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ShaneM
Posted on 03-04-14 08:53 AM, in SMB1 & SMB2J (2-in-1) (rev. 4 of 03-04-14 08:58 AM) Link | Quote | ID: 155953


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I'm in a generous mood so I'll release some of my code...Not all, just a portion at a time.


;This is the code to get Poison Mushrooms functioning in SMB1. You will need to add these codes (denoted by my name, Shane) within the SMB1 disassembly by Doppleganger. Also, you need to assemble with X86 or ASM6.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.db $47, $47, $47, $47 ;brick (poison shroom) ;add this to Palette1_MTiles somewhere. What I did was remove an unused object in place to fit this.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PowerUpObjHandler:
ldx #$05 ;set object offset for last slot in enemy object buffer
stx ObjectOffset
lda Enemy_State+5 ;check power-up object's state
beq ExitPUp ;if not set, branch to leave
asl ;shift to check if d7 was set in object state
bcc GrowThePowerUp ;if not set, branch ahead to skip this part
lda TimerControl ;if master timer control set,
bne RunPUSubs ;branch ahead to enemy object routines
lda PowerUpType ;check power-up type
beq ShroomM ;if normal mushroom, branch ahead to move it
;;;;;SHANE cmp #$03
;;;;;SHANE beq ShroomM ;if 1-up mushroom, branch ahead to move it
;;;;;SHANE cmp #$04
;;;;;SHANE beq ShroomM ;if poison mushroom, branch ahead to move it
cmp #$02
bne RunPUSubs ;if not star, branch elsewhere to skip movement
jsr MoveJumpingEnemy ;otherwise impose gravity on star power-up and make it jump
jsr EnemyJump ;note that green paratroopa shares the same code here
jmp RunPUSubs ;then jump to other power-up subroutines


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.dw PoisonMushBlock ;add this to the routine labeled "BlockCode" at the end of it

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

PoisonMushBlock: ;;;;;add this whole labeled code somewhere of your choice
lda #$04 ;load poison mushroom type
.db $2c


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
HandlePowerUpCollision:
jsr EraseEnemyObject ;erase the power-up object
;;;;;;;SHANE lda PowerUpType ;SHANE
;;;;;;;SHANE cmp #$04 ;check power-up type
;;;;;;;SHANE bne Safe ;if not a poison shroom, branch
;;;;;;;SHANE jmp InjurePlayer ;otherwise injure the player properly ;SHANE
Safe: lda #$06 ;this value was in the original, I just gave it a label, now.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

.db $76, $77, $78, $79 ;poison mushroom ;add this to PowerUpGfxTable

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

PowerUpAttributes:
.db $02, $01, $02, $01, $03 ;The $03 at the end is now going to be the palette set for the poison mushroom.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

InjurePlayer:
lda InjuryTimer ;check again to see if injured invincibility timer is
;;;;;;;SHANE ora StarInvincibleTimer ;add this to make you immune to poison mushroom during star invincibility
bne ExInjColRoutines ;at zero, and branch to leave if so



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ShaneM
Posted on 03-04-14 07:47 PM, in Pokemon Red Green & Blue - 100% English (Standard Editions) (rev. 5 of 03-21-14 10:49 PM) Link | Quote | ID: 155960


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These are hacks of my 151 Green to remake Red and Green from Japan. Two games that were never released outside of Japan.

They are all hacks of Pokemon Blue and 100% quality guaranteed. If you've seen my other works, you know you can rest assured with quality assurance. Patch these to a clean, unedited Pokemon Blue ROM.

Also, I busted my a*s these last two days working on these, if you find a bug or a glitch or any other issue, please report it IMMEDIATELY. I am a very skilled Z80 ASM hacker and fixing glitches isn't an issue for me.


Changes from the original Japanese versions:

*Numerous glitch fixes, including fixing Missingno.
*Localizations, such as Pokemon storage and battle interface have been left for reasons of SRAM limitation in space.
*Seizure effects from attacks such as Thunderbolt and Hyper Beam have been toned down. (https://www.youtube.com/watch?v=RcsEPt2QaG8)
*Added a slightly better Celadon scenery (layout still the same).











