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Yoshifanatic's ASM Showoff: Part 10 (collab with LadiesMan217)

ToolPatchSuper Mario WorldMisc. HackingResource ReleaseScreenshots

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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:

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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.

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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

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Bonus: SMAS+W fun facts

SMAS+W is quite an interesting game on the technical level.

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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.

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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 :P). 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...

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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.
There is a lot of information here, wow. I always find unused/hidden stuff in games to be really fascinating so that is what mostly grabbed my attention here. Of course though, being able to insert custom music into SMAS+W is quite a huge step in hacking that game even if it sounds a bit hacky at the moment.
>Mark danced crazy!
Backloggery MyAnimeList
I was not expecting this. Even though I'm not on the SMAS+W hacking scene (Mainly because I didn't realize it existed), those are some interesting tidbits of info. Some of it went over my head, and being able to add custom music would be interesting. Good work!
You're easily one of the most hardcore coders I've seen on the site and I hope that you get back to some SMW stuff soon - not in an offensive way, I just really liked your previous threads. HOWEVER, this makes me want to take my weird artsy kaizo hard over to SMAS+W just to flex.

...But are other tools compatible with SMAS+W?
I love this thread.

You not only singlehandedly ruin smas for me, but you managed to uncover alot of information on this game as a whole
and that in itself is am accomplishment

also... AMK in SMAS+W!?


10/10
Fanatical like a Demon
This was amazing to see unfold day by day! I really enjoyed testing stuff out! The new songs really made SMB1 feel like an entirely new game and it was amazing to be part of what I'd consider a milestone in the romhacking community! Definitely wouldn't mind a future collab if it's something I can do! Great job my dude!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I've already seen some of these discoveries in Discord, but nonetheless, they're very interesting. The SMAS AMK is also very cool, though I've yet to try it out. Now, imagine if we had a SMAS editor. That would be even cooler.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I agree with AnasMario130 here.

I am all for pointless Super Mario Trivia.
Especially with older games. #smrpg{:3}

It's kinda amazing to see how much info you've managed to find in certain versions of the game.
Originally posted by Hat Kid
There is a lot of information here, wow. I always find unused/hidden stuff in games to be really fascinating so that is what mostly grabbed my attention here. Of course though, being able to insert custom music into SMAS+W is quite a huge step in hacking that game even if it sounds a bit hacky at the moment.


Same for me. The Cutting Room Floor is one of my favorite sites for a reason. It's cool learning about the secrets hidden within these games.

Also, it may be a bit hacky, but since I couldn't edit the tool itself, I tried my best to simplify the process of using it on SMAS+W. After the initial setup, it only requires one extra step to be able to insert a song into SMAS+W.

Originally posted by Lotica
I was not expecting this. Even though I'm not on the SMAS+W hacking scene (Mainly because I didn't realize it existed), those are some interesting tidbits of info. Some of it went over my head, and being able to add custom music would be interesting. Good work!


As far as I'm aware, the SMAS hacking scene is very small, especially compared to SMW's. I remember that it originally had it's own forum on here, but it was removed because interest was so low. Perhaps this and my other contributions to SMAS+W hacking may get people more interested in hacking this game?


Originally posted by Darkbloom
You're easily one of the most hardcore coders I've seen on the site and I hope that you get back to some SMW stuff soon - not in an offensive way, I just really liked your previous threads. HOWEVER, this makes me want to take my weird artsy kaizo hard over to SMAS+W just to flex.

...But are other tools compatible with SMAS+W?


That's not too far off from how I see myself after all these projects I do. XD It takes a certain level of passion (or masochism) to do the kind of projects I do, but as annoying and tedious as they can be, I manage to keep going (although I still need a break every now and then). LadiesMan217 saw it firsthand, particularly when I was working on the sound remap patch portion of this tool. Look at how many hijacks there are in that one ASM file, then imagine how much passion (or level of masochism) I needed to set that up. There aren't many patches I can think of that needed more hijacks than that one component of this tool. And the best part? I get to do it again 4 more times when I eventually make this ASM work with my 4 standalone SMAS game ROMs! Yay! #smw{@_@}

As for other tools that are compatible with SMAS+W:
- Lunar Magic (it supports the USA, Japanese, and SMAS+W USA ROMs)
- Asar (it only has one feature that I'd consider incompatible, and that's the freespace finder, since it risky to use on ROMs whose original size is larger than 512 KB).

