Happy C3 guys!
In this 10th installment of my biannual ASM showoff, I don't have quite as much stuff to show off, but it's not a big deal. However, since this is the 10th installment, everyone knows you must do something special for the occasion. I was originally going to do absolutely nothing different, but either it just happened naturally without me initially planning it or the Persnickety Organization of Online Practices forced me to. Regardless of how it happened, me and LadiesMan217 collabed!
Why? That will become obvious once you see what I'm showing off:
-----------------------------------------------
SMAS+W Disassembly
Another new version of my SMAS+W disassembly, which I'm 99.9% sure most of you that are aware of my work were expecting.
-----------------------------------------------
AddmusicK for SMAS+W
Another hurdle of making full fledged SMAS+W hacks has been overcome. Now if only there was a full fledged level editor for it (assuming there isn't one already).
Note that only the ASM is modified, the tool itself still requires a SMW ROM, but I gave instructions to explain how to set it up to work with SMAS+W (USA).
For those that want some music to try out with this, why not head over to LadiesMan217's C3 thread? He's been porting lots of songs related to the 5 games in SMAS+W lately, and many of them would be a good fit for a standard SMAS+W hack. If you want an idea of what all the various ports sound like, he's posted them on his Youtube channel these past few months.
Alternatively, head over to the SMW music section and try out any of the 4,000+ songs included there. Most of them should be compatible, with only the ones with a very large echo buffer or otherwise barely fit in the allocated ARAM being an exception.
Link to LadiesMan217's C3 thread
Link to LadiesMan217's Youtube channel
-----------------------------------------------
Bonus: SMAS+W fun facts
SMAS+W is quite an interesting game on the technical level.
-----------------------------------------------
Regarding the disassembly, it's a standard fare update. I've added a couple new features to the framework like the ability to define what controller the game is meant to use, but the primary thing I did was document a lot more SMB1 and SMB3 stuff.
I honestly don't have much to talk about about this update. XD
Although, I will mention that that partial Earthbound disassembly I showed off last C3 has been updated to account for the changes I made to my disassembly framework. It was meant to show off the capabilities of my disassembly framework and how it can be used for other SNES games, so it made sense to update it.
-----------------------------------------------
So, regarding the collab with LadiesMan217, it started around late March when he posted videos showing off his SMAS style Super Mario Maker ports and I thought "Wouldn't it be cool if these songs could play inside SMAS?" and decided to make it happen. I then worked on it in secret, revealing my first draft on April 1st as a vaguely named BPS patch that I wanted people to figure out what it was (alongside another vaguely named BPS patch that would allow you to listen to some nice 80s music if you played it). The next day, when I revealed what I was showing off and what got me to work on it, LadiesMan217 wanted to talk to me. Since he was also planning on updating his SMAS+W OST, we decided to collab on this project. It worked on really well, since we both had an important skill the other lacked and we were both passionate about the thing we were good at (although I did take a month off at one point. Blame Terraria V1.4 for that ). This project would not be where it got without all the back and forth we did. I'd certainly be willing to work with him again if one of my future projects requires a talented music porter. The thing that impressed me the most, besides the large number of ports he made as part of his SMAS+W soundtrack (which goes above and beyond by including official songs related to the 5 games, not just songs strictly from SMAS+W), was that he managed to make a really good unsampled port of the Space World theme from Super Mario Maker 2 the day after the world maker update was released, which added this song to SMM2. Music porting is like magic to me, so the fact that he made a good port of this song so quickly felt like straight up wizardry to me. XD
As for SMAS+W addmusick itself, here is a list of what this does:
- Uses Addmusick 1.0.6 as a base.
- It works specifically for the USA version of SMAS+W.
- All 5 games plus the main menu/title screen now share the same SPC engine, samples and sound effects instead of SMW having its own set of each.
- All 5 games plus the main menu/title screen now can play any song.
