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Author Topic: stratoform's github  (Read 6298 times)

nosynose

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Re: stratoform's github
« Reply #20 on: June 24, 2020, 12:19:16 pm »
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

stratoform

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Re: stratoform's github
« Reply #21 on: June 24, 2020, 12:55:29 pm »
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.


Code: [Select]
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.

_______________________________________________


@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?

Code: [Select]
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       

Alex O.

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Re: stratoform's github
« Reply #22 on: June 24, 2020, 02:30:59 pm »
@stratoform
Yes, they are; they're the parts of some of the enemy/object palettes I changed.

stratoform

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Re: stratoform's github
« Reply #23 on: June 24, 2020, 08:25:27 pm »
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??

Code: [Select]
1E0AF4 1E0AF9 6     PAT  0000021C   00000226 11
« Last Edit: June 24, 2020, 09:33:56 pm by stratoform »

Alex O.

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Re: stratoform's github
« Reply #24 on: June 24, 2020, 09:23:11 pm »
That's the Blooper's palette.

stratoform

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Re: stratoform's github
« Reply #25 on: June 24, 2020, 11:55:15 pm »
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
« Last Edit: June 25, 2020, 12:03:11 am by stratoform »

Alex O.

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Re: stratoform's github
« Reply #26 on: June 26, 2020, 10:39:57 am »
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.
« Last Edit: June 26, 2020, 12:15:01 pm by Alex O. »

stratoform

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Re: stratoform\'s github
« Reply #27 on: June 27, 2020, 10:07:37 am »
Quote
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..

__________________________________________


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.
« Last Edit: July 04, 2020, 08:56:33 am by stratoform »

Alex O.

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Re: stratoform's github
« Reply #28 on: July 04, 2020, 11:11:42 am »
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.
« Last Edit: July 05, 2020, 02:31:51 pm by Alex O. »

stratoform

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Re: stratoform's github
« Reply #29 on: July 06, 2020, 12:14:10 am »
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.

Alex O.

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Re: stratoform's github
« Reply #30 on: July 06, 2020, 08:41:44 am »
You can use my cheat code list to make things easier:

Code: [Select]
  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.
« Last Edit: July 06, 2020, 12:58:22 pm by Alex O. »

stratoform

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Re: stratoform's github
« Reply #31 on: July 10, 2020, 10:22:15 am »
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.


Quote
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.

Alex O.

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Re: stratoform's github
« Reply #32 on: July 10, 2020, 12:03:57 pm »
Giant ? Block movement glitch example (credit to Yoshifanatic): https://cdn.discordapp.com/attachments/390603962773929984/681608935626506245/ClippingBug.gif

The Title Logo GFX patch doesn't work.
« Last Edit: July 10, 2020, 12:26:46 pm by Alex O. »

stratoform

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Re: stratoform's github
« Reply #33 on: July 10, 2020, 05:09:47 pm »
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
« Last Edit: July 10, 2020, 05:15:23 pm by stratoform »

Alex O.

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Re: stratoform's github
« Reply #34 on: July 10, 2020, 05:39:27 pm »
That was me, as stated above.

stratoform

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Re: stratoform's github
« Reply #35 on: July 10, 2020, 06:23:28 pm »
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

Alex O.

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Re: stratoform's github
« Reply #36 on: July 10, 2020, 06:49:58 pm »
The Blue Outfit Luigi Gfx patch for the title screen isn't working anymore in SMAS+SMW.

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.
__________________________

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.
« Last Edit: July 29, 2020, 06:23:45 pm by Alex O. »