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Personal Projects / Super Toad Bros. 3 Hack
« on: November 18, 2020, 03:10:42 am »

Hi everybody,

Its been a long time since I posted anything new here at RHDN. I've been working on a mid-range graphics hack project I've named Super Toad Bros. 3. I was originally going to call it Toad's Adventure, but this name was already in use for another SMB hack. With the recent pandemic and other life issues that have come up recently, I really just needed something to sink my creativity into. Initially I was just trying to change the graphics for Toad in the Toad houses to use the sprites he had in SMB2 (USA). But after I started thinking about it, I decided to see if I could make Toad the main playable character in SMB3 (NES). I know that there are SMB3 style Toad sprites in SMB 3Mix, and that hack is truly phenomenal and highly recommended to anyone who hasn't heard of it. But I always felt those sprites were 'off' in some way compared to the sprites used in SMB2. So long story short, I went in and made completely new sprites for Toad in all of the forms usually taken by Mario and Luigi in SMB3. This took a LOT of time and effort, and the process was far from simple. But eventually I came up with sprites that I was happy with. I also decided since this was Toad's adventure, I would change a few things around. So I swapped in some sprites from SMB2 like the Spark enemies and others from Super Mario Land 2 like the Pirhana Plants and the Buzzy Beetles. I also included a few sprites from other places, including some custom Super Mario World sprites I found while searching for custom SMB sprites.

The game uses the SMB3 Definitive Edition as a base, mostly because that hack added some frames of animation and features some phenomenal sprite work. The DE also included a mechanic like Super Mario World where the character can store a powerup that can be used immediately by pressing Select. I was originally going to use the 'vanilla' version, but this game is basically 30 years old and the Definitive Edition hack, also highly recommended BTW, is more accessible to new gamers who didn't necessarily grow up with 'Nintendo Hard'. If there is sufficient demand, I might go ahead and release a 'vanilla' version too since it will mostly just come down to swapping sprites from one ROM to the other. Other than the graphics however, and some extra animations that came with DE, the game is still the same SMB3 we grew up with. There is no level hacking, and there won't be. This is simply an attempt to give SMB3 a fresh coat of paint and let people who liked Toad in SMB2 use him in SMB3.

The hack is not complete, and there are definitely things that I still need to change (like swapping "Mario" for "Toad" and trying to swap the Mario/Luigi characters for Toad in the Spade Games). I'm also trying to swap the colors of player 2 from green to a blue like Toad had in SMB2, but I haven't quite figured out how to make those changes and make them stick quite yet. I've got a few more ideas I'd like to implement, but I'm also working with Rodimus Primal on the Devil Hunter Miyumi project, an original "Ninja-vania" IP, and time is limited. So this project will be what it will be and hopefully other people will like what I've come up with.

Constructive criticism and comments are welcome, so please reply and share your thoughts. And if you'd like to know more about Devil Hunter Miyumi, or the Final Fantasy Reconstructed project (which although perpetually in beta is actually going to be released soon), feel free to check out the links below.

Hope you all are staying safe during these trying times.  :beer:




November 18, 2020, 03:17:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I wanted to share some images in the first reply to separate the ideas and not clutter up the initial post.  These images aren't final, but they show a lot of the work I put in to make Toad actually fit in the SMB3 world.

November 18, 2020, 03:32:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)

I couldn't get the video to work earlier from my YouTube channel, but here it is for those who are interested. Again, this is not the final version, and is not me trying to be the 'best' SMB3 player ever. It was literally just made to capture footage to show what had been done so far. I couldn't figure out how to embed it in this thread, so if that's even a possibility, I'd appreciate any help with that. Otherwise, please enjoy the video and check out the other stuff I've been working on over the years. If you like the content, please like and subscribe :thumbsup:

What are you trying to do exactly? Graphics hacks are fairly simple with tile editors. Level hacks not as much.

You have any interest in working on a true original "ninjavania" IP?

