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09-23-11 10:29 AM
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Frank's 2nd SMB3 hack for Super Mario All-Stars Project

 

09-23-11 10:29 AM
Insectduel is Offline
| ID: 466701 | 878 Words

Insectduel
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It's been 3 to 4 months of this project and this is the project I've been doing so far.

Introduction

What is Frank's 2nd SMB3 hack?

It is based on Frank Maggiore's 2nd SMB3 hack for the NES which was originally made in 2004. Official release of this hack was April 23, 2005. Of course for somewhat reason, it was named "Strange Mario Bros." when downloaded the demo release from Zophar's domain after Acmlm discontinued the project. Of course Frank Maggiore officially named the hack after himself which is called Frank's 2nd SMB3 hack. Since after the 1st one, it should not be difficult, frustrating, or unfair. Today, this full completed NES version can be downloaded at
ROM-Hacking dot net.
http://www.romhacking.net/hacks/300/

The SNES version is a remake from the NES version along with new changes, such as new added sounds when they slide down hills, Buster Beetle throws, and including Thwomps. Other changes are coming soon.

What's Done

Text editing completed (Including Princess letter)
Title Screen remodeled
Matching card game remodeled
MAJOR Graphic changes and some Palette changes
World Map designs done and pointers for World 1 only
Sound added with basic ASM coding
16x16 tilemaps completed in all World Maps
Removal of 000 timers from all Mushroom houses
Leaf and Fire Flowers Power-Ups skips Super Mario
White Mushroom houses has items other than Anchor
All sprites placed in World Maps including item placement

What's not done

16x16 Editor for Object set levels. I haven't worked on it yet!
Opening Credits (Tried to edit but tiles use differently so it's denied)
World 1-4 Bonus area. I blocked the entrance for a reason.
World 1-1 and World 1-5 are not inserted.

This beta version of 0.45 is playable for World 1 with custom levels and World 2 is for testing purposes only.

Screenshots/Videos

http://i8.photobucket.com/albums/a1/insectduel/F2ndsmb3ashack_00005.png
http://i8.photobucket.com/albums/a1/insectduel/Frankv020demo.png
http://i8.photobucket.com/albums/a1/insectduel/GFXProgress.png

http://www.youtube.com/watch?v=nA7MYEyqIBg

More ASM suggestions to the project, help if needed. Suggestions are welcome but I don't take requests to add on my project!

Please check my readme.txt file. Suggestions currently unavilable.

Volunteers are welcome to this project!

I need someone for the next release to do the ExGFX project after I design all the levels for the Version 1.0 release.

I also want someone to create or find a code when the Quicksand panel (Tile $68) acts like a pipe panel (Tile $BC) on the map screen and vice versa. This is required for my project. It's because when a player uses the star in Tile $BC with the timer set, the music plays the roulette/N-Card game. And when a player enters any panel put uses a roulette game level pointer, it plays the star music. The panel tile behaviour RAM is $B3 (7E00B3) for SNES, $E5 for NES. But SNES is more important right now. However, I created a code where you enter levels with all levels panels on the map screen behave like Tile $BC.

Go to ROM OFFSET x118DCB (This is the headered SMAS (U) rom)

Change D9 9A 1E to 20 F0 A4, this jumps the code to ROM OFFSET, x11A6F0. Then enter the following, D9 9A 1E A9 BC 85 B3 60. This experiented code I created had all panel tiles act like Tile $BC and ignores MARIO/LUIGI START when you enter the level and plays music from another bank.

Another experiement is when I simply replace to the code x118Db6 by putting A9 68 85 B3 replacing the original and can enter all level panels INCLUDING spots where the hammer bros lands with Tile $68. When you enter pipes, mushroom houses, and spade panels will have MARIO/LUIGI START.

The main thing is how to create a code that acts as 1 tile with Tile $68 with Tile $BC and vice versa? This is required so players won't be in confusion or encounter bugs in my project.

Current Bugs you need to watch out for!

The graphic changes in some SMB3 in SMAS levels are NOT considered Bugs and Glitches.

When you use a Spade panel, it plays the star music. That's because it's original tile is quicksand and once you enter it replacing the original Spade panel with the Heart panel, it says MARIO/LUIGI START. And if Luigi enter this panel, he will lose a turn to go on a level.

For some reason, the World 3 music is played when Mario/Luigi enter one of the Mushroom houses on the right near the castle.

When using a star to kill a diagonal thwomp in World 1 Fortress, Mario/Luigi kills it numberous times. Which is odd.

Download & Installation

http://acmlm.kafuka.org/uploader/get.php?id=4040 Download from Board 2's uploader

You need the Super Mario All Stars (U) ROM with HEADER to apply the IPS Patch with!!! It may work with Super Mario All Stars + World. It does not work with Super Mario All Stars (E), any Super Mario All Stars ROM without header. or Super Mario Collection (Japanese version). The game is meant for testing purposes only, not for the entire gameplay. Also, while you load the ROM with any SNES emulator, you will notice that the SNES checksums are fixed.

Also, download my ZSNES savestates from my Mediafire uploader for people that want to play around with it or contribute with the ExGraphics project for SMB3-SMAS.
http://www.mediafire.com/?zb5oaxjum6r0n5i

Have fun!
It's been 3 to 4 months of this project and this is the project I've been doing so far.

