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Messages - RetroGameFan

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81
I got a little knowledge behind the art of ROM-hacking, but I'm still pretty darn new to it.

For quite some time, I've been interested in remaking Mario Is Missing! on the NES and Super NES, although unlike many other attempts at remaking the game, I plan on doing so by keeping the game geography-based, while mixing it with the iconic Mario platforming qualities found in games such as Super Mario Bros. 3 and Super Mario World.

I'm curious as to the most convenient way to get started on pulling off such a game. I was considering along the lines of getting a perhaps more efficient hex editor than Hex Workshop. I'm also wondering if such a feat could be pulled off using certain utilities that already exist online.

For the NES version, I'm seeking a recommended utility for Super Mario Bros. 3 that supports adding sprites/graphics from Mario Is Missing! (NES) and Super Mario World (NES unlicensed) as well as custom sprites/graphics. For the Super NES version, I'm thinking of a utility for Super Mario All-Stars + Super Mario World that supports adding sprites/graphics from Mario Is Missing! (Super NES) and custom sprites/graphics.

For further information on the plot summary, gameplay ideas, and more I have in store for the game, check out this link I posted on SMW Central:
https://www.smwcentral.net/?p=viewthread&t=89900.

Any help on getting started with this project will be appreciated.
Does anyone have any advice on how to get started on this project? To be blunt, I'm looking for a better hex editor for ROM hacking and a couple of recommended utilities specified in the quoted post above. Or should I start a separate topic for each thing I'm looking for?

82
I got a little knowledge behind the art of ROM-hacking, but I'm still pretty darn new to it.

For quite some time, I've been interested in remaking Mario Is Missing! on the NES and Super NES, although unlike many other attempts at remaking the game, I plan on doing so by keeping the game geography-based, while mixing it with the iconic Mario platforming qualities found in games such as Super Mario Bros. 3 and Super Mario World.

I'm curious as to the most convenient way to get started on pulling off such a game. I was considering along the lines of getting a perhaps more efficient hex editor than Hex Workshop. I'm also wondering if such a feat could be pulled off using certain utilities that already exist online.

For the NES version, I'm seeking a recommended utility for Super Mario Bros. 3 that supports adding sprites/graphics from Mario Is Missing! (NES) and Super Mario World (NES unlicensed) as well as custom sprites/graphics. For the Super NES version, I'm thinking of a utility for Super Mario All-Stars + Super Mario World that supports adding sprites/graphics from Mario Is Missing! (Super NES) and custom sprites/graphics.

For further information on the plot summary, gameplay ideas, and more I have in store for the game, check out this link I posted on SMW Central:
https://www.smwcentral.net/?p=viewthread&t=89900.

Any help on getting started with this project will be appreciated.

83
ROM Hacking Discussion / Re: Old Man Sonic in Sonic 1
« on: September 23, 2016, 07:03:01 pm »
what is a pm stand for
PM stands for Private Message.

And it's a sort of mystery to me why that Media Fire ROM link in the original post was deleted, but my guess is it was because links to ROMs may be a violation of the forum rules.

84
Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: March 26, 2016, 11:10:35 am »
OK, thanks! :)

85
Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: March 26, 2016, 09:57:49 am »
You can certainly use SMB Utility to PLAN your levels, it gives you all the object codes (hex values).

What exactly do you mean by "plan" my levels?

86
Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: March 26, 2016, 08:28:19 am »
I've not used this tool, but this guy on YouTube seems to explain the basics of it...
https://youtu.be/W5hfAckBj3o

But, I do know a hell of a lot about how objects work in SMB. What specific questions do you have?

It looks from the video that you can neither create or destroy the objects of a level. That makes sense, because SMB has (almost) no free space in which to add new objects.

(If you truely can't delete objects...)
You could "hide" objects just past the castle at the end of the level, and use a "stop scrolling" command at the end to prevent the user from seeing those blocks.

Here's some random thoughts...

There is also a limit to how many things you can put on each page. Also, I can explain the "page flag". When the game is parsing a level, it will draw every object on the current page...until it sees a page flag, at which point it will start drawing objects on the next page.

There are 2 types of pipes. Active and inactive. You must set a new "area pointer" before the player reaches the active pipe, or else the pipe will just send you to the start of the level. If there is only one "area pointer" set, but multiple active pipes, they all have the same destination.

