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05-03-22 05:30:39 AM
Jul - General Game/ROM Hacking - SMB3 hacking trouble New poll - New thread - New reply
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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 01-20-10 01:24:56 AM Link | Quote
Do this:

<img src="URL of the picture goes here">

This board uses HTML although it supports a few common BBcodes as well.

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TKB Super Mario Bros.
Blaarg
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Posted on 01-20-10 10:38:44 AM Link | Quote
Blaarg
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Posted on 01-20-10 10:39:42 AM Link | Quote
Sorry for the bad picture.
beneficii
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Posted on 01-21-10 10:54:30 AM Link | Quote
Blaarg,

Hi Blaarg. I think you post on the NESDEV board, right?

Anyway, regarding the Boom Boom, you should check to make sure that you are providing for his y position to be in the 10-1f range, because he will only appear in that range: The upper nybble of his y position determines what lock is broken when you beat him, and so the upper nybble is hard-coded to be 1 when he appears.

My editor SMB3MAP will let you set the upper nybble of the Boom Boom's y position so you can attach him to the selected lock, but he will still only appear in the 10-1f range.
Blaarg
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Posted on 01-22-10 12:00:51 AM Link | Quote
So, the Y position has to be from 10-1f?
beneficii
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Posted on 01-22-10 03:06:52 AM Link | Quote
Originally posted by Blaarg
So, the Y position has to be from 10-1f?


You have to prepare for it to be. You can set it in any value in the 00-ff range, but the Boom Boom will only show in the 10-1f. The upper nybble of the y position will be used to determine which lock to break and then it will be replaced with a 1.

The "BoomBoom" button on my editor sets the Boom Boom to the lock by setting the upper nybble of the y position to the corresponding (currently selected) lock, but Boom Boom will only ever appear in the 10-1f range.
beneficii
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Posted on 01-23-10 08:51:33 AM Link | Quote
Originally posted by Kuikkukari

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.



Is that a problem with the patch, do you think, or is it something that exists without the patch?



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...


Unfortunately, I accidentally released a version of the patch where there was one byte (toward the end that was wrong). It was a JMP instruction, whose destination address I accidentally typed incorrectly as I was assembling my patch using my revising code written in Notepad, the 6502 instruction set, and a hex editor. I corrected it before release, but somehow the wrong version ended up in the release. For the American version of the game, the last 3 bytes (before the EOF) on the patch should be: 4C 47 A7 (for JMP $A747). If I recall correctly, I made the A7 into 47 by accident. It's been far too long, however.
gridatttack

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Posted on 01-23-10 11:54:44 AM Link | Quote
Originally posted by beneficii
Originally posted by Kuikkukari

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.



Is that a problem with the patch, do you think, or is it something that exists without the patch?



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...


Unfortunately, I accidentally released a version of the patch where there was one byte (toward the end that was wrong). It was a JMP instruction, whose destination address I accidentally typed incorrectly as I was assembling my patch using my revising code written in Notepad, the 6502 instruction set, and a hex editor. I corrected it before release, but somehow the wrong version ended up in the release. For the American version of the game, the last 3 bytes (before the EOF) on the patch should be: 4C 47 A7 (for JMP $A747). If I recall correctly, I made the A7 into 47 by accident. It's been far too long, however.

Oh about that. I changed the parabeetles right flying speed. That corrupted it and the game get stuck when you die in a page of the world map that dosent have the start space. Also, if you change things such as 1up recieved when getting 3 cards, the game corrupts such as going insane when you hit a block containing a vine. So the patch do not corrupts nothing.

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Jul - General Game/ROM Hacking - SMB3 hacking trouble New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 4 query cache hits.
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