Anyone Interested in Doing "SMB Special" for NES?

Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM

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frantik

#440
neither bug i've noticed (one at the end of 4-1 and one in 4-4 with the 'HUDSON' writing) will require extra objects.. hopefully i shouldn't have to add any more.  in some ways it's good to know we're not wasting much level data space hehe :D

here's the vine problem.. I'll look into it can't be too tough


and yeah i adjusted the clock times a while back :)

Karatorian

Hmm, I wonder what's causing that? It could be that none of the vines in the original SMB came out of blocks that high up. If that's not the case, I'm not sure what it is. If we just have the game draw less vine metatiles, will there be any vines that'd end up too short? (If that's the case, we'll just have to add a check to stop once it reaches the top of the screen. But just making them shorter would be easier.)
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

rbudrick

Just curious, how were the correct clock times figured out?  It was mentioned that each "second" or whatever you want to call it of the count down in SMBS is a different (are they faster or slower?) speed from SMB.  Was the timing/clockcycle subroutine in each game figured out, or was a stopwatch used while the time ran out?  The reason I ask is that we don't know how accurate the emulation really is and the code should really be looked at instead for complete accuracy.

-Rob

frantik

#443
Quote from: Karatorian on May 23, 2008, 01:56:49 PM
Hmm, I wonder what's causing that? It could be that none of the vines in the original SMB came out of blocks that high up. If that's not the case, I'm not sure what it is. If we just have the game draw less vine metatiles, will there be any vines that'd end up too short? (If that's the case, we'll just have to add a check to stop once it reaches the top of the screen. But just making them shorter would be easier.)

normally the ground covers up the tip of the vine but this vine is over a hole.  i hope shortening it by 1 tile should fix it..  and i'm not 100% sure but i think the vine blocks in SMBS are all at the same height

oh hey what is the hex for endless ropes?  hopefully there are fewer than 18 of them  :laugh:

QuoteJust curious, how were the correct clock times figured out?

as i mentioned i just walked from the start of the game into the 1st enemy and adjusted the game clock in the SMB engine to so the times are the same.  it's not the most entirely accurate way but it works and is at least relative to the speed mario moves.

Karatorian

Quote from: Karatorian on May 14, 2008, 11:38:27 AMThe special castle object for level 8-2 is a special row 15 object, just like the normal castle, but rather than object ID 0x2n, it uses 0x6n. The endless rope was re-added to SR 15 with the ID 0x7n.

In regards to the vines, it occured to me later that the hole was the likely cause. It shouldn't be too hard to simply not wrap around.

No time for hacking today, what with the holiday weekend and all. (Probably early next week.)
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

rbudrick

Quote
as i mentioned i just walked from the start of the game into the 1st enemy and adjusted the game clock in the SMB engine to so the times are the same.  it's not the most entirely accurate way but it works and is at least relative to the speed mario moves.

I see, but couldn't the game code reveal an exact timing to put in?

-Rob

Karatorian

Yeah, game code would be more exact, but nobody seems to have much interest in diggin into the Z80 ASM. I definetly don't. (I've already derailed all my other ROM hacking project with the work I've put in on this so far. Not that I mind, bud disassmbling code for a mostly undocument (in English at least) Japanses computer without quality tools isn't something I'm interested in at the moment.)

That said, as I've mentioned before, if anyone is interested, I can provide some useful pointers on the format of the disk images, where the code, levels, graphics, text, etc. are for both the X1 and PC88 disk images. They're both z80 based so anyone who knows that CPU (GB hackers, I guess) wouldn't have to hard a time with some of it.

Furthermore, I don't much care for the z80 ISA. Call me weird.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

Hamtaro126

Quote from: Karatorian on May 27, 2008, 06:06:58 PM
Yeah, game code would be more exact, but nobody seems to have much interest in diggin into the Z80 ASM. I definetly don't. (I've already derailed all my other ROM hacking project with the work I've put in on this so far. Not that I mind, bud disassmbling code for a mostly undocument (in English at least) Japanses computer without quality tools isn't something I'm interested in at the moment.)

That said, as I've mentioned before, if anyone is interested, I can provide some useful pointers on the format of the disk images, where the code, levels, graphics, text, etc. are for both the X1 and PC88 disk images. They're both z80 based so anyone who knows that CPU (GB hackers, I guess) wouldn't have to hard a time with some of it.

Furthermore, I don't much care for the z80 ISA. Call me weird.

If you were to disassemble anything SMB1-related in Z80, I recommend trying to disassemble SMB1DX (Gameboy Color). After that, I can make a version of SMB1DX to Super/Original Gameboy and possibly Sega Master System.

I Hath Returned...

BTW My username is not Hamtaro129. THAT IS WRONG, Please correct immediately or I will try to correct it myself!

strfr

Karatorian/frantik, how is progress on the ROM hack?  It's been more than a week since the last reply from either of you.  I hope everything's doing good with the progress so far.

frantik

i think i need to do some bug fixes or something but ive been kinda busy so hopefully i will send them to the big K soon

SMB2J-2Q

Quote from: frantik on June 05, 2008, 07:57:55 PM
i think i need to do some bug fixes or something but ive been kinda busy so hopefully i will send them to the big K soon

Keep up the good work!

~Ben

Googie

I'm with Ben, I can't wait to see how the new enemies will look in the hack. ^_~

Karatorian

Quote from: strfr on June 05, 2008, 05:27:03 PMKaratorian/frantik, how is progress on the ROM hack?  It's been more than a week since the last reply from either of you.  I hope everything's doing good with the progress so far.

Progress has been kinda slow lately. For a while, hacking on this was my main computer-related project and took up a lot of my free time. I've backed off a bit. It's not like I'm abandoning the project or anything of that nature, but I doubt I'll be keeping up the every-few-days release schedual I was running.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

frantik


Googie



YAAAAAAAYYYYY!!!11!

Oh man, now I can sleep in peace...  :D

frantik

lol don't get too excited it was just some bug fixes and adding the endless ropes

rbudrick

Looks like it's been quite a while since any updates.  Anything new, guys?  :)

-Rob

frantik

well i have a new gf lol.. so i dont have much time for working on hax but Karatorian still has my bug fixes which we're waiting for ;)

MathUser2929

It's funny that the hack dies just as it finishes one of the hardest stages.

SMB2J-2Q

Please don't let your GF get in the way of things, Frantik... please finish it up...

Thank you,


Ben