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Romhacking => ROM Hacking Discussion => Topic started by: RetroRain on February 23, 2017, 01:00:27 am

Title: Super Mario Bros. 2 - Standard Mario Patch v1.2 Released
Post by: RetroRain on February 23, 2017, 01:00:27 am
SMB2: SMP = Super Mario Bros. 2: Standard Mario Patch

Yes, it's not making me any money, but I had some free time off, and I felt like doing what I enjoyed.  That, and I really wanted to finish this hack.  So here it is.

For those who don't know what the SMP is, it is a patch that makes SMB2 more like the other Mario games, like replacing the cherries with coins, making the turtle shells bounce on collision instead of disappearing, and updating some things such as character palettes, the health meter graphics, and adding coin counters to the pause screen.

(http://acmlm.kafuka.org/uploader/get.php?id=5171) (http://acmlm.kafuka.org/uploader/get.php?id=5172)
(http://acmlm.kafuka.org/uploader/get.php?id=5173) (http://acmlm.kafuka.org/uploader/get.php?id=5174)

Video
https://www.youtube.com/watch?v=FlSLrNr1stM

The readme lists all of the changes.

Download
http://acmlm.kafuka.org/uploader/get.php?id=5210 (Updated to Version 1.2)

Enjoy! :)
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MathUser2929 on February 23, 2017, 02:00:40 am
You should upload it to the site too. Looks good.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: RetroRain on February 23, 2017, 02:33:30 am
Thank you, I will.  To anyone who already downloaded this hack, please ditch that patch, and re-download it again.  I found a couple of bugs in there that shouldn't have been there.  I fixed them up, and re-uploaded the file.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: GHANMI on February 23, 2017, 10:31:40 am
I remember you had some real life problems and had to pause your activity for a while.
Glad for your comeback, and with one such interesting hack too :) and hopefully everything is better for you overall.

Reskinned Doki Doki Panic SMB2 really was too different from the other Mario games. In the same vein, a Zelda 3 hack restoring unused elements like meat and the stopwatch from Zelda 1 could be unique.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: RetroRain on February 24, 2017, 12:59:42 am
Thank you for your kind words. :)
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MagusLOGS on February 24, 2017, 08:09:23 am
Thanks for finishing this hack, it looks so much better now than with the cherries.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MathUser2929 on February 24, 2017, 08:27:33 am
Not a big deal, but I wish you took my suggestion of making the mushrooms work when you touch them, isntead of having to pick them up.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: RetroRain on February 24, 2017, 12:34:34 pm
I'm sorry buddy, but collision detection is not my thing (at least yet).  But, it is something that I'll look into if I decide to release another version.  There are 3 things that I would like to do for a tentative Version 1.1:

• Allow player to switch characters on the Pause Screen
• Fix the vegetable/starman item-holding glitch
• The mushrooms take effect by walking into them

However, I could use some opinions on the first listed thing.  Is it something that you guys would like to see?  I'm only considering it because someone mentioned it.

If I decided to do that, I would probably remove the counters on the celebration sequence, where it shows you how many times you used a character.  The numbers could wind up getting up there, since I'd have the counters increase whenever you choose a character.  It wouldn't make sense to just have the counters increase on the character select screen by choosing a character, if you are going to choose a different one on the pause screen.  And truthfully, the counters at the end of the game aren't really that important to begin with.

Let me know what you think.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MathUser2929 on February 24, 2017, 01:05:35 pm
You could make it so it only counts who beats the level. Someone could cheat by picking someone else and using them throught the level and switching at the end. But I dunno if you really care, noones going to compare scores and it don't have a leaderboard.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: Mari42 on February 24, 2017, 03:54:11 pm
I'm sorry buddy, but collision detection is not my thing (at least yet).  But, it is something that I'll look into if I decide to release another version.  There are 3 things that I would like to do for a tentative Version 1.1:

• Allow player to switch characters on the Pause Screen
• Fix the vegetable/starman item-holding glitch
• The mushrooms take effect by walking into them

However, I could use some opinions on the first listed thing.  Is it something that you guys would like to see?  I'm only considering it because someone mentioned it.

If I decided to do that, I would probably remove the counters on the celebration sequence, where it shows you how many times you used a character.  The numbers could wind up getting up there, since I'd have the counters increase whenever you choose a character.  It wouldn't make sense to just have the counters increase on the character select screen by choosing a character, if you are going to choose a different one on the pause screen.  And truthfully, the counters at the end of the game aren't really that important to begin with.

Let me know what you think.

I think that is possible because I don't think the score counter is important at all to begin with as far this is from GBA. So, your idea I can agree that it could work fair enough for the players to switch characters so the gameplay can be decent enough.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: SpiderDave on February 24, 2017, 06:44:08 pm
In case you want to use it, here's what I have so far for my instant character switching code.
It's from my files in my own patcher format, but should be easy to figure out.
Add 0x10 to addresses to account for header for the rom offset.


