Romhacking.net
Romhacking => Personal Projects => Topic started by: stratoform on June 17, 2020, 12:37:30 pm
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The master post
Main webpage
https://stratoform.github.io
The hotwash is here. Destruction bin.
https://github.com/stratoform/remote
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Description
This topic will serve as a focus point for whatever I'm doing. Which can be nearly nothing or anything.
Maybe some large data needs to be backed up from a temporary like defunct Dropbox links.
Other stuff I could be interested in is making games more overclocking friendly. Or random flaunty things that I end up gawking and poking at.
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Awesome!
I keep eyes on your work, really like what you're doing :)
Will you continue the SMAS+SMW work here instead of the Redrawn thread?
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Thanks for coming!
Yes, the SMAS(W) Add-Ons discussion will continue here. It was muddying up the Redrawn thread and I felt I needed my own cave to stretch some more.
I just threw the updates here for now
https://github.com/stratoform/remote/tree/smas_wash
-- Replay levels fix
-- Luigi physics adjustments
Some things that I noticed for SMB3:
-- Mini-game portraits have yellow trouser buttons. Rest of sprites (map, in-game) have white ones. Opinions on which is right? SMBLL in-game has white buttons too. Boxart shows yellow + title screen too.
-- The reason the coin sparkle was turned off for Bowser's map is because .. they wanted to hide an animation glitch. All sorts of weird tiles show up in vram, like moving wheels and flowing lava.
$29/BD35 AE 27 07 LDX $0727
$29/BD38 E0 07 CPX #$07
$29/BD3A D0 11 BNE $11
Change $07 --> $FF and watch the strange show.
-- Which above got me wondering, maybe we can have dancing mushrooms since the Bros are around for the rescue. I'm not sure if the walls have lava on top? There's a chance some stuff can get animated but it's just a thought atm.
-- Alex O. was mentioning the in-game super powerups. Which actually makes sense since on the map, small Mario --> suit Mario. So I'll have to look at that too.
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Here's the link to my .zip file, for reference.
https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0 (https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0)
I tried fixing the Bowser's Castle part of SMB3's World 8 map, but it just messed up the tank stages' animations instead (The weird tiles are part of the World 8 map animations and the tank stages' animation; addresses are $238000-$23AFFF). Added the patch so you can see what I mean.
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I see what you mean about the tile sharing, and how the stuff is animated. Why did they do that way .. have to get creative to workaround.
Looked at the code for the super power-ups. That is clever find.
$27/A4AE BF 38 84 28 LDA $288438,x[$28:8483]
$27/A4B2 85 00 STA $00
$27/A4B4 BF 39 84 28 LDA $288439,x[$28:8484]
$27/A4B8 85 01 STA $01
$27/A4BA BF 3A 84 28 LDA $28843A,x[$28:8485]
$27/A4BE 85 02 STA $02
Insectduel = GBA powerups
288483 = 68 [small - flower]
288492 = AA [small - leaf]
Table controls which code is run. Giving credit as-is to Insectduel. With Darhkdaiz who did the research (from notes).
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I think I've found a solution to the castle animation problem. There's actually 2 map cycles:
worlds 1-4,6-8 = 31:a000 + 37:8000,9000,a000
world 5 = 39:c000,d000,e000,f000
It's actually world5 we can use as it has the castle layout but missing some tiles. It looks kinda different from the final product so maybe it was a prototype or something.
I'm working on the code switch (basically done) and figuring out which tiles have collision problems with sky world data.
edit: And to annoy me some more, the engine needs reworking again. File paths aren't so nice when asar macros are in use.
Then start cleaning house with some of the remaining Alex O smb3 patches. And figure out where I'm at.
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Plugin engine is upgraded to be flexible with paths. And now I have a working coin road animation for World 8-4 SMB3.
Also it looks probable that the castle eyes were supposed to glow just like the skulls; some old smas alpha artwork shows the skulls with no eyes and a plain backdrop.
And now I see that the Sky Tower is using the old alpha graphics with plain backdrop, not the new smas updated one with the grass background. Will fix that also, maybe add some more patches and then hotdrop again.
edit: Problem is the castle uses the entire 15-colors in the palette. Which makes the blinking animation normally not possible. Have to try and get more creative.
