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ShaneM
Posted on 02-28-14 05:36 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 155857


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Posted by Vanya
This is pretty damn cool.
Good job!


Thanks. I have more great hacks on the way. Stay tuned.

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ShaneM
Posted on 02-28-14 05:40 AM, in NES games with sram saving and other changes Link | Quote | ID: 155858


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Good work, Drakon. I remember playing that game on my old NES with my best friend when I was a boy.

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ShaneM
Posted on 02-28-14 06:06 AM, in SMB1 & SMB2J (2-in-1) (rev. 3 of 02-28-14 06:13 AM) Link | Quote | ID: 155863


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Posted by NARFNra
Man, that's a lot you've done there. Very impressive. Is hacking for the FDS hard?


Well, it depends on the game. For SMB1 yes. FDS uses the 6502 form of ASM, just like the NES, trainers are not allowed and expanding FDS ROMs are not applicable. Basically yes, it is hard. Especially limited to only two banks of $3FFF for PRG. It would have been 100 times easier hacking the NES version over the FDS.

So then, why did I use the FDS version? Two reasons:

1) So I could put SMB2J on Side B with fixes, too.

2) To take advantage of the extra sound channel like SMB2J does.

Also, I forgot to add this pic in the original, I'll just add it, now. I should've taken some of the Green Springs, too in World 8.

The evil Poison Mushroom





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ShaneM
Posted on 02-28-14 06:27 AM, in SMB3 - Extended Edition (rev. 7 of 03-01-14 05:33 AM) Link | Quote | ID: 155864


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System: NES (6502 processor)
Original game: Super Mario Bros. 3
Story: The same as the original.

Description: This is a purification work. This is a hack of SMB3 that fixes glitches and restores beta features. The original SMB3 had 90 levels, while this one has 109. I have restored most of the lost levels, while adding 3 e-levels from the GBA version: Super Mario Advance 4. I have restored the lost Hammer Bros. of World 7. I have made use of unused tiles and graphics. The biggest feature: I've added Parabeetle Plains! The new levels have been given an unused Ghost House sprite on the overworld maps. Features, as well as the original damage system have been restored from the original Japanese version, too.

Also, every Japanese difference has been restored! Such as but not limited to the box-in effect on level entrances!!!!

There are two lost enemies, too: gold Cheep-Cheeps and Green Parabeetles.











Special thanks to Insectduel for beta testing it and infidelity for the SRAM saving patch.

Here is the .ips patch, SEE BELOW POST

Here is my custom .pal file, which greatly enhances palettes. It surpasses even that of the Wii's Virtual Console. http://www.mediafire.com/download/6x9jodl8k434eg8/Custom.pal

NOTE: I PLAN ON RELEASING ONE FINAL VERSION REALLY SOON, WHICH CORRECTS SOME MORE GLITCHES FROM THE ORIGINAL SMB3. AS WITH ALL MY WORKS, I BACK THIS PROJECT WITH QUALITY. (I am currently fixing this glitch, here: https://www.youtube.com/watch?v=AClCpyg6toI)

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ShaneM
Posted on 02-28-14 06:18 PM, in SMB3 - Extended Edition (rev. 4 of 02-28-14 06:24 PM) Link | Quote | ID: 155873


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Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




Did you know fixing that glitch causes another glitch at the end when you beat Bowser? This is what it does: After you beat Bowser in World 8 and the Princess scene, when the credits start, the floor will start to shake in a similar way that the status bar shook. I saw the same code from Datacrystal under "Notes". My advice would be to only fix that if you don't mind breaking the credit's floor. Thank you for the advice, though.

@Drakon
Yes, exactly. Also, it adds 19 levels (some brand new ones.) I'm almost done with fixing the Airship glitch of World 5 left over from the original. I'm using Southbird's disassembly to help me find the data values (for Airships, it's prg011.asm). I will continue fixing as many original glitches as I can. So far, I counted fixing a whopping 21 glitches!

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ShaneM
Posted on 02-28-14 11:18 PM, in SMB3 - Extended Edition Link | Quote | ID: 155881


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Posted by Drakon
Posted by Chaobomr
There is this one glitch, if you haven't caught it already, that causes flickering in the status bar. All you have to do is change these values:

3F7B2: 0D->16
3F8E0: 68->EA
3F8E1: 8D->EA
3F8E2: 10->EA
3F8E3: 40->EA




You could jump it to unused bank space from wherever that asm is, read the current level and either execute or not execute that code depending on what part of the game you're in (since the fixed code is a bunch of nops). I've used that trick in a number of romhacks to fix issues. This way the fix will only be executed when not facing bowser. I'm sure there's some area of ram that will specify when you're facing him or not. You could always write your own data to unused sram space too.


