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Frank's 2nd SMB3 hack for Super Mario All-Stars Project (Completed as of Version 0.97.6)
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Frank's 2nd SMB3 hack for Super Mario All-Stars Project (Completed as of Version 0.97.6)
Pages: « 1 2 »
I am no longer on retirement for ROM-Hacking and reactivated my inactive SMW Central account only for temporary reasons.

Introduction

What is Frank's 2nd SMB3 hack?

It is based on Frank Maggiore's 2nd SMB3 hack for the NES which was originally made in 2004. Official release of this hack was April 23, 2005. Of course for somewhat reason, it was named "Strange Mario Bros." when downloaded the demo release from Zophar's domain after Acmlm discontinued the project. Of course Frank Maggiore officially named the hack after himself which is called Frank's 2nd SMB3 hack. Since after the 1st one, it should not be difficult, frustrating, or unfair. Today, this full completed NES version can be downloaded at ROM-Hacking dot net.

The SNES version is a remake from the NES version along with new changes, such as new added sounds when they slide down hills, Buster Beetle throws, and including Thwomps. Other changes are coming soon.

What's Done

Text editing completed (Including Princess letter)
Title Screen remodeled
Matching card game remodeled
MAJOR Graphic changes and some Palette changes
World Map designs done and pointers for World 1 only
Sound added with basic ASM coding
16x16 tilemaps completed in all World Maps
Removal of 000 timers from all Mushroom houses
Leaf and Fire Flowers Power-Ups skips Super Mario
White Mushroom houses has items other than Anchor
All sprites placed in World Maps including item placement
Some 16x16 blocks are edited in most levels
NEW! 1-UP item now goes in your item box replacing useless anchors.
Corrected the palette swaps for suits that are picked up from small treasure chests.

What's not done

ExGFX in levels with glitched graphics.

Screenshots/Videos




http://www.youtube.com/embed/0oRgs_UeFOw
Updated August 16, 2011

http://www.youtube.com/watch?v=nA7MYEyqIBg
Updated September 23, 2011


More ASM suggestions to the project, help if needed. Suggestions are welcome but I don't take requests to add on my project!

Please check my readme.txt file. Suggestions currently unavilable.

Volunteers are welcome to this project!

Only ExGFX and Luigi's Jump/slide code is needed. It's strongly hardcoded.

Current Bugs you need to watch out for!

Read the Readme.txt! There is a list of bugs and glitches there.

Download & Installation

Download from Board 2's uploader

You need the Super Mario All Stars (U) ROM with HEADER to apply the IPS Patch with!!! It comes with Super Mario All Stars + World. It does not work with Super Mario All Stars (E), any Super Mario All Stars ROM without header. or Super Mario Collection (Japanese version). The game is meant for testing purposes only, not for the entire gameplay. Also, while you load the ROM with any SNES emulator, you will notice that the SNES checksums are fixed.

Also, download my ZSNES savestates from my Mediafire uploader for people that want to play around with it or contribute with the ExGraphics project for SMB3-SMAS.

There will be a GFX folder soon.

Have fun!
Last edited on 2012-06-28 09:44:08 AM by Insectduel.
News Update - Smart Hot Foots

Smart Hot Foots are required for this project. Without them, the project will not go on! I have researched them in the last 2 days and the disassembly is frustrating.

http://www.youtube.com/watch?v=m8efes6BMiE

In the SNES-SMB3 version unmodified if you put sprite 45 anywhere in the game, the game will crash. That's because there was a code interference that prevents the game from proceeding.

If you have your hex editor, switch the JSR to JMP at Rom offset x1438B8 from hex 20 to hex 4C. This Rom offset points to Rom offset x13B7F8 for the main code of the hot foot's AI routine.

However, I don't know about sprites and vSNES isn't helping comparing to background objects which is not the same when you edit 8x8 and some sprites are 16x16. The palette swap set is probably separate from the 8x8 or 16x16 for sprites and I'm going to corrupt my own savestate to find it with along Lunar Address.
News Update - SMA4 versions of Sledge Hammer Bros.



I recently create those into my project! YEAH, YEAH, YEAH, it's head is missing. That's because it's required to add another 16x16 sprite on top of it and I have no knowledge of assembling sprites.

I'm releasing this IPS Patch so you can take a look at it yourself. Must be patched with SMAS (U) or SMAS + World (U) with header. Feel free to modify the code correctly (May be ASM related). Tilemaps of the Sledge hammer bros from SMA4 located at ROM OFFSET x1c7400 in your tile editor.

Also, while I did look for the tilemaps of the sledge hammer bros, I corrupted something that I found which is the world map tile behaviour. I'm on research on those to see if I find anything. It's somewhere between x100000 - x10FFFF.