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Given my unusual schedule, posted another demo.
https://github.com/stratoform/remote/tree/smas_wash
I did managed to get the Redux white gloves back in. Bowser castle coin road should shine. The castle eyes are not the Advance colors because of palette issues; I have an idea for that too but want to consider future patch conflicts, since I've hit some already.
I am going through the patch list again now (gba powerup et al).
I'm also curious to try fixing the World 5 mini-map (Advance) and updating the Bowser castle map also to Advance.
@Alex O.
Do you have a list of what the "SMAS+SMW - SMB3 GBA Sprites.ips" contains? Roughly which ones other than white gloves? I just thought about the Raccoon stripes so that's one. And the Bowser castle look.
And what is the "SMAS+SMW - Luigi Blue Garb.ips"?
@Misc
BTW, what does anyone think about the castle eye colors? Because the skulls light up from black - dark grey - light grey - dark grey. But not pure white. So it got me wondering some bit.
Based on current castle palette, eyes are more of a fiery color and castle is that dark purple-ish tint. If we switch to palette 6, it gets that grey castle wall look and the eyes can glow like Advance white. But should it be that pure like a flashlight?
I'll add the Advance option anyway once I figure it out. But wondering on an alternate. And an option to use the Advance castle sprite.
Here's the wip gif
(https://github.com/stratoform/remote/raw/smas_wash/castle.gif)
NES
(https://www.mariowiki.com/images/6/61/BowsersCastleSMB3.png)
Advance
(https://www.mariowiki.com/images/e/e9/SMA4_Bowser_Castle_Map_Icon.gif)
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@stratoform
The SMB3 GBA Sprites patch includes SMA4 sprites for Peach (both for her letters and in-person), Boom Boom, Toad, Bowser, Statue Luigi, Pile-Driver Mini Goombas, Super & 1-Up Mushrooms (in levels), and Mario looking up during the title screen sequence. The Fixed GFX patch also has these changes and more.
The Luigi Blue Garb patch makes Luigi's shirt (in SMB1/TLL) and overalls (in SMB2/3/W) the same blue as Mario's; this applies in all instances (including the All-Stars title screen).
BTW, in SMB3, the Mario Bros' Tanooki forms' kicking sprites have incorrect feet as well.
(https://i.imgur.com/Dk6Pfte.png) (https://i.imgur.com/YwtvvOr.png)
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BTW, in SMB3, the Mario Bros' Tanooki forms' kicking sprites have incorrect feet as well.
Actually your observation led to a new finding. The kick tiles are actually drawn correctly in ROM (x1f3340 = Tanooki kick). But the game decides to use 3 separate foot tiles in vram (x1fba40); we need 4 based on the artwork. This could be a challenge but going to try forcing some engine gimmick to make this work.
And the frog kick tile has 1 extra glove/foot pixel that needs deletion. I'll show this picture sometime later.
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Put fixed kick sprites into the wash folder.
https://github.com/stratoform/remote/tree/smas_wash
Found nice clever way to handle it. Frees up 6 in-game tiles in vram for other purposes.
The frog and tanooki foot/glove tiles have some black outline collisions. Too close so it's harder to see the outline. I'll edit a few pixels later as a patch.
Getting closer to another wip source release since everything is more stable.
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@Alex O.
Would you mind helping me complete the authors list? :)
SMAS+SMW - Luigi Blue Garb = Alex O.?
SMAS+SMW - Original Title Screen = DarkSamus993
SMAS+SMW - SMB3 GBA Power-ups = insectduel
SMAS+SMW - SMB3 GBA Sprites
SMAS+SMW - SMB3 GBA Text = Alex O.
SMAS+SMW - SMB3 GBA Thwomps = insectduel (according to readme, not 100% done)
SMAS+SMW - SMB3 Japanese Damage System = insectduel
SMAS+SMW - SMB3 Level Edits
SMAS+SMW - SMB3 Magic Ball Timer Fix = insectduel
SMAS+SMW - SMB3 NES Sprites = ...Alex O.?
SMAS+SMW - SMB3 No Statue Suit Glitch = insectduel
SMAS+SMW - SMB3 Normal Invincible Jump = terpsfan101
SMAS+SMW - SMB3 Star Points to 1-Ups = insectduel
SMAS+SMW - SMB3 Super Leaf Sprout SFX
I'm thinking maybe some of these are insectduel's but I don't see it on the webpage (his readmes are helpful to me).
