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Main - Posts by MapleMario

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MapleMario
Posted on 07-11-09 02:37 PM, in Favorite Card Games? Link | Quote | ID: 110290


Red Koopa
Level: 27

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Since: 04-28-07
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Posted by blackhole89
Being a communist, I used to play this game a lot and even introduced it successfully to some of my German-speaking peer groups.

Funny, I was just going to mention that durak and blackjack were my favorite two.

All hail mother russia!

Screw trading cards, used to play yugioh or whatever, realized it was retarded.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-11-09 09:35 PM, in [Incomplete] First hack in years, need feedback. (rev. 3 of 07-13-09 08:39 AM) Link | Quote | ID: 110301


Red Koopa
Level: 27

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Since: 04-28-07
From: USA

Last post: 5071 days
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Note: I'll only have internet every so often (every week? every 2 weeks? twice a week?) for the next month but on the bright side I'll have access to all my hacking tools. Let's see how I do without tutorials.

Some of you might know me from the original acmlmboard (I was Dario then). I made one crappy hack and started one decent hack, but the one decent hack got completely erased because of, well, technical difficulties.

Anyways, I just finished a possible overworld for world one, which I'm calling Desert Isles in this hack (though the hack itself remains unnamed). The IPS patch is available here, but none of the levels have been edited!


Picture of the aforementioned overworld.
Note: I'm aware of the stray path next to the palm that's next to 1-4. I've fixed it, but I didn't bother to create a whole new IPS/screenshot just for that one discrepancy.
For those who don't want to download the IPS patch, I feel like I need to say that the fortress/lock works properly, and while it is possible to get to the skull left of the entrance, you can't do anything with it, nor can you get to the adjacent fortress. Also, the pyramid is (will be) a playable level.

So, once more, this is in no way a complete hack, and I am just looking for tips with my new overworld.

Possible Storyline: Since Bowser's repeated defeats at the hands of Mario and Luigi, Bowser has grown old and abdicated from the throne. As such, the Koopalings have succeeded Bowser to the throne and now have seized control of the Mushroom Kingdom once more. The airships have been handed down to the Koopalings' children. Looks like a new quest for the heroes of the Mushroom Kingdom!

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-11-09 10:20 PM, in [Incomplete] First hack in years, need feedback. (rev. 2 of 07-12-09 09:33 AM) Link | Quote | ID: 110304


Red Koopa
Level: 27

Posts: 3/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
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Posted by DiscoPeach
It looks pretty decent and promising! It's not too cluttered and it's not too barren, either. Keep up the good work! Post some screenshots of the stages once you finish them!

Also, if the only thing you did was an overworld, I don't think the IPS was necessary, being as the image sufficed. Nonetheless keep it up! Have you done any other overworlds?


Thanks! Well, the IPS was for anyone that doubted my map actually worked, though yeah, it wasn't really necessary. No, I have not done any other overworlds.

I have one question, if anyone can answer it: How do I edit where the pipes in world 9 lead? Is it as simple as changing the pointer to point to a different world/stage, or is there something else that I have to do? I want world 9 to be a "bonus" world, so that in, say, world 3, you get a warp whistle and can go to the warp zone and play two bonus levels, then you get a pipe back to world 3 or some such. Is there a way to do that?

EDIT: If you can answer my question, please post here.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-11-09 10:26 PM, in Poison Mushroom, Running Hammer Bros., and Luigi Game patche Link | Quote | ID: 110306


Red Koopa
Level: 27

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Since: 04-28-07
From: USA

Last post: 5071 days
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If you're doing a SMB hack, wouldn't a graphics edit suffice for a luigi game? If not, what do you mean by Luigi Game?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-11-09 10:34 PM, in Poison Mushroom, Running Hammer Bros., and Luigi Game patche Link | Quote | ID: 110310


Red Koopa
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Since: 04-28-07
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Posted by Scar_2468
I searched everywhere, nothing came up. I tried poison.ips, Luigi Game Patch, Running Hammer Bros., nothing worked.

The Luigi Game Patch turns the 2-player game into a 1-player game where you get to choose to be either Mario or Luigi like in Super Mario Bros. 2 for the Famicom Disk System.


