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Main - Super Mario Bros. 3 Hacking - SMB3 Allstars hack "Kafuka" - "Where SMB3A runs the show"
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Emuz
Posted on 01-09-12 03:26 PM (rev. 8 of 01-25-12 11:59 PM by Emuz) Link | ID: 1954
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The Kafuka Super Mario All-Stars Mario 3 Project

Backstory

For a very long time DJ Bouche and I have bounced around the idea of working on a super hack. Originally a long time ago we would have said it would have been Super Mario Bros. 3 in All-stars. Once we started talking again we made decision that we would, when the time was right, do it.

What is this?

Super Mario Bros. 3 All-stars Kafuka is (or will be) a in-depth project to in essence turn All-Stars into one giant Super Mario Brothers 3 SNES engine. This engine would be both for our debut hack, and for anyone else who would like to make their own SMB3 SNES hack.

What does that entail?

This won't be an easy project as it has many parts and subprojects involved. The base part is essentially what DD did with Ruben in that reworking of the game at the ASM level will be key to the project. A level editor, packing utilities and other tools will need to be built during the project to support it. There will also be a custom SPC engine built by DJ Bouche, and a custom logo screen to allow save/load games to be accessed in thre SMB3 splash screen instead of the overridden SMAS one.

What are the planned features ?

  • Expanded ROM Space + use of areas that once were used by the other games
  • expanded sprites per screen
  • more advanced handling of sprites to break away from "sprite sets"
  • Custom SPC engine
  • implementation of some of the Super Mario Advance 4 items and features
  • Recycling of code from SMB1(and 2j) and SMB2 to allow level types based on those engines (no promises)
  • New Level format built to take advantage of what we would like to do
.. of course that isn't all but it helps show the scope of what the project will be.

Why?

This is the question I bet every single one of you are asking. "What's wrong with Reuben and SMB3?" you may ask. The answer is nothing at all. DD did a wonderful job and while the project hasn't yet been completed it is still something everyone should check out. As for why not just rework the NES SMB3? It's for the challenge, for one thing. Doing something of this level with an SNES game (with exceptions of SMW) really hasn't been done. This would be a rather large and challenging ASM modification to the game engine to allow us to have many many times as many worlds with many many times as levels. Since SMB3AS is currently constrained by the NES' limitations, it has room for expansion and more advanced methods. Also it could be asked, "Why not look into the more modern games like NSMB?" Part of the fun is expanding on the lower level areas involved in making levels. The style of the 16 bit era is part of it too, and Treeki (His name comes to mind right away) and many others have done a good job with NSMB and while it would be fun, we came to consensus it should be something from the 16-bit era.

This whole project is meant to be a challenge for ROM hackers, Programmers, and others who want something.. "off-the-wall" to work on that could serve not only as a learning experience but to help create something a lot of people I've talked to want: a really, really expansive game in the style of Mario 3.

More info will be coming as we develop.

I'm interested, what can I do?

This project will have two parts; the engine and the Kafuka "3" community hack. We'll accept (quality) levels and world maps from everyone on the forums and the community at large. Right now DJ Bouche and I are busy so we don't plan to start this just yet. That said if we do get enough interest and have enough people to kick this off sooner we will! :)

What we need is help from the ASM hackers, and programmers in the community. If you know someone who may be interested, please link them to this thread. If you interested (or the guy given the link) and you want to help, please feel free to post a response. That said right now we are far from the point where we could use Level makers and graphics mods... however you can still show your interest and say you'll help when that time comes too! :)

The project when started will be a fully open (source, forum, and IRC) and will be open to other working on it. This will be a fully open book project so ask any question you wish in the mean time. Please feel free to share the link to anyone you think might find this interesting, provided that you don't directly post it on others' forums without their permission first.

This will not be easy, and in fact it may be too much but, really I hope a challenge will spark something awesome!

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Ailure
Posted on 01-10-12 12:07 AM Link | ID: 2020
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Haha maybe we need a reminder thread. I mean I should try to get back into Snake Rattle n Roll hacking, I was tempted to look into hacking the games Ducktales too.

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Emuz
Posted on 01-25-12 04:43 AM Link | ID: 3879
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I've moved this to the public forums. Enjoy!