Thanks for all you've helped me!!
Kick Sprite fix
org $218885+2
db $1a ; kick body tile
org $20e598
lda.b #$04 ; load foot tile
nop #2
org $20e5a7
ora.b #$00 ; oam page0
org $20e5af
ora.b #$00 ; oam page0
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@stratoform
The Luigi Blue Garb, SMB3 GBA Sprites, and SMB3 NES Sprites patches are my work. The SMB3 Super Leaf Sprout SFX was taken from Insectduel's All-Stars port of Frank's 2nd SMB3 Hack (http://www.romhacking.net/forum/index.php?topic=13061.0). The SMB3 Level Edits were partially inspired by AgentTer's SMB3 hack (http://acmlm.kafuka.org/board/thread.php?id=8419).
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Cool! Thanks for the details.
I've got a question about the Magic Ball Fix. It mentions this
It's a fix version of SMB3's Magic Ball. When you grab it, the timer stops.
Normally the time will continue to tick and causing the player to die when timer goes to zero.
The timer stops in the original game if Boom Boom is defeated spawning the Magic Ball.
Tried both versions of SMAS and ... not seeing the problem? When Boom Boom is defeated, the timer stops cold.
With the patch applied, I don't see a change.
It sounds like the expected behavior should be that the timer keeps ticking until the ball is grabbed??
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I dunno, either... I've checked Super Mario Wiki's SMB3 glitch page, the patch itself (via IPS Peek), and gamehacking.net and found nothing.
I thought that was an actual bug, but I guess not. :-[
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I dissected the patch. It does this
$28/F193 A9 01 LDA #$01
$28/F195 8D F3 05 STA !RAM_SMB3_Level_FreezeTimeLimitFlag
$28/F198 60 RTS
But the game already shuts down the timer when Boom Boom is defeated.
$28/DCB0 A9 01 LDA #$01
$28/DCB2 8D 9C 1F STA $1F9C
$28/DCB5 8D F3 05 STA !RAM_SMB3_Level_FreezeTimeLimitFlag
Which only makes the patch useful if we decide to keep counting the clock until we grab the ball.
I will check the Koopa kids to see how the wand timer works. And I think also NES and GBA to cross-check. ^^
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Just checked every version of SMB3; they all stop the timer when Boom Boom explodes and upon defeating the Koopalings.
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Thanks! That is interesting to know .. I'll keep it as an optional, disabled patch and resume the timer on explosion so that it works. A difficulty add-on I guess.
I'll be on the lookout for anything else to ask. ;)
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Good news is that I'm chomping down the Alex O. patch list for inclusion.
I did research the crouched floater sfx + tail animation (requires adding new pose commands). Which is also related to the Frog wand pose they added to Advance 4 - I'd like that also. And both are shared with the new idle poses code. Didn't think I'd have to make another plugin engine to handle this problem.
Which now I also want to add a Hammer Suit sliding upgrade patch.
Will see how much I can stuff before thinking ... mmm ... too much.
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I was able to get Hammer Mario to slide (change 0x10AF6A / $21AF6A in SMAS+SMW to 01), but his ducking sprite is off as a result.
(https://i.imgur.com/GJCcrh2.png)
SMA4 also has the tail animation when Mario is holding an object as well (The SFX are already present for that situation in the All-Stars version.).
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Thanks! You were close with Hammer; it should be 00.
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You're welcome.
And thanks for the correction. Updated the zip file.
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So I was looking at the Starman 1-Up patch by "Southbird at http://www.sonicepoch.com/sm3mix/". It is buggy because it uses some unsafe enemy variables (05DD array + 4 = 05E1). So the chain can get messed up fast.
The stomp points chain uses 05F4. So that can be reused for Starman. Working.
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Sorry to intrude :P
Did you manage to implement the Redux changes into your code without much issue?
I believe in terms of graphics I added thw white gloves on SMB3, recolored Bowser in SMW (to look closer to SMA2), made Yoshi's arms fit his body, and the flipped overalls for SMB1, LL and SMB2 to match Mario's SMB3 and SMW design.
I also fixed the errors with Birdo and the other enemy in the SMB2 credits text.