Introduction

What is Frank's 2nd SMB3 hack?

It is based on Frank Maggiore's 2nd SMB3 hack for the NES which was originally made in 2004. Official release of this hack was April 23, 2005. Of course for somewhat reason, it was named "Strange Mario Bros." when downloaded the demo release from Zophar's domain after Acmlm discontinued the project. Of course Frank Maggiore officially named the hack after himself which is called Frank's 2nd SMB3 hack. Since after the 1st one, it should not be difficult, frustrating, or unfair. Today, this full completed NES version can be downloaded at
ROM-Hacking dot net.
http://www.romhacking.net/hacks/300/

The SNES version is a remake from the NES version along with new changes, such as new added sounds when they slide down hills, Buster Beetle throws, and including Thwomps. Other changes are coming soon.

What's Done

Text editing completed (Including Princess letter)
Title Screen remodeled
Matching card game remodeled
MAJOR Graphic changes and some Palette changes
World Map designs done and pointers for World 1 only
Sound added with basic ASM coding
16x16 tilemaps completed in all World Maps
Removal of 000 timers from all Mushroom houses
Leaf and Fire Flowers Power-Ups skips Super Mario
White Mushroom houses has items other than Anchor
All sprites placed in World Maps including item placement

What's not done

16x16 Editor for Object set levels. I haven't worked on it yet!
Opening Credits (Tried to edit but tiles use differently so it's denied)
World 1-4 Bonus area. I blocked the entrance for a reason.
World 1-1 and World 1-5 are not inserted.

This beta version of 0.45 is playable for World 1 with custom levels and World 2 is for testing purposes only.

Screenshots/Videos

http://i8.photobucket.com/albums/a1/insectduel/F2ndsmb3ashack_00005.png
http://i8.photobucket.com/albums/a1/insectduel/Frankv020demo.png
http://i8.photobucket.com/albums/a1/insectduel/GFXProgress.png

http://www.youtube.com/watch?v=nA7MYEyqIBg

More ASM suggestions to the project, help if needed. Suggestions are welcome but I don't take requests to add on my project!

Please check my readme.txt file. Suggestions currently unavilable.

Volunteers are welcome to this project!

I need someone for the next release to do the ExGFX project after I design all the levels for the Version 1.0 release.

I also want someone to create or find a code when the Quicksand panel (Tile $68) acts like a pipe panel (Tile $BC) on the map screen and vice versa. This is required for my project. It's because when a player uses the star in Tile $BC with the timer set, the music plays the roulette/N-Card game. And when a player enters any panel put uses a roulette game level pointer, it plays the star music. The panel tile behaviour RAM is $B3 (7E00B3) for SNES, $E5 for NES. But SNES is more important right now. However, I created a code where you enter levels with all levels panels on the map screen behave like Tile $BC.

Go to ROM OFFSET x118DCB (This is the headered SMAS (U) rom)

Change D9 9A 1E to 20 F0 A4, this jumps the code to ROM OFFSET, x11A6F0. Then enter the following, D9 9A 1E A9 BC 85 B3 60. This experiented code I created had all panel tiles act like Tile $BC and ignores MARIO/LUIGI START when you enter the level and plays music from another bank.

Another experiement is when I simply replace to the code x118Db6 by putting A9 68 85 B3 replacing the original and can enter all level panels INCLUDING spots where the hammer bros lands with Tile $68. When you enter pipes, mushroom houses, and spade panels will have MARIO/LUIGI START.

The main thing is how to create a code that acts as 1 tile with Tile $68 with Tile $BC and vice versa? This is required so players won't be in confusion or encounter bugs in my project.

Current Bugs you need to watch out for!

The graphic changes in some SMB3 in SMAS levels are NOT considered Bugs and Glitches.

When you use a Spade panel, it plays the star music. That's because it's original tile is quicksand and once you enter it replacing the original Spade panel with the Heart panel, it says MARIO/LUIGI START. And if Luigi enter this panel, he will lose a turn to go on a level.

For some reason, the World 3 music is played when Mario/Luigi enter one of the Mushroom houses on the right near the castle.

When using a star to kill a diagonal thwomp in World 1 Fortress, Mario/Luigi kills it numberous times. Which is odd.

Download & Installation

http://acmlm.kafuka.org/uploader/get.php?id=4040 Download from Board 2's uploader

You need the Super Mario All Stars (U) ROM with HEADER to apply the IPS Patch with!!! It may work with Super Mario All Stars + World. It does not work with Super Mario All Stars (E), any Super Mario All Stars ROM without header. or Super Mario Collection (Japanese version). The game is meant for testing purposes only, not for the entire gameplay. Also, while you load the ROM with any SNES emulator, you will notice that the SNES checksums are fixed.

Also, download my ZSNES savestates from my Mediafire uploader for people that want to play around with it or contribute with the ExGraphics project for SMB3-SMAS.
http://www.mediafire.com/?zb5oaxjum6r0n5i

Have fun!
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Affected by 'Laziness Syndrome'

Registered: 08-14-09
Location: Bronx, New York
Last Post: 4496 days
Last Active: 2709 days

(edited by Insectduel on 09-23-11 10:37 AM)    

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