Honestly, I think I edited in NES Memory. But when it wouldn't change and stay changed, I looked through the ROM memory and PPU for those values. So if the answer was there, I couldn't find it.

I used the utilities included with FCEUX once I loaded the game. Specifically the PPU viewer to find out what palettes were currently being used and the hex editor in the program to find the values that matched. I then changed the values one at a time, since there weren't usually many to choose from, and when I found the right one I saved the changes. Learned how to do that years ago and thankfully it mostly still works.

Newcomer's Board / Re: Help with uploading/linking images to a post
« on: October 26, 2020, 07:12:04 pm »
Awesome!! Thank you!! I will go and try that now!

ROM Hacking Discussion / Changing default character colors in SMB3 NES
« on: October 26, 2020, 07:04:38 pm »

I'm working on a graphics hack of SMB3 NES that uses Toad instead of Mario and Luigi. I've changed all of the sprites that I need, but when I tried to change the colors for the 2nd player from the Luigi green to a blue more like Toad in SMB2, I can hex edit the changes, but whenever I close the rom and reload it, or something significant happens like it becomes player 2's turn, the colors default back to green. This is really only occurring on the map screen and I was able to successfully change the colors in-level. I remember this being an issue with Megaman 1 and the only way to change Megaman's default colors was to use an obscure editor that somehow overwrites the default colors wherever the info is called from. I have a feeling this is going to be another "well do you know assembly" topic, but I don't, so I figured I'd ask people who knew more than I do. Thanks for any help you can offer.  :beer:


Newcomer's Board / Help with uploading/linking images to a post
« on: October 26, 2020, 06:47:40 pm »
I haven't really been active here on RHDN for quite awhile and it seems that things have changed since I've been gone. I'm having problems uploading/linking images to my posts. I used to link to photobucket, but now they want to charge for that service, and with the pandemic, money is tight. I opened up an account with ImgBB that gave me embed links for the images that I've uploaded, but when I used the insert image function nothing showed up in the post. If anyone could give me some guidance, or even recommend another free site that will work, I'd really appreciate it. Thanks.  :beer:


ROM Hacking Discussion / Re: Help with Mario 3 NES
« on: October 09, 2020, 05:11:49 am »
Nope. And since I'm working on an original IP programmed in Unity I'm not going to learn. Thanks for the feedback though. Guess I'll settle for changing the graphics that I know how to do and call it completed.

ROM Hacking Discussion / Help with Mario 3 NES
« on: October 02, 2020, 01:10:06 am »
Hi all,

Its been a while. I'm doing a very simple graphics hack of Mario 3 that makes Toad the main character, really just for the heck of it. Unfortunately, unlike Final Fantasy, there are very few if any documents related to hacking the game. Ideally I'd really like to be able to have a 2nd player sprite that was different than the first player. Otherwise it will just be different colored Toads. I know in 3Mix he did a lot of assembly programming, but there really weren't even any documents for that. So any help offered is appreciated.  :beer:

Been a long time since I was last here. But I've recently gotten somewhat back into playing hacks while we've been developing our Devil Hunter Miyumi IP and it was brought up to me that Ninja Gaiden NES hacks are almost unheard of. Yes there is Deadpool and some slightly changed roms, but nobody has really picked up the baton and really run with it. Which is good since Devil Hunter is a spiritual successor to the original NES Ninja Gaiden games, but still odd. There don't seem to be many good utilities to use, and NG2 must be either perfect or completely F'd because I can't find a single rom hack for that game. Heck NG3 only has the restored patch as any significant changes. I just wondered what other people thought and if any insight could be gained. Hope everyone had a great New Years.


