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AgentTer
Posted on 10-18-15 03:48 PM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 221 of 01-30-16 02:58 AM) Link | Quote | ID: 161504

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Hello everyone! I'll just start off by saying that Super Mario Bros. 3 is my favorite game of all time as it probably is with many of you as well. What I would like to do is fix/tweak some of the things in the vanilla SMB3 game to be more accurate and consistent with how some of the other games are in the series. I am new to the smb3 hacking scene but have learned a few things to get me started thanks to the General SMB3 Hacking Thread and to Quick Curly showing me a few things:
http://acmlm.kafuka.org/board/thread.php?id=5187

I don't have much experience with SMB3 hacking and am currently trying to figure out how to tweak the things that will be mentioned here below. I'm learning as I go and will update this list as the questions are resolved. The goal of this project isn't to create or design new levels/worlds or anything (atleast for the time being) but to create a SMB3 game that is more consistent and can be a good place for anyone who is designing their own rom hack to use as a base to start with (a SMB3 'essentials' if you will). So here is a list of things I have in mind of tweaking to the SMB3 game:

Current progress and working changes added to vanilla SMB3:
-Moved the Y position placement of a few walking enemies down one tile so that they spawn on the ground instead of in the sky to get rid of the 'falling' effect when the player comes in contact with them.
-Added a few of the SMAS tweaks to get rid of collision glitching through walls and such:
*Changed the white block tiles in 5-7 to blue as to prevent a glitch.
*Edited the throwable brick blocks at the end of the level in 3-9 as to how SMAS has them.
*Moved the throwable brick blocks and koopa over to the right slightly in 7-5 as to how SMAS has them.
*Placed a castle wall tile 1 tile above the statues in Bowser's castle to fill in the gaps.
-Recreated the exit part of the world 2-pyramid level from Super Mario Advance 4 so that the structure actually looks like the other side of the pyramid when you are coming out. (Includes p-switch and coins.)
-Added the hidden 1up block at the end of level 3-5 which was seen in Super Mario Advance 4.
-Changed the position of the water level in the right half of 4-4 to be more similar to all-stars.
-Changed some of the world names back to their originals instead of the bland 'X Land'
-Added the white part of Mario's hat to all of the Super, Fire, and Raccoon sprites.
-Changed all super mushroom and 1up mushroom sprites to swap the red/white, green/white color scheme on the top part of the mushroom. (Including cards and bonus games)
-Changed the palette color of the super mushroom in the slot machine bonus game from brown to red.
-Changed the black polka-dots on the world map toad mushroom houses to white instead of black as to be more similar to All-Stars.
-Tweaked the green underwater 'coin' tiles on the world map paths to look similar to the land ones for consistency.
-Tweaked the hammer bros., airships, mushroom houses, etc. sprites on the world map to look more similar to the all-stars version.
-Tweaked a few of the tiles on the world map to connect better with each other (land/water tiles not connecting correctly with each other).
-Tweaked and revamped some other misc tiles inside of levels to either be more similar to all-stars or to fix some oversights in the original game.
-Changed the $ to a coin icon on the stats bar and tweaked the P-meter to look more like All-Stars version.
-Small Mario now uses the small (frog suit) jump sound while all other forms retain the big jump sound to be more consistent with SMB1. (Big thanks to Quick Curly!!)
-Added the jump sound when Mario jumps onto the doomship anchor in the cutscene.
-Obtaining a starman in a level now plays the powerup sound.
-Sliding down a hill now plays the skidding sound.
-Attacking enemies while sliding now plays the kick sound instead of the stomp sound.
-Mario with hammer bros. suit can now slide down hills.
-Touching a super leaf or fire flower as small Mario now turns you into their respective powers instead of Super Mario.
-Fixed a sound effect bug in the original game when grabbing a powerup as small Mario while in Kuribo's shoe in level 5-3.
-Fixed the bug in the original game when grabbing a hammer bros. suit (and frog suit?) while Mario is the tanooki statue. (Grey Mario glitch)