Ah. Hmm. I don't know how ROMs are built (though I do know what assembly is - somewhat) but my best guess would be to locate the title screen code and duplicate the 1-player mario game code changing the needed parameters to make it a luigi game.

Of course, there's a 99.7% chance that I'm looking at it from a completely different perspective than I should be considering that I've never done any type of assembly before and I'm probably giving advice from the viewpoint of a PHP/Java/TI Basic programmer.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-12-09 09:27 AM, in Two questions, World 9 pipes and desert ground (rev. 3 of 07-12-09 03:21 PM) Link | Quote | ID: 110338


Red Koopa
Level: 27

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Next: 4711

Since: 04-28-07
From: USA

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I have two questions, if anyone can answer them:

1. How do I edit where the pipes in world 9 lead? Is it as simple as changing the pointer to point to a different world/stage, or is there something else that I have to do? I want world 9 to be a "bonus" world, so that in, say, world 3, you get a warp whistle and can go to the warp zone and play two bonus levels, then you get a pipe back to world 3 or some such. Is there a way to do that?

2. I noticed that 2-1 and 2-3 have a continuous ground, but it can't be selected. Is there a way to, say, put it in 1-1 (i.e. make 1-1 a desert level) if I changed the object and graphic sets to Desert? Or, instead, should I just use the "weird quicksand" as a ground floor? It doesn't look as good
EDIT: I figured #2 out; I forgot to change the object set to Desert on the level select window.
Yet another EDIT: The level won't stay as a desert level. Any way to fix this?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-12-09 02:53 PM, in Two questions, World 9 pipes and desert ground Link | Quote | ID: 110341


Red Koopa
Level: 27

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Since: 04-28-07
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Ah. Also, I assume for a level/stage I would just change the pointer to the "bonus" stage?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-12-09 07:55 PM, in Two questions, World 9 pipes and desert ground (rev. 2 of 07-12-09 07:56 PM) Link | Quote | ID: 110354


Red Koopa
Level: 27

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Since: 04-28-07
From: USA

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Posted by Quick Curly
Posted by MapleMario
...if I changed the object and graphic sets to Desert?
...
The level won't stay as a desert level. Any way to fix this?
Don't try changing the Object Set of the level. Change the 1-1 pointer on the World 1 Map to 2-1 instead if you really want 1-1 to be a Desert level.


Ah, okay. Thanks. Then I assume the next desert level would point to 2-3, and so on?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-12-09 09:45 PM, in [Incomplete] First hack in years, need feedback. (rev. 2 of 07-12-09 10:32 PM) Link | Quote | ID: 110363


Red Koopa
Level: 27

Posts: 10/126
EXP: 111448
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Since: 04-28-07
From: USA

Last post: 5071 days
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Posted by Quick Curly
The map looks pretty sweet.

Thanks!

Posted by Quick Curly
- The island with 1-1 on it is missing the top-right corner of land, as is the land with the unreachable fortress and skull.

I didn't even see that! Thanks.

Posted by Quick Curly
- See how the water at the bottom of the map sort of blends in with the land? You should use top land tiles (and proper corner tiles on each meeting side) so that it looks right. For a visual of what I mean, check out zbyte's maps. Unlike with his maps though, the land on yours is also right by the 1-1 island, so you'll have to use other proper tiles here as well (i.e. Water 39 [#A8], Water 33 [#A2], and Water 40 [#A9]).

I'm not getting that immediately but if I read it over and experiment I'm sure I'll understand.

Posted by Quick Curly
- If the pyramid will be a playable level, why would anyone play it if it doesn't lead anywhere? (Unless some special item is up for grabs.)

That was my exact idea (one of my more creative planned changes in the hack!)

Posted by Quick Curly
Other than those things, the World 1 Map looks pretty promising! Hopefully you'll have screenshots of some new levels soon.

Thanks. Well, sadly, I'll only have internet every so often (every week? every 2 weeks? twice a week?) for the next month but on the bright side I'll have access to all my hacking tools. Let's see how I do without tutorials.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 07-12-09 10:28 PM, in Two questions, World 9 pipes and desert ground (rev. 2 of 07-12-09 10:29 PM) Link | Quote | ID: 110364


Red Koopa
Level: 27

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Since: 04-28-07
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Posted by Quick Curly
If that's what you want. You can set any pointer to point to any level.