I can't recall the other changes, but I know those of the top of my head if you need help :P
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Cool! Thanks for the details. mobdro (https://get-mobdro.com)
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No bother - Thanks for the info!
To not drive me crazy, I have been focusing on one game at a time (SMB3 atm) -- the white gloves are done and play nicely with the new plugin layering format.
I did not know about the others though. :)
Once I'm nearly satisfied with how SMB3, I'll drop to 2/1/LL since there's a lot less to do. Full release.
Then go to SMW since I figure it'll be a lot of hell with all the bugfixes out there. And add some more SMB3 Advance stuff.
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You hacked really fast, stratoform! However, the layman in me is kinda confused with what patch implements which hack, since there are Redux, Alex O's, and yours. Or should I just wait for the ultimate release which I presume will combine all of them and also pocket's future Redrawn graphic hack? Really hope that day will come soon! :D
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The confusing answer is that I didn't have much focus on what this would become. Atm, I call it a plugin, build-your-own patch system. Which means I'll try collecting almost everyone's mods and make them all play nice together.
Redrawn I want to describe as a graphical add-on since I want to take out most of the dirty work, simplify what @pocket needs done.
My work is constructing some type of "engine" that is flexible and adjustable. The krazy glue. When I build my patches, I call it a "demo" (to show off what I want).
Alex O will have some specific tweaks that fit his style better. I'll call that the "Alex O" build mode.
Redux may have some different minor goals than both of us. ShadowOne333 can freely choose how to customize his RHDN release.
Because these tools are Windows-based, I thought of creating an appveyor.yml tutorial script that will automate the patch building without needing a physical rom. Just sign up for github + appveyor. Make your adjustments to the script. And watch it upload something without installing Win9x.
if !print_debug == 1
%__print_data(1)
endif
!newdata1 := !newdata1_end+$8000
!newdata1_end := !newdata1_end+$10000
%__set_ptrs(newcode1, newdata1)
%__set_path(SMB3)
;%__add_path(.)
%__save_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Helper)
%__add_file(Misc_Defines) ; sound mapping
%__add_file(RAM_Map) ; game variables
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Critical)
%__add_file(White_Gloves) ; Recolor gloves white to match artwork
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Fixes)
%__add_file(Kick_Foot_Sprite) ; Show correct tiles for kicking shells
%__add_file(Map_Bowser_Castle) ; Show Bowser coin road animation, glowing eyes
%__add_file(Map_Powerup_Sfx) ; Play correct sfx for frog, hammer, p-wing
%__add_file(Map_Status_Bar) ; Draw correct borders for world menu
%__add_file(Starman_Powerup_Sfx) ; Play powerup sfx when getting starman
%__add_file(Statue_Suit_Change) ; Correctly change suits when in Tanooki statue mode
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Classic)
; %__add_file(Japan_Damage_Shrink) ; Shrink player upon all damage
; %__add_file(Slide_Kill_Sfx) ; Play stomp sfx when slide ramming enemies
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Advance)
%__add_file(Map_Sledge_Bros) ; New Sledge Bros map sprite
%__add_file(Muncher_Block_Whip) ; Don't transform muncher when tail whipped
%__add_file(Spiny_Shell_Stomp) ; Don't get hurt if spiny shell upside-down
%__add_file(Starman_Points_Chain) ; Collect Starman points to gain 1-Ups
%__add_file(Super_Leaf_Sfx) ; Play sound for sprouting super leaf item blocks
%__add_file(Super_Powerup) ; Turn into flower, leaf directly from small mode
%__add_file(Underwater_Stomp) ; Stomp enemies while swimming underwater
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Basic)
%__add_file(Always_1P_2P_Option) ; Resume play in any game mode
%__add_file(Luigi_Game_1P) ; 1P Luigi game
%__add_file(Save_Game_Over_2P) ; Allow saving during 2P game over
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Upgrade)
%__add_file(Hammer_Suit_Slide) ; Allow Hammer suit to slide down hills
; %__add_file(Idle_Pose) ; New player idle standing animations
%__add_file(Luigi_Physics) ; Lost Levels style physics for Luigi
%__add_file(Minigame_Portrait) ; New suit portraits for mini-game cutscene
%__add_file(Slide_Hill_Sfx) ; Play sfx for sliding down hills
!SMB3_Classic_Airship_Colors = 0 ; --- NES airship color scheme
%__add_file(Vehicle_Colors) ; Custom colors for each world's airship
%__load_path(base)
; ///////////////////////////////////
; ///////////////////////////////////
%__add_path(Special)
; %__add_file(Magic_Ball_Timer_Resume) ; Resume timer after Boom Boom defeat until Magic Ball grabbed
; %__add_file(Starman_Normal_Jump) ; No somersault jumps when star power mode
%__add_file(Replayable_Levels) ; Allow re-entering of all completed stages
%__load_path(base)
Based on this script, I think most people can have a lot of shared interest in combining the same patches.
