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05-03-22 05:30:56 AM
Jul - General Game/ROM Hacking - SMB3 hacking trouble New poll - New thread - New reply
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gridatttack

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Posted on 10-28-09 06:17:59 PM Link | Quote
Originally posted by Kuikkukari
Originally posted by gridatttack
I am having pointers(?) problem. I am trying to edit a pointer in the world 2 map to the unused undergound level. When i set the pointer to that level I press enter to see if it the correct one(I am using smb3workshop) and I came with a messed up vertical level instead of the unused undergound one. I check back that level and its good. If its the pointers or other thing?
Which unused underground level do you mean by "the"? There are a few unused underground levels including the Lost Levels, and I'm not sure which one you're referring to. What is the ROM address for the level data?


The one that has hills at the start and 2 doors side by side.

This is the data: C016 for enemy and 21452 for object data.

object set: 20587-2200F
Kuikkukari
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Posted on 10-28-09 06:23:56 PM (last edited by Kuikkukari at 10-28-09 09:46 PM) Link | Quote
Originally posted by gridatttack
Originally posted by Kuikkukari
Originally posted by gridatttack
I am having pointers(?) problem. I am trying to edit a pointer in the world 2 map to the unused undergound level. When i set the pointer to that level I press enter to see if it the correct one(I am using smb3workshop) and I came with a messed up vertical level instead of the unused undergound one. I check back that level and its good. If its the pointers or other thing?
Which unused underground level do you mean by "the"? There are a few unused underground levels including the Lost Levels, and I'm not sure which one you're referring to. What is the ROM address for the level data?


The one that has hills at the start and 2 doors side by side.

This is the data: C016 for enemy and 21452 for object data.

object set: 20587-2200F
Oh, now I know exactly which one you're referring to. I just edited that area yesterday for my SMB3 hack. I saw the issue here too though. It isn't an Underground level; it's a Hilly one. SMB3 Workshop messed this up for some reason, just like it messed up the 1-3 Bonus Area. When you load it or set the pointer for it, make sure it's Hilly, not Underground. You might want to change the palette the level uses as well depending on how you edit it so that it doesn't look messed up.

EDIT:
I was able to figure out Terra's ship issue, so I'm just posting my findings here in case anyone else can benefit from them.
Originally posted by Dark Witch Terra
Another issue has come up for me.

I'm using the original World 2 airship as my World 1 airship. It all works fine when I access it through the end castle, but if I lose a life and have to catch the airship again, it loads the original World 1 airship Is there any way to change that?
It seems that there are two mini-tables (or one large table depending on how you look at it). One part is for World Ship level data and the other is for World Ship enemy data. The table for the level data is from 0x19291 - 0x192A0 (0x10 bytes) in ROM, and the table (or second part) for the enemy data is from 0x192A1 - 0x192B0 (0x10 bytes) in ROM. 0x10 in hex = 16 bytes; 2 bytes for each of the 8 Worlds. To my knowledge, the 2 bytes for World 8 (it's actually the Crappy Ship) are unused in the original SMB3 since the Crappy Ship isn't a Castle that will sprout a moving Ship if you lose the first time, so this could actually lead to something potentially creative.

Anyway, if you're using the World 2 Ship for the World 1 Ship like Terra, for example, you'll want to replace the first set of 2 bytes with the second set of 2 bytes in each mini-table to load the proper level data and enemy data. So replace "B7 AD" with "EA D6" for the level data, and "AB AE" with "1C D7" for the enemy data. I tried it out and it worked for me, so this should fix the problem 100%.
gridatttack

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Posted on 11-01-09 01:30:21 AM Link | Quote
Thanks Kuikkukari!

Another issue, how do I change the location on the map when you come out of the pipe? like I moved a pipe and the pointer, but I cant change the location where you will appear, it stills appear in the original position.
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Posted on 11-01-09 02:09:21 AM Link | Quote
I've posted this elsewhere, so I'll post it here as well. Hopefully it can help you out.

-----------------------------------------------------

In this tutorial, we've decided that we'll be using a set of pipes on our World 1 Map. To do this, we'll use one of the World 8 pipe sets since we figure that we won't actually use all six of them when we get to the World 8 Map.

First, switch to the Pipes mode.



Use the Page Up/Page Down keys to go through the different pipe sets.



Use the left/right arrow keys to move along the map if it is longer than one screen. As seen in the following image, we've moved on the map to find the left entrance of Pipe Set #e. If you continue moving to the right, you'll find the right entrance as well.



What you want to do is move the entrances all the way to the left part of the screen so that when you're editing the World 1 Map, you'll be able to access them. To do this, left-click the left entrance if it is not already selected, use the left arrow key to move all the way to the left, and then right-click somewhere on the screen to move the left entrance to that new spot. Use the right arrow key to move towards the right to where the right entrance is, left-click it, and then use the left arrow key to go back to the left part of the screen again. Right-click to place the right entrance in a new spot as well.



