Super Mario All-Stars Redrawn ( Lost Levels Demo is now Available in the OP )

Started by pocket, January 10, 2020, 09:11:21 PM

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stratoform

#380
Starting to include others' work now. SMB3 nolberto82 replayable levels patch is limited.
- Doesn't work for Luigi
- Can't re-enter mini-games, yellow houses
- Can't enter bowser castle or graveyard manually


So I wrote a new patch for it. But gave credit to nolberto82 for doing it in the first place.

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Quote
Just found out that the demo patch won't let me play SMB1; selecting either mode on the game's title screen sends me back to the All-Stars title screen.

Okay, that is weird. I took out smb1, smb2, smbll, smw so ... mmm ... wow.


edit: Tried demo on clean build + brick fix. Okay here. +World also. Going to get some more work done on your requests before another hotbuild is put out.

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slide kick sfx

$27/A67E A9 03       LDA #$03
$27/A680 8D 00 12    STA $1200  [$21:1200]


I think 02 is the kick? 03 is stomp?

Alex O.

#381
Okay, good.

As for the sliding kill SFX, you have the values reversed and the address starts at 27A67F in SMAS+SMW. Also, the base games already did that (The stomp for sliding SFX was only in the NES version.); sorry about that.

stratoform

#382
That was stupid on my part, crossed wires. :) Thanks for fixing it up.


I noticed that the code actually plays stomp sfx (02) first. Then for some reason switches to the kick sfx (03) instead. Don't know why_ but doesn't matter atm I guess.

--- edit: Added with full credit to you.

--- edit: Now I know why it does matter. That spot plays the raccoon tail kick sfx. Oh bugger.

ShadowOne333

Quote from: stratoform on June 13, 2020, 12:03:16 PM
That was stupid on my part, crossed wires. :) Thanks for fixing it up.


I noticed that the code actually plays stomp sfx (02) first. Then for some reason switches to the kick sfx (03) instead. Don't know why_ but doesn't matter atm I guess.

--- edit: Added with full credit to you.

--- edit: Now I know why it does matter. That spot plays the raccoon tail kick sfx. Oh bugger.

Hey strato!
Sorry to give you even more of a headache.

Some time ago, I tried implementing some sort of colour fix for the Koopalings on SMW from the SMAS+SMW ROM for Redux.

However, I couldn't do much because at the time I didn't know much of the ROM and also I couldn't seem to find the corresponding addresses for the fixes in the SMAS+SMW ROM.

The fixes I'm mentioning are listed here:
https://smw-hacks.fandom.com/wiki/Koopalings

Seeing how you are porting over the Redux changes for your hacks, I think this would be a good addition to make the end product a more polished game.
Hopefully you have better luck at it than I did.

I'm looking forward to all your hacks and changes for SMAS+SMW :)

stratoform

Sure! I'll try finishing up your SMW work. I think it's a "preferred upgrade" that generally anyone would want. ;)

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That code @ 27:a679 that plays the kick sfx ... if we turn it off, the enemies don't die or slide. So we need it to do the kill. I put a flag checking for sliding pose ($62) and switch sfx. Then we're out.

Going through the bucket list..

ShadowOne333

Quote from: stratoform on June 13, 2020, 04:51:59 PM
Sure! I'll try finishing up your SMW work. I think it's a "preferred upgrade" that generally anyone would want. ;)
Agree :p
Heck, by the end of it you could even replace the Redux hack with yours, no doubt.
The amount of hacks going on your side are eve beyond what I could have imagined for a polished version of SMAS-SMW :P

niuus

Quote from: ShadowOne333 on June 13, 2020, 06:48:34 PM
Agree :p
Heck, by the end of it you could even replace the Redux hack with yours, no doubt.
The amount of hacks going on your side are eve beyond what I could have imagined for a polished version of SMAS-SMW :P
Pretty much ramping up to be the definitive best SMB collection ever made. Heck, this is what we should have received in the SMB All-Stars Wii!

stratoform


$23/D655 B9 63 D6    LDA $D663,y[$23:D663]
$23/D658 85 00       STA $00    [$00:0000]
$23/D65A B9 64 D6    LDA $D664,y[$23:D664]
$23/D65D 85 01       STA $01    [$00:0001]
$23/D65F AB          PLB
$23/D660 6C 00 00    JMP ($0000)[$23:D67B]


muncher block
$23/D67B A0 01       LDY #$01
$23/D67D 60          RTS


00 = no effect
01 = block
02 = fire block  (...??)


I'm assuming this isn't shared with something else.. hoping.


Starman power-up sfx = done (asm)
Slide sfx = done (asm)

Alex O.

#388
Great job; the Muncher Block fix works just fine. :thumbsup:
Just added it to my zip file.

stratoform

#389
Thanks! Added your patch directly.


Quote
-Being able to stomp/carry upside-down Spiny Shells without harm.

Need some clarification. So I hit spiny with the tail and it flips. Run kick = no damage; carry = no damage; jump = damage. Anything cases I'm missing?

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Spiny Jump Damage


!SMB3_Player_Jump = $A6
$27/99C5 A5 A6       LDA $A6    [$00:00A6]
$27/99C7 D0 0F       BNE $0F    [$99D8]


Change BNE $0F to $00. That skips jump ==> auto-damage. Unsure if there's other corner cases with jumping..


edit: Found indirect one. Hold spiny until it reverts. Kills itself instead of walking again. Try to asm this one then.

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I should start comparing with NES and GBA sometime to see if some of your (fix) ideas are truly unique or unknowingly fixed in a port.