-Fixed the bug in the original game when somersault jumping with a starman while already being inside of a kuribo's shoe and then obtaining a starman and jumping afterwards.
-Added the kuribo's shoe lose sfx to kuribo's shoe disappearing 'poof' at end of the stage goal.
-Getting hit by an enemy while as fire or raccoon Mario now plays the powerdown sound instead of the transform sound and the powerdown timer has been increased to match the timing for when super Mario powers down.
-Changed the powerdown animation for fire Mario and raccoon Mario away from the 'poof' animation into a regular powerdown animation (blinking).
-Getting hit by an enemy while as frog, tanooki, or hammer Mario now plays the lose kuribo's shoe sound instead of the transform sound.
-Added sprout sfx for a super leaf item coming out of a block.
-Increased the starman timer.
-Increased the temporary invincibility timer to be closer to other games in the series.
-Removed the time limit on world map warp pipe levels.
-Changed certain brick blocks which rest underneath of warp pipes/bullet bill cannons into coin blocks so that if the blocks are destroyed, the pipe/cannons won't be floating in mid-air. (Mainly the World 5 tower level outside areas and World 5-7)
-Changed the world 2 king's animal form away from the generic spider and into a hoopster from SMB2 which was seen in All-Stars.
-Changed the world 3 king's animal form shell from white to black as to be more accurate/consistent with other spike enemies.
-Changed the dialog from "Get the Magic wand back from Little Koopa." to "Get the Magic wand back from the Koopaling!" when re-entering a castle before retrieving the magic wand, changed "King of the Koopa" to "King of the Koopas", and a few other text/spelling/punctuation to be closer to the Super Mario Advance 4 version.
-Changed the ending dialog with Princess Toadstool from the joke dialog into the more serious dialog shown in the Japanese/Super Mario Advance 4 versions.
-Fixed/changed/updated a few tile placements on the world map.
-Set it so that the 1st mushroom house in world 6 gives out hammer bros. suits again instead of the mushroom/flower/leaf.
-Revamped the dark world Bowser's castle and castle walls tilesets; made them look closer to the All-Stars's version.
-Revamped some of the ending credits tiles; made them look closer to the All-Stars's/SMA4 versions.
-Fixed the hammer bros. suit item sprite that looked like toad.
-Added the lost levels 6 and 7 to the game at the end of world 6 right before the castle.
-Fixed up the lost level 11 and added it to the end of world 1 right before the castle.
-Combined the lost levels 2 (first section) and 8 (first section) into one level; fixed it up, cleaned up the bugs, and added it to the game at the end of world 3 right before the castle.
-Combined the lost levels 9, 10, 14, and 15 into one level; fixed it up, cleaned up the bugs, and added it to the game at the end of world 5 right before the castle.
-Added the lost level 3 to the game at the end of world 7 right before the castle.
-Added music code to the title screen (It plays a random silent sfx for now as a place holder until custom music is added).
-Changed the 1up chest item box sprite in the card bonus game into a mushroom.
-Added eyes to the fire snake sprite.
-Added the boomerang spin sound effect to when hammer bros. and sledge bros. throw hammers.
-Added the boomerang spin sound effect to spikes throwing spiked balls.
-Added the flame/fire sound effect to fireball shooting piranha plants.
-Added the fireball sound effect to fireball shooting nipper plants.
-Added the flame/fire sound effect to fire chomps.
-Added the boomerang spin sound effect to rocky wrenchs throwing wrenches.
-Added the flame/fire sound effect to the lava lotus expelling fireballs.
-Added the airship move sfx to the coin treasure ship on the world map screen when it moves around while retaining the hammer bros. move sfx when no coin ship is active.
-Tweaked the powerup/transform sound effects when using an item on the world map inventory screen to be more accurate/consistent; changed the hammer suit, frog suit, and the p-wing items to use the transform sfx instead of the powerup sfx.
-Changed the wooden tiles into warp pipes for the world 8 airships/ships inside of the boss rooms so it looks like you actually come back out of a pipe instead of randomly from the ceiling.
-Rearranged/swapped the Princess Toadstool end of world 2 and end of world 4 letters to make more sense with their placement after each world. (Thankyou Quick Curly)