The Dynamic Profile Administrator™


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Note: if you can see this my layout broke. ALL THE CREDITS WILL BE REVEALED!!
'Victory Noriko' by @thatsheepagain.
'Chibi Dance Noriko' by @Haru__Kitsu.
'Deity's Night Out (Featuring Gabbie)'
by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

Trelior
Posted on 01-25-12 04:19 PM Link | ID: 3935
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Since I'm unfamiliar with SMAS SMB3 hacking, what tool is used to edit levels?

This project may give me the kick in the ass I need to get back to my old SMB3 hack I was working on when I joined Board2.


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Emuz
Posted on 01-25-12 07:07 PM Link | ID: 3947
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M3i (Jonwil made a variant that works quite well if you can find it) to edit mario 3 allstars, it doesn't do the best job. I even made my old utility to help with it a long time ago which was more or less an incomplete level copy with no parsing for the new 4 byte objects introduced in Allstars.

Actually this is one of the things we would address in this project. A suite of editors and utilities, in conjunction to a new format for levels and other assets giving us a good amount of control of a person's new content.

The Dynamic Profile Administrator™


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Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

KP
Posted on 01-25-12 07:19 PM Link | ID: 3949
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What type of level format will it be? Tilemap based?

Since it's SNES, I wonder if you could have the old format intact for things like bonus games, cutscenes, etc. because that's the issue with Reuben's format. If you're going to implement a new level format by itself, we'll have to fix and implement those things to make them work.



Emuz
Posted on 01-26-12 12:22 AM Link | ID: 3970
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Mostly we'll have to see when we get into it. I would guess that with the amount of possible room we don't have to remove the code. We should be able to recycle the stuff we need.

As for the format, we've not discussed it, but tilemap is a possibility for sure allowing us a lot of flexibility. Also we've talked about other modes being allowed for custom boss monster support, and some kind of minigame platform too. I've been toying with the concept of an ambitious "Random/Semi Random" mode for a completely unique and challenging take on Mario. At the least maybe a survival mode like 100 man or "until dead". (This is something I put on the *dream list* since this one is a huge challenge to do in SNES code, and make it possibly to play it on the real deal.)



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'Victory Noriko' by @thatsheepagain.
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by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
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'Noriko in Realism' by @_Sarybuu.
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Kawa
Posted on 01-26-12 04:22 PM Link | ID: 4004
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I'd hate to sound like a pessimist, but this can only end in tears.


Emuz
Posted on 01-26-12 10:07 PM Link | ID: 4029
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Just because something is hard doesn't mean you don't try. Some of the most interesting things come from projects that the odds are stacked against ya.

We fail no tears, it'll be cool. If you fear failure than you don't take risks. Things with a lot of risks can prove to be some of the most fun to work with. :)

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Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
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KP
Posted on 01-26-12 10:11 PM Link | ID: 4030
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While the project itself is ambitious as a whole, I think if we break it down into seperate simple goals, we will have a much more attainable goal in the beginning. Once we have some accomplishments under our belt, we will have something to say for our progress, which in turn nets more interest from the rest of the community.

So, let's start a simple goal. I've been itching to mess with the title screen data a little bit. What should be the name of this hack? I'm sure I could find some kind of data relating to the title screen. I'm also sure Insectduel has some data regarding it as well, since he hacked it recently for Frank's 2nd SMB3 hack.



Emuz
Posted on 01-26-12 10:29 PM Link | ID: 4032
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Indeed it only makes sense to break it a part into Milestone, and tasks and work it one by one (or parts at once) This thread doesn't currently show it as this is a statement of purpose. :)

The "tentative" title was Kafuka for years. Doesn't have to stay that however.

Another good point as discussed on #rom-hacking on esper, ASM side converting all of the 6502/8 bit mode to native could be a good start code side. If we want to accomplish our goals we need to break out any limitations caused by being in a legacy mode.


