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felineki
Posted on 05-05-07 12:03 AM, in SSF2X Test/Debug mode? Link | Quote | ID: 32930


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Within one of the ROM files for Super Street Fighter II X (MAME ssf2xj), specifically sfxj.04a, at the offset x507B0, ASCII text for the game's service mode can be found. Aside from what you'd normally expect, there seems to be a lot of text intended for some kind of indepth test or debug mode. Some of the more notable strings include "OBJ TEST", "NORMAL", "EDIT", "CHR TYPE", "CHR DIR", "HEAD", "BODY", "FOOT", "ATCK", "ATCK DNo", and "HIT TYPE". There also appears to be text for a more detailed sound test, such as "TEMPO", "SCALE", "FADE IN", and "FADE OUT".

Might the code for these still exist unused in the game somewhere, and could it possibly be accessed somehow? I don't have any ASM knowledge myself, so I don't know how I'd go about finding this out.

felineki
Posted on 05-06-07 02:06 AM, in SSF2X Test/Debug mode? Link | Quote | ID: 33183


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Right, CPS2. AFAIK, CPS2 uses a 68000 for most of the processing. It also has a Z80, but that is dedicated solely to processing sound code.

felineki
Posted on 06-23-07 09:56 AM, in SSF2X Test/Debug mode? Link | Quote | ID: 48856


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Well, after reading some info from a Japanese site, I was able to access this menu in Street Fighter II' Turbo (sf2tj). It's accessible by hardware dipswitch settings. After I posted on another forum about the dipswitch method, someone else came up with a Kawaks cheat that allows access to the menu regardless of dipswitch settings:

Name=Test Menus
0=Disabled
1=Scroll Test, FF08CF, A4
2=Obj Test, FF08CF, B3
Default=0

Now if only we could access it in SSF2X, then I'd be happy as a clam.

felineki
Posted on 06-23-07 10:00 AM, in Next SMB3 Hacking Project Link | Quote | ID: 48858


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I was disappointed when I heard about the cancellation of your old hack, but I'm glad to see you've still got more in store for SMB3! The insertion of features from later Mario games (ground pound, pipe launching, etc.) is quite interesting.

felineki
Posted on 09-20-07 12:32 AM, in ITT random boredom-induced doodles Link | Quote | ID: 65813


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Oh, I gots some of those.

felineki
Posted on 03-01-08 04:26 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 79521


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Looks really interesting! I'll be looking forward to hearing more about this.

felineki
Posted on 03-28-08 09:39 PM, in Game Genie Code List Link | Quote | ID: 81137


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Super Mario Bros. 3:
OSEZZE - SEVERE glitch code, very unpredictable results. Possible effects include the following:

-Spontaneous spawning of Donut Lifts. Whenever Mario touches a tile of empty space, there's a good chance it will try to become a Donut Lift. If you stand on it long enough, it will fall like normal, but if you don't let it fall, it will become a solid (but often odd-looking) block.

-Spontaneous clears. Various actions (often hitting a ? block) will clear the level. It will just fade out, return to the map screen, and the level tile will flip over as if you had cleared it. Less often, spontaneous deaths will occur in the same fashion. All of a sudden the level will fade out, you will return to the map screen, and sent spinning back to your last checkpoint.

-Sound becomes messed up. Most of the time this manifests as trills and bleeps and bloops that accompany the usual music and sound effects, but sometimes you can get REALLY weird alarm-like sounds, or music will play off-key or shift between various songs in the soundtrack.

-Level garbage. Sometimes entire sections of levels will become mashed up masses of random tiles.

To see it in action, go here.

felineki
Posted on 04-03-08 10:35 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 81443


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Sorry if this is a stupid question (I don't know much about SMB3 or NES coding), but this issue with level data being separated into banks that apparently can't be meddled with; does this mean that all of the graphics incompatibilities when conflicting objects are used together will still be present?

felineki
Posted on 06-27-08 02:05 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 85971


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Glad to hear you're working on this again.

felineki
Posted on 07-06-08 08:16 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 86920


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Now I've got this surreal image in my head of Small Mario flying. Good to hear that you're planning lots of features like this, they seem like they'll be a lot of fun.

felineki
Posted on 03-28-09 03:00 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 104153


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Looks very interesting. I'll be looking forward to following the progress and trying it out!

felineki
Posted on 07-23-09 11:31 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 07-23-09 11:32 PM) Link | Quote | ID: 111035


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SMA4 does have a lot of interesting extra features that would be fun to use in hacks. Thanks for showing them all, there were a few I hadn't seen before. I just wish the GBA's sound quality was better.

felineki
Posted on 08-01-09 05:52 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 111741


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Nice to see progress is still being made. Great work with the graphics compression.

One random question: Would you consider sound editing to be a possibility for MushROMs? From what I understand, SMAS uses one of the better-understood sound formats, one that is shared with a few other first-party SNES games.

felineki
Posted on 02-18-10 05:20 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127239


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Wow, I had no idea this had come out yet. I should have checked in here more often! Big SMB3 fan, looking forward to trying this out. Keep up the great work, DahrkDaiz!

felineki
Posted on 02-18-10 05:28 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 02-18-10 05:29 AM) Link | Quote | ID: 127241


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I'm talking about the demo at the start of the topic. I had read about DD making a SMB3 editor way back before this topic was started, but I only just now found out that significant progress had been made.

Main - Posts by felineki

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