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11-21-24 10:17 AM
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Main - Hacking Discussion - SMB3 Level Design Contest on SNES Collabrators Needed (1)


Insectduel
Posted on 09-23-24 04:02 PM, in (rev. 5 of 09-23-24 04:18 PM by Insectduel) Link | ID: 928
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Since: 08-14-24
From: Forest of Technology

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Originally I was going to make a RHDN ad and I'm not sure if I can submit ads on ROMHacking dot net since the shutdown. Since late October 2023, I started development of SMB3 Level Design Contest using Yoshifanatic1's SMB3SMAS standalone rom and what I did first is to code mechanics. When the contest results released, I have played all of them blind for YouTube and then started porting their NES levels into the project. My contest level in this video below "Sewer Fortress" is ranked at 20th place making Level 20 | Tier 3. The hub world is based on Make a Good Mega Man Level series with the Tiers and contest levels from high to low.



Yes, Sewer Fortress in SNES has garbled boomerang brothers graphics and I am now working on assembling the sprite and graphic slot placement since I finished inserting all of the levels. Like the rocket burners and roto-discs being in the same graphic slot will have the rocket burners move to slot 180-1BF instead of 80-BF. I have been data mining the game for years and with a custom built standalone ROM, ExGFX is possible but I am still limited to what graphic set to use in a SMB3 level header and there are 32 graphic slots containing both foreground and sprites. Graphic slot 180-1BF is likely unused for most contest levels and are reserved for Bowser and Lasers, Treasure Item Boxes and Giant ? blocks containing suits.

Not if all 30 contest levels are present but there's Tier castles, sprite movement levels and lastly Tier 6 are all non-contest levels containing all custom built castle-like levels facing each Koopa Kid and Bowser in the final level.

Version 0.9 is going to be released soon and is only exclusive on my SMB3 Facebook group page until I am ready to release it to the public. If you want the game, please contact me on Discord (@insectduelgames), Twitter (@insectduelgames) or Meta Messenger on the Insectduel's Domain Facebook fanpage.

What's needed after version 0.9 being privately released?

- SRAM Writes: I absolutely have no knowledge of how SRAM writes works for instance. You saved at World 3 in a modified ROM when moving or editing map screen sprites and when you return to the saved file, the boat spawns in it's original position ON LAND or the lock was never busted. Also each SRAM edit requires to start a NEW GAME to see the changes.

- Fixing payments: The payment system is currently set to 100 coins per 255 counter in the roulette game. If is 256 coins and you try to pay 100 coins won't let you play roulette and kicks you out and you have to get up to 356+ coins until you reach another 255 counter. There's 256, 512 and 768 and 999 coins are at maximum.

- Breaking rocks at the Warp Zone map screen after using a hammer: This will be discussed with Yoshifantic1 and again it relates to SRAM writing which I have no knowledge. Players can get LOCKED out if they use the hammers too early before Tier 5 and you cannot recollect the hammer due to the 01, 02, 04, 08, 10, 20, 40, 80 code that prevent you from collecting a duplicate hammer in the same Tier.

- Level counters: I may take coding assets from Super Orb Bros. on NES but Super Mario World has level counters which goes up to 96 and when you finish a level, the counter goes up triggering the START+SELECT and if you completed a CLEARED level the counter won't go up and you can get the goal card, ? spheres, or magic wands only once per level. Version 0.9 is set to infinite and you need 4 wands and 30 level counters to enter Tier 5 boss level known as Vain Space.

- All other features or ideas will come into discussion such as level names on the map screen which the vanilla SMB3 doesn't have.

Main - Hacking Discussion - SMB3 Level Design Contest on SNES Collabrators Needed (1)

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