You're welcome. Don't forget to thank beneficii for the awesome SMB3 Map Editor that makes this possible.


Of course, of course.... thank you beneficii! And so I assume that I can change the pointers on world 9 also and they'll act exactly the same as any other pointer (except the world pipes, of course, which act differently)?

Won't be online every day for the next month; read my SMB3 hack thread for more info.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 08-14-09 04:33 PM, in Second Generation Mario Bros. 3 Link | Quote | ID: 113408


Red Koopa
Level: 27

Posts: 12/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Since Bowser's repeated defeats at the hands of Mario and Luigi, Bowser has grown old and abdicated from the throne. As such, Roy Koopa has succeeded Bowser to the throne and now has seized control of the Mushroom Kingdom once more. The airships have been handed down to the Koopalings' children. Looks like a new quest for the heroes of the Mushroom Kingdom!

I hope to make this hack complete with ASM edits, graphics edits, palette edits, level edits, map edits, text edits, and all that good stuff. I realize, though, that I probably won't be able to do all that in my first hack, but we'll see.

Currently I have the world 1 map, 1-1, 1-2, and the World 1 Hammer Bros finished. 1-3 is just started and the current design is something I coughed up randomly in 35 seconds. So it probably won't stay.

In addition, I have palettes for most of the world maps done, but, one question: is there a way to change which palette world 3 uses? I had no idea that it copied off world 1's palette when I was making my world plans.
Screenshots are located here
IPS Patches are located here

Also, note, the level tiles for the w1 map were just experiments and don't look good. However, this is an extremely interim release and not in final stages at all; just a snapshot of my current progress.

Worlds:
World 1 = Desert Isles
World 2 = Spies
World 3 = The Underworld (if I can manage to change the palette for W3. If not, W2 and W3 switch, probably.)
World 4 = Fire Pits
World 5 = Heaven in Hell
World 6 = The Void (note, I came up with this idea before I saw Starry Slopes on MA.)
World 7 = Frozen Wastes
World 8 = The Showdown
World 9 = well, most likely Warp Zone.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 08-18-09 03:52 AM, in Second Generation Mario Bros. 3 Link | Quote | ID: 113711


Red Koopa
Level: 27

Posts: 13/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
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Oh, whoops, forgot to add that documentation. And yes, zbyte, I'm really busy right now but I thought that I'd turn out a hack or two for old times' sake. Remember, I had no internet access during that entire month, and I have a lot of stuff to catch up on right now.

Thoughts on the level design?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 08-20-09 08:31 PM, in General SMB3 Hacking Thread (rev. 2 of 08-20-09 08:32 PM) Link | Quote | ID: 113900


Red Koopa
Level: 27

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Since: 04-28-07
From: USA

Last post: 5071 days
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To put an item in a treasure chest, you need to use the enemy object "Puts item in chest" as well as the treasure chest. The y-position of the "puts item in chest" enemy will determine which item is in the chest; see docs/items.txt for a list.

My question is: Is there a way to change which palette world 3 uses? I had no idea that it copied off world 1's palette when I was making my world plans.

EDIT: Is this in a regular level? If so, Mario shouldn't be finishing the level on a treasure chest unless the object/enemy "Exit on get treasure chest" is included.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-14-10 12:44 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127051


Red Koopa
Level: 27

Posts: 15/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Is this abandoned again? >_____>
It's a shame, I was really looking forward to Reuben's release. What a pity, what a pity.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-15-10 03:43 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 02-15-10 03:43 AM) Link | Quote | ID: 127089


Red Koopa
Level: 27

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Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Well, I suppose that if it's just stalled it's okay. I just feel like we're so close to 1.0 that writing down challenge ideas for world championship would almost be a better option at this point than actually implementing them. But then again, it's DD's work, so I don't have much of a say in it.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-17-10 02:59 AM, in 6502 ASM Questions... [Please?] (rev. 4 of 02-21-10 12:04 AM) Link | Quote | ID: 127148


Red Koopa
Level: 27

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Since: 04-28-07
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I tried compiling my ASM file with asm6, and it gave me errors on the labels. In addition I tried compiling some of the snippets posted earlier and again it gave me errors. Ca65 worked fine for me but it outputted a ".o" file and I don't know how to inject that into NES ROM.