Personal Projects / Re: Final Fantasy Reconstructed
« on: August 05, 2017, 08:33:12 pm »
I was instantly impressed just on entering the first town. You are quite an artist. Great Job so far, can't wait to see what you do in the future and I haven't played more than 12 seconds lol.  :thumbsup:

Thank you kindly!! I wish the images were still up within the thread so you could see the evolution of the in-game imagery. I can't totally take 100% credit for the images though since I did pull image tiles from a number of other NES/Famicom games like Radia Senkai, Ultima Quest of the Avatar, Willow, Lagrange Point, and other rom hacks as I've gone along. However, there really aren't but a few images in the game that I didn't alter in some way, shape, or form to fit the visual style I was going for. I hope you were playing using the 3.2 patch because that is my favorite one so far. If you have any comments or critiques, I'm always happy to hear from other players. I kinda tailored the game to my own play style, and I'm sure that not everyone plays the game like I do. I'm not much of a programmer admittedly, but I like to think I've got a good artistic eye  :happy:

August 05, 2017, 08:56:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Those picture from fb is amazing... Btw, do you know how to do disassembly since you get advance to it?

Again, thank you!! I really do feel humbled that so many people have had positive things to say about my visual overhaul of the original Final Fantasy for the NES. Like I said in the previous reply, I'm not much of a programmer. Most of the actual 'hacking' I've done has been done using a forum post on GameFAQs where Anomie, Grond, Disch, and others basically found most (if not all) of the bugs in the game and created hex edits to patch the bugs out. The original rom image I started with was actually an early version of a bugfix/rebalance hack that Grond had made. I tried a year or 2 ago to replicate everything he did and I honestly couldn't. Starting with Grond's hack as a base has been both a blessing and a curse in that regard because while he documented a lot of things, there have been times I've tried to hex edit patches and caused a conflict with something he'd done. I do have a copy of the disassembly that Disch made, and was in regular contact with him early on in the project (to the point he actually created a custom music engine for the hack that I'm still eager to utilize), but I am still learning to program in ASM and still have a LOT to learn if I want to get the game to the level I aspired to. When I started to learn to program using the disassembly, I was trying to juggle a lot personally and with the project, so I put that on the back burner until I was satisfied with the in-game visuals. I figured once I had gotten everything to look the way I wanted, then I could learn to do the programming I needed to and fine-tune everything to fit my vision. Sorry that was a long response and hopefully it all made sense. If you haven't tried out open beta 3.2, definitely give the game a try. I think you'll enjoy it  :beer:

I've also been creating my own "Explorer's Guide" (aka Game Manual). An early copy of the guide was included with the 3.2 patch files. The pics are on the Facebook page, but for anybody who would like to check it out without relying on social media, here's a link to the work-in-progress version that's current as of today.

I was originally trying to make a color version of the NES game manual as an homage to the old-school game documentation. As I've worked on it though its become a hybrid of an NES and a GBA manual. I'm quite proud of it if I do say so myself though. Check it out if you haven't already  :laugh:

Personal Projects / Re: Final Fantasy Reconstructed
« on: August 05, 2017, 04:45:41 pm »
Good afternoon all,

I know its been awhile since I posted here. After hearing the site had problems and had apparently gone down for a bit, I focused more on the Facebook page. After coming to post the update today, I found out that Photobucket now wants me to pay for 3rd party hosting. Since the only reason I had that account was to post on forums, I'm just not going to be able to post picture updates like I was before. Anyone who is interested in seeing what I've already come up with can still visit my page on Photobucket (although I doubt I'll upload much there after their changes to ToS).

The simplest way to see updates is still the Facebook page since I update that fairly regularly.

Or you can visit the game's official website here

I've also released Open Beta 3.2 with a few more bug fixes etc. that weren't in the last OB release. If you're interested in checking out the game, here's a link for that as well.

I know I've gotten some feedback from people about not using social media, but that really is the easiest way to find out what's new with the project as it nears completion. I will still make updates to this thread, but with the limits to what I can do on RHDN at this point, it probably won't be very regular. Thank you to all who have shown interest and support for this project, and I hope that you will continue to do so in the future.  :beer:

I just want an explanation for why that one blasted old guy standing in a circle with a bunch of other old guys has the only canoe in the entire world.

Like, maybe it's a magic canoe and they're conducting a magic ritual to make it magical and for some reason the ritual specifically targets whoever is standing in the magic-canoe-position, as ordained by the gods before time was time.  Or something.

