| |||
Views: 88,495,148 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-28-24 04:53 AM |
|
Guest: Register | Login |
Main - Posts by ShaneM |
ShaneM |
|
ShaneM |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 163/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
There is actually a perfect FDS to NES conversion by loopy. Type in Google "loopy's NES SMB2J" and look out for his site (hosted by Comcast). It is perfect in that it is a replica of the FDS version, but on NES. It is MMC3. Don't settle for anything less such as poorly done NES pirate versions. If you need help hacking the NES version, ask me and I can assist you. --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 164/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
The routine "HeadChk" determines collision and the routine "CheckForSolidMTiles" determines whether an object is climable or solid (which draws from data in "SolidMTileUpperExt")
____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 165/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
This is old, but for people still struggling with this, here is how you edit maze data:
In SMB Utility, go to "Tools" "Edit Looping Castle Loop". Now, you see these options: World, Page, V pos, Offset of map page skip data. World = The World that the loop takes place in. $00=World 1. So...let's say you wanted to make a loop for World 5 you'd assign it a $04. They go in order from lowest world to highest. You are limited to 11 loops unless you work through the SMB disassembly by doppleganger, in which case you'd need to edit the data through Notepad++. Page = What page does the loop take place in? See those vertical white lines spaced out? Each of those is a page. Starting at page $00, move on up until you determine what page you want your loop in. V pos = What part of the page does your loop take place in? You can work with top, middle and bottom. These go by $40s. So...if you want to loop at the top you'd do $40, upper middle $80, lower middle $b0 and bottom $f0. Offset of map page skip data = This determines the header of the page skip for which the loop takes place. (Look out for "Page Change", which is stored as enemy data.) This data has values of the header of each (one) page skip behind a loop command. To find these headers, double click on the page skip block. The value with a "H" next to it (i.e., 3FH, 43H, etc.) in the description is the header of the page skip (found at the lower left). --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 166/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by Scar_2468 These are impossible to find online these days. I've had these forever. Though I can just hack them in anytime I want since I know ASM, I understand many people don't, so here you go. From my personal archive library: Aggressive Hammer Bros.: http://www.mediafire.com/download/2w723068l1o1yi7/smb_hb.zip Poison Mushroom: http://www.mediafire.com/download/qq4o8eekzcfu0am/smb_poison.zip Luigi Game: http://www.mediafire.com/download/idwiq8r3hfgc4rd/smb_luigi.zip If anyone needs any more rare SMB1 patches, ask me as I have all of them (I think). If you want to change any of the ones you requested, let me know and I can work some ASM magic for you. --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 167/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
For people wanting to do this today. Very simple ASM modification. Can be done in a hex editor. Just follow this:
--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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 168/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
This is a Nintendo original glitch. It deals with platforms. https://www.youtube.com/watch?v=1nzyWWDYSvc
Here is the fix and what to do in the SMB2J disassembly. (The code that I created I've added a note with my name next to it.)
--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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 169/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by GameGenie81 Okay. To whomever this applies to in the year 2014. Two ways to do this. Both have the same end result. 1) Hex editor. Remove all JMPs and JSRs to "InjurePlayer" (do a hex search for all $20 $2C $D9/ $4C $2C $D9) by NOP'ing them ($EA is the opcode). Then use the SMB disassembly by doppleganger (under Documents on RHDN) and find all the BEQs and BNEs to "InjurePlayer" and NOP the 2 bytes for each conditional statement. 2) ^Similar to one except this one is easier. Just make the above changes to the .asm file and assemble it (preferably with a make.bat that spits out a .lst file). This saves time and effort. These methods are similar to Game Genie but have a more permanent effect. Remember, always back up your files before hacking them. --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 171/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by MikeTechno The point of this is not really to rant or any crap like that. It is to share my view and feelings on the issue at hand. Everything I've shared is fact. This view is to reflect Nintendo from 1985-2007. Modern Nintendo is my linear and consistent than previously. I'm an old school gamer and prefer Nintendo when it was much simpler. Your opinion might differ from mine, but that's the wonderful part of free will and sharing. --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 172/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
I've invented a new enemy to the SMB2J portion of my game. It is only found on World 9 (Fantasy World). I'd like some feedback. What do you all think? I call it Piranha Trio. It's a 3-headed Piranha Plant...I got the idea from Dugtrio.
This'll be in the new build when it's ready. ____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 173/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
@Vanya
Thanks. It is indeed actually more dangerous because this type can pop up even when the player is standing on the pipe. It takes 3 fireballs to completely defeat it. So far, I have 3 in total in World 9. The other new enemy I've created is a two-sided Firebar. It moves 2x the speed of a regular Firebar but does a 720. I call it a Fuller Bar. Will release this build soon. ____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 174/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by Chaobomr Not quite. Here are some pics. One rotates clockwise 2x as fast as a regular Firebar and the other one counter-clockwise 2x as fast, too. Hence the name Fuller Bar (720). It is only found on 4-4 of SMB2J and makes up for the Firebar that never previously loads there. Posted by Insectduel Yes, I have personally played that hack myself. Those are easy to create. Simply change the Piranha's palette in "EnemyAttributeData:" and NOP the "lda #$22" and "sta $00" in the subroutine "InitPiranhaPlant:" ____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 175/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Alright; I'm locking this thread.
