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Super Mario All-Stars Hacking
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars Hacking
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The disassembly

The goal of the disassembly is to eventually make it a split-disassembly; put it in an assembler and it'll assemble. Almost every data will have its own binary file. Very simple examples: level and sprite data of each level in their own files, the graphics in their own files, palette data in their own files.

Feel very free to contribute

The level editor (WIP)

From its readme: "MushROMs started as a basic level editor for Super Mario All-Stars for the SNES. In time, it grew to being a generic editor for any tile-based layout game (NES, SNES, Genesis, etc.). However, most of the work currently emphasizes SNES games. What it can ultimately do will come down to what the contributors want it to do."

spel werdz rite is looking for (C#) coders who can contribute to his generic SNES level editor project. People who are interested should contact him or me (as I have immediate contact with him).

The ROM, RAM and SRAM maps

ROM map
RAM map
SRAM map
It's rare that something gets moderated here, but please don't let that discourage you from submitting something. Even if an address is waiting to be moderated, it's still useful information.

Miscellaneous documentation

SMB3 level and map data
SMB1 level data
A comprehensive SMB1 level format documentation by spel werdz rite

Feel free to discuss anything related to SMAS hacking in this thread. Ideas, questions, etc.
I've been doing IRL stuff lately. (y)

Interested in MushROMs? View its progress, source code, and make contributions here.

Sad to see it dying out, but people have RL. I'll look around for coders.

Does anyone know where I can find the source for smb2smc?
so uh apparently the entry in the ROM map for the SMB2 palettes is wrong? I've copied the data into a .pal file and attempted to use it with YY-CHR, and I've also gone to the address in a SNES palette editor and gotten the same incorrect colors. I need to edit the palettes for a project I'm working on, so does anyone know what this issue is and how to fix it?
I'm working on a hack but it's not even at the demo stage yet so stay tuned, but not too tuned. lol
...well, how would I go about doing that, then? And wouldn't the SNES palette editor get it right, at least, since it's *intended* for that?
I'm working on a hack but it's not even at the demo stage yet so stay tuned, but not too tuned. lol
I have it figured out. The reason it's like that is probably because the PC address ends up being $08BC9C, once converted from the correct SNES address. Maybe whoever was making that update got confused.

The SNES palette editor does appear to work properly, though. You just need to feed it the PC address.
I'm working on a hack but it's not even at the demo stage yet so stay tuned, but not too tuned. lol
I'm very excited for what you guys are working on here. A SMAS & SMAS+SMW editor has lots of unconceived potential we're yet to see, when the ROM hacks start coming out.

A generic SNES level tile editor would be even more awesome long term, if I understand correctly that means basically any game having an easy tool to create totally new levels with their 16x16 blocks.

If this project is Patreonised or shared elsewhere, I'd totally support it.
I don't know if this has anything to do with assembly, but how would I go about making it so Fire Mario functions as he does in modern games, meaning when he takes damage, he reverts into Super Mario instead of Small Mario?

Also, is there a way to force Super Mario All-Stars to load a specific game, without the SMAS title screen or game select showing up? I'm working on getting the game onto my SNES Classic (along with the Super Mario Advance series) and it's a little jarring to have to go from the SNES game select menu and THEN into the SMAS game select menu to play SMB1.
When I try to edit SMAS SMUSA's Player Graphics, they stay the same in the ROM. BUT, when I edit an enemy's graphics, they change. How do I edit the Player Graphics for SMB2?

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