I kind of fixed that from a certain perspective in Reconstructed. I added the "Ancient Library" where the Sages and Dr. Unne are, but one of the NPCs by the item shop in Crescent Lake congratulates the players and gives them the canoe to visit areas they couldn't reach previously. Might add a line of dialogue in Melmond indicating that canoes were popular in Crescent Lake or something for those who aren't familiar with the vanilla game, if there really are any of those types interested in a rom hack at least haha.

Personal Projects / Re: Final Fantasy Reconstructed
« on: February 11, 2017, 07:23:01 am »
Just a quick update for those still following the thread over here. I did a quick calculation this morning and I've changed/altered nearly 1/3 of the game's total text in the most recent version of Reconstructed, not to mention I actually believe every single location tile now (open beta 2 will be out within the next week... hopefully next few days) So I've been hard at work developing the narrative. A good friend was kind enough to offer some assistance with the sound arrangement, so hopefully we can put together some interesting tunes for the full-version 1.0 release. I'm not giving a date on that, beyond by the end of 2017, because I've just now had the time to devote to really understanding and applying the fundamentals of what Disch was kind enough to start teaching me quite a while back (still appreciate that buddy  :beer:). It helped when I found a few videos on YouTube that put things in perspective and I could watch how the code works and how to do things that should be 2nd hand to most programmers/hackers (a group in which I am an associate member at best). But even though its taken almost 3 years, the game is gorgeous, and I look forward to having some more feedback from beta v 2.0. I think I might start a new thread at that point since the game is pretty much finished visually and narratively, unless I add more text, which I might. We'll see when it happens. Thank you for all those who have shown interest and support through the process. I'm seriously going to put the project down soon, so hopefully it lives up to the hype.
:thumbsup:  :beer:

ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: February 11, 2017, 07:14:33 am »
Very impressive!!! Tugged my heart in fact  :angel:

I did a quick calculation this morning and I've changed/altered nearly 1/3 of the game's total text in the most recent version of Reconstructed, not to mention I actually believe every single location tile now (open beta 2 will be out within the next week, and hopefully next few days) So I've been hard at work developing the narrative you had suggested. I'm super impressed with the quality the sound engine is capable of.
You're a fine composer buddy, keep on keepin on (and please don't mind a question from time to time next month when I move to sound)
:thumbsup:  :beer:

The beauty of FF1 that it has a lot of mystery, and some of it was answered in Dissidia, but not all of it. I've known some fan game developers that had attempted to create a prequel, but looks like they put the project on hiatus.

Dissidia (1/2) are games I've never played, but have found very helpful for getting a bit more insight into the characters and their motivations. I had been pulling different NPC sprites from the game to expand the text, and the game's lore, and kind of 'fill in the blanks' a bit. Since I was going to use the Castle of Ordeals in the way I described earlier, I thought I might have the players visit a few locations from the past, kind of like ghostly apparitions seeing history but not being able to intervene. I came up with a cool way to expand upon Garland's madness/motivations a bit already, so when I started thinking about the 'tnt' being locked in Coneria's magic vault, I was intrigued. Definitely agree with you about the beauty of the simpler story than the later games. Re-crafting a narrative is difficult to say the least... Thanks for the input, and check out the Reconstructed thread, the Facebook page, or the website if you'd like to learn more.

Duke :beer:


(Hi Dr. Nick)  :thumbsup: :laugh: :beer: :thumbsup: :happy: :laugh:

Sorry, love of the Simpsons caught hold.

So while I was fine tuning the narrative for Final Fantasy Reconstructed, it just randomly hit me...

Why was the TNT locked away in Coneria Castle to the point that it had to be SEALED BEHIND A MAGICAL DOOR to keep people from getting at it...