--
Things that I would like to change/tweak into the game if possible:
Bug fixes:
-Fix the somersault glitch when jumping while invincible with a starman and climbing up a vine.
-Fix the glitch of carrying an object/enemy while obtaining kuribo's shoe (make them 'defeat' each other instead).
General changes:
-Change the way that Mario loses power suits to be similar to the all-stars/Japanese version (animation similar to losing Kuribo's shoe).
-Add sprout sfx for any powerup coming out the bottom of a note block when jumped on.
-Add raccoon tail sfx while ducking and flying at the same time.
-Add the 'bump' sound for everytime you hit the ceiling or a block from underneath. (This currently only plays when you hit a giant brick block or a ? block/coin block while there are still items/coins in there. Would like to have it also play when Mario hits brick blocks or any ceiling as to be more similar to SMB1.)
-Add a score multiplier for attacking enemies with a starman.
-Fix hammer bros./coin ship sfx code to play both sfx if both entities exist on the map at the same time.
-Add fire/flame sounds to the angry sun when swooping and maybe to the podoboos when they pop out of lava?
-Add the boomerang throw sfx to buster beetles throwing brick blocks and to lakitu throwing spinies?
-Add bob-bomb/cannon sound and earthquake effect when sideways-moving thwomps hit a wall.
-Add jump sfx to jumping enemies? (hammer/fire bros., sledge bros., koopalings, bowser, etc.)
-Fix it so you can jump on upside-down spiny enemies without getting hurt. (I believe All-Stars and/or Super Mario Advance 4 fixed this issue?)
-Fix it so you can stomp on regular enemies (goombas, koopa troopas, etc.) while underwater. (I believe All-Stars and/or Super Mario Advance 4 fixed this issue?)
-Stop the muncher enemies (tiles) from turning into 'used' blocks when hit by something. (I believe All-Stars and/or Super Mario Advance 4 fixed this issue?)
GFX changes/improvements:
-Fix the glitchy bottom left corner area of the screen with the information from datacrystal without messing up the opening or ending credits cutscenes.
-Fix the animation timer and tiles for the world 3 and world 5 map screens so that the hills bounce up and down correctly, the water moves correctly, etc. without messing up other things such as bridges or glitchy tiles.
-Fix the animation timer for some of the doomship/tank levels (coins not spinning, question mark blocks moving too fast or not moving at all, etc.) without messing up any of the tiles or causing glitches.
-Change the door tile into an actual looking door instead of a glowing rectangle? (8-bit version of the all-stars smb3 door?)
-Fix the messed up wrong bottom left corner tile for the level 11+ tiles on the world map without messing up the cloud/other tiles.
-Fix the placements of the tiles in the ending credits showcasing the world maps.
-Possibility of adding the all-stars animations to certain world map tiles that didn't have them in the NES version, such as: the n-spade tiles, (coin) path tiles, sparkly level tiles, etc.
-Possibility of changing the world 2 hammer bros. map sprites into the Super Mario Advance 4 boomerang bros. and fire bros. sprites while retaining the hammer bros. sprites in every other world.
-Possibility of changing the world 4 hammer bros. map sprites into the Super Mario Advance 4 sledge bros. sprites while retaining the hammer bros. sprites in every other world.
-Separate sprites for Luigi.
SFX/Music additions/improvements:
-Possibility of inserting custom music to add SMB1 underwater music to SMB3 title screen (like in the SNES version), the SMB1 princess is saved jingle when defeating Bowser (like in GBA version), and maybe SMB1 castle music to world 8 SMB3 Bowser’s castle level without replacing any of the already existing songs?
-Pause sound to play again when you unpause the game. (Unfortunately I don't think this will work as it seems that the sfx itself is directly linked to the state of stopping/starting the music... The only way I can think of fixing this now is if it's somehow imported into blank code in the game or copied from the existing sfx and placed somewhere else and by giving it its own unique ID so it can be called upon. Instead of having it be $04f7 maybe change it to one of the unused numbers in $04f1 or $04f2 or $04f3 or something... but I have no idea how to do this.)
-Add the kick sfx after hitting a block from underneath with an enemy on top of it which knocks them out. (Might not work for small Mario unless doing the same method as with the pause sound since the kick sound and bump sound seem to both use the same sound bank?)
-Add the jump sound from SMB2 for when hammer bros. and sledge bros. and other enemies jump. (Extract and insert the sfx code from SMB2 as mentioned above?)
-Add the vine climb sound from SMB2 when Mario is climbing a vine. (Extract and insert the sfx code from SMB2 as mentioned above?)
-Add the enter door sound from SMB2 when Mario enters a door. (Extract and insert the sfx code from SMB2 as mentioned above?)
-Add the throw sound from SMB2 for maybe when some enemies throw things? (Extract and insert the sfx code from SMB2 as mentioned above?)