Of course, there's stuff that I might not get around to so easily. More of the Advance improvements.
I release the hotbuilds every so often in case someone other than my trusted collaborators want to take a peek.
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@Alex O.
I'm looking through the NES sprite list. Making progress how to split them up. I ran into this block. Are these palettes?
1E085A 1E085F 6 PAT 00000206 00000210 11
1E0A9A 1E0A9F 6 PAT 00000211 0000021B 11
1E0AF4 1E0AF9 6 PAT 0000021C 00000226 11
1E1094 1E1099 6 PAT 00000227 00000231 11
1E11F4 1E11F9 6 PAT 00000232 0000023C 11
1E1234 1E1239 6 PAT 0000023D 00000247 11
1E14B4 1E14B9 6 PAT 00000248 00000252 11
1E1534 1E1539 6 PAT 00000253 0000025D 11
1E1A74 1E1A79 6 PAT 0000025E 00000268 11
1E1C14 1E1C19 6 PAT 00000269 00000273 11
1E1DF4 1E1DF9 6 PAT 00000274 0000027E 11
1E2CF4 1E2CF9 6 PAT 0000027F 00000289 11
1E2FF4 1E2FF9 6 PAT 0000028A 00000294 11
1E30F4 1E30F9 6 PAT 00000295 0000029F 11
1E31F4 1E31F9 6 PAT 000002A0 000002AA 11
1E32F4 1E32F9 6 PAT 000002AB 000002B5 11
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@stratoform
Yes, they are; they're the parts of some of the enemy/object palettes I changed.
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Great! Think I've identified most of the coin/wood blocks, piranha, nippers, munchers, cheeps. Also noted the muncher, bob-omb, buzzy re-colors. But which one is this??
1E0AF4 1E0AF9 6 PAT 0000021C 00000226 11
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That's the Blooper's palette.
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Something got me thinking about the Piranha plants.
These show SMAS white lips w/ orange-tan tint outline.
https://strategywiki.org/wiki/Super_Mario_Bros._3/Enemies
Classic has white lips, due to palette limit I guess
https://www.mariouniverse.com/wp-content/img/sprites/nes/smb3/enemies.png
Comparing it to all the other series, they all have pure white lips but no hint of orange-tan, even SMW
https://www.mariowiki.com/Piranha_Plant
https://www.mariowiki.com/Big_Piranha_Plant
https://www.mariowiki.com/Jumping_Piranha_Plant
So now I'm wondering about the orange-tan shading line. I may just introduce another separate patch to recolor it fully to white, or make it an option with your classic one -- keep your all-stars shading outline look or go full series look.
I'm not sure which one I personally like better.
Which brought me to another item. The spinning floating coins has 1 bad animation frame of white. Based on Advance, it should be mostly yellow with a sliver of white shiny outline.
If you go ahead and make any gfx changes / fixes, I'll give you another file with credit. You're getting mentioned a lot in the sources. ;)
Which also got me to notice. The Koopas, Beetles, Cheeps, Bertha have that orange-tan shading line also...
And the green Koopa has white toenail pixels, which the others do not...
Maybe a pixel artist can explain to me about the shading line.. good? Make it optional patch to remove? Was it just All-Stars experimental only, like pink Bloopers?
edit: Maybe I'm just thinking too much of (official) artwork look or something, with the (lack of beige) shading lines
https://www.mariowiki.com/Koopa_Troopa
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Just added an asm patch that fixes how movement against Giant ? Blocks works to the zip file.
Originally, if you pressed right while against the right side of one, you'd be pulled through the block to the other side.