There is a thin story thread that actually might be worth exploring... I've been trying to shape my narrative where the Castle of Ordeals was more akin to the Darkside Cave on Dagobah in Empire and expand the story and lore a little bit so things make more sense. I was just imagining, what if the Dwarves were using TNT recklessly, or maybe that was how the Temple of Fiends was reduced to ruin, the sages were conducting experiments that blew it to pieces and it was deemed too unstable to use any more. I'm really perplexed why I had never thought of it before, and since it was more a question about Final Fantasy 1 than specific to my project, I started a thread so that I could hear what you all thought as well. Feel free to comment, I might even shift the narrative in the game to reflect your thoughts.  :beer:


Personal Projects / Re: Final Fantasy Reconstructed
« on: January 26, 2017, 12:47:13 pm »

There, here.

Man, I actually was wondering how you were doing. You're always so full of energy and full of life. Glad you're excited about everything being close to finished. I'm trying to put out something that is "complete", not something I have to go patch a bunch of times. As much as I've enjoyed making the game, the whole process has burned me out some and I'm ready to start working on the Strategy Guide. Which if you're still interested in helping with, I would most certainly appreciate the assistance. So far its going to be me and Riffman putting it together since Spoons didn't mention graphic design being in his bag of tricks, which is why I asked him to help with music, which IS his area of expertise haha. I knew you had a great interest in the Famicom games though, so when FC stuff came up in the thread I figured that must be Gio  :beer:
I won't really be posting any more pics until the dungeons are done, although I'll probably still upload to the Facebook page until I have final layouts in place. I'm so excited to get some feedback on beta 2.0 since its NOT the same game we got in 1987, and its so far beyond what was shown in the LP series, especially with all of the new mechanics I've put in.  :crazy:

Just be patient for a few more days and you'll be very happy that you did, I promise you.   :banghead: :crazy:

Personal Projects / Re: Final Fantasy Reconstructed
« on: January 26, 2017, 12:30:56 pm »
I'm gonna try to answer everyone, and I made the text bigger in the responses so it stood out from the questions. Got jumbled up before I made that alteration.  ;)

Thanks Spooniest!

About the ATB battle system video, I have watched it before, but on a first glance I was not able to see what was the differences between a normal, regular FF1 battle. Let's see what I find out when I do play it for real.


Is this Gio?  :laugh: (Cool if so, he's been so excited about the project being completed, but I didn't know the alias on RHDN.)

The "Active Turn Battle" system I can't claim any part of, other than trying to apply it to Reconstructed and breaking the game before the glitch was ironed out. BUT, in the original Final Fantasy 1 for NES, the player decided what actions all 4 Light Warriors would take before a round took place, which left the ability to totally waste an attack on an enemy who had already been defeated. With the Active Turn Battle, the game progresses through its turn calculations, but stops every time a Light Warrior is supposed to act. In this way, you don't make decisions at the beginning of a round, but as each warrior's "turn" comes up. I hope that made more sense. I can't really think of another way to describe it without making a direct comparison video, which I unfortunately don't have time for right now.

Do you mean FF2 for NES, or FF2 for SNES? Those are separate songs.

FF2 Overworld Theme

Lonely. One synth swells up like autumn leaves in a miniature whirlwind, and hits a solid note, as the bass synth starts to do a walking rhythm. That is literally all there is to it. It sounds lonely as all get out.

FF2 SNES (FF4) Overworld Theme

Sweeping, Operatic. Not only are there drums this time, but the strings section has the same lonely feel as the above song. The woodwinds take the melody, which is a simple ascending thing that then pulls back down, to give you the idea that your feet are moving up, and then down, without making you feel like you're being told to MARCH, soldier. It makes you want to breathe in, and breathe out, you know?