Patches:

Red: SEE BELOW POST (03/21/14)

Green: SEE BELOW POST (03/21/14)


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ShaneM
Posted on 03-04-14 09:43 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 03-04-14 09:46 PM) Link | Quote | ID: 155963


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Posted by Drakon


That's really nice of you to say.

Anyway I managed to fix the n-card and make it fully saving compatible. I picked apart the n-card engine and made it so it only updates both cards when you find a match that way if you reset and load with only one card opened it doesn't store that card as being opened since now it updates both cards at once.


Will you at least be releasing the notes on what you did?

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ShaneM
Posted on 03-04-14 09:52 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 03-04-14 09:54 PM) Link | Quote | ID: 155965


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@Drakon

Thanks! If you need any of my hacking notes for any of my games, PM me and I'll be glad to assist you!

EDIT: Any game except the Pokemon ones. Since I don't want people hacking those.

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ShaneM
Posted on 03-06-14 01:40 AM, in Super Mario Doomsday Link | Quote | ID: 155975


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Posted by Chaobomr
New question: Where do these instructions go? I'm used to having line numbers (C++ and C#).


Could you please clarify? By instructions do you mean the mnemonics/opcodes? Also, I personally use Notepad++ to do ASM coding and then assemble with ASM6 in all my hacks. (Except for Game Boy ones like Pokemon, in which case I use RGBDS.)

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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 03-06-14 03:02 AM, in ShaneM's ANNSMB Hack (It's Here!) (rev. 4 of 03-06-14 03:10 AM) Link | Quote | ID: 155980


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In 1986 Nintendo teamed with the Nippon radio station in Japan to give out a very special, promotional version of SMB1 to 1,000 lucky winners. This is known as the most unique, strangest and most valuable Mario official hack out there.

I have looked at the code myself and see that it is a very rushed game. A lot of people don't realize that this game is a hack of SMB2J (the Lost Levels) and that the engine borrows heavily from it. In addition to cutting World 9, they also cut code that is important to the game, the way a butcher cuts meat. They have removed important alternate SFX engine routines that luckily don't crash when used by other routines. It is riddled with bugs and imperfections. Not to mention that it also does not fully take place at night! How could they possibly oversee something as important as that? They obviously intended for it to be that way, seeing as World 1 is all night. They released it 4 months after the release of SMB2J Japan, so it's no wonder this game is so buggy.

What I have done is remake it as it should be, a hack of SMB1 rather than SMB2J. I have made it from my SMB1 hack (http://acmlm.kafuka.org/board/thread.php?id=7869) and it has all the bug fixes etc. that it has, too. This is better than the official ANNSMB in the sense that it has more bug fixes. But in some ways it is different.

Changes:
*Translated the title into English
*All stages are now taken place during the night
*Poison Mushrooms are now included! Something the original ANNSMB was lacking in
*The game now has only one form of Mushroom Retainer (Goro Itoi)
*No Worlds A-D
*World 8-4 is from SMB1 rather than SMB2J
*Original SMB1 Hard Mode after beating the game

All the other mechanics are the same as the original ANNSMB such as 1P game, green springboards, red piranhas etc.

I WILL RELEASE THIS AS SOON AS I TEST IT FULLY. (REALLY SOON)











NOTE: AS I SAID, THIS IS A HACK OF MY SMB1 FDS HACK THAT I RELEASED ON HERE. IT IS TRULY A SMB1 HACK RATHER THAN WHAT NINTENDO DID HACKING SMB2J.


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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 03-06-14 05:42 AM, in ShaneM's ANNSMB Hack (It's Here!) (rev. 5 of 03-06-14 05:48 AM) Link | Quote | ID: 155986


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@Chaobomr

If you are working on an ANNSMB hack, you can also just change the values in a hex editor to make every stage night. Here:


.db $22, $22, $0f, $0f, $0f, $22, $0f, $0f ; at 0x2b84...change all the $22 to $0f.


