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Mari42
Posted on 06-16-17 11:10 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 165706


Red Paragoomba
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Posted by XAIXER
Ok.



Are you going to do the transport and block movement tutorial on my doc that I did?

Mari42
Posted on 06-20-17 06:10 AM, in General SMB3 Hacking Thread (rev. 2 of 06-20-17 06:11 AM) Link | Quote | ID: 165717


Red Paragoomba
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Posted by Skirdus
Hey all! Pretty new to this hacking business, at least when it comes to SMB3, but I think I've been getting the hang of it!

I've been trying to implement a Boss Bass enemy in the World 1 dungeon level, and I want it to be behind the still water graphic when submerged (like in World 3-3 and 3-8 of the original). Would it be possible for me to have that? And on the subject, would it be possible to modify a level so that certain tiles move up and down while others (ideally water tiles) remain relatively stationary, like in the aforementioned levels?

A comparison between the two:



Thats only if you have an autoscroll generator that can allow for the water to be in priority. You set up "D3 00 50" in hex editor for your sprite.

Mari42
Posted on 06-20-17 06:42 AM, in General SMB3 Hacking Thread (rev. 4 of 06-20-17 06:44 AM) Link | Quote | ID: 165719


Red Paragoomba
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You have to put that in the beginning of the sprite coding, or you might as well to re-add the sprites again in order to make it appear and kinda move the bass up a bit. One of those 2 will be a good idea to do that.

Mari42
Posted on 06-20-17 06:55 AM, in General SMB3 Hacking Thread (rev. 3 of 06-20-17 07:08 AM) Link | Quote | ID: 165721


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
You have to put that in the beginning of the sprite coding, or you might as well to re-add the sprites again in order to make it appear and kinda move the bass up a bit. One of those 2 will be a good idea to do that.

Well, I ended up changing the 50 in "D3 00 50" to a 51 (this was how the autoscroll sprite was apparently set up in 3-8) and it got the blocks moving on their own! So in any case, my problem is resolved. Thank you for the help! ^^


No problem. That was from 3-3 but its good that it can resolved to generate the water to move itself from 3-8. So, you're welcome. BTW, im doing an custom autoscroll so let me know if you want me to set things up for ya.

Mari42
Posted on 06-20-17 07:09 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165723


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus
Posted by Mari42
You have to put that in the beginning of the sprite coding, or you might as well to re-add the sprites again in order to make it appear and kinda move the bass up a bit. One of those 2 will be a good idea to do that.

Well, I ended up changing the 50 in "D3 00 50" to a 51 (this was how the autoscroll sprite was apparently set up in 3-8) and it got the blocks moving on their own! So in any case, my problem is resolved. Thank you for the help! ^^


No problem. That was from 3-3 but its good that it can resolved to generator the water to move itself from 3-8. So, you're welcome. BTW, im doing an custom autoscroll so let me know if you want me to set things up for ya.

So I checked, and I think it wasn't the 51 that did the trick, but rather the fact that I had scrolling set to "vertical" instead of "horizontal, scrolls up when flying" ^^; I actually started experimenting with the scrolling for a bit, and it accomplishes some pretty neat stuff!

I'll probably end up experimenting with custom autoscrolling patterns eventually, so the help would definitely be appreciated!


I'll help you out. I did it alot.

Mari42
Posted on 06-24-17 11:25 PM, in General SMB3 Hacking Thread Link | Quote | ID: 165731


Red Paragoomba
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Posted by Porsche345
I have a problem with level 7 in my hack.

When I play this level and die, the level 7 will change to the "Luigi finished" tile so I cannot replay the level again. This has only happened to me on level 7, if I die in any other level I can play it again like normal.

Has anyone had this problem before?


So, what you want to do? Do you want to replay the levels when completed the level?

Mari42
Posted on 06-26-17 05:00 AM, in General SMB3 Hacking Thread (rev. 3 of 06-26-17 05:05 AM) Link | Quote | ID: 165735


Red Paragoomba
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Posted by Skirdus
I'm currently editing the "Dungeon Spike Room" level of World 1. The "Goto next area pointed from level" icon is greyed out even though I have a pointer item properly set up, and when I go through the door, it gives me a black screen (music keeps playing though.) Any idea why this is happening and/or how to fix this?


You suppose to add the 3-byte object bank 7 which is the pointer, and note that you suppose to put the range where you put the pipe/door for the X position. For example, if the pipe is "8C" then the range will be "80-8F"

Mari42
Posted on 06-26-17 06:17 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165737


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus
I'm currently editing the "Dungeon Spike Room" level of World 1. The "Goto next area pointed from level" icon is greyed out even though I have a pointer item properly set up, and when I go through the door, it gives me a black screen (music keeps playing though.) Any idea why this is happening and/or how to fix this?