Also, the Toad Houses and Spade Panels play the Level Clear jingle and invincibility theme, respectively, when reentered, rather than their normal music.
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Just added an asm patch that fixes how movement against Giant ? Blocks works to the zip file.
Originally, if you pressed right while against the right side of one, you'd be pulled through the block to the other side.
Great! I experienced that glitch one time but didn't think much.
I switched the engine to a config-style format. Turn on the ini switches and I'll figure out how to combine all the plugins at the core level. Which makes graphic swapping easier (giant piranha = vanilla, all-stars shading or classic white).
Which brought me to the Advance gold coins. The free-floating spinning one is easy to copy-fix. The ones that sprout out of coin blocks is a surprisingly harder one, since lack of vram. It's something I'd like to fix but I'll find out sometime if there's a not-so-hard way.
edit: I could be mistaken and the 2 tiles after the coin are unused, although they look like they're used somewhere..
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So I finally have a webpage
https://stratoform.github.io
https://stratoform.github.io/Archive/Super_Mario_All-Stars___Add-Ons
https://stratoform.github.io/Archive/Super_Mario_All-Stars___Add-Ons/SMB3/Advance/
with my first picture. Still deciding how to organize more.
July 04, 2020, 08:56:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
SO everything is currently a disgusting mess, with lots to do. Putting up the SMB3 build files if someone feels lucky
https://github.com/stratoform/remote/tree/smas
Did not add new fixes or other stuff (? Block, Re-enter music). Still working on online manual.
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Just finished checking the SMB3 patches; only the Starman Points Chain patch (which resets the point chain with each additional Star grabbed and doesn't work with a P-Wing) and the Minigame Portrait GFX patch (which just doesn't work) are faulty.
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Thank you for all the info! Still building the online manual but making lots of progress. Screenshots for all.
Replayable levels = fixed music problem; fixed 2P auto-switching when it shouldn't after bonus games; flips player cards depending on who finished level last.
Starman Points = fixed reset problem; still need to get a P-Wing for debugging
Minigame Portraits = fixed engine problem with paths.
Still need to do the Raccoon Tail floating. And some other things I'm forgetting. Plus continue sorting your patches.
So lots of work to go still on SMB3.
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You can use my cheat code list to make things easier:
name: Debug Mode (All)
code: 700007=01
name: Only Normal Music (TLL)
code: 0db5b6=80
name: No Timer Death (TLL)
code: 0db5b0=24
name: Have All Infinite Items (1 of 5) (SMB3)
code: 29dbb5=22
name: Have All Infinite Items (2 of 5) (SMB3)
code: 29dbb6=08
name: Have All Infinite Items (3 of 5) (SMB3)
code: 29dbb7=ba
name: Have All Infinite Items (4 of 5) (SMB3)
code: 29dbb8=20
name: Have All Infinite Items (5 of 5) (SMB3)
code: 20ba3d=6b
name: Debug Mode (SMB3)
code: 7e0160=80
name: Infinite Lives (SMB3)
code: 20915f=ad
name: Disable Fast Music (SMB3)
code: 29e646=80
name: No Timer Death (SMB3)
code: 23c307=80
name: Disable Autoscroll (SMB3)
code: 23cfdd=80
name: Free Roam (1 of 2) (SMB3)
code: 238e5e=80
name: Free Roam (2 of 2) (SMB3)
code: 238a85=80
name: Disable Fall (SMW)
code: 7e1eeb=00
I only use the Debug Mode code for all games for The Lost Levels. Other than that, they're free to use.
____________________________________________
Just updated the SMB2 Rebounding Shells patch; rebounding shells now sound as they do in the other games.
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Short message. Manual updated but incomplete.
https://stratoform.github.io/Archive/Super_Mario_All-Stars___Add-Ons/
Code still byo.
https://github.com/stratoform/remote/tree/smas
Everything all very hot wash atm.
Just updated the SMB2 Rebounding Shells patch; rebounding shells now sound as they do in the other games.
Thanks for the updates! Try to remember to add these.
Do you have an example of the Giant ? Block Movement glitch? Tried recreating for manual but couldn't trigger again.
