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Messages - Eden.GT

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ROM Hacking Discussion / Re: SMB1 - Koopa Troopa Sprite preview problem
« on: January 31, 2019, 11:40:52 pm »
Just fill in the empty Koopa Troopa sprite gaps with other tiles using SMB Graphics Workshop. No need to share a patch for that. Also edited my last post to clarify what I meant.

Personal Projects / Re: SMB2 - Super Beatles - Pepperland
« on: January 30, 2019, 04:53:28 am »
How about attempting for some patterned/textured blue instead of a solid colour whenever you get the chance?

Personal Projects / Re: Mario's Keep (Finishing abandoned w7n hack)
« on: January 30, 2019, 04:48:32 am »
Mario will ONLY transport to a room with the "out of pipe" animation sprite sequence, if he enters a sideway pipe, not from the top. Exceptions include intermission x-2 levels.

Castle levels are not affected by any of how Mario enters a pipe, and so the animation sequence is always Mario coming out of a pipe.

If you're desperate though...
$3206 (ROM address)
Default values "$4E $07 $C9 $03 $D0" -> Changed values "$51 $07 $29 $01 $F0"
(I did not find these changes myself. Source

With these changes, when Mario enters any pipe on an odd page number (1, 3, 5, etc.),  he will emerge coming out of a pipe as the sprite animation.

If he enters a pipe on an even page number (0, 2, 4, etc.), he will appear to the next room depending on Mario's set position.

ROM Hacking Discussion / SMB1 - Koopa Troopa Sprite preview problem
« on: January 25, 2019, 09:18:39 pm »
So I have received this problem by a friend regarding part of
a certain sprite not showing it's full tiles during a certain situation.

Via SMB Graphics Workshop, it can be clearly seen that an enemy sprite consists of 2x4 8x8 tile sections:

Blank tiles of the Koopa will be replaced by the next tile to see the issue:

Now, here's the problem. Whenever Mario knocks a Koopa via brick hitting, the very top layer of the sprites will not show up for whatever reason:

  "1UP" sprite does not appear- instead it leaves out blank.

I'm thinking that the top layer sprites have been replaced by the floatey scoring sprites during this situation- but I might been proven wrong. Anyone can help assist the problem/code routine that lays here?

Newcomer's Board / Re: Understanding Super Mario Bros. graphics
« on: January 11, 2019, 11:40:01 pm »
I'm just going to dump this to you here- out of the bunch it contains a patch that changes the display of lives so that exceeding 9, it will be 10. It will correctly display the number of lives up to 99, in which it will proceed to A0, B0, and so on.


I believe every sprite and enemy has been coded in SMB so that the very last bottom pixels will be stuck on the first pixels of solid BG tiles.

Personal Projects / Re: Mario's Keep (Finishing abandoned w7n hack)
« on: January 05, 2019, 02:16:21 am »
Hmm... w7n's levels from the start have a hint of puzzle elements to them. I suggest to keep up with the style, better have some developed puzzles that are not just "if you walk the wrong way, you're stuck until time is up" like this example here:

Furthermore, there are more designs which needs- well, to polish up the grease from a trophy like 2-2:

What are the purpose for these climable objects and enemies? Are they just "there" for space and not an obstacle/ornament purpose? Of course, it'll be a good idea to clear up some of the ready prepared "designs" so that they don't interrupt with the design flow.

Of course, inspiration is key- you'll need a take a look at some of the highly rated SMB Hacks out there of the "kaizo" variety. Not the overrated ones like the infamous Super Mario Forever, but good example that include Hyper Mario Bros. 5 (, Kamikaze Mario DX+ (Especially Worlds 5 and above), and the lesser-well known Super Mario Zero series. Surely you can differentiate to good ones from the bad ones?

To save further questions regarding SMB Utility, I suggest have a read of this I wrote a few years ago:
You might have missed out on features such as sending objects and room pointers, and making castle looping. I do have more SMB Hacking resources (and that currently I'm such a slacker when it comes to updating it), but to keep it on-topic I suggest you do send me a direct message regarding them. As well as a bigger SMB Hack collection I could send, which I heard you have.

Yeah, you'll definitely need to contact the authors of the hack instead of working on it alone. Especially if you don't have experience in 6502 ASM which will make the process tougher.
There's hope since this hack is rather recent and not ten years ago- Corpse Grinder has a Youtube channel so you might as well go ahead and ask him for the source code.

Personal Projects / Re: Super Mario Bros. - Goomba Attack!
« on: December 30, 2018, 08:41:18 am »
In lack of new levels there's at least a level selector.

I was kind of let down when I thought you can select the sublevels according to your wording, turns out it's just the world numbers... Since I have yet to see a single hack which allows you to select both the world and level number. There's plenty of hacks out there which allows world selection from the very start, so this isn't new at all.