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Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
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'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

Emuz
Posted on 01-27-12 03:06 AM (rev. 2 of 01-27-12 03:25 AM by Emuz) Link | ID: 4046
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I guess I will start with all the information I have discovered over the years. These will be (mostly) unedited sections of my personal notes. We will need to audit them and actually make a revised forum document (in a new thread or a Wiki or whatever we decide) These are all going to be dumps of my notes, so expect duplicate info, NES info mixed in, and everything that comes with it.

tonight I'll give you the first file:

Color Header Chart


1-1 2E A0 24 B6 E5 27 EA 84 81 01 00 22 05 
1-3 DB BE 25 82 F5 27 E9048D 01 00 22 05 
1-2 BA 9D 24 B6 E5 27 0A 04 81 13 08 22 0A
2-2 AA EE 25 55 F8 27 07 05 C913 08 00 0A 
8-1 00 00 00 00 00 00 EA 02 0101 01 00 1C 
1-6 00 00 00 00 00 00 0998 8104 08 22 0F 

ok, this is what I have so far....

music object set background image(byte) cloud type(byte) time?start action object/background color  


horz. start/E color (?) level length vertical start scroll 


level pointers: Levels Enemies has object type info


smb3stuff.wri

Allstars header
1-1 2E A0 24 B6 E5 27 EA 84 81 01 00 22 05
1-3 DB BE 25 82 F5 27 E9 04 8D 01 00 22 05
1-2 BA 9D 24 B6 E5 27 0A 04 81 13 08 22 0A
2-2 AA EE 25 55 F8 27 07 05 C9 13 08 00 0A
8-1 00 00 00 00 00 00 EA 02 01 01 01 00 1C
1-6 00 00 00 00 00 00 09 98 81 04 08 22 0F
1-5 F8 C1 25 DC F5 27 28 05 AD 23 01 5A 04

ok, this is what I have so far....
music object set background image(byte)
it's a start.
-Emuz


The NES pointers here are 2 bytes.
The SNES pointers Here are 3 Bytes (Very useful)!

The last 2 bytes of the SNES header are to Specify
The Type of Independent background layers, and possibly there placement.

In 1-4, I moved Mario to start at the top, and the background stopped working,
I then copied these bytes from 6-7, and one of the layers appeared but not the other.
I didn't mess with it any more than that, so I don't know there full working yet.

Another thing, you can change the Object set of levels freely in SNES,
regardless of What area the levels resides at in the ROM.
But not in the NES, I think the NES is limited by pointers range for the most part.




HEADER 1-1 At 1FB92
93BC 06C0 EA 80 81 01 00
93BC 06C0 (8A 80 81 01 00 Vert Start
93BC 06C0 EE) 80 81 01 00 Length
93BC 06C0 EA (C0 81 01 00 Horiz Start
93BC 06C0 EA (90 81 01 00 E colors
93BC 06C0 EA 85) 81 01 00 palette
93BC 06C0 EA 80 (41 01 00 scroll
93BC 06C0 EA 80 81(A1 00 Start Action
93BC 06C0 EA 80 81 05)00 Graphics
93BC 06C0 EA 80 81 01(40 Time
93BC 06C0 EA 80 81 01 04) Music
2EA024 B6E527 EA 84 81 01 00 2205 SNES HEADER


marioexpert

Item
0,Nothing or Empty Space
1,Mushroom
2,Fire Flower
3,Raccoon Leaf
4,Frog suit
5,Tanooki suit
6,Hammer Brother suit
7,Cloud
8,P Wing
9,Star
A,Anchor
B,Hammer
C,Magic Warp Whistle
D,Music Box
E,0E Crash
F,0F Crash
10,10 Crash
END Item

OK, This is the list from acmlm.
Its the same as my list, but he wrote all the weird objects. My list is from my save state editor Map file.

Acmlm:
Ok, just left to the chest, there is a "put item in treasure chest" object. Its vertical location determines the item!

00: (weird) chest
01: mushroom
02: flower
03: leaf
04: frog suit
05: tanooki suit
06: hammer suit
07: cloud (level skip)
08: P wing
09: star
0A: anchor
0B: hammer
0C: whistle
0D: music box
0E: (weird) music box
0F: (weird) open chest
10: (weird) cloud
11: (weird) brick
12: (weird) anchor
13: (weird) anchor
14: (weird) whistle
15: (weird) frog-tanooki suit
16: (weird) flower-mushroom
17: (weird) music box
18: (weird) P wing
19: (weird) P wing
1A: (weird) 2-3 UP
1B: (weird) cloud

if, right to the chest, there is a "exit on take treasure" object, taking the chest will take you out of the level.