I'm aware that some of these have already been done in other rom hacks before but I'm not sure how (i'm a noob) . If anything that I posted here isn't possible let me know so I can remove them from the list.. If anyone has any other ideas feel free to post them here and/or if anyone knows how to solve any of these or would be willing to give it a shot, it would be greatly appreciated!

--

Update - 10/20/2015: Successfully changed the powerdown sound effects and timers to be more like the Japanese/all-stars/Super Mario Advance versions.
Successfully changed the fire/raccoon powerdown animation. Now to fix the lose suit animation... Also added sprout sfx to super leaf coming out of a block.

Update - 10/23/2015: Successfully added music code to the title screen; set it to a random empty sfx as a placeholder until custom songs are added.

Discovery/Update - 10/28/2015: Sliding byte is at 0x000545. Successfully added the skidding sfx while sliding down a hill and changed the stomp sound into a kick sound when attacking enemies while sliding.

Update - 10/29/2015: Successfully changed it so touching a super leaf or fire flower as small Mario now turns you into their respective powers instead of Super Mario while retaining the Super Mario powerup from super mushrooms.

Discovery/Update - 10/29/2015: Starman timer is set at 0x02821 and 0x010182; fixed and extended the starman timer using it as an item from the world map inventory menu before entering a level so that now both are the same.

Update - 10/30/2015: Successfully added the jump sfx when Mario jumps onto the doomship anchor in the cutscene.

Update - 10/05/2015: Swapped the Princess Toadstool end of world 2 and end of world 4 letters (Thankyou Quick Curly), the 1st mushroom house in world 6 now gives hammer bros. suits again, other random tweaks.

Update - 10/06/2015: Hammer bros. and sledge bros. now have a hammer throw sfx. Fireball shooting piranha plants now have a flame/fire sfx. Fireball shooting nipper plants now have a fireball sfx. Fire chomps now have a flame/fire sfx. Spike enemies now have a sound effect when they throw the spiked balls. Rocky wrench enemies throwing wrenches now have a sfx.

Update - 12/09/2015: Random bug fixes/tweaks/enhancements. Added new lost levels to the end of world 5.

Update - 12/11/2015: Random bug fixes/tweaks/enhancements. Added the airship move sfx to the coin treasure ship on the world map screen when it moves around while retaining the hammer bros. move sfx when no coin ship is active. (The hammer bros. sprites/coin ship sprites on the world map bytes are located at RAM addresses $7F17,$7F18,$7F19; value 0B= coin ship)

Discovery/Update - 12/13/2015: Random bug fixes/enhancements. Tweaked the powerup/transform sound effects when using an item on the world map inventory screen to be more accurate/consistent; changed the hammer suit, frog suit, and the p-wing items to use the transform sfx instead of the powerup sfx. Fixed the bug in the original game when grabbing a hammer bros. suit (and frog suit?) while Mario is the tanooki statue. Fixed the bug in the original game when somersault jumping with a starman while already being inside of a kuribo's shoe and then obtaining a starman and jumping afterwards (the starman somersault byte is located at $054F, kuribo's shoe flag byte is located at $0577); And now that this glitch has been fixed, I have added the lost level 3 to the game at the end of world 7 right before the castle. Added the kuribo's shoe lose sfx to kuribo's shoe disappearing 'poof' at end of the stage goal.