Be sure to click the "Implement Changes" tab and/or select Save from the File menu. You must always save your changes before you change modes, or any unsaved changes will be lost. Next, if you don't know the actual level for the pipe set you're using, switch to the Pointers mode and hover over one of the pipes that originally used the pipe set you moved. In this example, we're using the "World 8 - Pipe 6" areas.



With the pipe set moved, you're free to go back to the World 1 Map to actually move the left and right entrances to the actual spots that you want to place and use them in. In case anyone's wondering, I just changed the World 1 Map palette using FCEUXD just for the fun of it (anything I can do to hopefully help motivate me to get back to ROM hacking ). Click the "Implement Changes" tab and/or select Save from the File menu again to save your changes.



Next, switch to the Pointers mode.



Left-click the pointer on one of the pipes (if your pipes don't have pointers, move them accordingly so that they do) and press the Enter key. The "Select Stage" window will appear. We want to select "World 8-Pipe 6 End 1" for the left entrance and "World 8-Pipe 6 End 2" for the right entrance. Save again.



Now you should have pipes for your World 1 Map! Tested and approved! Hopefully that helps you out.
gridatttack

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Posted on 11-03-09 01:55:36 AM (last edited by gridatttack at 11-03-09 05:33 PM) Link | Quote
Thanks again kuikkukari! Great tutorial!

Question, it is possible to change mario start position on the map horizontal? In smb3 map you can in the editor, but when you change mode or save it revert back vertically?
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Posted on 11-03-09 08:11:39 PM (last edited by z-byte at 11-03-09 05:20 PM) Link | Quote
"kuikukari", you have explained that before indeed. And I think it is because I thought about it first.


My typing was messed up before because I was in a rush, Anyway, gridattack, it is possible to change the Start position. You must use the "smb3strt" patch that came with the map editor. Then you will be able to move it anywhere you want it to be! Sweet deal, right? Just be sure to read the Readme. And DahrkDaiz is making another SMB3 Editor, but it is on hold now. I'll just try to get more progress done with my stuff.


Photobucket

EDIT: Changing World orders is possible, just not too good right now.
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Posted on 11-09-09 11:24:26 AM Link | Quote
Originally posted by z-byte
And DahrkDaiz is making another SMB3 Editor, but it is on hold now. I'll just try to get more progress done with my stuff.



Uhm, what?
gridatttack

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Posted on 11-13-09 08:48:46 PM (last edited by gridatttack at 11-13-09 06:00 PM) Link | Quote
More trouble... How do I edit pointers like going one area to other, Im new to smb3 hacking so i dont know how , and is possible to change the graphics of the level like there is a desert one that I want to change to a cloudy one?
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Posted on 11-14-09 12:48:49 AM Link | Quote
Originally posted by DahrkDaiz
Originally posted by z-byte
And DahrkDaiz is making another SMB3 Editor, but it is on hold now. I'll just try to get more progress done with my stuff.



Uhm, what?

You said that when your hard drive was acting weird or something. I guess it's different now.

Originally posted by gridatttack
More trouble... How do I edit pointers like going one area to other, Im new to smb3 hacking so i dont know how , and is possible to change the graphics of the level like there is a desert one that I want to change to a cloudy one?
I'm not exactly sure what you mean here.

You want, say 1-1, to have a pipe or door leading to the Bonus Room? Add a pointer (Bank 7, 3-byte object) to your level as soon as you add your door or pipe. Either click the "Pointer Properties" button at the top, or press ENTER. The pointer properties should pop up. The Entrance Range is, like it says, the range in which your object will be in hex. Do you know hex?

The Exit Horizontal is exactly where Mario will exit, or pop up where you want him to be, again in hex. Exit Vertical is where he will drop off vertically (remember, 00 starts at the top), and Exit Type is the way Mario will exit into the area, come downward from a pipe?


Nope, I'm afraid you can't. Since object/graphic sets are set clumped together with no space between, there's no way to change 1-1 to 1-2. I think you'll have to find another level type that you want, meaning you may have to bring one in from another World.
gridatttack

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Posted on 11-14-09 06:12:32 PM Link | Quote
Thanks z-byte! but is possible to have a pointer in 1-1 to go, for example, to 4-1?

More trouble: in any world(except world 1) when you get a game over when the start space in not on the screen, the game freezes. like mario starts spinning around, but when the next page of the map loads, where the start space is, the game freezes. Is this is cause by the patch of the smb3 map editor or is something else?
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Posted on 11-15-09 12:39:29 AM Link | Quote
Originally posted by z-byte
And I think it is because I thought about it first.
What?
Originally posted by gridatttack
...is possible to have a pointer in 1-1 to go, for example, to 4-1?
Indeed. You can set the map pointers to whichever levels you want.

As for your second question, I'm not sure offhand what the issue could be. I've had a similar issue with more than one level before though; when Mario would die in the level he'd fly across the map screen to the right, and then he'd land on the Start space and not be able to move afterward. For some reason, some groups of objects in the level from which he died would cause this issue. If you're saying that it occurs regardless of the level that Mario lost his last life in, then it's probably something unrelated to that. All I can really suggest - and it could take a little or a lot of time - is to use WindHex to compare the files of the original SMB3 ROM to your modified SMB3 ROM and see if you can find any odd strings of bytes that you don't believe should have been changed by your modifications, and if you do, revert them back to the original data/code, and then test the ROM again and see if the problem is fixed.

