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Messages - Eden.GT

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ROM Hacking Discussion / Re: SMB 7-4 Loops mangled.
« on: March 15, 2018, 02:23:34 am »

You're not along, sometimes I have my own troubles of not being able to get the loop working correctly, when deciding to implement it in on a blank level. (Not editing the castle level directly, is to ensure originality of levels)

ROM Hacking Discussion / Re: SMB 7-4 Loops mangled.
« on: March 14, 2018, 02:30:41 am »
Are you talking about the arrangement of loops in the level, not the "Edit Looping" feature?

ROM Hacking Discussion / Re: SMB Title Screen Hex Editing Help
« on: March 14, 2018, 02:27:58 am »
Hex editing the title screen is difficult due to the data there being compressed at the end of the file. Use this SMB title screen tool instead.

ste - e.txt for how to use it. Removing the blank coloured tiles between "Player game" may save a bit of space for the extra two characters.

ROM Hacking Discussion / Re: Smb1 room changing.
« on: March 14, 2018, 02:25:25 am »
From my written SMB Utility document that I have yet to release publicly:

As there's only a few across most levels (remember, you can send them to other levels), expect some of these to have the page flag ticked to them, only allowing you to drag it on one page.

ROM Hacking Discussion / Re: Smb 1 scale platform not working.
« on: March 10, 2018, 11:31:20 pm »
If you have placed only one "Balance platform" and not the other within the page of the level, you'll get a non-interactable platform that Mario falls through upon landing on it. Otherwise, you have too many enemies on the visible screen. It must not be more than five.

ROM Hacking Discussion / Re: smb underground proplem.
« on: March 08, 2018, 02:34:45 am »
You've been having too many "page skip" objects and over-layed and disappearing objects in your level, don't you? Page skips objects are always located at the bottom of the level design area so when you them, drag 'em all up.

Enable the "page skip" on objects (double click to see the switch) will make the level a page longer, to comfort the level status by a bit.

ROM Hacking Discussion / Re: Super Mario Bros. NES: replacing characters
« on: February 28, 2018, 02:26:09 pm »
The "fake" jumping board sprite is in the enemy list so that it can corrspond with the real jumping board. Otherwise, where else will it go?

ROM Hacking Discussion / Re: Super Mario Bros - Josiah Winslow's hack
« on: February 21, 2018, 05:45:47 am »
Yeah, I remembered the last build of this hack.

ROM Hacking Discussion / Re: Adding stuff to SMB
« on: February 10, 2018, 06:11:17 am »
You can perhaps use an animation patch (one of them:, but however, Toad's second frame may need two extra tiles on the top, and it isn't a piece of cake to perform.

ROM Hacking Discussion / Re: SMB1 Music Tool: is there such at all?
« on: February 08, 2018, 03:42:48 am »
While there are two SMB music hacking tools that helps you code up the notes, that's the only features it contains, and it doesn't let you insert it into the ROM. Besides, the language is in Japanese so you'll be unable to figure out anything there.

And so, I'm waiting for anyone to code up an application which would do exactly the same as what you wanted, even though it's highly unlikely, especially in this year. It may have the potential to create more higher-quality hacks and not just using U1's patches, which are just overused by too many SMB Hackers out there.

ROM Hacking Discussion / Re: SMB Utility: 3 players?
« on: January 28, 2018, 05:09:44 am »
Yeah, it does means lives. Keep in mind that SMB Utility only changes stuff in SMB, unfortunately like most other SMB editors out there.

There is a patch that allows you to break bricks/blocks under water?

Yes, there're two patches, actually. One of them only change two bytes of the whole ROM:
Change $5CED and $5CEE's default values ($F0, $13) to $EA, $EA.

From the SMB disassembly:

bcs SolidOrClimb         ;if player collided with solid metatile, branch
                          ldy AreaType                ;otherwise check area type
                           beq NYSpd                   ;if water level, branch ahead

Personal Projects / Re: [NES] Angel's Quest [Super Mario Bros. 1 Romhack]
« on: January 08, 2018, 10:21:11 pm »
Anyone knows if there is a way to disable the <100 seconds alert and speeding up the music?

Sorry for the late reply, but find value $3794 and change its default value ($85) to $A5.

I already have a patch with the same effects and the same bugs. I've only want to fix sprites on black screen, wanna fix phrase "get ready" and want make breakable all of blocks, except of pipes and flagpole (now ALL is breakable). Current version (patch):

So I tested your hack out, and the green-blue title screen looks kind of sloppy, so I'm offering you the change if you want.
And really, using U1's music patches for your hack? I suggest some original music. I know you may not have a perfect pitch, but what would you change the overworld and other music to if you have the choice?

ROM Hacking Discussion / Re: SMB1 new blocks?
« on: January 08, 2018, 01:15:15 am »
Replacing used blocks with climable objects? I suggest a 10-coin block instead:
$3E04 (Non-lined 10-coin block, for use in underground, castle, underwater)
$3DFF (Overworld 10-coin block)

I thought about contacting direct but ATA seems very secretive I never found a way to contact him
ATA's email is usually out of public, but I found it afterwards. I sent him an email once but he didn't seem to reply afterwards. I won't post it here because I respect others' privacy, so you might have to send me a private message if you want to contact him. He is known to use Google Translate to speak English though.

The direct link to the patch of which fireballs can destroy brick blocks:
This patch uses castle loop processing for the data, so you can no longer use that feature upon patching. If using an expanded ROM you can get the code to be inserted in the free space though.

Side effects, according to the author:
· Block fragments can appear at random positions when blocks are hit.
· When striking a hole, part of the screen may change in colour.
· When you hit hidden coin blocks, the used block cannot be seen after coin deposits.
· In rare cases, only hit judgment disappears, and the block sometimes remains visible.

Have you seen w7n's music hacking guide yet? This document is the easiest to understand out of the rest.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 21, 2017, 12:13:13 am »
I was looking at the list and saw this: SMB Instant Death Spike patch

When I read the description all I could think was, "Why?" :huh:

A supplementary patch so people can use it in their hacks.

Personal Projects / Re: Super Peach World DX
« on: October 14, 2017, 03:16:18 am »
Screenshots of the hack in the thread would be nice.

Personal Projects / Re: [NES] Angel's Quest [Super Mario Bros. 1 Romhack]
« on: October 12, 2017, 07:39:02 am »

EDIT: So you're not using castle looping, right? I don't remember if I had sent you my 100+ SMB IPS Patches, but in there contains patches which you might consider using and some which sacrifices the castle looping data. There's an older version of the zip file somewhere on the internet, but has less information and patches in it.

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