And the Mushroom houses are annoying and timers are set by backgrounds. It's ram is $05EE (first digit) and I'm going to figure out how to enable timers in Mushroom houses so Mario/Luigi wouldn't have to die while he enters if you do not set the unlimited timer. Otherwise all levels will be set to 400 for all 500 timer levels.
Last edited on 2011-08-24 07:56:06 AM by Insectduel.
Wow, this looks great so far. I can't wait to try it out.
Last edited on 2011-09-11 08:13:04 PM by TanookiMan.
@TanookiMan Eventually, you will be trying out my next Beta/Demo release in a few weeks with imported levels.

NEWS UPDATE

I'm getting ready to copy and paste the levels from Frank's 2nd SMB3 hack into the SNES rom. First thing is to delete EVERY enemy and object by replacing them with FF's so I can keep track of it with my note pad along with Lunar Address to specify the level location for objects and enemies. Then delete any 3-Byte or 4-byte object from the NES version that don't exist in the SNES version such as the clouds in the plains level or windows in fortress levels.

New thing is to change the desire Backgrounds in the SNES version that fits me in a 13-Byte header.

I couldn't get everything I wanted in my project such as the Luigi jump and slide and is way too hardcoded from Darhkdaiz's rom even I copied exactly the 6502 ASM code from the rom. The mapper seems to be problem when DD coded it but I ended up having both Mario and Luigi have higher jumps.

Good thing is, most of the new stuff goes into the remake SNES version of Frank's 2nd SMB3 hack.

However, I still need some help on the panels like this question at RHDN. I wanted to have MARIO/LUIGI START from Pipe Panels (Tile $BC) and remove MARIO/LUIGI START from Quicksand Panels (Tile $68). I made the Quicksand Panel a Spade Panel while the Spade Panel becomes the Heart Panel like in SMA4.

The BETA or DEMO next release is this week, next week or 2 weeks and most of the levels will only go for World 1 for the order of Plains, Hilly and Ice/Sky and 1 fortress level.
Version 0.45 of Frank's 2nd SMB3 hack for Super Mario All-Stars Beta/Demo is now released. I also released some ZSNES savestates as well. Please check my first post.

The download is still linked to the Board 2 uploader while version 0.20 is removed. ZSNES savestates are linked to Mediafire which is my uploader account.

Version 0.20 did have 103 downloads before I removed it.

Special thanks to Quick Quirly for teaching SMB3 hackers to design custom level ROM Offsets. Frank Maggiore for creating the hack. And myself for being part of the project.

Next Demo/Beta release is expected in October with the completed World 1 and World 2 levels.

Comments, Suggestions, Questions, Bugs and Glitches (Except levels with corrupted graphics so DO NOT comment.) are welcome in this thread.

Enjoy!

Ron-Chan (ろんちゃん) a.k.a Insectduel
Oops! My bad, I forgot to edit the download link. Anyway...

Version 0.52 is now available. You can play these custom levels of World 1 and World 2 including this one time exclusive World 3-1. Download is at the top page as always and edited.




World 3-1 is an open source level file to the public. Click on the image to download the .M3L file. I created my own custom level. Can you figure out what this message stands for?

The next and final demo release should be up to World 5 tower. After Frank's 2nd SMB3 hack for 1.0, I should move forward to my greater SMB3-SMAS project of my own kind called Insectduel's Super Mario Bros. 3 Kai.

Comments, Suggestions, Questions, Bugs and Glitches (Except levels with corrupted graphics so DO NOT comment.) are welcome in this thread.

Enjoy!
something look off about the 4th and 6th screens you posted. Those orange and black boxes don't look right in SS4, and in SS6 maybe you could find a way to fix those 32x16 castle bricks that look cut off.

Other than that, I look forward to completion on this so I can have a different type of Mario to play. Keep up the good work
Screen 6: As far I know, when I made a SMB3 hack, there were some 32x16 bricks. You could use them instead of the cutoff 32x32 ones.
@TLMB Thanks for the suggestion! Just to be honest, it wasn't right for me either so I modify the 16x16 blocks. Nintendo never actually use these blocks in my recent 4th screenshot in Mario All-Stars and I have been palette swapped their CHR and the Map 16x16 itself. But still doesn't look right.

I don't know if Nintendo forgot about the cutoff desert sandstone bricks so I will try to fix that on my 16x16 editor or the tile editor.