@TheYoshiAngel I apologize for some of the harsher responses. But the point is, nobody wants to do this for you for free. Sorry. But the good news: I've provided a way for beginners to learn ASM without needing a background in computer science. If you want it bad enough, give learning ASM a try. And you are free to post technical questions about ASM if you get stuck (though it is so easily portrayed in that thread, you probably won't need to). Have fun and glad to have you with us. http://acmlm.kafuka.org/board/thread.php?id=8035 --ShaneM EDIT: Or, you can use this, http://www.romhacking.net/hacks/1658/ ____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 176/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
You're lucky I like SMB1/SMB2J so much. OP request fulfilled. Thanks for your patience. I've been working harsh shifts at my job so that's why it took so long.
This is VERY sophisticated ASM coding. It is far from perfect but this was hard to do. I made it so the player can only move forward. I've added autoscrolling like SMB3 because the player would get stuck if I didn't. For now, here is the beta. I'll do the final for you sometime. Please credit me if used; patch it to a clean SMB1 ROM. http://www.mediafire.com/download/4keipv5rnd66de8/RUN.ips 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 177/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by MikeTechno I know how to do my job and this can go here in General Chat. You sometimes come across as trolling though I know you mean well. So, I'm not upset. Any other comments let them be about the topic at hand, please. I'd like to keep the forums clean and clutter-free. --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 |
| |||||||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 178/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Since SMB1 is NROM, it is limited to 8000 bytes of binary. Here are some ways to attain over 200 free bytes to add the code (more than enough). Use doppleganger's SMB1 disassembly and assemble with a make.bat file:
Remove residual code. Here are some places that code can be removed, also some other ways to save space; if you follow my advice, you'll get roughly 200 free bytes (note that not everything labeled in the disassembly as 'residual' are really residual; the ones I listed I've proven residual):
Optimize the following routine to get another 32 bytes:
There are many more ways to clear up free space. This next method will get you about 150 free bytes: SMB1 was very wasteful with level data. For example look at this: ^The above leftmost brick can be made to a horizontal brick length 4 and the rightmost brick can be removed (see below). This can be done with various objects in ALL levels/rooms to save space while functioning the same. The above trick can also be done with enemies while function the same, too. See below. Before: After: Notice that I changed it from a 'Little Goomba' to a '2 Little Goomba (V=10). With the above, counting every possible level, you get around 150 free bytes this way. I hope this was helpful instead of having to convert this from NROM to MMC3 and extra routines. 200 or so free bytes is a lot of free space to make many routines. EDIT: Here is another code that can be optimized.
Also, remove anything labeled as "free space" etc. They will always be bytes of $FF. They are scattered throughout the file and will add up to another 20 or so free bytes. Make sure that the assembled binary file is no GREATER or LESS than 32,768 bytes. Whenever you add or minus code, you need to pad it or else there will be trouble. I can tell you are new to this. My advice is use something like Notepad++ that tells you the line numbers for when the assembler shoots out a "value out of range" or a line with an error or what not. Here's one more that's easy to miss. The underwater level has a room pointer to World 3 that's never used. (Room pointers always take 3 bytes). So removing it will give you three more. I just mentioned this because this one was hard to find. But the other wasteful ones are easy. In total, another 33 bytes right here (I took advantage of these in my SMB1 hacks to load the beta tiles I found):
Here's another way to get 55 more free bytes:
In total, if you did everything I told you to do, you've saved near 300 bytes! More than enough to add skid sound. To add the skid sound, rip the code from the SMB2J disassembly by doppleganger. If you can't find it, let me know and I'll assist you. --ShaneM EDIT: Here is the skid code in SMB2J:
____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 179/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by Chaobomr SMD? Uh...what in the world is that??? ____________________ 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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 180/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by Chaobomr The code I gave was for SMB1/SMB2J. I believe the coding is different in SMB3. What I would do if I were you is a Google search for "Southbird's SMB3 Disassembly" and look at the code and go from there. It should be located in the file called "main.asm". But yeah, it's completely different. *Note that SMD is actually short for Sega Megadrive.* --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 181/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Posted by Chaobomr I would assume because it wasn't as popular as Nintendo thought it would be and Nintendo may have thought it wouldn't sell well elsewhere. Plus, FDS has a lot of hardware issues such as belt issues and RAM adapter malfunctions. Some FDS games were ported to NES such as Zelda. But the FDS and even Famicom versions are sublime in that Pols Voice can be destroyed with the microphone, something our controllers never came with. Also, SFX were better on the FDS. --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 |
| ||
Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 182/285 EXP: 293545 Next: 14565 Since: 02-17-14 Last post: 3139 days Last view: 2654 days |
Chaobomr PM'd me with a good question. So I'm also posting the response for the general public, too.
When using the the SMB3 disassembly by Southbird, whenever you run across an ADD, it's another way of saying CLC then ADC with an immediate value. BLT is another way of saying BCC. So if you run across these treat them as such. Example:
--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? |
Main - Posts by ShaneM |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 134, rows: 166/166, time: 0.229 seconds. |