If you wanted to make PIXI or GPS work, you'd need to modify their ASM to point to where SMAS+W maps SMW. Banks 00-07 map to 30-37, 08-0B to 4A-4D, 0C-0D to 2B-2C, and 0E-0F to 4E-4F. Of these, if I remember correctly, banks 00, 03, and 04 are the only ones where the bytes are shifted, so hijacks in those banks don't translate as easily.

Originally posted by Ruberjig
I love this thread.

You not only singlehandedly ruin smas for me, but you managed to uncover alot of information on this game as a whole
and that in itself is am accomplishment

also... AMK in SMAS+W!?


10/10


Originally posted by 1UPdudes
I am all for pointless Super Mario Trivia.
Especially with older games. #smrpg{:3}

It's kinda amazing to see how much info you've managed to find in certain versions of the game.


SMAS+W oftentimes feels like uncharted territory, with SMB2U being a goldmine for interesting info. It's actually kind of surprising. I could understand if SMAS was a game nobody heard of, but you'd think a game as popular as this would have had many of its secrets uncovered long ago.

Originally posted by LadiesMan217
This was amazing to see unfold day by day! I really enjoyed testing stuff out! The new songs really made SMB1 feel like an entirely new game and it was amazing to be part of what I'd consider a milestone in the romhacking community! Definitely wouldn't mind a future collab if it's something I can do! Great job my dude!


I'm glad to hear that! ^_^ On the flip side, it was nice being able to test out the various ports you released over time, several of which I will absolutely use in a future hack (or perhaps MYSQ, since I still need to finish that). I'm currently listening to the sampled SMW Desert theme, in fact. If you ever want to collab on a project again, let me know! :)

Originally posted by AnasMario130
I've already seen some of these discoveries in Discord, but nonetheless, they're very interesting. The SMAS AMK is also very cool, though I've yet to try it out. Now, imagine if we had a SMAS editor. That would be even cooler.


Originally posted by Rykon-V73
I agree with AnasMario130 here.


Yeah, all the stuff I posted a screenshot of in my initial post were screenshots I posted on my Discord server. Same with most of the fun facts found in the download. Although, I did include a few fun facts that I didn't post on Discord, mostly related to stuff I found while working with AMK.

Also, I agree. A SMAS+W editor for the other 4 games besides SMW would be great.
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.
Really cool stuff as always! Sometimes I wonder if you have a time machine with how much you're able to get done lol

The news about AMK is very interesting to me. I've been dabbling in some misc. SNES hacking this year and found that the lack of music tools is a major hurdle. You get a little spoiled working only on SMW stuff, huh? I'm very impressed with your spearheading your way into games that people haven't explored that much, at least from a hacking perspective.

I don't have a lot more to say that wouldn't derail the conversation so I'll cut it here. Very good stuff!

allow shy guy emojis in post footers you cowards!
That's some incredible stuff. Sorry if can't add something useful to the discussion, but the thing is, I'm kinda lacking in ASM department, but anyway, I commend your efforts for trying to expand the SMAS romhacking scene. I always wondered why there isn't a large scene, when I see in the SMW community is people praising SMAS aesthetics.

Also, I loved your trivia section there. The cutoff in the Mario Bros minigame is something that I never noticed until now.


Fanatical like a Demon
Originally posted by Anorakun
I always wondered why there isn't a large scene, when I see in the SMW community is people praising SMAS aesthetics.

I think it's bc of the lack of a level editor which is sad that after 27 years no one or even a collab has bothered :T

Originally posted by Anorakun
Also, I loved your trivia section there. The cutoff in the Mario Bros minigame is something that I never noticed until now.

I've always loved his trivias, they're always interesting and also 😄
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Hello there, from the programmer of the current additions to the SPC side of AMK! There's actually a second modification in the AMK SPC-side ASM... namely, I discovered that an 8-bit overflow was causing ticks to become lost on the music end. I determined I could modify this to double its tolerance, which is what made it into the special version shown here. I can even push this further if I wanted to, by having more than one tick waiting to fire (when the Y register, not stored to $49, is greater than 1: I currently account for a non-zero Y register value, but it's only to trigger a single tick instantly. Note that I have to clear this out when a different piece of music plays to avoid notes rapidly firing away at the beginning, kind of like a more extreme version of what I ran into with certain songs in other sound drivers, namely Bitmasters in some cases and SOSDRV (Copya System/Office Koukan/System Sacom).). The last one is to poll the raw timer ($FD) more often. This would be needed if more than 15 raw timer ticks are on stand-by.

