Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,556,710
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-07-24 06:23 PM
Guest: Register | Login

Main - Posts by Skirdus


Skirdus
Posted on 06-20-17 04:00 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165716


Micro-Goomba
Level: 8

Posts: 1/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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:

Skirdus
Posted on 06-20-17 06:34 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165718


Micro-Goomba
Level: 8

Posts: 2/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
Posted by Mari42
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.

This actually worked really well, thank you! The only issue now is that the blocks are stationary, but whenever Mario gets eaten, they suddenly begin scrolling out of nowhere. I checked, and this doesn't happen when he dies to other enemies. I'm alright with the blocks either remaining put or dipping up and down consistently, but is there any way to fix this so that they don't change out of nowhere?

Before/after:

Skirdus
Posted on 06-20-17 06:50 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165720


Micro-Goomba
Level: 8

Posts: 3/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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! ^^

Skirdus
Posted on 06-20-17 07:08 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165722


Micro-Goomba
Level: 8

Posts: 4/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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!

Skirdus
Posted on 06-26-17 04:21 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165734


Micro-Goomba
Level: 8

Posts: 5/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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?

Skirdus
Posted on 06-26-17 06:14 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165736


Micro-Goomba
Level: 8

Posts: 6/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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...


Skirdus
Posted on 06-26-17 06:24 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165738


Micro-Goomba
Level: 8

Posts: 7/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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.

Skirdus
Posted on 06-26-17 06:37 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165740


Micro-Goomba
Level: 8

Posts: 8/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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

Skirdus
Posted on 06-26-17 06:51 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165742


Micro-Goomba
Level: 8

Posts: 9/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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.

Skirdus
Posted on 06-28-17 04:23 AM, in General SMB3 Hacking Thread Link | Quote | ID: 165745


Micro-Goomba
Level: 8

Posts: 10/10
EXP: 1585
Next: 602

Since: 06-20-17

Last post: 2505 days
Last view: 2505 days
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

Main - Posts by Skirdus

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 3.756 seconds. (327KB of memory used)
MySQL - queries: 76, rows: 98/98, time: 3.748 seconds.