Anyway here's the video of my recent change for desert levels.

http://www.youtube.com/watch?v=vt4G7E_t96c

NOTE: I haven't edit the cutoff sandstone blocks where the 1-UP and the red note block.
Last edited on 2011-10-27 10:38:29 AM by Insectduel.
Looks fine but I noticed some issues here (I'll ignore that cutoff)

-Some parts lack enemies. I'd add some more to make it more interesting.
-What the hell were those glitchy things near the end of the level? They act like Koopas... or are they?

Just out of curiousity. Does that wood block at the beginning also have a leaf when you're big? If yes, it's good (a flower or other powerups will probably get stuck in the wall).
I tried to change the cutoff blocks using 16x16 and seems that it affected the other sandstone blocks as well. If you haven't notice when you play the ORIGINAL game with World 2 fortress, you will see the cutoff blocks where the dry bones is located which explains why they made the blocks so complex in the first place.

Originally posted by Wormer21
Some parts lack enemies. I'd add some more to make it more interesting.


I would but not according to Frank's ROM Map. I have to set it EXACTLY as he sets it.

Originally posted by Wormer21
What the hell were those glitchy things near the end of the level? They act like Koopas... or are they?


NEVER QUESTION ABOUT THE GLITCHED GRAPHICS!!! These can't fixed unless you assemble the ExGFX which I need someone to hire and where the graphic set is located. Even if I do find them and change the set, it's gonna ruin the process in some levels loaded with that set. Anyway, it's set with Desert graphics with Fortress enemy set which is why you see koopas are garbled.

Originally posted by Wormer21
Does that wood block at the beginning also have a leaf when you're big?


According to Frank's ROM map, yes!
http://www.youtube.com/watch?v=siMf8vSBejM - I'm almost done with World 5 (Not exactly, just the first half of the map). Here's this video you might want to watch!

Once I'm done making levels for my final demo/beta release. I'm going to insert my levels into the main rom and edit level pointers on world maps 1 to 5. Then to beta test. It should be released on November 17th the day of my 6th anniversary.

I'm attempting to create a video trailer when I release it.

For now, I'm making a 4-level SMW Hack and also release it on my anniversary date.
Happy 6th Anniversary from Insectduel's Domain. I couldn't finish SMW on time so I decided to upload the final beta/demo version of the game. It's at the Board 2 Uploader and my website. It's best to download it from the Board 2 uploader. Here's the video trailer about the recent changes. Keep in mind that the game is still in it's early stages and may not be 1.0 as the final version but 0.9X something when I finish making ALL levels.

Plays up to World 5 Tower.

Enjoy!

http://www.youtube.com/watch?v=xNnXriFb5fE

ろんちゃん
Interesting project. I played it through the end (tower castle of world 5) and I enjoyed it.
We will just have to wait for the sprite ExGFX in the future, then this game will be fine.

Level 3-1 is a bit strange: it seems to be a water level, but it uses underground background graphics (layer 2 and layer 3). Wouldn't it be better to change the layer 3 to water?
Apart from that well done!

General question: Do you know where to change the sprite graphics used in a level in the SMAS-ROM? Do we find these settings in the level or sprite offset for every level?
1] World 3-1 is quite a bit of a problem because I don't know how the layer 3 water backgrounds work. They were a fixed height set for each level in their ORIGINAL rom offset. Here's a list of them.

WATER AFFECTED LEVELS (Which matches the ORIGINAL ROM OFFSET)

Code
World Level Offset Height 3-1 x129989 (89 97 25) 02 3-2 x126CA8 (A8 EA 24) 25 3-3 x122422 (22 A2 24) 25 3 Fortress 1 x1312B5 (B5 90 26) 21 Water Room 3-5 x1296C8 (C8 94 25) 10 3 Fortress 2 x1310E9 (E9 8E 26) 07 Water Room 3 Fortress 2 x13117C (7C 8F 26) 00 Water Room Cont 3-8 x124DCA (CA CB 24) 25 3-9 x121762 (62 95 24) 15 3 HB 2 x122399 (99 A1 24) 25 3 HB 3 x1223BA (BA A1 24) 25 4-2 x12BD3A (3A BB 25) 25 7-4 x12942A (2A 92 25) 00


And even though I did use the Water as a 4-Byte object, or edit their 16x16's 3-Byte water object, you could only see the cutout lines for seaweeds and donut sea blocks which is why I won't use them. Until further notice, this would be the stage's current background.

2] Changing the sprite's graphics is at the 13-Byte level header in every level. However, I didn't exactly where to find the graphic rows used in object set levels (Like Fort Enemies with Desert Objects) or their sprite TSA arrangements. It's header is almost like Super Mario World which is kinda new to All-Stars.