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Giant ? Block movement glitch example (credit to Yoshifanatic): https://cdn.discordapp.com/attachments/390603962773929984/681608935626506245/ClippingBug.gif (https://cdn.discordapp.com/attachments/390603962773929984/681608935626506245/ClippingBug.gif)
The Title Logo GFX patch doesn't work.
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Missing menu file included.
https://github.com/stratoform/remote/commit/6795bb2af1fd95d67006fb1514a380bd28853df2
Oh! Who is the official author of the ?-Block Fix?
Also found another example of that glitch but not animated gif
https://themushroomkingdom.net/bugs/148
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That was me, as stated above.
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Oh, sorry. Wanted to be absolutely sure no one else was involved! Nice work btw!
So I read the bugs list here. And how many of them got fixed in SMA4 but not SMAS. :shocked:
https://themushroomkingdom.net/bugs/smb3
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After replaying any level enough to get an N-Mark Spade Panel, I got stuck in an endless loop of them (if you keep replaying the same level). Notably, after all level replays up to that point, the return-to-map animation is as if one of those Panels was exited instead.
Upon replaying W2-Quicksand, the music and level clear jingle were replaced with the ending theme and Toad House/P-Switch theme, respectively.
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Updated the Fixed GFX patch to fix the Toad House Hammer sprite and make the Hammer form and Suit sprites consistent with the Hammer Bros. themselves.
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Hey guys!
Sorry to bump the thread.
I was just curious if there has been any subsequent work on this since mid July.
I'm really looking forward for this project :)
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Here's the link to my .zip file, for reference.
https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0 (https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0)
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I applied the patch collection of yours (200626 zip), all of them into a single ROM, but the screen became corrupt immediately after I select SMB1 & 1 Player in the patched game (under ZSNESW 1.51)
Then I tried to weed which patch is the culprit, and after many patch reappliances found out that "1P Luigi+Physics" patch doesn't play well with "SMB3 GBA Sprites" patch (18,459 bytes, dated 200615). They could be applied separately but not together (causes the aforementioned screen corruption)
Curiously, the older "SMB3 GBA Sprites" patch from 200615 zip (18,371 bytes, dated 200612) works totally fine with the rest of 200626 zip.
UPDATE: I just tried the 200731 zip, with the same result.
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I found these custom SMW Luigi sprites on deviantART where a user named Hartflip0218 merged the All-Stars & Mario Maker 2 sprites together and the results are pretty impressive:
(https://i.imgur.com/l9Cf8pV.png)
You should try and add these to your project, I think they'll be great for it.
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Thanks to NES Boy's findings regarding the Koopalings' palettes in the SMAS+SMW of SMW, I was able to fix their colors and sprites; I also isolated the coloring fixes for Bowser and the Yoshis.
The zip file has been updated.
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Seems the link to the github is broken?
Also I wanted to ask if these patches would also work on regular Super Mario All Stars without SMW?
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Don't think so, since I've only tested them with All-Stars+World... then again, some of those patches (mainly those for SMB1/Lost Levels and 2) have worked fine with standalone All-Stars.
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I applied the patch collection of yours (200626 zip), all of them into a single ROM, but the screen became corrupt immediately after I select SMB1 & 1 Player in the patched game (under ZSNESW 1.51)
Then I tried to weed which patch is the culprit, and after many patch reappliances found out that "1P Luigi+Physics" patch doesn't play well with "SMB3 GBA Sprites" patch (18,459 bytes, dated 200615). They could be applied separately but not together (causes the aforementioned screen corruption)
Curiously, the older "SMB3 GBA Sprites" patch from 200615 zip (18,371 bytes, dated 200612) works totally fine with the rest of 200626 zip.
UPDATE: I just tried the 200731 zip, with the same result.
@Alex O.
Have you confirmed my bug report above? I haven't checked your updated ZIP (dated 200922) yet, though
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@nosynose
Odd, I don't seem to have a problem with any of those patches. Maybe you should apply the "1P Luigi+Physics" and "Always 1P-2P Options" patches last instead and/or use an unmodified ROM (I just checked both now.).
Edit: now looking into how I can integrate stratoform's SMB3 "1P Luigi+Physics" patch with the old one (with also adds it for SMB1 and SMW), as they both conflict. I have deleted the SMB3 part of the "1P Luigi+Physics" patch, but cannot use it with the SMB3 only version.
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@Alex O.