- Thanks to KungFuFurby, music fadeouts and global volume adjustments are customizable by writing $80-$FF directly to $2142 to handle SMAS's old $80, $F1, $F2, and $F3 commands.
- A couple small fixes from lui and catfish.
- Unlike SMW Addmusick, I made it so that all sound effects are remappable, not just the ones that were mapped to $2141 and the ones that differed between SMAS and SMW. I've documented where each one plays for context.
- Unlike SMW Addmusick, echo sound effects are now automatically enabled for songs that originally had them (including temporary songs if the previous song playing was a whitelisted song).
- I included a couple extra patches to allow setting the music for each individual sublevel in SMB1 and SMBLL (SMB2U already does this, so no patch necessary). There is also a separate version of these patches that will default to using various SMM2 songs LadiesMan217 set for various SMB1 and SMBLL levels if you follow some steps to set them up. You can see what it will be like if you visit this Youtube playlist by LadiesMan217: Link
- I included a patch that allows swapping out the level music table on a per world basis for SMB3 (ex. You can swap "SMB3 Athletic" for "SMB3 Snow" specifically for World 6 levels). There is also a separate version of this patch that does the same thing as the above.
In order to use it, it still requires a SMW ROM, since I didn't edit the tool itself, just the ASM (I might have attempted to edit the tool itself, but every time I try to compile stuff like this, it turns into a project in and of itself). However, I provided instructions to set it up to work with SMAS+W.
-----------------------------------------------
Regarding the SMAS+W fun facts, the more I work on the disassembly, the more cool/interesting stuff I find. The TCRF page on SMAS/SMAS+W shows quite a few things, but most of what's currently on that page is very surface level (ie. Stuff that doesn't require much digging to find, like unused uncompressed graphics). I've managed to uncover some more unused stuff that required a deeper look to find. I also found bugs and various programming quirks that I thought I might share. Here are some of the things I put in the fun facts file:
Did you know there are two grab buttons in this version of SMB3? Because Nintendo apparently forgot.
This game really sucks you in, doesn't it? (This happens because Nintendo failed to move a table into bank 21 during the NES to SNES conversion)
Did ya miss me?
(This sprite's graphics code exists in the ROM, fully updated for SMAS, but it's missing some code to function. I've added the necessary code in my disassembly for those that want to get it working. Interestingly, the generator that spawns these clouds was left intact.)
"We could remove these clouds, but that would take effort, so let's just hardcode them to not spawn outside of 3-1" - Some Nintendo dev (perhaps)
This is the mystery goomba of SMB2U. Feel free to tweet about it to your friends.
(If you want to see this tweeter, ride the red shy guy as Luigi until the screen scrolls down twice. Immediately afterwards, do a charge jump to not fall down the shaft and then scroll the screen up).
I imagine if Nintendo used toad on these previews, it would have ruined the plot twist.
(What sprites 00-16 look like on the level preview, the last two look nothing like what they actually are. Sprites beyond 16 all look glitched except for 33 (bullet bill launcher, which appears as a bullet bill). Also, the flame and Bowser are drawn for sprite 16. Same deal with the lakitu and spiny for sprite 12. Sprite 0C is supposed to be a podoboo. Also, yes, both sprite 09 and 13 are what they appear as).
"Just cover it up with some black sprite tiles. That way, nobody will ever notice this cutoff during this screen transition." - Some Nintendo dev, the day before launch (perhaps)
I bet you never dreamed of seeing unused backgrounds in SMB2U!
Here is a sneak preview of this unused level preview background.
(There are 4 more unused level preview stripe images. One is the 3-3 one without stars, one is the SMB1 4-3 image in SMBLL, one is the SMBLL 8-3 image in SMB1, and one is the snowy night image in SMBLL).
SMW had an unused transparent level setting, so why not SMB2U as well?
I'm going to need a softlockpicker to get myself out of this jam. I think I know someone who'd be up to the task...
-----------------------------------------------
And that's about it. I hope you guys liked my C3 thread!
And be sure to check out LadiesMan217's thread, too!