You're going to find this funny: The box-in code that I added from the Japanese ROM is used at the end of the bank and infidelity's latest patch uses 26 bytes at the end of that bank. In other words, I have literally 3 bytes of free space at bank $0F (the bank in question).

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ShaneM
Posted on 03-01-14 02:28 AM, in SMB3 - Extended Edition (rev. 6 of 03-01-14 03:22 AM) Link | Quote | ID: 155885


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Posted by Drakon

Does mario 3 store the current bank in ram somewhere? If so you can code in a bankswitch and relocate all that code and make the end of 0f just bankswitches. Then bankswitch back to the current bank using the ram value once you're done. That's what I did with castlevania.


I'm not sure that's worth doing that work just for the left bottom of the screen which is barely visible. Though, I am going to trace that code to see what it even does.

You know, that Youtube video that I posted is VERY suspicious...I mean, comments are disabled. From the palettes I can tell the uploader used the WII VC SMB3 (which is the same as the USA PRG1). Now, I looked at the XY ship placement data in Southbird's SMB3 disassembly. Here are my findings:



;taken from prg011.asm

;(My notes) XY position placement data. These are used to mark where the Airship lands on the map. Note: BOTH ground and sky portions of W5 use the same map.

;(My notes) Airship is stored and buffered in VRAM as OAM. There are three separate ship attributes which can be called at random as to where the ship will go. After 5 movements, the ship stays in place.

MAT_Y_W5A: .byte $80, $80, $40, $80, $40, $80 ; World 5 Airship Y Set 0
MAT_Y_W5B: .byte $40, $80, $80, $60, $40, $20 ; Set 1
MAT_Y_W5C: .byte $60, $40, $20, $60, $40, $20 ; Set 2

MAT_X_W5A: .byte $A1, $61, $C1, $A1, $C1, $61 ; World 5 Airship X Set 0
MAT_X_W5B: .byte $C1, $61, $A1, $80, $80, $20 ; Set 1
MAT_X_W5C: .byte $80, $80, $20, $80, $80, $20 ; Set 2

; Map_Airship_Trav selects which world/set to use
; Map_Airship_Dest selects which index within to use (0-5)


Bottom line: I used a map editor to view all the possible locations, they all correspond correctly. I think that video was a hacked ROM. If I find any other info, I will fix it but it is illogical for it to occur...

EDIT: According to Mariowiki, the glitch was fixed in the SNES version...I compared World 5 airship data...this is what I found: Y data was the same, but for X:


MAT_X_W5A: .byte $E1, $61, $C1, $E1, $C1, $61 ; World 5 Airship X Set 0
MAT_X_W5B: .byte $C1, $61, $E1, $80, $80, $20 ; Set 1
MAT_X_W5C: .byte $80, $80, $20, $80, $80, $20 ; Set 2

;Do you see the three $E1 on the first two lines??? They were originally $A1. Wow...

I'll look into it some more...

EDIT2: WOW...It actually fixed the Airship glitch. I have NO idea why that was causing the glitch. So basically, X position went from next to the Fortress to the right of Level 7 and... that fixed the glitch. Well...I can say that I am truly amazed that fixed it. Will add the new version soon.

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ShaneM
Posted on 03-01-14 05:32 AM, in SMB3 - Extended Edition (rev. 2 of 10-12-14 06:05 AM) Link | Quote | ID: 155896


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@XTTX

Thank you.

Okay. Here is the final build. It fixes the mysterious World 5 Airship retreat glitch. Also, fixes the issue with strange death with using Tanooki suit on 5-2. It also corrects an OAM glitch. Enjoy.

Download: SEE BELOW


Here are some more pics of various levels:

Goomba's Shoe is now red when it comes off, just like the Japan version



Beta elements with an unused palette in an all-new level!



Red piranhas...this is one of the e-levels, Pipe Full of Piranhas



Some more levels (including Lost Levels hidden in the game's code)!





The Japan box-in level effect that ate up a LOT of space in bank $0F with the Japan SFX!



Okay... I can only do so much. Report any glitches found if any. I think there are none.