NOTE: That is for a headered ROM. If anyone uses that above on an unheadered ROM, just go to 0x2b74.

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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 03-06-14 05:56 AM, in Super Mario Doomsday (rev. 4 of 03-06-14 06:03 AM) Link | Quote | ID: 155987


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Posted by Chaobomr
Just... where in the ASM do these mnemonics go? I'd like to be able to just quickly locat and insert these opcodes into the ASM, and I don't know where in the code to look.


Mnemonics are like... LDA STA etc. The opcodes are those three-letter mnemonics in hex. Like... $A9 would be to LDA #$__. So right there, we'd be loading an immediate value. You can also have stuff like LDA $00, which is zero page and the opcode would be $A5.

If you got Southbird's SMB3 disassembly (try googling), then go to the "bin" folder, then go to the prgs and basically find what you need to and go from there. The ones above are from prg003 prg010 and prg014. Control+F helps you find stuff fast in Notepad++. Be sure to minus $FF for every extra byte that you add. In SMB3, each bank is $3FFF bytes (4000) and cannot exceed that. You can also do bankswitching. (LDA immediate and a JMP.)

EDIT: For example, say you want to fix the bubble code REALLY fast. Find it in the prg I marked, add the ADC #$03. ADC is add with carry. It is immediate so it adds 2 extra bytes. Find the $FF at the end of the prg file and minus 2 from them. When you're ready to assemble, go to the "bin" folder and double-click on the make.bat. Then, compare the changes to an unedited smb3 prg1 ROM and rip the changes within the bank in a hex editor. That's what I did with my SMB3 Extended when I fixed glitches and added the beta ghost house. Easy.


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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 03-06-14 07:14 PM, in Super Mario Doomsday Link | Quote | ID: 155995


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Posted by Chaobomr
Alright, I have Southbird (had it for a while, actually) and the ASM can be easily loaded into Microsoft Visual Studio. How do I delete an $FF out of the code? I apologize in advance if this seems like a stupid question.


Oh sorry. For this the assembler takes care of that. You don't need to manually take out the $FFs. I got it mixed up with my SMB1 disassembly where you actually do. Just makes the changes, save and make.bat it like I said and you'll be fine.

Visual Studio? I use Notepad++ because the lines are numbered so when there is an error assembling I can trace the line in question and fix it. I don't do any other programming besides 6502 and Z80 ASM so I didn't know Visual could do the same thing. Cool.

Here is the code for the box-in, too:

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ShaneM
Posted on 03-06-14 10:09 PM, in Super Mario Doomsday (rev. 5 of 03-06-14 10:23 PM) Link | Quote | ID: 155999


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Posted by Chaobomr
The box-in's missing.
I like using various programming languages. It started with TI-BASIC and it just mushroomed from there.


Can you please be more specific when you say "the box-in's missing"?

EDIT: Oh, I see what you mean. You're saying when you assembled that it is missing. Well of course it is missing. That box-in code that I did that I sent you was custom asm code that I restored from the Japanese version. If you want me to, I can include what to do in asm. Do you want it?

EDIT2: Here. But it is LONG and tedious.

EDIT3: The Level intro SFX is stored in prg028.asm. If you want the exact one, I can list it for you.


;use prg030.asm

; Leftover optional code, see below
LDA #$00
STA <Map_EnterLevelFX ; Map_EnterLevelFX = 0
; Defines screen vertical position starts

; NOTE: If the "box out" effect were to be used, needs to sync with BoxOut_ByVStart
GamePlay_VStart: .byte $EF, $00, $00, $EF, $30, $70, $B0, $EF

; This LUTs are for the unused-in-US-release "Box out" effect when a level starts

; This one selects the appropriate init values for everything
; else based on what the vertical start position is...
BoxOut_ByVStart: .byte $00, $30, $70, $B0, $EF ; Needs to sync with GamePlay_VStart

