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Mari42
Posted on 02-05-16 05:11 PM, in General SMB3 Hacking Thread (rev. 2 of 02-05-16 05:23 PM) Link | Quote | ID: 162726


Red Paragoomba
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Hey, I was doing an idea of making the SMB3 tileset for "Anchor Away" such as the "ground" for the tank/ship graphics. This is what I was doing as you can see the image below. But, the issue is the status bar palette is what im concern about changing for the plain tileset to be orange which is difficult, because it sticks to light blue for the ground tileset. So, the tileset was replaced by the black tiles which I've change the black palette to plain tileset which you see this image of what I was doing.










This tileset is where it was replaced for black palette for each Ship/Tank levels. So, x22D8 and x22D9 is where it was found when I looked at Name Table Viewer through FCEUX. The hex for the PPU Offset was "FC" is where it was placed for set as I viewed the in Hex editor. So, the way it needs to be fix is "FE" where the black tiles (that I may put that there through yy-chr) can fit into that graphical set for the Big cannon, and the BG for Koopa Boss Room.





The issue is that when I reset, the PPU doesn't change the way how it suppose to be as I saved in Rom file. How does that work? Is it worth of ASM that is regard to what it has to be to change the PPU numbers in hex editor?

Mari42
Posted on 02-05-16 08:34 PM, in General SMB3 Hacking Thread (rev. 8 of 02-07-16 08:15 PM) Link | Quote | ID: 162730


Red Paragoomba
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Posted by Quick Curly
Greetings, Mari42. It's awesome that you're working on an SMB3 hack!

It seems that you were trying to modify the PPU Memory directly. However, changes to the NES Memory and PPU Memory aren't permanent. What you want to modify is the ROM file itself.

The beginning of each Object Set ROM bank has tile definitions to determine which graphics are used to draw out the objects.

The Ship Object Set ROM bank is from 0x2E010-0x3000F (0x2000 bytes in hex). The tile definitions for Ship levels are at the beginning of the ROM bank.

0x2E010-0x2E10F (0x100) - Top-left corner tiles
0x2E110-0x2E20F (0x100) - Bottom-left corner tiles
0x2E210-0x2E30F (0x100) - Top-right corner tiles
0x2E310-0x2E40F (0x100) - Bottom-right corner tiles

Let's look at the tile values that are used for the big pipes that you've been trying to change.

Left Pipe         Right Pipe

68 69 64 65 64 65 68 69
78 79 74 75 74 75 78 79
FC FC 66 67 66 67 FC FC
6A 6B 76 77 76 77 6A 6B

In the ROM file, these are the values that are used to display the pipe object.

Left Pipe

[0x2E039] [0x2E239] [0x2E038] [0x2E238]
[0x2E139] [0x2E339] [0x2E138] [0x2E338]
[0x2E03B] [0x2E23B] [0x2E03A] [0x2E23A]
[0x2E13B] [0x2E33B] [0x2E13A] [0x2E33A]

So, by modifying these values, the changes that you want to make will be permanent. Best of luck!


Never mind. Finally fixed. Thanks Quickqurly.


Mari42
Posted on 02-09-16 06:02 PM, in General SMB3 Hacking Thread Link | Quote | ID: 162745


Red Paragoomba
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My New Progress:



Changes a few with the palettes and my name. :\



New Level 1-1



New Level 1-1 bonus



Level 3 into water level!





Level 1-4 into desert level. (Short Level, really)









With a boomerang on the way. LOL. XD



New ending for level 1-4





Thats all for now. I'll post more when I get a chance to put more custom levels for each world. ;D Not sure what my hack will be named yet, but I'll think about it sooner.

Mari42
Posted on 02-09-16 08:20 PM, in General SMB3 Hacking Thread (rev. 4 of 02-10-16 05:17 PM) Link | Quote | ID: 162748


Red Paragoomba
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Because, im using VirtualNES. It does that sometimes when im using an accurate emulation like FCEUX is what I recommended myself to use but not so much.

(Edited: New screenshot) Anchor Away tileset changed to an unused 4-bytes tileset of weird quicksand to plain tiles.


Mari42
Posted on 02-12-16 04:40 AM, in General SMB3 Hacking Thread (rev. 2 of 02-12-16 04:43 AM) Link | Quote | ID: 162759


Red Paragoomba
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New World 1 map for my demo version:





New progress:













This can be very challenging with many cannon's, and there is more before the boss according to the pipe you saw on the picture above. So, this will be my first demo for this rom hack that im building into this for the first time. This demo will be for world 1 demo until then I will consider to dissemble my ROM hack for a bigger changes including SMAS as well such as ASM.