You suppose to add the 3-byte object bank 7 which is the pointer, and note that you suppose to put the range where you put the pipe/door for the X position. For example, if the pipe is "8C" then the range will be "80-8F"




Yeah, I did all that, like I did for other levels that used pipes/doors, but it still doesn't show this one as being connected to another area for some reason. I don't know why that is. The dungeon rooms for other worlds seem to work fine, but I don't see any difference between the way they're set up and the way this one is...




Did you refresh? If not, then give me your level so I can address that.

Mari42
Posted on 06-26-17 06:25 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165739


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus
Posted by Mari42
Posted by Skirdus
I'm currently editing the "Dungeon Spike Room" level of World 1. The "Goto next area pointed from level" icon is greyed out even though I have a pointer item properly set up, and when I go through the door, it gives me a black screen (music keeps playing though.) Any idea why this is happening and/or how to fix this?


You suppose to add the 3-byte object bank 7 which is the pointer, and note that you suppose to put the range where you put the pipe/door for the X position. For example, if the pipe is "8C" then the range will be "80-8F"




Yeah, I did all that, like I did for other levels that used pipes/doors, but it still doesn't show this one as being connected to another area for some reason. I don't know why that is. The dungeon rooms for other worlds seem to work fine, but I don't see any difference between the way they're set up and the way this one is...




Did you refresh? If not, then give me your level so I can address that.


Yeah. I've tried a bunch of stuff, and nothing seems to be working. The level is World 1's "Dungeon Spike Room". The door back to the main level works just fine in the original, so I'm not certain as to what the problem is here.


Give me your level. I'll address that.

Mari42
Posted on 06-26-17 06:39 AM, in General SMB3 Hacking Thread (rev. 3 of 06-26-17 06:45 AM) Link | Quote | ID: 165741


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus

Yeah. I've tried a bunch of stuff, and nothing seems to be working. The level is World 1's "Dungeon Spike Room". The door back to the main level works just fine in the original, so I'm not certain as to what the problem is here.


Give me your level. I'll address that.

Oh, yeah, here's the ROM:
http://wikisend.com/download/174808/Super_Mario_Bros._3.nes


Ok, be sure you take the link out because we don't allow to post ROM's in here for any illegal percussion.

Mari42
Posted on 06-26-17 06:54 AM, in General SMB3 Hacking Thread (rev. 2 of 06-26-17 06:55 AM) Link | Quote | ID: 165743


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
Posted by Skirdus
Posted by Mari42
Posted by Skirdus

Yeah. I've tried a bunch of stuff, and nothing seems to be working. The level is World 1's "Dungeon Spike Room". The door back to the main level works just fine in the original, so I'm not certain as to what the problem is here.


Give me your level. I'll address that.

Oh, yeah, here's the ROM:
http://wikisend.com/download/174808/Super_Mario_Bros._3.nes


Ok, be sure you take the link out because we don't allow to post ROM's in here for any illegal percussion.

Mhm. The host site takes down the file automatically after a given time, so it's all good.


I know why now! You forgot to change the address for the next pointer. For somehow you didn't change the pointer for next level for the objects and enemies.

Mari42
Posted on 06-28-17 04:46 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165746


Red Paragoomba
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Posted by Skirdus
Posted by Mari42
I know why now! You forgot to change the address for the next pointer. For somehow you didn't change the pointer for next level for the objects and enemies.

Ah, that did it! Thank you kindly


You need help with custom autoscroll or do you want the address of it?

Mari42
Posted on 04-12-18 05:34 AM, in General SMB3 Hacking Thread (rev. 17 of 06-13-18 02:31 PM) Link | Quote | ID: 166305


Red Paragoomba
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Wow, Quickquirly that looks amazing, and thanks for the ending and warp zone info! I have the new information I would like to add but its pretty decent!

New info for World 5 map function and Custom Auto-Scrolling!

x144E0 World 5 cloud decoration for sprites. (Use 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 to erase the cloud in the OW)

x143EF (Uses for the 2nd screen that defaults Clouds/sky music)


Autoscroll Move End Loop Select

x13944 - World 3-6 / 1-4 (00)

x13945 - World 3 Airship (04)

x13946 - World 6-2 (00)

x13947 - World 5 Airship (04)

x13948 - World 2 Airship (04)

x13949 - world 4 Airship (04)

x1394A - World 6 Airship (04)

x1394B - World 5-6 (00)

x1394C - Unknown??? (00)

x1394D - Unknown??? (00)

x1394E - World 6-7 (00)

x1394F - World 1 Airship (04)

x13950 - World 7 Airship (04)

x13951 - World 8 Airship (Crappy ship) (04)

x13952 - World 8 Battelship (03)

x13953 - World 7-4 (00)

x13954 - World 1 Clouds (Bonus from 1-3) (00)

x13955 - World Coin ship (04)

x13956 - Unknown??? (00)

x13957 - World 8 Tank 1 (00)

x13958 - World 8 Tank 2 (00)


Autoscroll Movement

x13959-1395B - World 3-6 / 1-4

x1395C-1396C - World 3 Airship

x1396D - World 6-2

x1396E-1397F - World 5 Airship

x13980-1398B - Unknown???