; ORIGINAL VERSION DID THIS (addresses relate to original code!):
; LDA Level_Tileset
; CMP #15
; BEQ PRG030_8BC2 ; If Level_Tileset = 15 (bonus game intro), jump to PRG030_8BC2
;
; LDA Map_UNK713
; BEQ PRG030_8BC5 ; If Map_UNK713 = 0, jump to PRG030_8BC5
;
;PRG030_8BC2:
; JMP PRG030_8CC9 ; Jump to PRG030_8CC9
;
;PRG030_8BC5:
; LDA #$00
; STA <Map_EnterLevelFX ; Map_EnterLevelFX = 0
;PRG030_8CC9:

;all of this stuff is already in the disassembly but it is not active. You see, Captain Southbird disassembled part of it but the US version is completely missing it. The US code is cut. When you add the above, change the JMP location to point to your code from this one:

JMP PRG030_8CB8



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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 03-07-14 03:38 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 03-07-14 03:40 AM) Link | Quote | ID: 156001


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Open the ROM. Mode, pointers. Click on the level. Press the Enter key. Select the level.

EDIT: If you saw my SMB3 extended, I already accomplished that and added all 15 lost levels. I also added some e-levels.

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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 03-07-14 04:15 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 03-07-14 04:17 AM) Link | Quote | ID: 156006


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Posted by kunio1031
Posted by Chaobomr
You go to the pointer and hit Enter. It'll open up a dialog with all the available levels you can point to. EDIT: Basically what shanem said.
On another note, I feel your pain. That's why my hack is currently on stasis.


Something I find that helps a little is to go and play the really good Mario 3 hacks, or just Mario 3 hacks in general. You can get inspiration from what others are doing. I hope everyone likes my hack, so far from what I've done I'm pretty pleased with the game itself. And also Shanem, when you say open the rom, mode pointers, etc...Is this on the map editor or on Workshop?



Since your original inquiry was toward the map editor by beneficii's tool, it pertains to that.

Posted by kunio1031
I do in fact have beneficii's tool for the maps, can you tell me where/how I make the pointers point to?



But, one can also edit level pointers in SMB Workshop, it's all a matter of general preference. Personally, I've edited my SMB3 extended using both tools.

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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 03-07-14 04:21 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 03-07-14 04:23 AM) Link | Quote | ID: 156009


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If you're wanting to do that in Workshop follow my directions:

Open the ROM in Workshop, scroll down past World 8 on the level to select to edit on the left hand side, select "Lost Levels" and there you go.

Remember stages are divided by gfx sets and when assigning it a stage on world map, use the right gfx set. (Each type of level bank is $3FFF bytes long).

EDIT: I see Chaobomr answered the same time that I did. Good luck.

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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 03-07-14 04:50 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 03-07-14 04:52 AM) Link | Quote | ID: 156011


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Posted by kunio1031
And can you guys tell me where each of these lost levels belongs to... In other words, what world each of these lost levels will be going to...

Lost 1-Plains
Lost 2-Plains
Lost 3-Hills
Lost 4-Underground
Lost 5-Dungeon
Lost 6-Ice
Lost 7-Ice
Lost 8-Pipe
Lost 9-Clouds
Lost 10-Clouds
Lost 11-Sky
Lost 12-Sky
Lost 13-Sky
Lost 14-Clouds
Lost 15-Clouds


Well, that's more of a personal choice thing. If you want my opinion, take a look at my SMB3 hack on this board, SMB3 Extended version.

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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 03-07-14 07:30 PM, in SMB1 & SMB2J (2-in-1) (rev. 2 of 03-08-14 08:03 PM) Link | Quote | ID: 156017


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I have a new patch. There was an oversight where I forgot to assign Koopa Paratroopas higher bounce rate to match SMB2J. This has been fixed. SMB2J on Side B is already fixed so nothing on that side changed.


SetBounce:
ldy #$fa ;set a regular bounce rate for all other enemies
lda Enemy_ID,x
cmp #RedParatroopa ;set a higher bounce rate for red paratroopas
beq BnceH ;and green paratroopas that fly
cmp #GreenParatroopaFly
bne BnceL

BnceH: ldy #$f8 ;set player's vertical speed for bounce
BnceL: sty Player_Y_Speed ;and then leave!!!
rts


Patch: 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?