Side note and letter to the editor: Duke, can you kinda work on having not so many darn images in your thread in the future? Idk if you were planning on continuing making FF Reconstructed: The Magazine Subscription, but to be fair, most people have a faster internet connection speed than I do. :)

Yes Spooney, I will cut down on the images. Only reason I had been posting so many initially was because I didn't have an "official website", and some people were resistant to the whole social media concept. I also deleted a TON of the early game screenshots because the links were dead, so there was a lot of discussion about images, but no images. I put most of the current levels up so there was a point of reference for people. But seriously I shouldn't have many more images to put up, maybe some overworld images and the few dungeons I haven't finished up yet. Although I could just upload them to the website and then post here that I did so... It doesn't matter to me, but I didn't know if people were even visiting the site since I've received like 2 messages from that mail relay... And you DO know I'm making a Strategy Guide for the game with my layouts and images right? So there's a flippin REASON why there are so many damned images. JEEEZZZ hahahaha Jk buddy. :laugh: :happy: :thumbsup: :beer:

Regarding music, oh, Final Fantasy II world map tune is the best ever. Let's import it to FF1, Duke!

Nope haha  ::)

While I can see the allure of the Final Fantasy II overworld theme from the standpoint of the American fan who has limited experience with II and III for Famicom/SNES, hell even handhelds. I just really don't like the song and think it is too slow and foreboding for the world I've made. I took a lot of time to "lighten" the different palettes, which might be "too light" in some places, but its better than everything being SUPER DARK like it was when I first started. I agree sort of with Spooney, though I don't think the FFIV theme is gonna fit the Reconstructed overworld right. The original FF1 tune is very upbeat and I feel "appropriate" for an adventure of this scale. If we don't end up remixing the original song and adding depth to it, or "arranging" a track from another game, I'm gonna just leave the overworld tune alone. That isn't to say that the FFII overworld tune couldn't be used in a Town or in a Dungeon, just not in the overworld in my game. Hope that made sense and I gave sufficient reasoning beyond "I say what goes on here" haha.  :police:

I'm all for including other tunes from other Final Fantasy games, but the music has to fit the mood of the areas, so I'm being careful about what to incorporate and what to leave. And if my tentative music "arranger" will seriously help me with that part, then we'll be in business for real.

And finally,

Duke, I must say I agree with Spooniest as well, please don't publish too much pictures of everything. It slows down a lot the topic loading and, spoiler-wise, spoil a lot of the surprise we will get when we play the real thing FOR REAL! (Please don't get us wrong!)


I didn't mean to give away too many details, I'm just a completionist, and since I had the room, I tried to make the images flow together wherever possible to give the audience a look at the "whole" dungeon and not just parts. I'm not going to post any images of any more stages within the final level, and might only upload 1 or 2 of the "Crystal Ruins", since I really want that to be a true "bonus" dungeon this time and not just a small area to walk through with tough enemies like it was in the Lets Play Active_ate did. Wonderful series but I felt let down after watching the last video and it being so short, making it even worse that it would have been a better video if I had done more with the area in the first place. I've got memory, so I can definitely add places, dungeons, floors, etc. Wish I could figure out how to hex edit in the teleport doubling edit Astral Esper and her crew came up with. Something seems to have been changed by Grond in the original Rebalance hack I started from and every time I try to hex edit (even checking to make sure I entered it all correctly), the player can no longer enter Coneria town in the beginning of the game. Just realized, I'm surprised I haven't heard comments from a certain individual who I went back and forth with quite a few times in the beginning of the thread, and project. Would be interested in hearing his opinion about my level design at this stage...  >:D But I digress,

For those who haven't seen the project's website, or would like to check out the Photobucket directly, here are a few links for ya (one of which is in the signature)

I uploaded images to both the other day, so most things are up-to-date. I've been trying to put together a "change log", honestly I have, but I change things on a whim, and then either change them back or keep the changes and forget what I had done. At this point its pretty fair to say that there are probably only a handful of vanilla tiles left in the game, dialogue and script have been edited to enhance the plot and tell a coherent story, classes have been buffed, enemies have new abilities, etc. I'm going to include a notepad document in the zip file for beta 2.0 that will outline what Grond changed originally and what I changed after. Hope that answered some questions since I spent much more time than I should have. But as always, you guys are the greatest. Thank you so very much for the continued support and interest for this project, and it means a lot that people are still amped up to see it completed too.  :beer: :thumbsup:

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