He he! I get to be the only one in here! (for now)

I just figured out how to edit the number of coins needed for white mushroom houses. If someone has already found this, I wouldn't be surprised because it is actually very simple. But I'll post it anyway because the board needs it.

In 6-7, there is the "autoscrolling object 2" object at vertical location 4E. 4E in regular numbers is 79. And if you get 78 coins in that level, the white mushroom house appears. So if you want to make it so you only need 5 coins, set it at vertical location 06. You could make it as many as 254 coins if you set it at FE (I believe FF would mess up the level).

What goes in the mushroom houses still remains the same, at this time. All the p-wing houses put the object at horizontal location 00, and the anchor levels at 01. But moving those does not change anything.

0 1 2 3 4 5 6 7 8
93 BC 06 C0 EA 80 81 14 00 1-1
8A B4 D2 CF E9 00 8D 01 00 1-5

33 BD 5B C5 77 81 81 13 08 3-8
9A BF B7 C5 9B 80 81 14 08 3-3
CA A8 58 CA 97 81 C4 04 88 3-2
?? ?? ?? ?? !. !. !? .. !.

-C: Level pointer for bonus area
-A: Level pointer for bonus area

-A: Level pointer for bonus area
-8: Level pointer for bonus area

-5: Enemy pointer for bonus area
-8: Enemy pointer for bonus area

-C: Enemy pointer for bonus area
-A: Enemy pointer for bonus area

+9: Vertical start (3 bits), ?? (1 bit)
-7: Length

+8: ?? (1 bit), Horizontal start (2 bits), weird colored enemies (1 bit)
-1: Black-blueish enemies (1 bit), level palette (3 bits)

+C: ?? (1 bit), Scrolling (3 bits)
-4: Object set for bonus area

-0: Starting action (3 bits), graphics (bit 1)
-4: Graphics (bits 2-5)

+8: Time (2 bits), ?? (2 bits)
-8: Music

Acmlm:
00: unknown, seems to make the notes pitch downward. Also found before the start of each track

02: C#, octave 1 (very low, lowest note)
04: D, octave 1
06: D#, octave 1
..
16: B, octave 1 (low)
18: C, octave 2 (mid-low)
20: C#, octave 2
..
30: C, octave 3 (medium)
..
48: C, octave 4 (mid-high)
..
60: C, octave 5 (high)
..
78: C, octave 6 (very high)
7A: C#, octave 6
7C: D, octave 6 (highest note)
7E: pause

01, 03, 05, 07, ..., 7F: notes, in no particular order (or unknown)
02, 04, 06, 08, ..., 7E: notes, in ascending order (as described above)

80-FF: change instrument and tempo
x-: instrument
-x: tempo; 0=fastest, 1-C=getting slower when increasing, D-E=faster than C, F=unknown

Acmlm:
00: (weird) chest
01: mushroom
02: flower
03: leaf
04: frog suit
05: tanooki suit
06: hammer suit
07: cloud (level skip)
08: P wing
09: star
0A: anchor
0B: hammer
0C: whistle
0D: music box
0E: (weird) music box
0F: (weird) open chest
10: (weird) cloud
11: (weird) brick
12: (weird) anchor
13: (weird) anchor
14: (weird) whistle
15: (weird) frog-tanooki suit
16: (weird) flower-mushroom
17: (weird) music box
18: (weird) P wing
19: (weird) P wing
1A: (weird) 2-3 UP
1B: (weird) cloud

Acmlm:
308E1: starting number of lives
30CC3: starting world
30CCC: starting status
35062: max starting number of lives