// Got this address from xkeeper's video https://www.youtube.com/watch?v=FkEx1RLPeX4
// Tried it on a whim, works well as a spot to hijack for the character switching.
// Change sprite-erasing routine to point to our new subroutine instead
hex 1eca0 2046fbea

// **** New Character switching subroutine ****
//a5 f5 ;lda joy (get key pressed)
//29 20 ;and #$20 (is select pressed?)
//f0 21 ;beq (if not, skip ahead 0x21 bytes)

//a9 04 ; lda #$04 (load 0x04 into accumulator (heart/cursor sound effect))
//8d 0206 ; load sound into music queue

// e6 8f ;increment the character by one
// a9 03 ;set a to 03
// c58f ;compare it with character
// b004 ;if the character is greater than 03, skip ahead 4 bytes

// a9 00 85 8f ;set the character to 00

// a5 8f lda character
// 20 a493 ;jsr $93a4 ;subroutine to load character palette (doesn't transfer it to ppu memory yet)

// a905
// 20 85ff ;jsr $ff85; subroutine to help load character data
// 20 5184 ;jsr $8451; subroutine to help load character data
// 20 16fe ;jsr $fe16 ??? not sure what this subroutine does or why i added it

// a000a9f8 ; Original data from the spot we used for the pointer

// 60 ;rts (return)

hex 1fb46 a5f52920f021 a9048d0206 e68f a903 c58f b004 a900858f a58f 20a493 a905 2085ff 205184 2016fe a000a9f8  60
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MathUser2929 on March 06, 2017, 06:24:59 am
I just read a review for this patch. It takes you till level 4-2 till you can get a 1-up? I really think you need to bring the number of coins required down. I think it's more important to make collecting coins rewarding than following the convention of getting a 1-up at 100 coins.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: Jeville on March 06, 2017, 06:32:05 am
The review also brought up the idea of using the stopwatch's instant activation property on the stars.
Title: Re: Super Mario Bros. 2 Standard Mario Patch
Post by: MathUser2929 on March 06, 2017, 07:11:51 am
I totally misread what you were saying. I reread the review a few times to look for it. I thought you were saying he should use the stopwatch effect when you get a star. That's a idea tho.
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: RetroRain on March 19, 2017, 12:56:49 am
Okay, so here's the story.  About 3 weeks ago, I came up with an idea for a new SMB2 hack.  It was called SMB2 DX.  I did some work on it, but I will be restarting it once this SMP is final.  Reason being, is that that hack will be based off of this SMP, and I want to make sure I get everything done with the SMP before moving on to it.

It is also possible that the name SMB2 DX is tentative.  I might be changing it, but here is some very early work of what I did:

(http://acmlm.kafuka.org/uploader/get.php?id=5192)

(http://acmlm.kafuka.org/uploader/get.php?id=5193)

The character-switching thing will not be a part of the SMP, because I will be reserving it for my SMB2 DX hack.  The reason being, is that my DX hack will have 3 different difficulties, and the character-switching will only be for Easy mode.

Anyway, now that that is out of the way, here is what is in store for SMP Version 1.1:

- Moving turtle shells can hurt the player on contact.

- Walking into mushrooms will allow you to obtain them.

A. Players start off in their small state, and must obtain a Mushroom to become big, and add another piece to their health meter.

B. That being said, the small floating hearts you get when defeating enemies will no longer be in the game.  You will need to get a Mushroom in order to replenish health or become big.

C. I'm thinking about removing subspace altogether.  That being said, Mushrooms will now be in the actual levels, along with the vegetables that act as bonus coins when you pick them up.

These last 3 things are labeled A, B, and C, because they are related to each other.

- Something else that I wanted in the SMP, which I wasn't going to do, because I really didn't want to mess with the level data, is making turtle shells, coins, and 1ups more common.  Especially the turtle shells, since they are very rare in the original game.

The only problem with that is that some people might not want the level data tampered with.

However, if I eliminate subspace and make the mushrooms and bonus coins in the levels themselves, I will have to modify the level data anyway.

Also, I fixed the star glitch that was present in v1.0.  Now, when you get the 10th big vegetable, the player will pick up the star, and instantly get the star power.  This is not what I really wanted.  I wanted it so that when you pick up the vegetable, the star pops out, and you have to chase after it to get it, but this was the best way to get the star glitch-free.  I uploaded a YouTube video showing this (https://www.youtube.com/watch?v=BAuAXyVHZCU).

I could definitely use some opinions and feedback on these ideas I have in mind for Version 1.1.

