11 March 2016 - Forum Rules
Started by pocket, January 10, 2020, 09:11:21 PM
QuoteIn SMB3, Mario's physics are off in the demo patch.
Quote from: pocket on June 09, 2020, 01:42:52 AMI don't know if it's helpful information, and it's a very convoluted process that is probably not necessary, but for YY-CHR, I just open the game in ZSNES and make a save state, making sure the sprite that I need a pallet for is on screen, and renaming the save state file so I know what it's used for. It's a pain in the butt, and if you don't have a completed save file of the game ( which I got from themushroomkingdom.net ) it's even more troublesome, but it's the only way I know to have the colors represented accurately in YY-CHR... though you have to keep in mind that if you make changes to the Pallet, you'll also need to make a new save state.ZSNES is a pretty terrible emulator, I know, but it's the only emulator that makes the save files YY-CHR uses for color pallets that I know of.
Quote from: Alex O. on June 11, 2020, 06:39:05 PMI've made a .zip file of all the SMAS+SMW patches I have so far (including the ones I posted earlier): https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0It contains these patches and more:SMB1/TLL:-Lava Bubbles have their original jump heights.-The SMB1 Bowser fights are the same as in the NES version.-The TLL Bowser fights should be as close to the FDS version as possible. -Fire Flowers turn Small Mario into Fire Mario.-Fire Mario reverts to Super Mario if hit, not Small Mario.SMB2:-Reverted the ladders in World 7-1 to their original lengths.-Pidgits, their carpets, and Autobombs all have their GBA color schemes.SMB3:-All midair-spawning enemies were moved down one tile so that they spawn on the ground/platforms instead.-Super Leaves now make the "item sprout" sound when they appear from blocks.-The wooden tiles Mario enters the World 8 (Air-)Ships' boss rooms from are now Warp Pipes.-Based on Super Mario Advance 4: *Small Mario grabbing a Fire Flower or Super Leaf now turns into the respective form instead of Super Mario. *The missing coins in World 2-1 are present. *Recreated the exit part of World 2-Pyramid from SMA4 so that the structure actually looks like the other side of the pyramid when you are coming out. (No P-Switch or coins) *Brick Blocks directly under of Warp Pipes/Bill Blasters became Coin Blocks so that if the blocks are hit, the pipe/cannons won't be floating in midair. (Mainly in the World 5-Tower outside areas and World 5-7) *Recreated the end pipe arrangement in World 7-Piranha Plant 1 in SMA4 so it makes more sense. *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4. *Placed a castle wall tile 1 tile above the statues in Bowser's Castle to fill in the gaps.These are changes I would like to be made:SMB1/TLL:N/ASMB2:-Have thrown shells hurt the heroes if touched on the sides.SMB3:-Obtaining a Starman in a level plays the "power-up" sound.-Sliding down a hill plays the "skidding" sound.-Sliding into enemies plays the "kick" sound instead of the "stomp" sound.-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.-Being able to stomp enemies while underwater.-Munchers don't become Empty Blocks when hit.-Being able to stomp/carry upside-down Spiny Shells without harm.-Add the "raccoon tail" sound and tail wagging animation while ducking and flying/gliding at the same time.Credit goes to the people at gamehacking.org (their codes: https://gamehacking.org/?game=44854&hacker=all&format=raw) and AgentTer (his SMB3 hack: http://acmlm.kafuka.org/board/thread.php?id=8419).
Quote from: Alex O. on June 11, 2020, 08:36:00 PMIt's less a whole revamp and more changing minor things (like the end-of-level castles and flags) to resemble their NES appearances more.
Quote from: Alex O. on June 11, 2020, 06:39:05 PM *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.
Quote from: Alex O. on June 12, 2020, 09:23:47 AMThey're seen here: https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2You'd need a P-Wing to see it in-game, as it's too high up.
Quote from: Alex O.-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.
$29/DCC8 BD F7 EE LDA $EEF7,x[$21:EEFB]$29/DCCB 8D 00 12 STA $1200 [$21:1200]21:eef7 sfx table00 00 = none0a 01 = mushroom0a 02 = fire suit0c 03 = raccoon suit0a* 04 = frog suit0c 05 = tanooki suit0a* 06 = hammer suit0a 07 = cloud0a* 08 = p-wing00:1D80 = powerup100-0809 = star0a = anchor0b = hammer0c = whistle0d = music box
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