I tried it again:
ROM: SMAS+SMW (U)
CRC-32: f84305b1
MD5: 7ecaf3e2e021c8a836041c85886f4594
SHA-1: d245e41a2b590f7d63666b0772cbddfb26f254a2
Patcher: Flips 1.31
Emulator: ZSNESW 1.51 Fusoya 8MB
Patches: Alex O. 200626 zip
Order of appliances: All (except the .asm), with "1P Luigi + Physics" and "Always 1P-2P Options" put to the last
Result:
SMB1, 1 Player, Mario -> pass!
SMB3, 1 Player, Mario -> (world map Mario flies to the spot) -> corrupted screen but game sound still on
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Finally fixed and updated the "1P Luigi + Physics" patch in the zip file. It shouldn't conflict with either stratoform's patches or my own.
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Anyone have an archive of the github contents? The frontpage links no longer work
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The real question for this thread is if anyone really knows anything about the user stratoform? since since July 10th he has no activity in the forum and it is also strange that all his work has been deleted from github, maybe there was a new cease and desist by nintendo?
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Nintendo doesn't really go after romhacks, just fan games. He could just have got burned out, he did a lot in a very short amount of time. Besides just what was posted here he did a lot of posting in my SMAS Redrawn thread... I hope he comes back soon, a lot of what he was working on was meant to be used on SMAS Redrawn.
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Saved this awhile ago just to mess with it myself, now I'm super glad I did. Here's a backup of the archive, though I'm not sure if it's the absolute latest version of it. I stopped following this after awhile.
https://mega.nz/file/GXwQxSZI#Vfn2jGOuAf9Sp2axYPhd7UFd5j9RKfkvFoBC46u1x3g
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Finally fixed and updated the "1P Luigi + Physics" patch in the zip file. It shouldn't conflict with either stratoform's patches or my own.
Thank you! I'll try it asap.
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Finally fixed and updated the "1P Luigi + Physics" patch in the zip file. It shouldn't conflict with either stratoform's patches or my own.
Thank you! Is the "zip file" in question referring to this (https://www.romhacking.net/forum/index.php?topic=29877.msg395948#msg395948)? If so, would it be possible to include an up-to-date README file in the archive?
Glad to have found this with the removal of stratoform's git content. Was planning on replaying this shortly.
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Yes.
BTW, Ar8temis008, your zip isn't the last version; I checked, and I think I have the latest version of stratoform's work.
Get it here: https://www.dropbox.com/s/i4zg46vwfd1xmef/remote-smas.zip?dl=0 (https://www.dropbox.com/s/i4zg46vwfd1xmef/remote-smas.zip?dl=0)
I don't have the patches, though, only the source code.
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Interesting!
I tried out the IPS patches from the zip, and they seemed to work fine so far.
I applied almost all of them except the Title screen one, and the one that's in .ASM format.
May I ask, why is that one in ASM instead of IPS?
Also, I noticed you posted the source stuff in remote-smas.zip
May I ask what differs between the source there and the IPS patches in the other zip?
Oh and one last question, is a LUIGI GAME a possibility for SMA3?
From the IPS patches, I think that's the only game out of the collection that doesn't allow choosing Luigi right now, all the rest do with the current available IPS patches.
So far this is coming along nicely! :)
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Ooops, forgot about that one. It's fixed now.
That and 1P Luigi in SMB3 are both covered by stratoform's patches.
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Ooops, forgot about that one. It's fixed now.
That and 1P Luigi in SMB3 are both covered by stratoform's patches.
Oh neat!
So the source zip basically has all the IPS patches from the one Ar8temis posted, and some more?
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Yup, pretty much.
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I tested out the source today.
Quite a lot of neat stuff!
I also noticed that some of the main.txt files used for compiling seem to reference .txt files that do not exist at all in the source, like Fake Bowser, Luigi rescues Daisy for LL, Luigi Game and Physics for SMB1, no option for the colour restorations for Yoshi and Bowser in SMW, and so on.
Is that intentional? Or are you supposed to use the compiled ROM from the source alongside the IPS patches?
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Those weren't and still aren't made yet, sadly.
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Well I could probably find a way to adapt the IPS patches to the source code, shouldn't be as hard, if that's something of interest. I'd just need to get familiar with asar.