Thanks. :)
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: SpiderDave on March 19, 2017, 07:33:55 am
Ideas:
* If you remove sub-space, use that music for outside, and put the underground music from the smb2 beta in too.
* Add ability to swim in water.
* Change the potion to a star in a bottle.  Throw it, it pops out instead of making the door.
* Add 1-up sound effects for bonus game (think SMB3 cards).
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: MagusLOGS on March 19, 2017, 09:49:34 am
For Hard Mode, you could make it so that the 4 playable characters can only use their abilities such as higher jump (luigi), faster moving (toad) and flying (princess) only when they are big (powered up by the mushroom) and the character who died in the current level can't be reselected again until the level is completed, if all 4 are dead then you have to restart the current chapter again.
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: RetroRain on March 20, 2017, 11:34:15 am
You can now get the mushroom by walking into it:

https://www.youtube.com/watch?v=boTo8yQzEn0
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: Googie on March 20, 2017, 12:30:54 pm
You can now get the mushroom by walking into it:

https://www.youtube.com/watch?v=boTo8yQzEn0

Now that's gangsta! :D

Btw, are you gonna used those graphics Stufid sent you of Ice Ranger's SMB2 hack he never started?
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: RetroRain on March 21, 2017, 06:22:05 pm
No, I'm not going to mess with the graphics on a heavy level.  Remember, I'm allowing anyone to use this patch as a base for their hacks, and they may not want the graphics tampered with.  Only minor graphics changes are being made to update the game's quality.  That, and if I wanted graphics changes, I'd like to assess what changes I'd make, and what they should be changed to.

Question: Do I disable the power jump?  The other Mario games don't have it, and if I'm making this more in line with the other games...

Question 2: Do I edit the level data to make coins, turtle shells, and 1ups more common?
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: Vanya on March 21, 2017, 08:40:45 pm
Answer 1: Every mario game has its own unique features that are taken into account in the level structure. I say leave the power jump in.

Answer 2: Yes, definitely having more collectables would be more in line with the other games.

Here is an idea for an asm hack involving the turtle shells. maybe have one or two enemy types leave behind a shell, and change the graphics into a mask. Maybe, all masked enemies, or just shy guys, or just tweeters and snifits.
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: MagusLOGS on March 22, 2017, 09:23:19 am
Don't remove the power jump, make it more accessible instead. Its a nice unique feature but it takes to long to charge and you can't perform it while moving. I think it would be a nice addition to the game or a game changer if you could perform a power jump on the move by holding B to charge it up and A to execute the power jump. Mario 64 has something similar to the power jump but just in many different directions. I would like to see a power jump overhaul in SMB2 instead of it being removed.
Title: Re: SMB2: SMP v1.1 in the works. I wouldn't mind some feedback on these ideas.
Post by: WebSlinger on March 22, 2017, 08:46:37 pm
This whole project is just simply amazing!!  Holy crap!!     I'm gonna check out the patch and see what's up! 8)
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RetroRain on March 24, 2017, 11:38:17 am
Version 1.1 has now been released, and I have updated the link the first post.

Video
https://www.youtube.com/watch?v=sxXIuhwFsmk

Download
http://acmlm.kafuka.org/uploader/get.php?id=5198

Enjoy! :)
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: Vanya on March 25, 2017, 02:44:46 pm
Would it be difficult to add some animation frames to the shell?
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RetroRain on March 25, 2017, 03:49:37 pm
I don't think so.  I believe the easiest way to accomplish this, is that when the shell is in motion, I'd simply cycle a few CHR pages into the VROM slot that has the shell graphics in it.  I'll look into it.

But first, I don't know if anybody has noticed this, but there is a major bug in the game that I overlooked, that needs to get fixed in order for the game to be fully playable.

When you reach Mouser at the end of World 1, if you try to catch the bombs, or walk into them after they have fallen on the floor, they can hurt/kill you.  And this goes for the bombs that you get from the vegetables as well.

I believe this bug occurred when I made the turtle shell hurt the player.  Originally, the turtle shell would simply pass through the player, so there was a certain kind of passivity to it.  I believe this same passivity applied to the bombs as well.  The only time the bombs hurt you is when they explode.  I have to go in there and fix that.

Also, I noticed that in subspace, if you jump up to get the mushroom from below, you won't be able to get it.  I have to fix that as well.

So, Version 1.2 will be coming soon.  I'm not sure when, as I have to study this weekend for my final exam on Monday.  But it will come soon.
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: SpiderDave on March 25, 2017, 07:32:34 pm
I miss being able to ride the shell.
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: WebSlinger on March 29, 2017, 09:40:18 pm
Version 1.1 has now been released, and I have updated the link the first post.

Enjoy! :)
Ya gotta change the POW block to the classic MARIO BROS. one :D  but i love the tiny hearts as the Health meter.
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RetroRain on April 03, 2017, 01:43:54 am
Would it be difficult to add some animation frames to the shell?