x1398C-139A6 - World 4 Airship

x139A7-139B9 - World 6 Airship

x139BA-139BB - World 5-6

x139BC-139CB - Unknown???

x139CB-139DE - Unknown???

x139DF-139E9 - World 6-7

x139EA-139FE - World 1 Airship

x139FF-13A1F - World 7 Airship

x13A20-13A22 - World 8 Airship (Crappy ship)

x13A23-13A28 - World 8 Battelship

x13A29-13A3D - World 7-4

x13A3E - World 1 Clouds (Bonus from 1-3)

x13A3F - World Coin ship

x13A40-13A41 - Unknown???

x13A42-13A44 - World 8 Tank 1

x13A45-13A46 - World 8 Tank 2


Autoscroll Repeat Movements

x13A47-13A49 - World 3-6 / 1-4

x13A4A-13A5A - World 3 Airship

x13A5B - World 6-2

x13A5C-13A6D - World 5 Airship

x13A6E-13A79 - World 2 Airship

x13A7A-13A94 - World 4 Airship

x13A95-13AA6 - World 6 Airship

x13AA7-13AA8 - World 5-6

x13AA9-13AB7 - Unknown???

x13AB8-13ACB - Unknown???

x13ACC-13AD6 - World 6-7

x13AD7-13AEB - World 1 Airship

x13AEC-13B0C - World 7 Airship

x13B0D-13B0F - World 8 Airship (Crappy ship)

x13B10-13B15 - World 8 Battelship

x13B16-13B2A - World 7-4

x13B2B - World 1 Clouds (Bonus from 1-3)

x13B2C - World Coin ship

x13B2D-13B2E - Unknown???

x13B2F-13B31 - World 8 Tank 1

x13B32-13B33 - World 8 Tank 2


An "Autoscroll movement" is what it moves the screen to scroll within different paths, and "Autoscroll Repeat Movement" means thats it contains coding for you set the the timer and speed for the movements of the scroll. Note: This maybe confusing! As you know, I have a bit of experience of how it works when the scroll is functionally possible as much as the game reads the execution of the binary format depending of how its accumulated the action of scroll to change. You might need a notepad in order to follow where you want the scroll to go, but ALWAYS increase you level length before you add any enemies. Otherwise if you have the autoscroll goes further the screen and the enemies are not in the current screen in any position as you added further to any screen, then it is ABSOULTE REASON WHY YOU NEED TO INCREASE YOUR LEVEL LENGTH! As I meant to say its "confusing" as is depending what movements you want to change is what you will see that the numbers were the opposites! On the Autoscroll Repeat Movement part, you could see that:

Biggest number is on the left, and lowest numbers on the right meaning:

Repeatable movement is on the left, and the speed of the movement is on the right!


If the lowest numbers on the left, and the biggest number on the right then it means that:

Repeatable movement is on the right, and the speed of the movement is on the left!


Spoiler:
Autoscroll Repeatable movement is known as the autoscroll timer!


Tips: Always make sure you know what you're doing when you going to make a new scroll in terms of what you know how to make it work as you're reading this tutorial.

Example:
So, lets say you want to edit the autoscroll from lost level 9 to use for world 1 airship (unknown):

04 00 01 00 02 00 00 02 00 01 00 01 00 02 00
Movement (original)

03 08 EE 10 67 10 FF 48 10 67 10 34 10 67 10
Timer/Speed (original) (as I said this can confuse you! So as you can see this. Now the timer is on the left, and the speed is on the right.)

I've edited the autoscroll myself to make it more consumable:

04 00 01 00 02 00 01 00 02 00 01 00 04 00 00
Movement (edited)

00 08 AA 0E 30 10 DF 08 30 0E 9A 08 70 01 30
Movement (edited)

You can try this code to test this out, but also do your levels before doing so! The autoscroll loop means that once the autoscroll stops at the end, then it loops the movement as it count of the scroll as ENDING scroll! For instance "00" disables the autoscroll loop. "03", or "04" goes up and down as it goes on within ending movements.

Example:

x13945 - World 3 Airship (04)

World 3 Airship was defaulted for an autoscroll to loop at the end. So, if I edited this by putting "00" in HxD then that means the autoscroll won't loop as the game functions its coding.

Thats all I can give you for now!

Mari42
Posted on 04-30-18 08:11 PM, in Deleted (rev. 2 of 04-30-18 08:12 PM) Link | Quote | ID: 166337


Red Paragoomba
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Posted by Sephirous
The project has come a long way since my original post.
In fact I forgot I put it here. Lol. :-D

Right now we are trying to finish up the last touches. Optomon has been very busy with his own stuff etc, So we began trying to juggle the remaining programming that needs to be done either with asking around for anyone that can lend a hand or working on the remaining stuff that Sinis and I can complete on our own.

All that is left to be done is installing new music tracks and importing new bosses we created with new AI etc.










Your work looks fabulous I see!
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