--

Here is the link to download the current snapshot of this project (Updated 01/29/2016):
http://www.mediafire.com/download/z78buwew4duxba5/SuperMarioBros3AgentTer.ips

I have played through every level to test the rom and to make sure nothing got corrupted or messed up in any way and everything seems to be fine but if you do encounter any bugs please let me know. Use Lunar IPS to patch a SMB3 PRG1 rom and enjoy.


AgentTer
Posted on 10-19-15 10:18 AM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 10 of 12-12-15 01:38 AM) Link | Quote | ID: 161507

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Sure, here are a few screenshots of some of the changes.

 photo 1_zpskwuqoklf.jpg

 photo 2_zps96oleds2.jpg

 photo 3_zpssvklnnio.jpg

 photo 4_zpsr6bhhnjf.jpg

 photo 5_zpsnsengico.jpg

 photo 7_zpsk9vsexla.jpg  photo 9_zps6u4myxsr.jpg

 photo 88_zpsuvnyc1tj.jpg  photo 8_zpsfhqwg6gf.jpg


AgentTer
Posted on 10-21-15 10:27 AM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 Link | Quote | ID: 161530

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Does anyone have a copy of or know where to find the latest SMB3 text editor v1.6 by Dcahrakos? There's a copy of it here:

http://www.romhacking.net/utilities/281/

but it seems to be an older version v1.0.
Does anyone have a copy of the updated 1.6 with the bugfixes and such?

AgentTer
Posted on 10-26-15 02:16 PM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 16 of 11-03-15 07:45 PM) Link | Quote | ID: 161606

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I've updated and added a link to download the current snapshot of the project near the bottom in the first post.

To add the fire sfx to the enemies we'd need to figure out where and how to break the game and on what frame when the plants spit out the new sprites (fireballs) but I don't know how to break for specific enemies or their routines.. if anyone has any insight or can point me in the right direction of figuring this kind of stuff out or knows the RAM/ROM addresses for the enemies I would be most grateful.

Or let's say that i inject my own custom song into the game, how do i call it within the hex code for a level? how do i point it to that?
AD F5 04 LDA
09 XX ORA
8D F5 04 STA
This can be used to play music but what about if a custom one is added in somewhere else? is there a way to add it to the table?
Same goes for sound effects, let's say i add in a custom SFX or change an existing one that doesn't currently even play anything for example: $04F1 40 doesn't make any kind of sound at all but it still already exists in the code, is there a way to add one in there? Or even replace the Birdo egg shooting noise from SMB2 that isn't even used anywhere in the game? I don't know where to find the sfx in the code to change them.

Also if anyone knows how to swap the order of the Princess Toadstool letters.

If anyone knows how to assist in any of the things listed that I'm still trying to figure out/fix either here or in the first post please let me know.


AgentTer
Posted on 10-30-15 11:02 PM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 3 of 10-30-15 11:05 PM) Link | Quote | ID: 161684

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@Googie Thankyou for the program, I appreciate it!


@Termingamer2-JD I'm going to try to see if I can find the code for it in the Japanese version of the game and maybe it can be copied over... I was able to find what seemed to be a glitched version of the kuribo's shoe sprite fly off of Mario when getting hit before when I was messing around/tweaking hex code but I didn't document it and now I can't seem find it again however I'm going to keep searching. It wasn't exactly what i was looking for though so it's not a big loss. I want to find the outlines of the hammer, frog, and tanooki suits when they fly off Mario when getting hit and how to activate them


AgentTer
Posted on 10-31-15 12:47 AM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 11 of 12-14-15 01:05 AM) Link | Quote | ID: 161687

