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Main - Posts by MapleMario |
MapleMario |
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Red Koopa Level: 27 Posts: 1/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by blackhole89 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 |
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Red Koopa Level: 27 Posts: 2/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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Red Koopa Level: 27 Posts: 3/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by DiscoPeach 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 |
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Red Koopa Level: 27 Posts: 4/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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Red Koopa Level: 27 Posts: 5/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by Scar_2468 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 |
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Red Koopa Level: 27 Posts: 7/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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Red Koopa Level: 27 Posts: 8/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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Red Koopa Level: 27 Posts: 9/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by Quick CurlyPosted by MapleMarioDon'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 |
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Red Koopa Level: 27 Posts: 10/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by Quick Curly Thanks! Posted by Quick Curly I didn't even see that! Thanks. Posted by Quick Curly I'm not getting that immediately but if I read it over and experiment I'm sure I'll understand. Posted by Quick Curly That was my exact idea (one of my more creative planned changes in the hack!) Posted by Quick Curly 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 |
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Red Koopa Level: 27 Posts: 11/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
Posted by Quick Curly 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 |
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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 |
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Red Koopa Level: 27 Posts: 13/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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Red Koopa Level: 27 Posts: 14/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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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 |
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Red Koopa Level: 27 Posts: 16/126 EXP: 111448 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 |
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Red Koopa Level: 27 Posts: 17/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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. 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 |
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Red Koopa Level: 27 Posts: 18/126 EXP: 111448 Next: 4711 Since: 04-28-07 From: USA Last post: 5071 days Last view: 3890 days |
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 |
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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 |
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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 Lol, yeah, that's what I meant. Posted by never-obsolete That'd be fine. Thanks. So I'm assuming that for CMP, using something like the following:
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 |
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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 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 |
Main - Posts by MapleMario |
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