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)
Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
In this 10th installment of my biannual ASM showoff, I don't have quite as much stuff to show off, but it's not a big deal. However, since this is the 10th installment, everyone knows you must do something special for the occasion. I was originally going to do absolutely nothing different, but either it just happened naturally without me initially planning it or the Persnickety Organization of Online Practices forced me to. Regardless of how it happened, me and LadiesMan217 collabed!
Why? That will become obvious once you see what I'm showing off:
-----------------------------------------------
SMAS+W Disassembly
Another new version of my SMAS+W disassembly, which I'm 99.9% sure most of you that are aware of my work were expecting.
-----------------------------------------------
AddmusicK for SMAS+W
Another hurdle of making full fledged SMAS+W hacks has been overcome. Now if only there was a full fledged level editor for it (assuming there isn't one already).
Note that only the ASM is modified, the tool itself still requires a SMW ROM, but I gave instructions to explain how to set it up to work with SMAS+W (USA).
For those that want some music to try out with this, why not head over to LadiesMan217's C3 thread? He's been porting lots of songs related to the 5 games in SMAS+W lately, and many of them would be a good fit for a standard SMAS+W hack. If you want an idea of what all the various ports sound like, he's posted them on his Youtube channel these past few months.
Alternatively, head over to the SMW music section and try out any of the 4,000+ songs included there. Most of them should be compatible, with only the ones with a very large echo buffer or otherwise barely fit in the allocated ARAM being an exception.
Link to LadiesMan217's C3 thread
Link to LadiesMan217's Youtube channel
-----------------------------------------------
Bonus: SMAS+W fun facts
SMAS+W is quite an interesting game on the technical level.
-----------------------------------------------
Regarding the disassembly, it's a standard fare update. I've added a couple new features to the framework like the ability to define what controller the game is meant to use, but the primary thing I did was document a lot more SMB1 and SMB3 stuff.
I honestly don't have much to talk about about this update. XD
Although, I will mention that that partial Earthbound disassembly I showed off last C3 has been updated to account for the changes I made to my disassembly framework. It was meant to show off the capabilities of my disassembly framework and how it can be used for other SNES games, so it made sense to update it.
-----------------------------------------------
So, regarding the collab with LadiesMan217, it started around late March when he posted videos showing off his SMAS style Super Mario Maker ports and I thought "Wouldn't it be cool if these songs could play inside SMAS?" and decided to make it happen. I then worked on it in secret, revealing my first draft on April 1st as a vaguely named BPS patch that I wanted people to figure out what it was (alongside another vaguely named BPS patch that would allow you to listen to some nice 80s music if you played it). The next day, when I revealed what I was showing off and what got me to work on it, LadiesMan217 wanted to talk to me. Since he was also planning on updating his SMAS+W OST, we decided to collab on this project. It worked on really well, since we both had an important skill the other lacked and we were both passionate about the thing we were good at (although I did take a month off at one point. Blame Terraria V1.4 for that ). This project would not be where it got without all the back and forth we did. I'd certainly be willing to work with him again if one of my future projects requires a talented music porter. The thing that impressed me the most, besides the large number of ports he made as part of his SMAS+W soundtrack (which goes above and beyond by including official songs related to the 5 games, not just songs strictly from SMAS+W), was that he managed to make a really good unsampled port of the Space World theme from Super Mario Maker 2 the day after the world maker update was released, which added this song to SMM2. Music porting is like magic to me, so the fact that he made a good port of this song so quickly felt like straight up wizardry to me. XD
As for SMAS+W addmusick itself, here is a list of what this does:
- Uses Addmusick 1.0.6 as a base.
- It works specifically for the USA version of SMAS+W.
- All 5 games plus the main menu/title screen now share the same SPC engine, samples and sound effects instead of SMW having its own set of each.
- All 5 games plus the main menu/title screen now can play any song.
- Thanks to KungFuFurby, music fadeouts and global volume adjustments are customizable by writing $80-$FF directly to $2142 to handle SMAS's old $80, $F1, $F2, and $F3 commands.