Multiple areas (underground/water/etc) can share the same level ending. You just need to put a pipe at the end of your area, with an "area pointer" that leads to that ending area (with a flagpole).

If you fall through the floor of a cloud world, its the same as going through a pipe...you go wherever the "area pointer" sets to go. If no area pointer is set, you go to the start of the level.

Using a level timer of "0" will put the remaining time from the previous level back up as the current time. If this was the very first level, it will = zero, and the game will be unplayable (instant death).

---------------+
If you make a level from scratch, NOT using this utility, then it would be easy to add and delete objects...by hand editing the disassembly and reassembling. Ok. Maybe not "easy", but possible.

Also possible, but 1000x harder, the source code for the tool is available. I suppose you could add the ability to add/delete objects, by writing it into the source code and recompiling.  ;)


That's a very thorough explanation you gave there of the workings of SMB, dougeff. Therefore, I now think that SMB Utility is just not the right tool for me. I guess that if I want to edit SMB the way I want to, I'd have a lot of work cut out for me.

I trust you a lot on this one, since you seem to have a great understanding on the workings of NES hardware and software, from what I've read on the link to your website. I hope I'm not being too personal. ;)

87
Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: March 25, 2016, 11:25:47 am »
Using SMB Utility, is it possible to add and delete objects in SMB as well as to change them? And is it possible to create your own levels from scratch in the game instead of just changing stuff around in existing levels?

I haven't gotten any adequate help from YouTube, and the guy with videos there seems a bit under-experienced. :banghead: Does anybody know how everything in the utility works?

88
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: March 22, 2016, 09:00:38 am »
You all beat me to it. Awesome!

http://datacrystal.romhacking.net/wiki/Kirby's_Adventure:Tutorials

I'll get the track list soon.
@Dracula X - Thank you for reviving this topic, and for providing that extremely helpful link! This should sooner or later suffice in cracking the code! :)

89
Newcomer's Board / Re: How to use SMB Utility and other level editors?
« on: March 18, 2016, 09:45:47 am »
http://lmgtfy.com/?q=how+to+use+smb+utility&l=1

Just gonna put that here.
Thank you. :) I'm so sorry I never even thought of that! :-[

Edit: If I have any more questions or concerns regarding the utility, I'll post them here.

Edit #2: There is a little dilemma here. From the sources provided via a simple Google search on how to use SMB Utility, including a series of six videos on how to use it, I didn't get an answer to my question on how to create/add new instances of objects and enemies already found in the game. Nor did I get myself an answer to how to lengthen levels or add entirely new levels to the game.

It would be convenient if there was a way to enable a simple copy-and-paste method using objects and enemies found in the game, or have some kind of toolbox for all the objects and enemies, where you could select an extra object or enemy you want to add, and then place it anywhere in the game you want.

It would also be convenient to be able to create your own levels, at least virtually, from scratch, as well as using the models that exist as levels in the game.

Is this kind of stuff even possible via using SMB Utility?

90
Newcomer's Board / How to use SMB Utility and other level editors?
« on: March 17, 2016, 07:45:23 pm »
I am a bit interested in using the level editing utilities available on this site for the purposes of doing stuff like:
  • Adding objects to places other than where they were used in the original game
  • Expanding levels
  • Adding levels and worlds
SMB Utility, for instance, seems like a fascinating tool for editing things in Super Mario Bros. (1985) for the NES. Although it is categorized under the "Beginner" level, I don't know all the ins and outs of all the features offered with the utility, primarily because there is no help file that instructs users on how everything in the utility works, but rather only gives information on who made it and when.

For example, one of the things I want to experiment with using the utility, other than those listed above, is making a pipe you can't go down one that you are able to go down, and then creating a new underworld room. (I have not yet decided whether I want to use one that already exists in the game or to create an entirely new one.)

Is it possible to add objects and expand and add levels to SMB using SMB Utility? And are there any resources online that one can use to figure out how SMB Utility and other level editors for other games work? Forgive me for all of these concerns, but I often feel like a total idiot when it comes to programming, editing, and making games. :-[

91
Newcomer's Board / Re: SMB Utility-related Difficulties
« on: March 16, 2016, 07:20:24 pm »
just get an ancient version of 7zip or winrar gosh
OK thanks a ton! I got 7zip and managed to extract the files I needed. :)

92
Newcomer's Board / SMB Utility-related Difficulties
« on: March 16, 2016, 06:57:16 pm »
I hear that SMB Utility is the best level editor yet for Super Mario Bros. for the NES. Unfortunately, both versions of the utility I've downloaded are in the form of a .RAR file, and my PC does not have the appropriate application to open those.