Mari42
Posted on 02-28-16 11:09 PM, in General SMB3 Hacking Thread (rev. 4 of 05-20-16 06:01 PM) Link | Quote | ID: 162862


Red Paragoomba
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Its possible to change the plain tiles to SMB2 tiles from level 1-1 to make this look neater. Its pretty possible, isn't it?

Edited:

FINALLY

This was very first attempt doing my rom hack as a demo. I've made changes the object data for each level considering with water, giant, and desert levels! However, in the full version, there will be alot of changes to assemble which confuses me the most as I've used to it to find all the data was gathered as this game is functional that way as I've hacked this game. So, anyways here is the screenshot:



New Title Screen! ;D



1-3 Outside Area



1-3 Water level





1-4 Desert level





1-4 Ending



1-F new level/palettes. Really contrasting colors.

Use PRG0 to play this demo version. Enjoy. The full version will be coming soon with new graphics, world changes, etc.

http://acmlm.kafuka.org/uploader/get.php?id=5016

Mari42
Posted on 03-04-16 12:14 AM, in General SMB3 Hacking Thread (rev. 2 of 03-04-16 12:15 AM) Link | Quote | ID: 162880


Red Paragoomba
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Posted by Hamtaro126
Mari42: This really looks like a good hack with a lot of improvements, You can also add MMC5 to your hack and have more sprite graphics if you wanted to.

Otherwise, Great Work!


I want to know how to add the sprite in ASM tho, but thanks for your comment. I might need to fix some that I probably forgotten that I've test my my rom hack as I've did it many times. I have to fix the fortress, because it has too many sprites for small regions. Separating the airship pointers, fix the collision from 1-3, and deleting the original object and enemies.

Posted by Insectduel


So NTSC music is no longer gives you content ID match. Oh well, I still like Rokko Chan BGM.

Code inspired by Googie on his Mario Time Flies hack but I slightly modified and copied from SMW's code database. I noticed that the code Googie uses only uses INC and the rest are NOP's which is useful but not programmed properly. If you want the code it's provided below. I can be used whether you grab coins (unless you create a new coin), P-Switch, Enemy Stomps and more. Remember to start with JSR on a certain address.

Assembler Example Alias   HEX         Description


LDA addr AD EF 05 - Timer for Middle Digit
CLC 18
ADC #const 69 02 - Timer Increase by number of actions
CMP #const C9 0A
BCC nearlabel 90 05 - Go to STA addr
SBC #const E9 0A
INC addr EE EE 05 - If 2nd digit pasts 9, First digit increases by 1.
STA addr 8D EF 05 - Timer for Middle Digit
RTS 60



I can basically make this to a coin transfer to an empty block, so they can switch one to the another. I like this idea that I would this one in my hack, because its easy to change it assembly if I know how to in hex editor.

Mari42
Posted on 03-12-16 10:49 PM, in General SMB3 Hacking Thread Link | Quote | ID: 162905


Red Paragoomba
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Posted by nambona890
So, I'm stumped right now.
I'm trying to insert custom music, but I can not find any info on how to do so.
I've used the new music format patch, and I've inserted the music into slot 21, all according to the "ips instructions" text file. I've tried changing it in the .lvl file to "33", but then it won't compile. Also, starting a game just makes the screen go bright yellow with the music inserted. The music is at least working, though (tested with $4F5 in RAM).
What is the secret on doing it?


hmm... you were using the hex editor, right?

Does anyone familiar with mmc5? Because I'm not really sure. I really wanted to add sprites for overworld/levels but there is something that I'm not sure what it can do when I have bunch of freespaces.

Mari42
Posted on 03-21-16 08:19 AM, in General SMB3 Hacking Thread (rev. 4 of 03-21-16 09:06 AM) Link | Quote | ID: 162948


Red Paragoomba
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If anyone wants to see a brand new auto-scrolling I've been edited for hours and made a different scroll, then you can see the videos below of how I've done it.







I've founded the autoscroll pointer that I can perform for my update, but this is the custom level I wanted to show you all of how I've came with this idea, and I've written the address of what data the scroll is that came from SMB3 dissembly. So, for SNES it looks different as you can tell how I ported that and tested to see if the scrolling are different, because for SNES it has a different values to it. So, if you need the address, and what number the scrolling value was I'll tell you. Because, not any SMB3 hackers have mention this of what I am looking for this for this method.