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ShaneM
Posted on 03-01-14 07:02 AM, in Super Mario USA (SMB2) - Restoration Hack (rev. 5 of 11-04-14 06:02 AM) Link | Quote | ID: 155897


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This is a hack of Super Mario Bros 2, USA. But, the 1992 Japanese version. I chose this version because it has the most bug fixes. Some of the changes:

*Updated palettes to the SNES version
*Restored the albino Mouser in 3-1 in place of the regular one (HP and other attributes have been restored)
*Restored World 7-1 to the original Doki Doki Panic (FDS) version.
*Fixed various bugs at the end credits, such as Clawgrip, Birdo, etc.

I may attempt SRAM saving on this one day. Though, I have never done that before with an NES game.

Patch it to a clean ROM, called: Super Mario USA (Japan).nes

PATCH: SEE BELOW FOR FINAL DOWNLOAD

.pal file: http://www.mediafire.com/download/6x9jodl8k434eg8/Custom.pal




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ShaneM
Posted on 03-01-14 07:27 AM, in Super Mario USA (SMB2) - Restoration Hack (rev. 2 of 03-01-14 07:32 AM) Link | Quote | ID: 155899


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Posted by Drakon
You sure seem to love fixing bugs. I've cleared mario usa countless times and never noticed any bugs.


Oh yes. I have a real passion for fixing bugs. Which is why I am confident to back my hacks with quality.

The only real bugs in this game are some physics problems such as when you throw a POW over a log you'd go upward and lose a life. Besides that and the credits (which, by the way is stored as OAM) there isn't much more.

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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 03-01-14 07:39 AM, in Super Mario USA (SMB2) - Restoration Hack (rev. 2 of 03-01-14 07:40 AM) Link | Quote | ID: 155901


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Thank you for that one, Drakon.

I will make a direct link to the Mario Wiki, since it lists them all and I don't know most of them. One day I will fix some more bugs. http://www.mariowiki.com/List_of_glitches_in_Super_Mario_Bros._2

EDIT: Wow...36 glitches?!?

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ShaneM
Posted on 03-01-14 09:08 PM, in Super Mario Doomsday (rev. 2 of 03-02-14 01:21 AM) Link | Quote | ID: 155911


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Hey. Since you helped me find a bug I wanted to repay your kindness with two fixes that I made in my SMB3. Here they are. 6502 may not be easy, if you need me to explain this to you in hex, let me know and I'll be glad to!



PRG003_B1D7: ;bubble OAM
; Bubble appears at Y + 3
LDA <Objects_Y,X
ADC #$03
STA SpecialObj_YLo,Y
LDA <Objects_YHi,X ; Bug? They don't apply the carry (ADC) here!
;;;;ADC #$03 ;this is missing!!!!
STA SpecialObj_YHi,Y



PRG010_CEBF:
; A Player pressed 'A' but they were not on top of each other, so no 2P vs...

LDA <Pad_Input
AND #PAD_A
BEQ PRG010_CEE1 ; If Player is not pressing 'A', jump to PRG010_CEE1

LDA <World_Map_Tile
LDY #$0a ; Y = $1A (BUG! Map_EnterSpecialTiles is much smaller than this, should be $0A! Causes some bytes used for palette data to be considered!)

;;;;change it to $1A

;;;;;;;;;; Map_EnterSpecialTiles: While the intended function of this LUT works correctly, a bug in the check code examines up to $10 bytes ahead from the actual end of this array. The data is loads is from palette arrays, but treated as tiles, meaning that there's a lot of tiles that will be enterable on the map that shouldn't be. But given the rigid structure of the map, this generally is not a problem, which likely explains why it went undetected despite other bug fixes. Of note, however, are a few tiles that are peculiar that were included in the list such as an alternate coloring of the World 5 spiral castle (never used), a path segment which goes nowhere (??), and perhaps most interesting, the dancing flower from World 4 (!!) It's always possible of course that these were mistakes, leftover from some kind of code/graphics reorganizing at some point, or maybe there really was to be some kind of plant-themed levels.




LoadLevel_LittleCloudSolidRun:
LDX #$01 ; X = 1 (use TILE1_JCLOUDSOLID)

; BUG!! This jump will always fail, dropping into the table below!!
; The table is misinterpreted as a BIT xxxx instruction followed by
; a BRK, which triggers the NMI but ultimately is MOSTLY harmless...
; The return is in the middle of the LDA LL_ShapeDef which is now
; misinterpreted as an "ASL <$07"... in one trial, I got $CF as
; the run length! Big oops there Nintendo...
BNE PRG014_CFD8 ; <-- MISTAKE!! This is never true! They wanted a BNE!!