I tried using two methods to convert one of the .RAR files to a .ZIP file (which my PC does recognize), with the assistance of these two links: www.zamzar.com/convert/rar-to-zip/ and rar-to-zip-converter.en.softonic.com/.

When I tried converting the .RAR file with the first link and ended up with the file "converted" to ZIP format, I noticed the new file was corrupted with stuff from the site I used to convert the .RAR file, and ended up with nothing useful.

In the case of the second link, I downloaded the application, but it didn't work on my PC, so I had to uninstall the program.

Is there any way for me to extract the utility and other files by the means of some other method? Or is there another suggestion that is recommended?

For further reference, the PC I'm using uses Windows XP.

93
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: March 07, 2016, 07:04:47 pm »
I'd set read breakpoints to the low/high nybble ranges mentioned in Revenant's notes*, then identify the location of the "Draw Kirby!" music data based upon which bytes get pinged upon startup.
Are you talking about the bytes that flash when the music is playing with the hex editor open? (The emulator I'm using is Fceux, which comes with a built-in hex editor.) If possible, could you please show me an image of your research?

I'm asking these specific questions so I may be able to muster the tools I'll need to pull off music hacking in this game, or in any game for that matter.

94
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: March 06, 2016, 04:06:32 pm »
I want to start with where to find the "Draw Kirby" music in the North American ROM by using a hex editor (in my case Hex Workshop). Can someone please help me?

95
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: February 24, 2016, 08:21:25 am »
https://github.com/devinacker/kale/blob/master/notes/kirbymusic.txt

Here are my old semi-sparse notes on Kirby's Adventure's music. It has the locations of the song pointer tables as CPU addresses but I don't remember where in the actual ROM the individual tracks are located (or which ROM I was even working with, probably either US PRG0 or JP).
Thank you. That might be helpful for sometime in the future.

Is there any more help one can provide me with?

96
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: February 23, 2016, 07:13:52 am »
Are you transposing all of the themes in the same manner? If so, you could just revise the ROM's frequency table accordingly.

Otherwise, you're going to have to dig into the music data and change each note manually. Either task will require a hex editor.
No, I'm not transposing all of the themes in the same manner by any means. I'm doing some of them higher, and some of them lower. That's for sure. I guess I'm stuck with using a hex editor... ::)

Now, if I wanted to transpose the music within the NSF file first, is there a way I could locate each individual piece of music by its address so that I'll know what I'm working with?

My hex editor is Hex Workshop.

97
Newcomer's Board / Transposing music of Kirby's Adventure
« on: February 22, 2016, 05:53:18 pm »
I am interested in transposing 18 musical themes in the NES game Kirby's Adventure. I have the NSF file at hand, and I figure once I'm able to transpose a bunch of the desired themes to keys of my choice, I will be able to locate them in the ROM and transpose them within the game itself. I have a hex editor on my PC.

I exported the 18 pieces from the NSF file into individual WAV files, transposed them using Audacity, and saved them into 18 new WAV files. Then, I transferred the files to a zipped folder (ZIP file). I wish I could attach the folder to this thread to give readers an idea of where I want to go, but I don't think I can.

Is there perhaps a better method of transposing the music of Kirby's Adventure besides using a hex editor? If so, are there utilities and/or applications I could use to accomplish such a task?

98
Gaming Discussion / Re: Your favorite console and handheld.
« on: November 04, 2015, 06:51:51 pm »
Favorite console: NES
Favorite handheld: Game Boy (any one)

99
Newcomer's Board / Re: SMB3 Music
« on: October 30, 2015, 08:54:03 am »
I have resolved this issue with Dr. Floppy via PM. Thank you, Dr. Floppy.

100
Newcomer's Board / Re: SMB3 Music
« on: October 29, 2015, 08:18:50 am »
Like I said, subtract 5 from each note value and BOOM, you got it. Instant G Major. :thumbsup:
No, it's actually the other way around. I want to transpose the G major score to C major.

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