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Please chime in on a proposed restructuring of the ROM hacking sections.
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frantik
Posted on 10-01-08 08:25 PM, in SMB Graphics Workshop Link | Quote | ID: 91498


Red Koopa
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Download SMB Workshop v0.3.0

New in this version

* Edit all color values
* Color changes are applied immediately to other windows
* Optimized some code

frantik
Posted on 10-04-08 08:03 PM, in SMB Graphics Workshop Link | Quote | ID: 91694


Red Koopa
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title screen editor is on my "maybe" list by tile sets do you mean using the metatiles? the title screen info isn't stored like that so it wouldn't be very efficient

frantik
Posted on 10-04-08 10:33 PM, in SMB Graphics Workshop Link | Quote | ID: 91707


Red Koopa
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I should do a tutorial for beta's editor.. it's kinda tricky but very useful once you get the color editing part figured out

frantik
Posted on 10-05-08 03:48 AM, in SMB1 hacks problems Link | Quote | ID: 91726


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Posted by Sliver X
I guess the people who made the cart thought that removing the game's title would somehow make what they were doing less illegal or something.


i think it had more to do with the fact the rom had a "trainer" which moved the location of the titlescreen data. never really messed with the trainer roms so i'm not sure. Disch or somebody would know probably

frantik
Posted on 10-06-08 02:12 AM, in SMB 1 Music Data Information Link | Quote | ID: 91776


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Why does the RAM address that points to "CloudTypeOverride" have a result of #$03 that is stored in the A register


because there was a STA CloudTypeOverride when the accumulator was 4 somewhere else in the program? your question isn't very clear as to what you're trying to get at

the code checks to see if cloud type override is 0. if it's not, Y is set to a different value to cause the offset used in B9 E7 90 - LDA $90E7,Y @ $90E7 = #$02 to be different and load the different music

look at the smbdisassebly's comments for insight into the code it's very complete

frantik
Posted on 10-06-08 08:25 AM, in SMB 1 Music Data Information (rev. 2 of 10-06-08 08:26 AM) Link | Quote | ID: 91796


Red Koopa
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yes, and if the level is cloud type, set y to 4 before proceeding to store music...

here's some pseudo code of the asm, but it's not particularly tricky or anything

ChkAreaType:
Y = area type; - sets y to level type
A = Cloud type override; - checks to see if cloud level
if (A == 0) goto Storemusic: - if not cloud level, store music, else
Y = 4; - set y to 4
Storemusic:
A = valueAtMemoryLocation(0x90e7 + Y); - load music type number
$FB = A; - store in $FB which is used by music loading routine to determine song type)
return;

frantik
Posted on 10-18-08 09:34 AM, in SMB Graphics Workshop Link | Quote | ID: 92478


Red Koopa
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you mean edit the tiles themselves? you have to do that in a tile editor like YY-CHR or Tile Layer Pro. I might add very simple tile editing features in the future though

frantik
Posted on 10-19-08 01:38 AM, in SMB1 Question Link | Quote | ID: 92507


Red Koopa
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the easiest way to "unmirror" a certain tile is to put it in the ROM backwards, so then when it's loaded into the game it looks right. you'll need a tile editor for that.

a more complicated way is to find the code in the game where it sets the mirror attribute and disable those commands

frantik
Posted on 10-19-08 03:27 AM, in SMB1 Question (rev. 2 of 10-19-08 03:30 AM) Link | Quote | ID: 92510


Red Koopa
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the lives screen has different mario display code so you have to change it there too. iirc it draws the whole mario sprite cause i hacked it to draw diff sprites based on mario's size state

frantik
Posted on 10-24-08 09:42 PM, in Need help getting a mario rom hack to work (rev. 2 of 10-24-08 09:43 PM) Link | Quote | ID: 92762


Red Koopa
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i think you have to prepend the .bin file and then apply the IPS patch. i dont think you have to strip the original file's NES header

but i suspect the rom relies on a 'trainer' which not all emulators support..

frantik
Posted on 03-01-09 01:36 AM, in Super Mario Bros Special - ported to NES (rev. 2 of 03-01-09 01:53 AM) Link | Quote | ID: 101966


Red Koopa
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Super Mario Bros Special has finally been ported to the NES!



All levels have been ported over. This is not an exact copy but rather a reinterpretation of the game using the NES engine. Level design is as close to the original as possible. Unfortunately we did not get around to adding new enemies or power ups.

We're currently on the 3rd beta but we don't anticipate a lot of bugs at this point. Check it out and please let me know if you find any bugs or other weirdness. screen shots help with the bugs.

Ported by Karatorian and myself

Download

frantik
Posted on 03-01-09 01:53 AM, in Super Mario Bros Special - ported to NES Link | Quote | ID: 101969


Red Koopa
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yeah, it's right after 2st

frantik
Posted on 03-01-09 04:50 AM, in Super Mario Bros Special - ported to NES Link | Quote | ID: 101978


Red Koopa
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I doubt we'll see new enemies or objects.. we both have move on to other stuff.. this release was well overdue but we both finally got some time to finish it up

frantik
Posted on 03-01-09 10:42 PM, in Super Mario Bros Special - ported to NES Link | Quote | ID: 102013


Red Koopa
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Posted by Trax
Why multiple patch file formats? That's ridiculous...
Keep it in .ips format...


hmm well you'd have to talk to karatorian about that lol.. i dunno why he did that but it's not really a big deal as long as the ips is there

frantik
Posted on 04-28-09 06:42 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 106047


Red Koopa
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been a while but still working on this beast


frantik
Posted on 04-28-09 09:24 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 106054


Red Koopa
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Posted by Googie
frantik: How much more you gotta finish on your smb1 hack? It looks really cool


i need to make like 5-10 levels and do some final asm stuff. I got a powerpak recently and the game looks so awesome on a TV so it's kinda motivating me to finish this thing

frantik
Posted on 10-05-09 11:20 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 116559


Red Koopa
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Some screens from Super Mario Unlimited.. just need to finish a few more levels.. it might actually come out this year! though no promises hahaha

these two seem a bit familiar?


Can you find the hidden entrance to Bowser's Lair?

frantik
Posted on 10-15-09 10:05 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117182


Red Koopa
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"yeah, i didn't like the level engine, so i rewrote it, and then made my own level editor" -- just another day in the life of DD nice job dude

frantik
Posted on 10-17-09 11:47 AM, in Megaman Ultra 2 Continues. New ASM Video! Link | Quote | ID: 117417


Red Koopa
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good jorb

frantik
Posted on 10-17-09 04:37 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 117421


Red Koopa
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getting close now.. only like 2 levels needed to complete.. might even see a late 2009 release
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Main - Posts by frantik

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