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ShaneM
Posted on 03-02-14 03:07 AM, in Super Mario Doomsday (rev. 2 of 03-02-14 03:09 AM) Link | Quote | ID: 155914


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Posted by Chaobomr
I haven't gotten that far in ASM programming yet. I'm still on the basics: LD* and ST*, basically. Thanks to infidelity, I have been thinking of adding a simplefied save function. However, I'm more concerned about level editing at the moment.
I wonder where that wheel was gonna go.


If you want to learn the 6502 processor, use this as a reference: http://www.obelisk.demon.co.uk/6502/reference.html

Also, might I recommend this as an explanation of what the mnemonics do? http://skilldrick.github.io/easy6502/

That guide by skilldrick is what I used when I was now learning NES ASM. It is very useful for beginners. Also, I sent you a PM. (Sorry, forgot to put the "[url]" on the link on there.)

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ShaneM
Posted on 03-02-14 06:30 AM, in NES palettes Link | Quote | ID: 155917


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Maybe if you want to add yellow to the NES palettes, just do what I did and create a .pal file. If you've seen my hacks, I released my custom .pal file with all my games (same .pal file, just different threads). This can be done by "Options" in Nestopia. Compatible with many emulators.

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ShaneM
Posted on 03-02-14 10:31 AM, in Separate Luigi GFX 2.1 Patch Problem Link | Quote | ID: 155918


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I've personally used that patch from SMW Central by Smallhacker. It works fine. The issue is on your end.

1) Did you read the readme carefully and do EXACTLY what it said?

2) Did you use other patches? Often there can be conflicts if they hack the same code.

3) Why not try to be more specific and upload a video with exactly what's going on?

4) Why not just e-mail Smallhacker and ask him for further inquiries since it's his patch?

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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 03-03-14 02:49 AM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155921


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@Drakon

Posted by CKY-9K
Really awesome! Would have been nice if the game came out like this.

The only thing I'm concerned about is that is there anyway to save the power up you last had on the map?




Posted by infidelity
My quote.


Because i'm not sure with free SRAM
registers, I can't get any fancier with
saving Mario/Luigi's map xy positions,
current form of Mario/Luigi,
(big,small,fire,racoon,etc) or current
map screen for levels that require to
be loaded from either side, (like
world's 2-7), and I don't know where
the register is to adjust that anyways.



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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 03-03-14 03:38 AM, in Pokemon Green - 151 Edition (100% Proper English) (rev. 2 of 03-03-14 03:39 AM) Link | Quote | ID: 155925


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Posted by Carl Miller
Does this IPS go on a Japanese Green ROM or one of the shoddily translated 'English' ones?


The answer to this question is in the very first post of this thread. If you have any more questions, please see if they have been answered by reading previous posts. This saves both time and board space. Thank you.

Thanks for your interest in my work, too.

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ShaneM
Posted on 03-03-14 07:20 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 3 of 03-03-14 07:22 PM) Link | Quote | ID: 155939


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Posted by Drakon
Posted by infidelity
Convert the rom to mmc5 for sram swapping. :-/


Smeh, I'd rather just use sram areas for things I don't care about like number of coins and points. Did you post anywhere exactly which sram area is used to store what? Maybe in a readme?


I noticed a few times you asked questions that can easily be found by doing some reading. Why not try reading his Notes.rtf file that came with the patch?

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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 03-03-14 10:01 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 03-03-14 10:04 PM) Link | Quote | ID: 155946


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@Drakon

That's fine. I was just trying to help out. You see, if you read my last post on Pokemon green and the one by that Miller person, you'd see why I get agitated by questions such as Miller's. (The user named Carl Miller).

EDIT: I just rethought this and realized that I should have sent this in a PM to Drakon...sorry Infidelity for wasting space with this last post. There is no way for me to delete it. It was bad on my part not thinking it through.

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ShaneM
Posted on 03-03-14 10:26 PM, in Terranigma hack. (rev. 5 of 03-03-14 10:35 PM) Link | Quote | ID: 155947


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Posted by Drakon
Posted by wind
Hi.

I don't know how to use hex workshop for edit terranigma.
I want to edit stats enemies. (example: hp,strength, defense, resistance)
Can you help me?



Learn asm and google any posted information about the terranigma rom like ram map and how the game asm works etc.



@"wind"

SNES ASM = 65c816 --Try stuff, experiment and take some initiative.

http://shanempkmngen1boards.freeforums.net/thread/37/hex-editing

http://acmlm.kafuka.org/board/thread.php?id=99

https://en.wikibooks.org/wiki/Super_NES_Programming

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