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Thankyou for taking an interest in this!, it is a US PRG1 ROM. I found it in the same area that determines what happens to Mario when he gets hit, it's right next to the powerdown timer. I changed the values of the following: 0x001A33 and 0x001A34. I was just changing them at random and one of them used a glitched kurbio's shoe sprite. The sprite acted correctly in that it floated up slightly and then fell off the left side of the screen. The original values are 54, 05. I forget what i set both of them to for this effect to occur i discovered it at random and forgot to write it down... maybe it was the correct routine but it used the wrong sprites? here are some other things i found while changing the first byte though:

changing the 54 to --
*51=powerup animation. this is what I ended up using for the powerdown animation while as fire mario or raccoon mario. the powerdown animation itself seemed weird seeing Mario shrink just grow back again so I made it the powerup animation instead. the enemies also stop moving while this is playing out.
53=flashing as if ending the starman timer
55=glitched powerdown while glowing/wrong palette
56=powerdown, you stop moving but the enemies do not
57=changes to mario's kick sprite
59=you can move but the background can't; glitch
5A=glitchy autoscroll
5D=glitched sprites
5F=enemy teleporting glitch
60=random splash effect
63=fall through the floor
71=glitch and fall through the floor
75=splash effect where Mario is
7C=starman comes out of random block
8A=puts Mario behind scenery
FD=king's room glitch
FF=high speed autoscroll glitch

Most of the other ones either don't do anything or freeze the game. So the 05 would have to be changed aswell along with the 54.

AgentTer
Posted on 11-04-15 06:54 PM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 Link | Quote | ID: 161792

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sure quick curly no problem buddy!, you've helped out alot already. I was able to learn the basics of assembly from the code you showed me and I've been going from there with just trial and error. so i already appreciate everything you showed me. yeah, if you do get a chance and would wanna take a whack at some of the things listed to see if you can get them working or have any ideas on where to start let me know!!

hey, thanks hakarl and Termingamer2-JD!, that's what i was going for with this, a PRG2 ROM is a good way of putting it haha. I just wanted to make everything more consistent with the other games in the series. Once this is finished I'll release a separate version without the lost levels added as an option so you can choose to have them or not and probably a PRG0 rom aswell.

AgentTer
Posted on 12-07-15 12:47 PM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 17 of 12-13-15 07:11 AM) Link | Quote | ID: 162096

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Ok, I've fixed up the outside pyramid level to block off the top part of the level so that shouldn't be an issue anymore.

With the "Change the way that Mario loses power suits to be similar to the all-stars/Japanese version (animation similar to losing Kuribo's shoe)." question, I was able to replicate the animation of it flying off Mario again when he gets hit however I still can't find the correct sprites to use for it. I've been trying to reverse engineer what they did in the Japanese version but still no luck finding the correct sprites.

For the specific block codes thing, I was able to locate question mark block and note block code however I still can't find regular tile code for like 'used' blocks or any normal/ground type tileset to add the bump sound when hitting it from underneath. I was able to add the sprout sound to when an item pops out the bottom of a note block when jumped on but it messed up hitting the block from underneath normally and the sprout sound played twice so i took it back out.

With changing certain power up sfxs on the world map inventory, after alot of fumbling around with it I was able to change them as desired. $03F3 is used to determine what Mario's current power up is on the world map screen before it gets transferred to $00ED when inside of the level. The frog suit, hammer suit, and p-wing now use the transform sfx instead of the regular powerup sfx.

The sfx being added to the projectiles has been added successfully (atleast for most of them). The enemy projectiles (hammers, fireballs, etc.) appear to be located at RAM addresses: 0x007fc6-0x007fcd

With the specific enemy checks for enabling jumping on an upside down spiny or other enemy under water, when I edit something it seems to affect every enemy and not just that specific one... can't do that because I would like cheep cheeps and other water creatures to stay non-stompable while underwater... I can't seem to find the specific enemy sub routines...

For the muncher enemies, I basically wanted nothing to happen at all if they are hit with a raccoon tail or shell; to basically act as a regular tile/block and not change form into a 'used' block after being hit. Would like for them to retain their collision and graphics so if they are touched you still powerdown afterwards and they still look the same.

For the multiplier on the starman, I have taken a wack at this one as well but I can't get it to work right... I asked southbird but he uses his disassembly tools which is different from the method I'm using..

The Princess Toadstool letters swap worked perfectly though, thank you.

For copying the sfx data to another part of the code, do you have any idea where they are located and when specific ones start and finish? And if I move/copy it to a different part of the code how do I call it to play once it's moved?


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