1st /2nd video - That is first one I've started changing the scrolling values using World 7 Airship to a different scrolling method.

3rd video - The backwards scrolling is unused, but can related to SMA4 as this proceed of how this referenced that I've tested this, and it took hours to find out how make it right depending how many times you wanted it to scroll, and how many you want the scroll to repeatedly until it changes. So, for that I used it as "Unknown" autoscroll number 9. The 1st video is where I've started changing values through hex editor as the data was founded for me to change that goes together of how its done precisely.

Mari42
Posted on 05-20-16 12:14 AM, in SMB3 4th run (Progress) for next demo! (rev. 2 of 05-20-16 12:38 AM) Link | Quote | ID: 163102


Red Paragoomba
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This is my first release demo hack I've never published for my own self as of now I'm working in solo. So, this version I've worked so much only for World 1 and its been a year since I've been stop doing this project for so long and I've been doing some hex editing to put more levels in the different spot for each world which that may be for the next demo after this one. Of what I've made my progress so far I've added/changed:

- Hammer Bros. 1&2 to a different object from hilly to plain with a different form with 2 Hammer Bros.
- Looping autoscroll for World 1 airship.
- Traditional ship level after autoscroll segment including the palette changes.
- Plain tiles (Ground tiles) in Anchor Away.
- Mushroom House to the different spot on World 1 map.
- In level 3&6 includes water levels.
- Fortress with a different palette, and less sprites due to the sprite limitations on screen as I've tested.
- 1-5 underground to giant level with different palettes.
- Airship Retreat Point in 3 or (5?) different spots.
- World 1 included underground bonus area.

Screenshots:





























Spoiler:
Level 1-6 upward pipe is added where the blooper (with babies) is and "R" represent reset once you entered the downward pipe, so you can start over again to get to the underground bonus area.




Hammer Bros. 1&2 (Hammer bros. 2 requires different sky palette with 1-up)





A boring black ground object to a new plain object using with unused quicksand. How convenient!







And that's the end of it! XD

The 3rd run will be released sooner, but right now I'm taking my time to commit my ROM hacks to add more levels in each world so you all can have fun playing this game.

ROM Hack Release:
SMB3 4th Run DEMO v0.1

Mari42
Posted on 06-01-16 04:39 AM, in SMB3 4th run (Progress) for next demo! Link | Quote | ID: 163201


Red Paragoomba
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Progress for my next demo:

I made a few changes for my ideas as I've gathered my info that will switch to a brand new world except world 8 will be change, but not with the palettes.

Changes:

World 1 - Grassland (as usual)

World 2 - Sea world

World 3 - Ice World

World 4 - Sky world

World 5 - Pipe World

World 6 - Desert World

World 7 - Giant World

World 8 - Bowser World (as usual)


Images:

World 3 - Ice World




World 4 - Sky World (Cloud tiles animation)


World 3 - I've change the animation rate/palettes. So, this one is taken from World 6 palettes that way I change the colors that is darkest to light from
Spoiler:
blue to white
.

World 4 - I've been doing some hex editing/graphics to make the clouds to be animated, but its hard to find the tiles to replace in yychr. So, I draw to make an clouds to be animated unlike SMAS, but it animates the question block from the tank objects. For that, the tiles will exchange to unused animated tile set for question block in Tank objects.

To do :

- Change music/pointers/palettes/animation rate for the rest of World maps.

- Do more levels.

- Customize Auto-scroll.

- Replace tiles from the Object ROM Bank.

That's all what I will do until I make a full release! ;D

Mari42
Posted on 06-11-16 09:57 AM, in SMB3 4th run (Progress) for next demo! Link | Quote | ID: 163278


Red Paragoomba
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Posted by MegaEliteGamers
Looks cool. I liked 4th Run and it was good.


Oh.. you going to see more. ;3

Mari42
Posted on 07-07-16 06:32 AM, in General SMB3 Hacking Thread (rev. 3 of 07-07-16 06:33 AM) Link | Quote | ID: 163447


Red Paragoomba
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im working on custom ending in progress.

Mari42
Posted on 07-14-16 09:10 PM, in General SMB3 Hacking Thread Link | Quote | ID: 163482


Red Paragoomba
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Posted by Hamtaro126
Posted by Mari42

(spoiler image)

im working on custom ending in progress.


