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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 Discord Channel


SNESLab -> #mushroms

The disassembly


https://github.com/Ersanio/SMAS-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)


https://github.com/bonimy/MushROMs/

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)
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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?
Website
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?
neat tech, isn't it?
...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?
neat tech, isn't it?
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.
neat tech, isn't it?
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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I'm interested in furthering SMAS hacking... by providing custom ASM?

For example I'm currently working on SMW's "UberASM" counterpart for SMAS that I dub "DuperASM". For now it's focused on SMB.1 but I may expand it to work for other games as well. Currently I've implemented NMI, global, gamemode ($0770) and level codes. i'll implement gamemode, level and (maybe) global (before entering game loop) init codes later. I don't have any fancy things you can achieve using said patch, but hope this example is alright:

also, if I find something interesting, i'll submit info to memory maps and disassembly.
There's also a Discord channel.
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Interested in MushROMs? View its progress, source code, and make contributions here.

So I hope this is the right place to bring this, but i'm super new to rom hacking, I just finished modifying the base SMW to my liking, and tried a few other things with SMW that aren't going anywhere at the moment so I thought i'd take a look at Super Mario All-Stars.

Originally all I wanted to do was flip Mario & Luigi's shirt and overall colors in SMB2 to match the official art of SMB2, seemed like an oversight that they kept Mario's red overalls in SMB1 but changed it to Blue for SMB2, Mario's overalls were red in the actual box art featured in the game select screen for SMB2 for goodness sake.

Then I thought I'd try my hand at altering other characters to look closer to their official artwork from SMB2 and it's various ports... I always felt they were a little too faithful to the NES game in some regards, there was no reason to keep bug-eyed Birdo in the jump to SNES. This is some of what I've got so far. I've also tweaked Wart, Mouser, Pokey, Bob-omb, Ninji, SMB1 Koopa and SMB1 Goomba, but i've yet to screen shot them. I don't know how to change a character's pallet though so I can't really do anything about green Tryclyde or give Wart his blue coat.
Mind you, i'm not trying to modernize the designs, just match their artwork better.

Also, i've altered SMB1 Mario's idle stance so it's closer to the original NES game as opposed to copy pasting SMB3 Mario's stance. That always bothered me. I've also used the brick flooring, and only the brick flooring, from the SMAS NES-ised hack because I liked how they looked, but wasn't too big on everything else in that hack.






SMB3's graphics are such a scattered mess in YYCHR that I might leave those as is. Aside from some of the Koopalings, I think everything in that game looks fine the way it is anyway... although I wouldn't mind trying to restore the original transformed King of Sea Side to a Kappa, since he was the only one that actually got official art.



Just thought i'd drop in and share some of this. I know graphical tweaks aren't as impressive as level design and ASM stuff, but this is what's within my skill level.

EDIT: I should add those are older SMB1 screenshots, I've tweaked both big and small Mario's idle pose a little more since then. Same for Birdo, the dorsal spines were altered just a bit.

Nice work thirsty_pocket! The fact that SMAS SMB1 Mario was basically a copy-paste of SMB3 Mario always bothered me.
PM me for free hugs ^w^
I thought that I might as well share a little bit of what I did last month with the SMB1 standalone patch. (WIP)





This patch aims to revamp the aesthetics and the presentation of SMB1 All-stars to be more faithful to the NES version. This is more than just a graphics hack. Using Yoshifanatic's disassembly as a guide, I've changed several major aspects to the game, including shifting the whole screen up 8 pixels to match the original's, as well as other small to large changes. As you can tell, the patch is still far from finished, but I just wanted to release this beta patch as a showcase of what I've done so far to give an idea of how this can work out. I might add to it when I have more time. Some things I do want to add are detailed inside the patch as comments. I also plan to make more changes such as creating new music rearrangements, background gradients instead of layer 2 images, and more graphics changes (both borrowed and created from scratch), as well as some more ASM.

https://bin.smwcentral.net/u/39773/SMBupgrade.zip

Let me know what you think!
Originally posted by FireHazard
I thought that I might as well share a little bit of what I did last month with the SMB1 standalone patch. (WIP)





This patch aims to revamp the aesthetics and the presentation of SMB1 All-stars to be more faithful to the NES version. This is more than just a graphics hack. Using Yoshifanatic's disassembly as a guide, I've changed several major aspects to the game, including shifting the whole screen up 8 pixels to match the original's, as well as other small to large changes. As you can tell, the patch is still far from finished, but I just wanted to release this beta patch as a showcase of what I've done so far to give an idea of how this can work out. I might add to it when I have more time. Some things I do want to add are detailed inside the patch as comments. I also plan to make more changes such as creating new music rearrangements, background gradients instead of layer 2 images, and more graphics changes (both borrowed and created from scratch), as well as some more ASM.

https://bin.smwcentral.net/u/39773/SMBupgrade.zip

Let me know what you think!


I think I may have done something wrong when patching, as I got a lot of bugs ( a bunch of zero's on the title screen, shells would go through the ground, ect. ), but i'm really interested in where this goes. I'm trying to do something in the same ball park, but the only skill I have is in graphic editing, and my goal is slightly different.

How did you get the brick fix working on the stand alone version if you don't mind me asking? No matter what I did the game would crash as soon as an enemy appeared on screen when I applied that patch.
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Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars Hacking

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