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Messages - Eden.GT

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Personal Projects / Re: another hack i'm working on!
« on: April 20, 2019, 07:01:35 am »
Oh, and try to credit U1 regarding the music considering you used his patch (as many others do) and yet it's listed under the "the things i've done so far" section.

Personal Projects / Re: another hack i'm working on!
« on: April 16, 2019, 01:46:46 am »
Looking good so far, fond of the graphics, just make sure to make regular backups of your work.

Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: April 11, 2019, 06:34:15 am »
Well, it's been years, but my question appears to be related to some of this.  I'm trying to understand how to set "area pointers".  I rearranged a bunch of levels in my SMB rom and now 2-2 is in the 1-2 position.  The level loads normally, but when I try to go in the pipe to exit, it starts the level over as if it was the Minus Worlds.  I have tried editing the pipe itself, the blocks on the bottom of the screen that modify the ground, and anything else I could find.  I feel like the way to set "area pointers" is either a complex process, or it's very simple and I'm a dope for not seeing it.

Any help would be greatly appreciated. I can provide screenshots or video later if that helps anyone.

Does this solve your problem? If not, screenshot the issues please.

ROM Hacking Discussion / Re: another smb1 rom hacking question
« on: April 11, 2019, 06:31:52 am »
If you're changing the sprite, just use a tile editor like YY-CHR.

Personal Projects / Re: My Neighbour Totoro (SMB1)
« on: April 08, 2019, 05:36:28 am »
To Edit Totoro's Name From "Totor" to "Totoro"... I Found This That Can Help You!



Only except that these simple tools only replace text and not expand the character limit overall. No trace of code switching involved here.

Personal Projects / Re: Mario's Keep (Finishing abandoned w7n hack)
« on: March 15, 2019, 06:07:37 pm »
Send in direct messages.

Personal Projects / Re: My Neighbour Totoro (SMB1)
« on: March 13, 2019, 06:44:09 am »
Holy shit dude. I haven't seen such a high-quality SMB Hack that has given me this sort of vibes:
Especially all the graphical execution. Changing the music as well? Extra points!

I'll share some more resources you might find useful via DMs.

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!

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