My fade magic is specific to this game collection, and with over 128 songs, may conflict on the 65816 side (unless you do direct writes to $2142 yourself). Note that I deliberately designed the fade to be backwards-compatible with Super Mario World by making $FF an exact match to the original. It also means that the faster fade speeds are the ones that get locked out on the 65816 side (not counting direct writes), not the slower fade speeds.

Plus, the fade command is designed to not conflict with the master volume, which is a problem that AMK had previously.
Originally posted by Von Fahrenheit
Really cool stuff as always! Sometimes I wonder if you have a time machine with how much you're able to get done lol

The news about AMK is very interesting to me. I've been dabbling in some misc. SNES hacking this year and found that the lack of music tools is a major hurdle. You get a little spoiled working only on SMW stuff, huh? I'm very impressed with your spearheading your way into games that people haven't explored that much, at least from a hacking perspective.

I don't have a lot more to say that wouldn't derail the conversation so I'll cut it here. Very good stuff!


I may not have a time machine, but I do have quite a bit of free time. XD

As for the AMK stuff, I'm actually pretty lucky that not only do all 5 SMAS+W games and menu/title screen handle the SPC stuff the same way as SMW, but that SMAS uses mostly the same samples as SMW (albeit down-sampled versions, according to LadiesMan217). This meant implementing the addmusick engine would be a lot easier than if someone were to try this on some other game that communicates with the SPC700 differently. And the fact that the samples are roughly the same means that music porters don't need to make SMAS+W specific ports, unlike something like Yoshi's Island. Getting AMK to work with SMAS+W may not have happened if all 5 games had a wildly different implementation of communicating the the engine (thankfully, the only thing that differed is what RAM addresses are used as the mirrors).

That said, implementing AMK into SMAS+W still wasn't easy, because there was a lot of bugs I needed to fix. SMB3 caused me the most trouble, because its use of IRQs forced me to find a way to load the songs during screen transitions. Otherwise, the status bar would temporarily disappear and reveal cutoff. There was also the headache of preventing song reloads if coming back from a temporary song and the current level theme hadn't changed in the meantime.

Also, funnily enough, the reason I started getting into SMAS+W stuff was because I wanted to make my SMW disassembly support all 7 SNES versions of SMW, which included the two versions of SMAS+W. That one decision eventually led me to work on the rest of SMAS+W.

Originally posted by Anorakun
That's some incredible stuff. Sorry if can't add something useful to the discussion, but the thing is, I'm kinda lacking in ASM department, but anyway, I commend your efforts for trying to expand the SMAS romhacking scene. I always wondered why there isn't a large scene, when I see in the SMW community is people praising SMAS aesthetics.

Also, I loved your trivia section there. The cutoff in the Mario Bros minigame is something that I never noticed until now.


Thanks! ^_^

One of my theories about why the SMAS hacking community never really took off, besides the lack of a proper level editor, is because SMAS is a compilation cart. With SMW, the entire ROM is dedicated to SMW, and you have over 3.5 MB of space to work with (with no sacrifices) to make a full fledged hack. With SMAS, you get 2 MB (1.5 for SMAS+W) with most of the "good" freespace (ie. banks 00-3F) taken up already. In addition, the ROM data is split up across all the games, so it could be hard to tell what parts of the ROM belong to the game you're hacking.

That said, I helped fix this problem by creating individual ROMs of the games. There is also the alternative of using my disassembly to generate a SMAS+W ROM with only one of the games assembled to keep compatibility with most existing SMAS+W tools/resources.

Also, you can't see the cutoff in that image unless you turn off the sprite layer.