Acmlm:
1-1 82BB -> BB92 -- 1FB92 -- obj. set 1 -- 14000
1-2 2AAF -> AF3A -- 20F3A -- obj. set 3 -- 16000
1-3 09AE -> AE19 -- 1EE19 -- obj. set 1 -- 14000
1-4 01B5 -> B511 -- 23511 -- obj. set 4 -- 18000
1-5 41AA -> AA51 -- 1AA51 -- obj. set E -- 10000
1-6 A8B3 -> B3B8 -- 233B8 -- obj. set 4 -- 18000
1-f 5DA9 -> A96D -- 2A96D -- obj. set 2 -- 20000
1-s 37A8 -> A847 -- 2A847 -- obj. set 2 -- 20000
2-1 5FB4 -> B46F -- 2946F -- obj. set 9 -- 1E000
3-1 0AB3 -> B31A -- 2531A -- obj. set 6 -- 1A000
4-1 88AB -> AB98 -- 26B98 -- obj. set B -- 1C000
5-4 4CBA -> BA5C -- 27A5C -- obj. set D -- 1C000
6-1 2CB2 -> B22C -- 2323C -- obj. set C -- 18000
7p1 23BC -> BC33 -- 27C33 -- obj. set 5 -- 1C000
8s1 D3B8 -> B8E3 -- 2F8E3 -- obj. set A -- 24000

1 -- 14000 -- Plain
2 -- 20000 -- Fortress
3 -- 16000 -- Hilly
4 -- 18000 -- Sky
5 -- 1C000 -- Pirhana Plant
6 -- 1A000 -- Water
7 -- ..... -- Mushroom house
8 -- 1A000 -- Pipe
9 -- 1E000 -- Desert
A -- 24000 -- Ship
B -- 1C000 -- Giant
C -- 18000 -- Ice
D -- 1C000 -- Cloudy
E -- 10000 -- Underground
F -- ..... -- Spade house

Acmlm:
16020-1606F: map sprite data pointers

16070-16078: Y position (world 1), pixels
160B8-160C0: X position (world 1), pixels * 256
16100-16108: X position (world 1), pixels
16148-16150: Type (world 1)

3C39A-3C3A1: Y starting position

Acmlm: Hmm, look at 17C11, I might have found the animation speed
Emuz: ok sec..
Acmlm: *tries it*
Acmlm: Haha, that's it
Acmlm: I put 01010101 instead of 11111111 and World 1 animated all fast

Jonathan Wilson: (10:46 PM) ok, heres something that might help.
a list of all of the backgrounds.
"0 no background",
"1 under water",
"2 storm clouds",
"3 wood panels",
"4 underground caves",
"5 colored blocks & hills",
"6 dungeon pillars",
"7 castle wall",
"8 ice hills",
"9 pipes",
"A hills #1",
"B underground caves #2",
"C hills #2",
"D desert",
"E desert & pyramids",
"F hills & clouds",
"10 dungeon blocks",
"11 volcanoes",
"12 clouds",
"13 question background",
"14 crystalline walls",
"15 underground caves #3",
"16 waterfalls",
"17 stary banner",
"18 ice hills & clouds",
"19 desert bricks",
"1A colored blocks & hills #2",
"1B castle windows",
"1C forest",
"1D hills #3",
"1E waterfalls #2",
"1F dungeon blocks #2",
"20 bricks",
"21 underwater #2",
"22 castle windows #2",
"23 wierd background",
"24 wood panels #2",
"25 underwater #3"

In that case, here's a little more SMB3 info.
5CB8: (02 03 05 01) These are the amount of lives you receive for the three card bonus.
Which I have already done, the mushroom will be a 4-up, the flower remains 3-up,
the star will be a 2-up (which it always should have been, as it's the easiest one).
I could have really gotten nasty and set the 4th byte to 00, giving no lives unless there's 3 matching cards,
but I left it. And some fun stuff...

450: (04) level bonus sound effect, changing to 02 changes the sound to the coin sound, which I have also done.
4B9: (04) changing to 02 gives 1-up sounds to most coin blocks.
Sometimes it even has the "weird" 1-up sound!

0x10c1b3 This is the allstars address for the table of the card lives. same format as stated before....