I see that you're doing a great job, But showing it may be a bit of a spoiler.

And it's been a while, How is your fun with the MMC5 doing (unless MMC3 is still being used)?


Kinda pretty hard to switch something,... im guessing

Mari42
Posted on 08-05-16 08:31 PM, in General SMB3 Hacking Thread (rev. 3 of 08-05-16 08:34 PM) Link | Quote | ID: 163699


Red Paragoomba
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Posted by Googie
So I got the SMB3 Title Screen Editor, can some tell me how to change the 1 Player Game, 2 Player Game and the year with the editor? Or Do I have to use a hex editor?



I wanna get rid of the words so it can say "Press Start" Thanks... ^^



Yes, you can use hex editor.

The text address for 1 player text - x032B12 and 2 player text - x032B22.

Posted by DahrkDaiz
Disable 2 Player Mode
0x30C65 -> Make this A9. This is simplest way to hack this.


I hope this works you out.

Mari42
Posted on 11-08-16 03:06 AM, in General SMB3 Hacking Thread Link | Quote | ID: 164549


Red Paragoomba
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I can do that! I've done it once for myself to find the spot for the graphics to be animated.

Mari42
Posted on 11-12-16 06:46 AM, in General SMB3 Hacking Thread (rev. 7 of 11-12-16 06:53 AM) Link | Quote | ID: 164584


Red Paragoomba
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0x15102 - Keeps world 8, and 5 from scrolling to the next page of the map. To enable use this code if you use hex editor:
Spoiler:
AD FF FF FF FF FF FF FF FF F0

If you don't want world 8 to scroll to the next screen, but enable only for world 5:
Spoiler:
AD 27 07 C9 07 F0 33 C9 07 F0


Just to give you a heads up if Quickqurly didn't mention it.

Mari42
Posted on 11-16-16 07:59 AM, in General SMB3 Hacking Thread (rev. 2 of 11-16-16 09:58 AM) Link | Quote | ID: 164597


Red Paragoomba
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Posted by Dracula X
I was wondering have anyone was able to add the animation to world 5 map like they did in Super Mario All Stars? The animation for world 5 map on NES version is a little glitchy.


You looking for animation? I know how to do it. I did it before.

Its x17C40 that keeps world 5 from being animated. For that you put "FF FF FF" to make it animated as normal, but I made the tiles from SNES converted to NES as I know what the exact tile is. Check it out! I used AgenTer's patch because he fix bunch of bugs, added sfx, etc.


http://gph.is/2fV30Ku

Mari42
Posted on 12-06-16 03:58 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 164639


Red Paragoomba
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Just to show off that I've done my first elevel for the past 3 days since I got involved doing this, and its a pain to change but it works for scratch when I have customized this using Classic 1-1 to my different custom level. So, this one is promo level and its my first time edited this to an easy level.












Mari42
Posted on 12-07-16 05:02 PM, in Super Mario Bros. 3: A New Journey (v1.1) (rev. 3 of 12-07-16 05:08 PM) Link | Quote | ID: 164645


Red Paragoomba
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Posted by DurfarC
Posted by AlanJacobs
Posted by DurfarC
Also, I'm still puzzled with World 8s first dungeon. In the final hallway with, among other things, a P-switch to the very left and the two pipe Ptooies (the pirahna plants with spiked black balls above them), what is the "official" solution to get through this particular room? At the end of the hallway you need to use a koopa shell to break the bricks, but from what I can see it is virtually impossible to get a koopa shell that far before it wakes up again AND without loosing it to the final fire piranha plant, unless you're Raccoon Mario. I know you can get the leaf early in that dungeon, but it's easy to lose it on the way, and the question mark block near one of the pipe ptooies contains a flower, not a leaf. This is rather a question of curiosity though, and not a suggestion for change: I just wonder if I'm missing something.


I used to do that trick, and it work for me. Because, then the Koopa shell didn't wake up as soon as I've gone to the pipe as quick as the p-switch stopped. Of course its impossible, but its how he made the levels pretty hard, because its about puzzles that is kinda related to kaizo regarding of what you know of what solution that you might being able to reach to pipe to get to the end. So, I assuming you figured it out, but know how hard it is of how he made his level design of how that can be kinda kaizo related at some point. Therefore, you have to grab a koopa shell, run to the pipe where the Red Piranhna Plant was, wait for the Koopa to come out, then stomp on the Koopa shell to go up. Without a Raccoon, or Tanooki suit is what trick is for.
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