Originally posted by Santi
Happiness new happiness hacks and ROM IN central smw are yours


I'm not sure what you're trying to say. XD

Originally posted by KungFuFurby
Hello there, from the programmer of the current additions to the SPC side of AMK! There's actually a second modification in the AMK SPC-side ASM... namely, I discovered that an 8-bit overflow was causing ticks to become lost on the music end. I determined I could modify this to double its tolerance, which is what made it into the special version shown here. I can even push this further if I wanted to, by having more than one tick waiting to fire (when the Y register, not stored to $49, is greater than 1: I currently account for a non-zero Y register value, but it's only to trigger a single tick instantly. Note that I have to clear this out when a different piece of music plays to avoid notes rapidly firing away at the beginning, kind of like a more extreme version of what I ran into with certain songs in other sound drivers, namely Bitmasters in some cases and SOSDRV (Copya System/Office Koukan/System Sacom).). The last one is to poll the raw timer ($FD) more often. This would be needed if more than 15 raw timer ticks are on stand-by.


That's interesting. I was wondering what that change to the engine did.
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.
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Really interesting finds here! Gotta love some good ol' fashion Mario trivia as well.

This thread is wonderful! #smw{:TUP:}

Wow cool! I would love to design levels for All-Stars!
NewPointless
Dude your ASM and coding knowledge and abilities are amazing!!!
I find it really impressive how you managed to make AMK work with SMAS. Too bad there hasn't been anyone to modify AMK's source code, though.

Originally posted by yoshifanatic
Most of them [songs from the SMW music section] should be compatible, with only the ones with a very large echo buffer or otherwise barely fit in the allocated ARAM being an exception.

Makes sense as SMAS has got more sound effects and two more samples.

Originally posted by yoshifanatic

Did you know there are two grab buttons in this version of SMB3? Because Nintendo apparently forgot.

A classic issue why you can't straight up port games.

Originally posted by yoshifanatic

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.)

Could add some atmosphere to doomships, at least. That the generator wasn't removed is interesting, though.

Originally posted by yoshifanatic

"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)

I don't know, it's aesthetics.

Originally posted by yoshifanatic

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)

A classic issue on what mistakes you can do when you port games (similar thing happended with SMB1's brick blocks where you basically phase through them instead of falling down like in the NES version).

Originally posted by yoshifanatic
As for the AMK stuff, I'm actually pretty lucky that not only do all 5 SMAS+W games and menu/title screen handle the SPC stuff the same way as SMW, but that SMAS uses mostly the same samples as SMW (albeit down-sampled versions, according to LadiesMan217). This meant implementing the addmusick engine would be a lot easier than if someone were to try this on some other game that communicates with the SPC700 differently. And the fact that the samples are roughly the same means that music porters don't need to make SMAS+W specific ports, unlike something like Yoshi's Island. Getting AMK to work with SMAS+W may not have happened if all 5 games had a wildly different implementation of communicating the the engine (thankfully, the only thing that differed is what RAM addresses are used as the mirrors).

I had a feeling that SMAS reuses SMW's sound engine and, ignoring the songs, only adds two new samples (a trumpet and timpani) and sound effects.

Originally posted by yoshifanatic
That said, implementing AMK into SMAS+W still wasn't easy, because there was a lot of bugs I needed to fix. SMB3 caused me the most trouble, because its use of IRQs forced me to find a way to load the songs during screen transitions. Otherwise, the status bar would temporarily disappear and reveal cutoff.

That's why I'm wondering how Super Metroid handles the status bar as it almost never fades the complete screen to black. It could be HDMA, though.

Originally posted by yoshifanatic
There was also the headache of preventing song reloads if coming back from a temporary song and the current level theme hadn't changed in the meantime.

Reminds me of Revival block which suffers from this issue. There also is the fact that SMB2 and 3 allow you to carry stars and activated p-switches between levels.

Originally posted by yoshifanatic
Also, funnily enough, the reason I started getting into SMAS+W stuff was because I wanted to make my SMW disassembly support all 7 SNES versions of SMW, which included the two versions of SMAS+W. That one decision eventually led me to work on the rest of SMAS+W.

Oh, lol.

Originally posted by yoshifanatic
One of my theories about why the SMAS hacking community never really took off, besides the lack of a proper level editor, is because SMAS is a compilation cart. With SMW, the entire ROM is dedicated to SMW, and you have over 3.5 MB of space to work with (with no sacrifices) to make a full fledged hack. With SMAS, you get 2 MB (1.5 for SMAS+W) with most of the "good" freespace (ie. banks 00-3F) taken up already. In addition, the ROM data is split up across all the games, so it could be hard to tell what parts of the ROM belong to the game you're hacking.

I remember it last C3...
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