- A couple small fixes from lui and catfish.
- Unlike SMW Addmusick, I made it so that all sound effects are remappable, not just the ones that were mapped to $2141 and the ones that differed between SMAS and SMW. I've documented where each one plays for context.
- Unlike SMW Addmusick, echo sound effects are now automatically enabled for songs that originally had them (including temporary songs if the previous song playing was a whitelisted song).
- I included a couple extra patches to allow setting the music for each individual sublevel in SMB1 and SMBLL (SMB2U already does this, so no patch necessary). There is also a separate version of these patches that will default to using various SMM2 songs LadiesMan217 set for various SMB1 and SMBLL levels if you follow some steps to set them up. You can see what it will be like if you visit this Youtube playlist by LadiesMan217: Link
- I included a patch that allows swapping out the level music table on a per world basis for SMB3 (ex. You can swap "SMB3 Athletic" for "SMB3 Snow" specifically for World 6 levels). There is also a separate version of this patch that does the same thing as the above.
In order to use it, it still requires a SMW ROM, since I didn't edit the tool itself, just the ASM (I might have attempted to edit the tool itself, but every time I try to compile stuff like this, it turns into a project in and of itself). However, I provided instructions to set it up to work with SMAS+W.
-----------------------------------------------
Regarding the SMAS+W fun facts, the more I work on the disassembly, the more cool/interesting stuff I find. The TCRF page on SMAS/SMAS+W shows quite a few things, but most of what's currently on that page is very surface level (ie. Stuff that doesn't require much digging to find, like unused uncompressed graphics). I've managed to uncover some more unused stuff that required a deeper look to find. I also found bugs and various programming quirks that I thought I might share. Here are some of the things I put in the fun facts file:
Did you know there are two grab buttons in this version of SMB3? Because Nintendo apparently forgot.
This game really sucks you in, doesn't it? (This happens because Nintendo failed to move a table into bank 21 during the NES to SNES conversion)
Did ya miss me?
(This sprite's graphics code exists in the ROM, fully updated for SMAS, but it's missing some code to function. I've added the necessary code in my disassembly for those that want to get it working. Interestingly, the generator that spawns these clouds was left intact.)
"We could remove these clouds, but that would take effort, so let's just hardcode them to not spawn outside of 3-1" - Some Nintendo dev (perhaps)
This is the mystery goomba of SMB2U. Feel free to tweet about it to your friends.
(If you want to see this tweeter, ride the red shy guy as Luigi until the screen scrolls down twice. Immediately afterwards, do a charge jump to not fall down the shaft and then scroll the screen up).
I imagine if Nintendo used toad on these previews, it would have ruined the plot twist.
(What sprites 00-16 look like on the level preview, the last two look nothing like what they actually are. Sprites beyond 16 all look glitched except for 33 (bullet bill launcher, which appears as a bullet bill). Also, the flame and Bowser are drawn for sprite 16. Same deal with the lakitu and spiny for sprite 12. Sprite 0C is supposed to be a podoboo. Also, yes, both sprite 09 and 13 are what they appear as).
"Just cover it up with some black sprite tiles. That way, nobody will ever notice this cutoff during this screen transition." - Some Nintendo dev, the day before launch (perhaps)
I bet you never dreamed of seeing unused backgrounds in SMB2U!
Here is a sneak preview of this unused level preview background.
(There are 4 more unused level preview stripe images. One is the 3-3 one without stars, one is the SMB1 4-3 image in SMBLL, one is the SMBLL 8-3 image in SMB1, and one is the snowy night image in SMBLL).
SMW had an unused transparent level setting, so why not SMB2U as well?
I'm going to need a softlockpicker to get myself out of this jam. I think I know someone who'd be up to the task...
-----------------------------------------------
And that's about it. I hope you guys liked my C3 thread!
And be sure to check out LadiesMan217's thread, too!
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)
Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.