Ideas for Mario games?

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#41

Post by е и ժ е я » Thu Sep 01, 2005 9:37 pm

Yes, I'm familiar with some hex, but because SMB precedes the existance of the NES, the ridiculous way in which the code has been streamlined is a real pain. I have tools enough to do much of what I desire with the levels and graphics, but the biggest thing I want to do is change the music. Size isn't a problem, since I can simply use trainers on the rom, but I'm not familiar enough with the hex to be able to insert new objects where I please - only manipulate them.

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#42

Post by Glyph Phoenix » Fri Sep 02, 2005 6:56 am

Rom music hacking is always a battle so uphill it's vertical.

You might want to check this out.

Opcodes and memory allocation I can probably help you with. If not one of those, sorry.

When you expand the rom, do you have a level editor that'll read the expanded version?

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#43

Post by е и ժ е я » Fri Sep 02, 2005 7:54 am

My editor right now is only capable of changing objects. The only one anyone's made that's more advanced is in japanese, and none of the software translation utilities I've tried really work. I'm planning on asking around if anyone knows any tricks to add in more objects. As far as music goes, I've got all my own NSF files to convert, and I can re-write them to fit the alotted space, if necessary. If you're really interested, PM me your sn, and I'll add you to my list on AIM. Or just PM's would probably work okay.

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#44

Post by Glyph Phoenix » Fri Sep 02, 2005 3:43 pm

Um... AI... it's hard to tell how well you know what you're doing from your posts. If you think it's all, "Make a bunch of 00s and shove some NSF files in the space", you're dead wrong. But then again, you might know exactly how to rewrite or patch a rom to read from a new bank and in a different format.

Same goes for objects. Are you thinking you can just write a bunch of code without paying attention to things like collision with Mario and sprites, or do you know exactly where to hook the block selection routine, what byte from the level editor to check, and where in RAM to write to?

I'm only interested if you know what you're doing. Because if you know what you say you do, you know this a lot better than I do.

And are you talking about SMB Utility? If so, there's a translated version over on Zophar's Domain. But I still don't know if it'll read expanded roms.

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#45

Post by е и ժ е я » Fri Sep 02, 2005 6:54 pm

Of course, I'm not an idiot. I know the things I want to do are complicated, and I'm figuring them out, in a sense. I'm not trying to define new objects, simply insert more of the originals where I desire. I also know it's not as simple as jamming a block in where I want in the editor. Look, I don't appreciate being talked down to, and if you can't stand the idea of someone slowly becoming capable in their own manner, that's fine. I used to code in more accessible formats for years, so the logic isn't the problem for me. I'm just struggling with the hex, because it's very unfamiliar. I'm a kind of trial-by-fire driven person, though, so I decided to mess with this game. And yeah, jamming a ****load of zeros into the beginning obviously isn't going to just materialize a bigger game. I'm aware of these things. If I really need a hand, I'll ask you, cool? If you can't be bothered to solve any problems, that's fine, I'll probably get it all eventually. So your short answer is, no I don't know how to do all of these things. But I am paying detailed attention to what I need for all of it, and learning all of it that I can in this short time. As far as the NSF crack goes, I simply meant I have tracked my music out, and if I need to, I will attempt to adapt the engine that's in the game to play my desired notes. Most of my knowledge is based on comparison made between changes, and it's working very well at a basic level.

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[ September 02, 2005, 06:12 PM: Message edited by: enjoyFantasticPr1cedDrugs ]
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#46

Post by Glyph Phoenix » Sat Sep 03, 2005 10:12 pm

Well, I wasn't sure exactly how much you knew.

And how exactly are you planning on expanding this rom? Since it's stupid-small, increasing the size is probably necessary. Then your level editor might not read the expanded version.

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#47

Post by е и ժ е я » Sun Sep 04, 2005 8:24 am

Very simply: http://www.filefarmer.com/smbhacks/trainer.shtml

I can manually add extra objects in with a hex editor, and then manipulate them with a level editor, I presume. Nothing too bothersome, really.

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#48

Post by Glyph Phoenix » Mon Sep 05, 2005 2:41 am

"Nothing too bothersome?" Either you're really smart, or you're really stupid. (I'm still trying to discern which.)

If using expanded rom space is so easy, why do topics like this portray it as a real pain?

Objects. Ha. These "objects" are just sections of code run each frame. Say you manage to write some code that does what you want it to do. Say, change a byte in RAM.

You will still have to find exactly where to change the code, give yourself enough room to do so, edit the code so it changes the right tiles in ram (displaying your block), make sure Mario and sprite interactions with the block work correctly, and tie up wayward code looking to jump to your newly aquired space.

All in addition to maintaining your new code.

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#49

Post by е и ժ е я » Mon Sep 05, 2005 5:09 am

Awesome, you're a pompous ass. ^_______^

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#50

Post by New! Tazy Ten » Fri Oct 28, 2005 7:11 pm

hmm....
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
WALUIGI WALUIGI WALUIGI WALUIGI WALUIGI
*A.I. and Capthayfever hit a wall*
...oops.... anyway...
MARIO FOOTBALLLLL
They've done all the other sports

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