I just found something really cool in SMB3. Go to 4BE, and change it from 04 to 05.
Then hit any block that has coins in it. Then everything freezes, and your item box appears!
If you have items, you can use them here! But there are two rules here.
One, the pallete for the enemies will be wierd for the rest of the level. And two, the benefits of the items aren't there.
It just takes the pallete colors of that item.
So if you are leaf mario, and you use a flower, you will be orange leaf mario.
If you use a frog suit, you turn into luigi.
Or you could be hammer mario, use a flower, and you get...

Firey Hammer Mario! And I don't know why the picture isn't working!

+------+----------+-----------------------------+
| | NVTBDIZC | Description |
+------+----------+-----------------------------+
| ADC | XX0---XX | Add with Carry |
| AND | X-0---X- | Logical AND |
| ASL | X-0---XX | Arithmetic Shift left |
| BCC | --0----- | Branch if Carry Clear |
| BCS | --0----- | Branch if Carry Set |
| BEQ | --0----- | Branch if Equal |
| BIT | XX0---X- | Bit Test |
| BMI | --0----- | Branch if Minus |
| BNE | --0----- | Branch if Not Equal |
| BPL | --0----- | Branch if Plus |
| BRA | --0----- | Branch Always |
| BRK | --0----- | Break |
| BVC | --0----- | Branch if Overflow Clear |
| BVS | --0----- | Branch if Overflow Set |
| CLC | --0----0 | Clear Carry flag |
| CLD | --0-0--- | Clear Decimal flag |
| CLI | --0--0-- | Clear Interrupt disable |
| CLV | -00----- | Clear Overflow flag |
| CMP | X-0---XX | Compare A with source |
| CPX | X-0---XX | Compare X with source |
| CPY | X-0---XX | Compare Y with source |
| DEC | X-0---X- | Decrement |
| DEX | X-0---X- | Decrement X |
| DEY | X-0---X- | Decrement Y |
| EOR | X-0---X- | Logical Exclusive OR |
| INC | X-0---X- | Increment |
| INX | X-0---X- | Increment X |
| INY | X-0---X- | Increment Y |
| JMP | --0----- | Jump |
| JSR | --0----- | Jump to Sub Routine |
| LDA | X-0---X- | Load A |
| LDX | X-0---X- | Load X |
| LDY | X-0---X- | Load Y |
| LSR | 0-0---XX | Logical Shift Right |
| NOP | --0----- | No Operation |
| ORA | X-0---X- | Logical inclusive OR |
| PHA | --0----- | Push A |
| PHP | --0----- | Push P |
| PLA | X-0---X- | Pull A |
| PLP | XXXXXXXX | Pull P |
| ROL | X-0---XX | Rotate Left |
| ROR | X-0---XX | Rotate Right |
| RTI | XXXXXXXX | Return from Interrupt |
| RTS | --0----- | Return from Sub Routine |
| SBC | XX0---XX | Substract with Carry |
| SEC | --0----1 | Set Carry flag |
| SED | --0-1--- | Set Decimal flag |
| SEI | --0--1-- | Set Interrupt disable |
| STA | --0----- | Store A |
| STX | --0----- | Store X |
| STY | --0----- | Store Y |
| TAX | X-0---X- | Transfer A to X |
| TAY | X-0---X- | Transfer A to Y |
| TSX | X-0---X- | Transfer S to X |
| TXA | X-0---X- | Transfer X to A |
| TXS | --0----- | Transfer X to S |
| TYA | X-0---X- | Transfer Y to A |
+------+----------+-----------------------------+


Operand syntax
--------------

A accumulator
#i immediate
<n zero page
<n,X zero page indexed by X
<n,Y zero page indexed by Y
[n] indirect (*)
[n,X] indirect pre-indexed by X (*)
[n],Y indirect zero page post-indexed by Y
r relative
n absolute
n,X absolute indexed by X
n,Y absolute indexed by Y

(*) can be zero page or absolute

Goomba Generator enemy 0xFD75 -- 0x13DC40
I've been looking in the ROM for the bytes that determine how many stretches it takes, I found it

$9AD2: Number of stretches before the Chain Chomp goes out (normally 50 ($32))

$9CB6: Number of stretches before the Chain Chomp starts flashing (normally 47 ($2F))