Personal Projects / Re: Super Mario Bros. - Goomba Attack!
« on: December 27, 2018, 11:24:27 pm »
Seems that this hack was only changed through SMB Remodeler, nothing else (other than the music which, well, isn't "original" in tone either)? Hope I don't sound too harsh, but it could have been far more interesting to my tastes if the levels were changed to compensate with the changed "physics".

Newcomer's Board / Re: How to post pictures in forum posts
« on: December 22, 2018, 06:04:15 pm »
Usually I just upload images onto a private Discord channel and use the image links from there. (Which I can also upload any sort of files so long as they're less than 8MB.)

Personal Projects / Re: Batman Bros. - SMB1 Two Players Hack
« on: December 13, 2018, 05:33:42 pm »
After all, it's quite not intended that this "base" hack is user-friendly to make another hack out of it.

Personal Projects / Re: Let's Kill Iggy! (SMB1 Hack)
« on: December 03, 2018, 04:16:51 am »
Those faux blocks though. They have the same graphics as the base ground blocks which can lead to minor confusion!

Personal Projects / Re: Let's Kill Iggy! (SMB1 Hack)
« on: December 02, 2018, 07:38:33 pm »
About time I quickly review this in a rush.

In terms of the graphical aesthetics, it may look rather pleasing to a typical player overall.
Already in the starting level, there's the brightness indicated from the colour choices. (Kind of similar to this one GFX-only hack I know, but it didn't bother me.)

I particularly liked the underwater section where you decorated part of the level with red eyes, as well as this section:

While the level ideas do appear to be potentially fresh, at the same time I found the executing of the level design standards rather poorly to my tastes, somewhat underdeveloped.
Here are some rather picky examples:

In this section, this is a rather clumsy way to place coins next to a question block due to its heavy unsymmetrical placement.

This part: Any experienced SMB player will instantly recognise it's a barely designed 2-4. Keep in mind you wouldn't want the levels to be too similar to the original SMB.
Even if you do want to keep some artefacts behind, like 1-2 of the hack, at least make sure the transitioning between your own style of levels and the original assets smooth and not just a sudden appearance of them.

Not to mention, some levels needed the "breathing space" and filling in gaps such as more enemies to make it feel less "empty"! While I may not be the Bob Ross of level design either, eventual improvement and/or looking at it a second or third might as well help you to get up to those standards everyone wanted. Take a look at SMB2J/SMB Special's levels. How do they make certain assets of the level still relevant?

Just for another tip: Reason for the "1-<pipe tile>" glitch is because of the default staircase's value: It must stay at zero, no other value.

Personal Projects / Re: Batman Bros. - SMB1 Two Players Hack
« on: December 02, 2018, 05:01:40 am »
Could have perhaps dragged the SMB1 new level data in the two player hack (via graphics editor) to see if it works fine.

Have you heard of room pointers in SMB Utility?

Upon double-clicking on them, you may find this:

Click on "Preview" to show the output of where Mario will come out at.

World: Depending on which world you're at, this will signal the game to transfer Mario to the desired spot. You can have multiple room pointers at once with different world values changed, and that's how bonus rooms work!

Room: Levels, in general. Scroll through the list, that begins with underwater levels and end at castle levels.

Page: Which part of the level will Mario come out at? This is where you'll change it.

The pipe position on where Mario will come out at is fixed, keep in mind.

I made this patch last year (Don't count on my ASM skills, I pretty much guessed whatever value until it worked). Is this what you wanted?

ROM Hacking Discussion / Re: SMB1: Changing the text colour
« on: September 07, 2018, 08:33:55 am »
I'd go with the option of changing the text colour pointers instead of the default pipe palette pointer if you have no other choice, but this is still beyond my (ASM) skill set.

ROM Hacking Discussion / Re: smbdis.asm is wrong!
« on: July 02, 2018, 11:30:54 pm »
We know that this disassembly has been in the wild for a long time, so maybe it was based on another version of the ROM. Maybe a corrupted one. Is there any hash that could confirm this?

Super Mario Bros. (Japan, USA).nes
CRC:          D445F698
SHA-1:        FACEE9C577A5262DBE33AC4930BB0B58C8C037F7
PRG-ROM:      32k
CHR-ROM:      8k

Newcomer's Board / Re: SMB Title Screen fix - Help!
« on: July 02, 2018, 11:28:11 pm »
Without needing to expand the ROM, you may need this:

"Anti-viruses may detect it as a false positive. You'll need the saved title data from STE.exe (from the second button) so it can insert it in. As the tools detects, beware that some graphical data (starting from the last non-data CHR-ROM tiles) may be turned into title screen compressed data, and so can no longer be used, depending on how complex the title screen arrangement is." -My exact post from a couple months ago

It may overwrite one of the coral tiles, but if you look closely, there's a repeated tile in SMB you can use (not many people know about this) :

Drag the coral tile onto the additional tile, and then you can rearrange the coral background tile pointer via SMBED (

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