Code
LL LL LL SS SS SS VF HP YO AG TM ZX BB 11 22 33 44 55 66 77 88 99 aa bb cc dd 13 bytes in a level header in SMAS. L: Level Pointer S: Sprite Pointer V: Vertical Position (First 3 bits) F: The level’s Length HP = Horizontal Position with level Palette (Horizontal Position is the first 3 bits. It’s best to look for the level offset for your palettes and Horizontal positions.) Y: Scrolling Type (Hex 0-7 means if you enter the pipe you automatically ends your level. Hex 8-F is normal.) O= Object Set Pointer A= Mario Action (First 3 bits) G= Level and Sprite Graphics (Bits 4-15) T= Timer (First 2 bits, also flip the graphic set pages.) M= Music B= Level Background Z: The Palette of the Layer 2 Background X: The hex number of the Layer 2 Background


I should provide some graphic bin files soon that were used in the custom levels I'm using.
Some annoncements!

I have finished inserting all the levels in my SNES version. Some object sets in their original bank has run out of room so I have to move it into another. Like Plains levels into Water/Pipe rom offset. Sky/Ice, Plains, Desert, Piranha/Clouds/Giant has little free space left over.

I am ready to start placing pointers into the map screen and beta test. I'm currently not going to fix anything yet until released. Keep in mind that when I release my next version, it will NOT be the final version. It's expecting to be in Mid-February during Winter Break or maybe less.

I still need help with ExGFX because some stages has garbled graphics. If you're extracting ExGFX from SMW, that does not make you an exprienced person to do the same in SMAS. There are NO editors to extract GFX in SMAS and insert them by ASM. It needs to be by hand. The only known person is Spel Werdz Rite so far but I'm still looking for somebody who has knowledge to extract GFX in SMAS. Unless you can teach me how the graphic routine works.

Also if you like to join me with the beta-testing, feel free to ask. But don't tell me that I already know that can't be done.

Thank you and have a nice day!
Last edited on 2012-01-10 04:18:39 PM by Insectduel.
After 6 and a half years of plagiarized work, Insectduel took about 8 months to insert all the levels and adjust modifications. You are now able to play all the levels of Frank’s 2nd SMB3 hack for Super Mario All-Stars all the way to Bowser’s Castle. Keep in mind that this is NOT the final version of the hack and is still currently in it’s beta stages. Keep in mind that most levels have corrupted background animations and enemies as it requires the extension of graphics hardcoded by ASM like Super Mario World’s Lunar Magic. It may be a completed hack but it’s still going to be updated and new versions could come at anytime. Improvements are planned such as ExGFX and having Luigi have higher jumps and/or slides than Mario. Help is desperately needed to put out a final version for this project! This hack may or may not have SRAM errors, and it needs to be fixed as soon as possible, even if the checksums are fixed.



World 8 Map

The major difference between the NES and SNES version is the World 3 map. The original World 3-6 and World 3-8 of Frank's 2nd SMB3 hack has been SWITCHED around due to the music pointers in the secret mushroom houses. And the pipe after clearing World 3 Fortress #2 now leads to the spade panel but you still need the hammer to break it.

World 8 of Frank's 2nd SMB3 hack now has extended levels due to a huge amount of free space to add more levels than the NES version which has a limited amount of space. It includes the 4 hand traps and 2 fortresses. And it has better ASM coding features you will ever experience.

This romhack holds 2 IPS Patches. One is the original Super Mario All-Stars and Super Mario All-Stars + Super Mario World. Both of these IPS patches requires a header. It is not compatable with Super Mario Collection (Japanese version of Super Mario All-Stars). So what are you waiting for? Play this rom hack right now!

Originally created by Frank Maggiore by the way. Download is of course is at board 2's uploader or my website. The file comes with custom rom offsets data so you can look at it with SMB3WS and I'll provide the SMB3 disassembly to you guys about next week or 2.

Enjoy!
Last edited on 2012-02-23 07:57:29 AM by Insectduel.
http://www.youtube.com/watch?v=olh62lzEcyA

Frank's 2nd SMB3 hack for Mario All-Stars has been updated. I started to learn about sprite tilemaps. You are now allow to collect 1-UPs to store in your item box instead of these pointless anchors. Only 2 levels can get you one. More to come as I going to swap some of the enemy sprite tilemaps and try to code Luigi to have a higher jump than Mario. It's now different than the original SMB3.
http://www.youtube.com/watch?v=NIqMRve19lA

Updated once again! This time, it's the palette swap for suits and 1UP's being picked up from small treasure chests no longer at World 5-1 due to cheating by collecting as many when player saves and quit.
Last edited on 2012-04-21 10:25:41 AM by Insectduel.
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Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Frank's 2nd SMB3 hack for Super Mario All-Stars Project (Completed as of Version 0.97.6)

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