ShaneM
Posted on 03-08-14 04:16 AM, in ShaneM's ANNSMB Hack (It's Here!) Link | Quote | ID: 156023


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Posted by XTTX
looking forward to this! Your work is top notch and much appreciated that you share these hacks with us.



Thank you. I have Chaobomr beta testing this thing, now. Also, check the original SMB1 thread, I fixed something that I originally I oversaw.


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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 03-08-14 06:11 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156025


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Posted by kunio1031
Posted by Chaobomr
Posted by kunio1031
And where are these tables sir?
In my computer. I want to see what all the "weird" blocks are before uploading. I'll let y'all know when that happens.


Sounds good, keep us posted.. Also, when you go to that map editor program and you turn on the pointers. Are all the pointer spots where levels have to be/would need to be if you wanted to say...have a pointer point to a lost level. I'm just trying to figure out where I want each of these lost levels to go to....


If you mean clear spots on the map then yes, it is safe. Just make sure you don't completely fill the board or else Hammer Bros will be stuck in a loop (as they land only on blank spots).

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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 03-08-14 08:25 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 03-08-14 08:28 AM) Link | Quote | ID: 156027


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Posted by kunio1031
Posted by shanem
Posted by kunio1031
Posted by Chaobomr
Posted by kunio1031
And where are these tables sir?
In my computer. I want to see what all the "weird" blocks are before uploading. I'll let y'all know when that happens.


Sounds good, keep us posted.. Also, when you go to that map editor program and you turn on the pointers. Are all the pointer spots where levels have to be/would need to be if you wanted to say...have a pointer point to a lost level. I'm just trying to figure out where I want each of these lost levels to go to....


If you mean clear spots on the map then yes, it is safe. Just make sure you don't completely fill the board or else Hammer Bros will be stuck in a loop (as they land only on blank spots).


So, if I'm reading what your saying right is that the hammer bros. need to land on a spot that is or isn't a pointer space? So the total amount of pointers that I count on the world 1 map, not including the toad houses, fortress, bonus game, start space or King's Castle is 15. And that was me not counting the hammer bros space either as well. I'm just trying to gauge a number here, because I want to release a 2 world demo for my hack so you guys can see what's up with it. And I think the number of levels I wanna put in the first world map is 11-12. This is including what lost levels I wanna put in that world as well. I also wanna try to make that extra dungeon into another dungeon in the first world if possible. If not, I can always throw it into another world instead.


Basically, I'm saying the Hammer bros will never land on a tile with a level number, mushroom house, fort, castle or pipe (those strips in between levels is what they land on and they have pointers that can be used). So, they only land on the ones in between (blank ones). Those you can use, but if two hammer bros land on the same one you'll be caught in a loop. Try to at least leave some blank ones to give them room.

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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 03-08-14 09:42 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 03-08-14 09:47 AM) Link | Quote | ID: 156029


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You just enter the Level and Enemy Data offset for the pointer you choose to replace. Also be sure to use the correct GFX set accordingly.

EDIT: The best way to learn stuff and become a skilled hacker is to try stuff instead of getting all the answers. It's probably best to try stuff and ask only if you get stuck. By asking for the answer to every little question you are only robbing yourself of experience. Anyways, I'm here if you get stuck.

____________________
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 03-08-14 08:02 PM, in SMB1 & SMB2J (2-in-1) (rev. 5 of 03-13-14 06:10 AM) Link | Quote | ID: 156032


Snifit
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Since: 02-17-14

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Here is the new and final IPS patch. It corrects 1-1 to make it closer to the original and the 6-1 flagpole. I declare this a finished project and will not be posting on this thread furthermore unless I decide to share some code or answer any posts on here. Enjoy it as it is 100% stable and 100% quality guaranteed.

SEE BELOW POST FOR LATEST PATCH (03/13/14)

____________________
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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