Did somebody say animated shell?

https://www.youtube.com/watch?v=SFTRBH4V-rw

Also, I fixed that bug with the bombs.

The thing that I was going to change however, being able to obtain the mushroom from below, I'm leaving out.  Changing that causes some other collision problems which makes the game freeze.

Anyway, Version 1.2 is just about ready to be released.  It could even come out later today. :)
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: Googie on April 03, 2017, 05:33:06 pm
Did somebody say animated shell?

https://www.youtube.com/watch?v=SFTRBH4V-rw

Also, I fixed that bug with the bombs.

The thing that I was going to change however, being able to obtain the mushroom from below, I'm leaving out.  Changing that causes some other collision problems which makes the game freeze.

Anyway, Version 1.2 is just about ready to be released.  It could even come out later today. :)

Now that's pretty cool!  :thumbsup:
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RetroRain on April 03, 2017, 06:54:36 pm
Thank you.

It's still going to be a little while longer until I release the patch.  I'm currently bug-testing this, and there are still two side-effects that I want to try to remove.
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RadioShadow on April 04, 2017, 02:43:48 am
Looking good RetroRain.  :)

I'm just wondering, you wouldn't happen to know where the height values are for when each character picks up an item?
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: MathUser2929 on April 05, 2017, 09:21:49 pm
I like the animated shell. I'm glad you are making use of the bouncing shell patch.
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: SpiderDave on April 05, 2017, 09:42:21 pm
Looking good RetroRain.  :)

I'm just wondering, you wouldn't happen to know where the height values are for when each character picks up an item?

Do you mean the item holding positions? Here it is in RAM at least:
0x7f00 pick-up attachment position (normal)
0x7f07 pick-up attachment position (small)
0x7f15 pick-up attachment position (small) part 2
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: RadioShadow on April 07, 2017, 02:29:34 am
Do you mean the item holding positions? Here it is in RAM at least:
0x7f00 pick-up attachment position (normal)
0x7f07 pick-up attachment position (small)
0x7f15 pick-up attachment position (small) part 2

Thanks for that!  I was able to find the values in the rom.  They are stored at 004010 - 00401F.

It looks like there are two hex bytes to adjust the height of the item being carried (two for when large | two for when small).  So Peach's values are as followed:

004011 = 1st Value (Large)
004015 = 2nd Value (Large)
004009 = 1st Value (Small)
00400D = 2nd Value (Small)

Examples of height values:
         FC FF
         04 00
Title: Re: Super Mario Bros. 2: Standard Mario Patch v1.1 Released
Post by: cartridge_rom on April 11, 2017, 02:04:40 pm
Greetings, here pose improvements, can be a great full graphic patch, great work :thumbsup:

- correct bug when entering the magic doors, the eyes of the characters change red and blink a lot
- change color more elaborate for mario ( original blue pants strong )
- Mario, Luigi, Toad and Peach redraw sprite colour graphic enhancement
- change magic potion for graphic improvement
- change nabo sprite enhancement
- include original colour 1up mushroom ( photo )
(http://cdn.wikimg.net/strategywiki/images/3/39/Smb1_1up_mushroom.png)
Title: Re: Super Mario Bros. 2 - Standard Mario Patch v1.2 Released
Post by: RetroRain on April 22, 2017, 05:27:30 pm
Version 1.2 has been released.  Please see readme for all of the changes and notes.

Download
http://acmlm.kafuka.org/uploader/get.php?id=5210

Enjoy! :)
Title: Re: Super Mario Bros. 2 - Standard Mario Patch v1.2 Released
Post by: Vanya on April 22, 2017, 05:34:15 pm
Coolio. I can't wait to patch this baby and try it out.
Title: Re: Super Mario Bros. 2 - Standard Mario Patch v1.2 Released
Post by: Ar8temis008 on May 01, 2017, 12:35:38 am
If the aim of the hack is to "standardize" Mario 2, I think it would strongly benefit from some kind of save game feature. You could also add a SMBDX style World map, if your willing to go the extra mile.
Title: Re: Super Mario Bros. 2 - Standard Mario Patch v1.2 Released
Post by: RetroRain on May 01, 2017, 08:43:02 pm
I was considering it, but I don't know how much further I want to go with the project.  Initially it was just supposed to be a cherries-to-coins hack, with some other little changes to accomodate that change.  Since collecting 100 coins would give you a 1-up, I had to find another way for the player to get the star.  And the most logical thing to do was replace the stop-watch.  And it made sense for some other little things to be changed and updated.

Afterall, I had SaveRAM planned for my 2-Player SMB2 hack (titled Special Edition).  So, I'm not making any promises.  For right now, this is the last version of the Standard Mario Patch.