems that when I added a page to either 1-1 or 4-1, I forgot to add +$04 to the pointer address for the bonus. I really think this is the final build as I fixed every glitch known to the game (including one that I accidentally made with this enemy pointer; something I rarely do ).

I've also edited the included SMB guidebook to reflect SMB1's header. In addition, I've corrected the primary custom palette file. For the second one, I've edited two blues to better reflect the AV Famicom.

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

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

--ShaneM

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ShaneM
Posted on 11-18-14 05:47 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 11-19-14 06:52 AM) Link | Quote | ID: 159017


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infidelity hasn't posted here in almost 2 months and from what I can see development on this game is complete. Like every good thing that has a beginning there also must be an end. I'm closing this thread to avoid unnecessary posts. If infidelity asks me to open this for a new build, I will. --ShaneM

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ShaneM
Posted on 11-19-14 06:51 AM, in SMB Permanent Invincibility Code for Game Genie (rev. 4 of 11-19-14 06:58 AM) Link | Quote | ID: 159022


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@soundjunky

Welcome to our forum.

Please don't bump older threads without new/relevant information. What I posted previously is a perfect example of such an acceptable scenario in which I give a more permanent effect by minor ASM coding. You can use that as an example of acceptable scenarios. --ShaneM

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ShaneM
Posted on 11-20-14 08:56 PM, in NES vs VC Differences (rev. 3 of 11-20-14 08:58 PM) Link | Quote | ID: 159032


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@drunkenjesus
Thanks for the info. I will look into that game soon.

I disassembled SMB2J a.k.a SMB The Lost Levels for VC, these are my findings:

Note some things:
1) Rumor has it that the VC version is based off of a unreleased cart version. That is FALSE. This is actually the FDS version being emulated on the VC.
2) I took away the CRC dummy bytes and GAP data when disassembling this to compare it to and match offsets to the standard dumped FDS version, which was faithful to the original. The VC does change some code, though.
3) Labels for these routines borrowed from doppleganger's SMB2J disassembly project.


;at ROM 0x224F original has
LDA #$58
STA $4020 ;set FDS IRQ timer to occur at the end of the status bar

;at ROM 0x224F VC has
LDA #$FF
STA $4020 ;set FDS IRQ timer to occur at the end of the status bar. It is clear that this is a
;"supposed" glitch fix. It is suppose to fix the bottom of the letter Worlds from getting cut off during
;Worlds A-D. It fixes that but causes the score to get cut off! Whoever the dumbass was who worked on this
;put little to no effort as they made the issue WORSE. Luckily, I fixed this in my SMB1+SMB2J FDS hack with
;SRAM, the correct value is supposed to be LDA #$BB to truly fix this error.

;at ROM 0x82CC the original does this
LDA $4032 ;check disk inserted flag
LSR A ;execute this routine until disk is ejected
BCC ThisDiskIOTask ;note this routine is run on an error
NextDiskIOTask:
INC $07FC ;move on to next subtask involving the disk drive
ThisDiskIOTask:
RTS

;at ROM 0x82CC the VC does this
LDA $4032 ;check disk inserted flag
CLC
BCC ThisDiskIOTask ;this branch is unconditional and pointless. What should have been was an RTS to save
;cycling rather than a CLC that unconditionally branches to an RTS. The goal here was to skip the INC.
NextDiskIOTask:
INC $07FC ;move on to next subtask involving the disk drive
ThisDiskIOTask:
RTS

;at ROM 0x82D6, original does this:
WaitForReinsert:
LDA FDS_DRIVE_STATUS ;check disk inserted flag
LSR A ;execute this routine until disk is reinserted
BCC NextDiskIOTask ;note this routine is run after the one
BCS ThisDiskIOTask ;that checks for an ejected disk

;at ROM 0x82D6, VC does this:
WaitForReinsert:
LDA $4032 ;check disk inserted flag
CLC ;again, unconditional BCC branch. Pointless.
BCC NextDiskIOTask
BCS ThisDiskIOTask ;THIS NEVER BRANCHES



These three changes are the only ones present in SMB2J. --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 11-21-14 08:16 AM, in SMB2J - Retrousb Replica (for Repros) (rev. 2 of 11-22-14 06:29 PM) Link | Quote | ID: 159035


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I realize that Retrousb stopped making their SMB2J repro two years ago. It is sought after by gamers and collectors because it has a very unique function: A level/world select option. So I thought to myself, I'm a fan of the game and a collector, though I prefer the real deal FDS version, many gamers are being robbed by not having this gem and Ebay enthusiasts are taking advantage of this fact with prices. So since the game is discontinued and nobody has a ROM dump of it (including myself; also because of its strange mapper) I thought what if I hacked a common pirate version to remake it? So that's what I did! I made this for two reasons:

1) To get this extinct item back into circulation
2) To complete my SMB2J ROM collection (yes, I own a physical Retrousb copy, which is how I was able to find the differences through gameplay)

It is based on the version without the titlescreen. The ROM that was used as a base is called: "Super Mario Bros 2 (Lost Levels) (Unl).nes". (Screenshot below.)

It took me about 4 hours to hack everything to make it match. I'm glad I own a physical copy to be able to find key differences. Some were having green piranhas throughout the game, except upside down ones. MARIO/LUIGI names being replaced with SCORE on the status bar, being able to select World 9 with three lives (hard thing to pull off, heh). Fixing bunnyboy's 8-4 ERR. 01 message (the only real glitch fix I made in this version). Red colored springs throughout. That strange L symbol replacing the star on the Flagpole on non-X4 stages. So yeah...it matches the rarely sought after Retrousb version to its fullest. But this is the good part: I used a different ROM than the one they used (I think; not sure what bunnyboy used if even an NES ROM. From what I hear he put all relevant FDS hardware on the PCB). Though the gameplay is 100% identical to that version, I am 100% sure the code isn't. So go out there all you SMB2J lovers and make a repro of this version to your heart's desire. I ask that you just don't charge for it. I spent 4 or so hard hours working on this and I give it to you all freely. --ShaneM, ASM Master

PS: With this, I now own every single SMB2J version, whether it be pirated, repro-ed, FDS or VC version. My collection totals to 18 different versions in total (minus hacks of this game, including mine). I'll post the names of all of them, soon. My question is, do you all think I should make a separate patch of this that fixes glitches, similar to my FDS SRAM verson (the one with SMB1 on Side A)? Would that be something sought after?


Also, a link to the discontinued item: http://www.retrousb.com/product_info.php?cPath=31&products_id=93
Original pirate ROM I used CRC16: 7F10

EDIT: Oh yeah, I made it to start off with eight stars, too, on the titlescreen. (Though it was unnecessary, as A-D are playable on this version without needing stars.) I just added stars for the integrity of it. Also, I credit doppleganger for making the SMB2J disassembly.

Download: SEE BELOW




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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?
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