Emuz: 0x114FD9 Number of stretches before the Chain Chomp goes out
Acmlm: I remember I found it by finding its RAM address, then searching for a "CMP #$32" right after a "LDA $0689, X"
Emuz: 0x1152D9 Number of stretches before the Chain Chomp starts flashing
0x3C39A NES, 0x10CB6D Mario map start
0x1E1F88 allstars map pallete
0x14877 NES, 0x108E18 table of map lock changes *NOT*


more to come! :)

The Dynamic Profile Administrator™


"Never Knows Best"
Note: if you can see this my layout broke. ALL THE CREDITS WILL BE REVEALED!!
'Victory Noriko' by @thatsheepagain.
'Chibi Dance Noriko' by @Haru__Kitsu.
'Deity's Night Out (Featuring Gabbie)'
by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

KP
Posted on 01-27-12 04:39 AM Link | ID: 4051
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Man, I'm almost flabbergasted that there's not really an editor for this game yet. I think we should contact whoever has the MushROMs editor and see what we can do with all this. I am getting really excited about this project!



Emuz
Posted on 01-27-12 09:23 PM Link | ID: 4097
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My next doc dump.

E-mail Marioexpert to JonWil

Subject: Map pointers :)
Date: Sat, 12 Aug 2000 11:33:27 EDT
From: Marioexpert
To: jonwil

The map pointers are arranged with a table of Level Obj set and Vertical as
one byte.
I think they look like this:

21 23 23 21 23
44 43 43 44 47
63 62 6F
83 87 83 83 82
AE A3 A4

That is 15 Bytes for world 1

Warning MI3 doesn't re order the Map Pointers!
Pointers Also effect every square above, (or every other square above where
they are placed?)
Being that The first pointer in the table will take precedence over the next,
If you move pointers without re ordering them, they will over ride each
other. Acmlms editor does re order them properly if you want to see it in
action move everything and save to see them reorder.

Next there is a table of Horizontal, These are represented as 1 Byte.
Horizontal will look something like this 02 04 06 08 0A 0C 02 04 0A 0C....

This is it:

04 06 08 0A 0C
02 04 08 0A 0C
04 06 08
04 06 08 0A 0C
04 06 08

Then you will have My personal favorite, The pointers that are 3 bytes!
Its the same size as NES I think, just add 1 byte for every pointer.

Enemies at $10DAF3

D7 EA 27
DB EC 27
5AEC27
9EE827
DBEC27
95F127
DBEC27
DBEC27
E3F127
000700
DBEC27
DBF827
010000
DBEC27
000700
DBEC27
DBEC27
5FF827
DBEE27
DBEC27
BDF127
Level pointers $10DB32
2E9F24
36BF24
90BA24
989224
36BF24
9EF424
36BF24
36BF24
86F624
BD9125
54BF24
D48D26
000000
36BF24
BD9125
54BF24
36BF24
A38C26
D3C924
36BF24
77F524

Map Sprites $10E5FD ...

> And one more thing I need:
> I need a complete description of the locations in the rom, sizes and how
> they work for the allstars map pointers, so I can add them to m3i.
> If you happen to know where the sprites are in allstars, that would be
> nice also.

MHOUSE.TXT

This is a list of Mushroom house offsets for it's level data
**********************************************************
MUSHROOM HOUSE
**********************************************************
NORMAL 24D70 C043 1293BD 13E7E3
SECRET SHOP 2522B C043 12988D 13E7E3
Peach ????
graphics 07 MUSHROOM HOUSE
object set 07

MSTART.TXT

Mario's starting location on the map (the main part is nes, but the last line is allstars that I found
I also figured out how to change the starting location on the map, but I can only change it vertically (all worlds have the same horizontal starting location). Once again it's in pixels ... and stored far away from map data
(at $3C39A-$3C3A1). That's one of the next things I'm going to implement in my editor, and it isn't there in Mario Improvement 3.
10BC6D allstars

UHP/Underground hilly pipe (UHB1+2.TXT)

Subject: Underground hilly pipe
Date: Mon, 3 Jul 2000 13:34:34 EDT
From: MarioExpert
To: jonwil

Underground hilly pipe:
I would guess they are set per world.
Because I am able to point to 2 differing ones with in world 5-1. World 5 has
UHB in 5-2, and 5-5
Interestingly 5-1 has no UHB, and yet you can point to 2 of them.
I wrote what levels they where down on paper, but I'm moving in August so its
in a box. If I remember correctly, Its 5-2 UHB, and the other I think is from
another world.
After finding I could do this, I was thinking I could do it in all levels
with the pipe B3 (Should be renamed in M3I description), but I tried almost
every level in world 1, and it didn't work.