Did this problem exist in your ROM before you applied the SMB3 Map Editor patch? Hopefully the patch wasn't the one that supposedly had one byte wrong in it, because that could possibly be screwing things up if that is the case...
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Posted on 01-19-10 01:38:44 AM Link | Quote
Hi, I'm new here and to the ROM hacking, and I am having trouble with warp pipes. When I try, I drop into a room with a green, glitchy background that shows the pipe I went into, but then I fall to my doom.... Does anyone know whats wrong?

P.S. - This DOES include SMB3 Workshop, right?
gridatttack

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Posted on 01-19-10 01:45:03 AM Link | Quote
Originally posted by Blaarg
Hi, I'm new here and to the ROM hacking, and I am having trouble with warp pipes. When I try, I drop into a room with a green, glitchy background that shows the pipe I went into, but then I fall to my doom.... Does anyone know whats wrong?

P.S. - This DOES include SMB3 Workshop, right?


Maybe the gfx sets is not underground or by creating freeform levels that exceed the original mamixum of bytes will cause unwanted effects to other levels.

Im waiting for DharkDaiz Reuben smb3 editor(there is a thread here) wich they will permit us to make freeform levels and to hope that some bugs like these dont show up.

I think is all I can think for causing that problem....havent touched smb3 in a while...hope it helps.
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Posted on 01-19-10 02:29:23 AM Link | Quote
I'm not really sure what that meant, but I will say this(if you weren't referring to this): I want to know how to make a warp JUST to get to another part of the same area, not another area.
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Posted on 01-19-10 12:52:48 PM Link | Quote
Originally posted by Blaarg
I'm not really sure what that meant, but I will say this(if you weren't referring to this): I want to know how to make a warp JUST to get to another part of the same area, not another area.
You know how setting the next area in the level header and everything works, right? All you'd have to do is point to the area itself instead of a different area.



So for example, you'd just have 1-1 pointing to itself by entering the following:

Objects: 1FB92
Enemies: C537
Object set: 1 - Plain

Doing this, whenever you would enter a pipe/door, you would exit still in the area in which you entered said pipe/door. However, as gridatttack mentioned, with Reuben you will be able to do more in terms of level design, and from what I understood you can have pointers for pipes/doors in the same stage that each lead somewhere different. Last I checked you were limited to 4 or something though. (I haven't had much free time to keep up on the latest as of late.)
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Posted on 01-19-10 01:32:17 PM Link | Quote
I get the header part now, but I still don't get where to put the pointers.

Another problem: In the world 1 fortress, when I was editing the level, the spike room got all glitchy and I fall to my doom. And also, when I get to the Boom-Boom battle, the one ?ball appears WITHOUT me even hurting Boom-Boom yet. It happens even when I erase Boom-Boom from the level. Anything wrong?
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Posted on 01-19-10 03:11:17 PM Link | Quote
Actually, I fixed the Boom-Boom problem, but there is another Boom-Boom problem.

When I get to the Boom-Boom fight, there is a Boom-Boom UNDER the floor, though there is no Boom-Boom showing under the floor in the editor. So the Boom-Boom falls and the ?BALL appears even though the original Boom-Boom is still alive. Is this a glitch, or....
Kuikkukari
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Posted on 01-19-10 06:21:01 PM (last edited by Kuikkukari at 01-19-10 03:26 PM) Link | Quote
Originally posted by Blaarg
I get the header part now, but I still don't get where to put the pointers.
First place the 3-byte pipe/door to be entered, and then place the pointer for it immediately after (3-byte, Bank 7). With the pointer selected, press Enter to bring up the window to edit its properties. For more specific details, please refer to this post. For a visual, please click here. (Sorry in advance if it's blurry; as you can tell from the image name, it's from a while ago and I don't really have time to make something new up right now, so hopefully it'll do.)
Originally posted by Blaarg
When I get to the Boom-Boom fight, there is a Boom-Boom UNDER the floor, though there is no Boom-Boom showing under the floor in the editor. So the Boom-Boom falls and the ?BALL appears even though the original Boom-Boom is still alive. Is this a glitch, or....
When you say it's "UNDER the floor", is it actually visible and you can see it fall? Is the enemy data that is being loaded when you play the level the same enemy data that you edited in SMB3 Workshop? I'm pretty sure I'd be able to figure out what is going on, but if you could be a little more specific and perhaps provide some actual screenshots for reference, I might have a better chance of helping with that one.
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Posted on 01-20-10 12:51:23 AM Link | Quote
Here: http://img696.imageshack.us/img696/8177/86669975.png

Sorry, I'm not good at editing pictures on paint yet
Blaarg
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Posted on 01-20-10 12:52:15 AM Link | Quote
Wait, how do you make a link to a picture?
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