@ShadowOne333, @niuus
Funny how much the thing ballooned. Wasn't the direction I was expecting but good times!

Alex O.

Quote from: stratoform on June 14, 2020, 11:41:53 AM
Need some clarification. So I hit spiny with the tail and it flips. Run kick = no damage; carry = no damage; jump = damage. Anything cases I'm missing?

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Spiny Jump Damage


!SMB3_Player_Jump = $A6
$27/99C5 A5 A6       LDA $A6    [$00:00A6]
$27/99C7 D0 0F       BNE $0F    [$99D8]


Change BNE $0F to $00. That skips jump ==> auto-damage. Unsure if there's other corner cases with jumping..


edit: Found indirect one. Hold spiny until it reverts. Kills itself instead of walking again. Try to asm this one then.

Tried that, but it just made it so that all shelled enemies can't be stomped, and that the Tanooki form's statue mode passes through them and kicks their shells, rather than stomping them (Paratroopas can still be stomped.).

stratoform

#391
Thanks for the info! That's why I need you around to help me navigate all the smb logic problems. ;)
(completely ignored Tanooki statue)


That does complicate a lot, since it's shared. What expected behavior should be done with slide hitting an upside-down spiny? ATM, it kills but applies damage.


edit:
https://www.mariowiki.com/Spiny_Shell_(red)

This article implies that slide kill should be safe if upside-down.

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Found spiny shell damage flag?


buzzy beetle ($70) = $45 = no stomp hurt
spiny shell ($71) = $65 = stomp hurt

$27/9A1D BC 71 06    LDY $0671,x[$21:0674]
$27/9A20 B9 AF B1    LDA $B1AF,y[$21:B21F]
$27/9A23 29 20       AND #$20
$27/9A25 F0 0B       BEQ $0B    [$9A32]


Change 21:B220 to $45. And I think stomp runs okay. It fails the normal right-side up case. Back to asm patch mode.

Alex O.

#392
Just checked the GBA version; a sliding kill is safe.
And you were right; right-side-up Spinies became stompable. Maybe you could check if a Spiny Shell is upside-down first.

stratoform

#393
Thanks for checking GBA; planned to do that but work got in my way.

Got the Spiny Shell safely fixed (checks walking flag). Will add slide kill next since it's same logic.

-- edit: I did think about upside-down flag but couldn't find it easily. They likely hid it as a gfx pose so it would not be so trivial to locate.

-- edit: Turns out my fix also fixes the slide kill (no damage). Uses same damage formula routine. Okay by me!

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This controls underwater stomping.


$27/9A18 AD 75 05    LDA $0575  [$21:0575]
$27/9A1B D0 0A       BNE $0A    [$9A27]


Shut off branch to $00. Which forces to our damage check. I'm not so optimistic about side-effects given our previous experience.

0575 = swimming flag.

Alex O.

#394
The Underwater Stomp patch works just fine (even with the Tanooki statue). The address is at $279A1D in the SMAS+SMW version.
Edit: Just updated the zip file.

stratoform

Next build ready
https://github.com/stratoform/remote/tree/smas


Had to take out white gloves since it created a patching conflict with other gfx. Have to redesign plugin engine some more and more doc redesign.

ifightdragons

Is Pocket still the project lead, or have you taken over Stratoform?
I haven't seen Pocket posting here for a while.

Either way, great that progress is being made.

stratoform

Pocket is active project leader. On break until work schedule dies down.

DarkSamus993 is still asm project head. On break also.


stratoform is doing other side-chores to help make the project more attractive. I've gone contractor mode so I have more freedom to do what I want. ;)

And given the palette, gfx inserter issues .. pocket isn't missing much with the downtime.

Alex O.

#398
Stratoform, I was wrong about the SMB3 Muncher Block fix patch - it makes power-up-holding Note and Wood Blocks completely inert once their contents are emptied (Note Blocks in general are also inert), and pink Note Blocks disappear.

Also, what I meant with the SMB3 Sliding Kill SFX patch was that I wanted sliding kills to make the "kick" sound, when the base All-Stars games already do that (Your patch makes it so the "stomp" sound is used instead, as in the NES version.).

stratoform

#399
Quote
Also, what I meant with the SMB3 Sliding Kill SFX patch was that I wanted sliding kills to make the "kick" sound, when the base All-Stars games already do that (Your patch makes it so the "stomp" sound is used instead, as in the NES version.).

Oh, whoops! I'll take that out or disable or something. I suppose there's maybe 1 out of 10000+ people who want the classic sound.


Quote
Stratoform, I was wrong about the SMB3 Muncher Block fix patch - it makes power-up-holding Note and Wood Blocks completely inert once their contents are emptied (Note Blocks in general are also inert), and pink Note Blocks disappear.

Thanks for informing me! I likely can add a monster id check for Muncher and handle it that way.


I'll get on these later.

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Demo patches are updated. I will be adding basic + preferable modes. So specialty (classic slide kill sfx, re-entry levels) will not be included. You will have to byo for these, but I will later try creating an "alex o." build script to customize the game your way.


Muncher one was interesting. Because it's officially a "block", it normally reacts like one (note, star, coin, shiny, vine, multi-coin, flower, 1-up, p-block). So I had to locate the id and turn it off via asm.

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Tweaking SMB3 Luigi physics. Makes more floaty at peak of jump, more similar to LL hover times. Height is slightly higher to come close to 153 LL pixels.

Not in temp yet.

Mario jumps about same in both SMB3 and LL.