Some UHBs have 2 pointer objects with in the Level Data, this could be just a
mistake like that of 1-3. In 1-3 there is an extra pointer object for the
Door behind the End, its useless, the pointer objects have no affect on that
enemy.

I would think those UHB levels have 2 levels in them, like that one you and I
found. That would explain the 2 pointers possibly, just for differing Exit
locations.
These UHBs are not normal levels, You can't really Expand them In length, If
I remember correctly, but I haven't tried since M3I was updated.

When I move, I will be able to start on my hack again, Like level design, and
GFX=(Graphics).
I haven't worked as much as I did 3 months ago.
Even when I should be packing, I'm hacking Mario!

I will get back to you shortly.

Your probably sleeping, and I just woke.
This fragment I am not sure on... I think it's incomplete.
This is a string from All-stars, the last three bytes is the first UHB pointer
14 FE 14 E1 14 FE 14 FE 14 C0 14 E1 14 C0 14 00 F0 0E 0C 0A 08 06 06 20 30 40
50 60 70 80 80 40 20 10 08 04 02 01 (Pointer C2 D1 24)

Try looking for this in NES
80 40 20 10 08 04 02 01
or,
10 08 04 02 01
You will get a few of them, so test and see which one is the UHB pointers.
You may even find the END pipe pointers in that area as well.

That's it for now. The next set I may need to upload some files.



The Dynamic Profile Administrator™


"Never Knows Best"
Note: if you can see this my layout broke. ALL THE CREDITS WILL BE REVEALED!!
'Victory Noriko' by @thatsheepagain.
'Chibi Dance Noriko' by @Haru__Kitsu.
'Deity's Night Out (Featuring Gabbie)'
by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

MIGHTY-BLACKDRAGON-
Posted on 04-20-14 02:19 AM Link | ID: 55387
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Sorry about the long time bump but is there any new information gathered from smas ?
I'm highly interested to see this get up off the ground but no one wants to dig for the information. :(
I would do some digging around myself in my own spare time, but I don't know what is currently needed yet.

KP
Posted on 04-21-14 02:11 AM Link | ID: 55761
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MIGHTY-BLACKDRAGON-
Posted on 04-26-14 12:07 AM Link | ID: 56847
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Posted by KP9000
http://youtu.be/JNx-D9ADAOE


I need you to smack your computer screen some and then you with it.
Your reply isn't helping much at all kp also to anyone else who may have dug around smas mainly smb1 or smb2..
Would you mind sharing the info to further this project ?

I am going to dig more into smas smb2 to see what I can find from the rom address.

Emuz
Posted on 04-26-14 12:12 AM Link | ID: 56848
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Posted by MIGHTY-BLACKDRAGON-
Posted by KP9000
http://youtu.be/JNx-D9ADAOE


I need you to smack your computer screen some and then you with it.
Your reply isn't helping much at all kp also to anyone else who may have dug around smas mainly smb1 or smb2..
Would you mind sharing the info to further this project ?

I am going to dig more into smas smb2 to see what I can find from the rom address.



Lol. that was meant as a joke I believe.

Basically all the information for SMAS SMB3 that we have is in the thread. I do have some on the other games, but I would want that to be requested in another thread as this is just for SMAS SMB3.

The Dynamic Profile Administrator™


"Never Knows Best"
Note: if you can see this my layout broke. ALL THE CREDITS WILL BE REVEALED!!
'Victory Noriko' by @thatsheepagain.
'Chibi Dance Noriko' by @Haru__Kitsu.
'Deity's Night Out (Featuring Gabbie)'
by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

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Main - Super Mario Bros. 3 Hacking - SMB3 Allstars hack "Kafuka" - "Where SMB3A runs the show"


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