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It will include separate graphics for Luigi?
I do have a Discord account, but your invite has expired. And thank you! I played your hack, but I don't think I've made videos of it, at least not yet.
Finally, after several weeks of plugging away at this, I got everything organized the right way. All the data is presented in disassembly form, which made it much easier then how I was doing it before.
There are 2 banks, 04 and 06, where almost all of the found data is. The full rom disassembly is left unmarked. Then there is an index, and one for detailed info.
Characters - Exp, Stats, Equip, Magic
Enemies - Stats, Skills, Formations, Zones, Palettes
Shop and Treasure
Text for - starting names, items, equipment, magic, enemies
Just about all I want to find has been found. The Item drops for Evil Clown and Saber Lion still havent been found yet. Power for all healing and fire spells have been found, except for the 3 fire breath attacks. The next things I would like to find is enemy drops, and see if I can find enemies assigned. I would like to create a blue and red dragon, among a few other ideas. Now with the ability to normalize all the equipment, there will be more varied options, also expanding what can be found in chests. I also want to remove sacrifice and surround, and add healall for poc, and hustle for pom. The last thing I would like to try and figure out, is HP past 256 for characters and enemies. There is a location in ram for this, and if I can find the zero page instruction, then writing new code to add this in, would really expand the options quite a bit.
In DW1 I, found a way to change the damage resistance for Erdricks and magic armor. I took the ASL and expanded it to 3 ASL's. Now every armor can have x16 resistance options, by choosing between ASL, LSR, and NOP, on those 3 bytes. That was my best accomplishment, with total new code of about 225 bytes. I need to find the bank switch in DW2, which I haveent looked for, but it should be similar to DW1 MMC1. There is roughly 80K free space, with the US release being expanded to 256, from the original 128. I am getting a little bit ahead of my self, but when I understand the code, I can branch upon it, even though I have no idea how to write a whole new instruction.
I will admit, that I struggle more with concentration, then I do understanding the code. Using a hex editor all these years, and now I found the mix of good methods. Organize the notes, scan through the disassembly, look for things in fceux, and then use HxD.
With all that said, here we finally have, a good foundation for further disassembly of DW2, now that I finally set it up in an organized manner.
Original thanks to AlexKC, who found the initial data back in 2011. Special thanks to gameboy9, who was finding code left and right 2 years ago, when he was helping me on my DW2 thread
Then there are the many people here that have helped me quite a bit. Disch and King Mike in particular, who always give a full scale analysis, and precise direction to find the code I am looking for
One last thing here, that I was wondering if someone knew about. DragonWarriorX overworld editor sort of works. There is a full interface that edits everything perfectly fine, and even marks coords and location entrances as well. When you try to open the game, all the graphics and tiles are a garbled mess. So it partially works...
If anyone is interested in helping look for code, that would be awesome
Now I am finally ready to start the writing process. Starting with Character stats, exp, and magic. Equipment and then enemy stats, abilities, formations, and zoning. Then shop and treasure last.
Just letting everyone know that all the levels have finally been completed, as well as all the little jobs I'd been putting off for a while. I'm basically in the final stages of testing and polishing right now, so this hack should be released in a few days.
No screenshots or spoilers for World 8 unfortunately, but just so this isn't a completely contentless post, here's the updated title screen:
Hey, looking for some help with moving the autoscroll sprite past the editable area within SMB3 workshop.
I want to get the same autoscroll that 3-3 has but in a different level (7-8). From what I could find it looked like the solution was using a different editor to move the auto scroll (tried two others, but win 10 won't let me run them) or to hex edit the location, and since I can't load up the others I'm stuck with hex editing.
I'm fine with doing it that way, but I don't know what I need to change to get it to move, or what I need to set it to to get the correct scroll.
If anyone has any idea how to do it or even just point me in the right direction it would be greatly appreciated
I remember seeing a post about this a long time ago, but don't know where it is now. Can you provide a link?
You know,I would like to know that who will do the music for Ballad of Sympathy?
Will it be Optomon or Nesfan doing the music?
If Lazy Shell will cause your changes to be incompatible, then I say to not try to work it in Lazy Shell. Instead, just make it your own thing and not use anything else. I hope that made sense.
Haha, well maybe let me finish everything else first before I consider experimenting!
Sounds tricky, but I still have a couple more airship levels to complete, so I'm intrigued...
Can I do it? I know how to when I did it on smb3 disassembly.
Hey all, have been making decent progress with my SMB3 hack, so I thought I'd share!
The basic premise is a colourful collection of levels designed in a similar style to that of the original game, with each world having it's own unique colour palette. My primary focus is on creative and fun level design with a difficulty curve mirroring that of the original game (something that is often lacking in SMB3 hacks). Right now there is no intention to do custom graphics, but that may happen in the future. The first four worlds are almost completely done, with work currently being done on worlds 5 and 6.
ANYWAY, some screenshots and videos:
WORLD 1 - The Hillside (100% complete) - Blue skies and rolling green hills make up the majority of levels in our quaint opening world.
WORLD 2 - Strawberry Plains (100% complete) - Delicious strawberry pink themed levels. No, don't lick the pipes!
WORLD 3 - Mystery Caves (80% complete) - Hidden treasures galore in these underground caves with a tricky overworld pipe maze to boot.
WORLD 4 - Koopa Beach (100% complete) - Cute seaside levels patrolled by friendly koopas (and a bunch of nipper plants now that I think about it)
WORLD 5 - Sunset Ridge (60% complete) - TBA
WORLD 6 - Marshmallow Valley (30% complete) - TBA
WORLD 7 - Arctic Fields (0% complete) - TBA
WORLD 8 - ??? (0% complete)
And finally, here's a PREVIEW VIDEO of World's 1-4.
Thanks for reading, all feedback welcome