Also, just out of curiosity... how would I draw, say, a fire flower (or really any sprite) to a certain position on the game screen? I haven't seen this kind of thing covered in any tutorial and I can't begin to think of how to do it.

So I just learned how to inject ASM code into freespace and call it earlier today, and I'm wondering a couple of things.

First, how do you do conditionals? Would the easiest/most efficient way for, say, checking if the accumulator is less than a certain RAM value be to use a CMP/CPX/CPY or a BEQ/BNE/something of that sort? In addition, for either of these, how would I run certain code if the condition evaluates to be true, and certain other code if it doesn't?

Also, can someone tell me how to do ROM expansion? I'm not very good at finding freespace XD.

I haven't had much experience with low-level programming languages so be gentle with me please.


____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-17-10 09:19 PM, in 6502 ASM Questions... [Please?] Link | Quote | ID: 127206


Red Koopa
Level: 27

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Since: 04-28-07
From: USA

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About the ROM expansion, I'm hacking SMB3. I think it uses PRG but I'm not sure.

About the ASM, I think I understand what you're saying about BEQ/BNE/BCC/BCS, but I'd like to ask one thing: When you declare a label, how do you compile that into bytecode? For example, if you could just take your first example there and compile that for me, I think it'd be easier.
Or can I just use a subroutine there? Can I say BEQ $DCD0 in the same way that I use JSR $DCD0?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-17-10 09:24 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127208


Red Koopa
Level: 27

Posts: 19/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Guys, this isn't fake at all. Didn't you download the program? It works awesomely; it's just missing some core features that keep it from literally being the best SMB3 editor around.

(Warning, spivak pronouns follow!)
Besides, it's too often that a developer will get caught up in other activities and be unable to meet a deadline that ey set emself. That's happened to me way too many times, whether I encounter an unforeseen problem or just lose interest! Give Daiz some time, seriously.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-17-10 11:15 PM, in 6502 ASM Questions... [Please?] Link | Quote | ID: 127223


Red Koopa
Level: 27

Posts: 21/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Posted by Kawa
Isn't that a bit of a given? I think you meant to say it uses the MMC3 mapper

Lol, yeah, that's what I meant.

Posted by never-obsolete
The operand for branches is an 8bit signed displacement, so as long as the destination is within range, you can. Keep in mind that a return address will not be pushed onto the stack.

That'd be fine. Thanks.

So I'm assuming that for CMP, using something like the following:

LDX $DCD0 ; assuming DCD0 is the address I want to load from
CPX #$10
JSR $3F0C ; the subroutine to be executed if X >= 16
JSR $3FBD ; the subroutine to be executed if X < 16


Would that work the way I intend it to?

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31




MapleMario
Posted on 02-17-10 11:54 PM, in 6502 ASM Questions... [Please?] (rev. 3 of 02-17-10 11:56 PM) Link | Quote | ID: 127226


Red Koopa
Level: 27

Posts: 22/126
EXP: 111448
Next: 4711

Since: 04-28-07
From: USA

Last post: 5071 days
Last view: 3890 days
Posted by never-obsolete
You need to put a branch and destination. A JMP is needed if you don't want the second function called.


LDX $DCD0
CPX #$10
BCC _isLess
_isMore: JSR $3F0C
JMP _exit
_isLess: JSR $3FBD
_exit:



Here's an explanation on how the compares work. There's a table in the middle that shows which branch to use for each equality test.



Thanks, but I still don't understand how you could compile _isMore and _isLess and _exit into bytecode insertable into the SMB3 ROM.

EDIT: Wait, sorry, I didn't see your link when I posted. Let me go check that out.

EDIT2: Yeah, I still can't see how you would compile those names into bytecode.

____________________


SGMB3 is now being developed with Reuben. Hopefully v1.0 will be released by the time I get world 1 done...

- Layout: MM v0.31



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Main - Posts by MapleMario

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