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Old 12-11-2005, 10:29 PM   #1
Darkly
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Default Super Mario Bros hacking help

Hi guys. I want the Super Mario Bros ROM to have a flashing 2 after the dot in the Title Screen. (Like in Super Mario Bros. 2 [J])
How do I put the 2 after the dot? I have hex numbers for the animated flashing palette, but how do I get the 2?
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Old 12-12-2005, 05:13 AM   #2
KingMike
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Default Re: Super Mario Bros hacking help

> Hi guys. I want the Super Mario Bros ROM to have a flashing
> 2 after the dot in the Title Screen. (Like in Super Mario
> Bros. 2 [J])
> How do I put the 2 after the dot? I have hex numbers for the
> animated flashing palette, but how do I get the 2?
>
Since the game was never designed to have a flashing title logo, you'd need to learn ASM to program a flashing effect for the title. (this is true of pretty much any game feature that didn't exist in the target game)
(and also you'd have to make the title logo larger, this may also need ASM if the game was programmed to assume the title logo is a certain size. If you notice, the SMB2 logo is slightly larger than the SMB1 logo.)
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Old 12-12-2005, 05:34 AM   #3
Reaper man
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Default Re: Super Mario Bros hacking help

> Since the game was never designed to have a flashing title
> logo, you'd need to learn ASM to program a flashing effect
> for the title. (this is true of pretty much any game feature
> that didn't exist in the target game)

um, he could change the pallette to the flashing coin palette you know

then again, I think if he did that, then the whole title screen would be all flashy...
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Old 12-12-2005, 03:19 PM   #4
KingMike
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Default Re: Super Mario Bros hacking help

> um, he could change the pallette to the flashing coin
> palette you know
>
> then again, I think if he did that, then the whole title
> screen would be all flashy...
>
Although, he'd also need to find the "attribute table" data. Maybe it could be in the ROM (if it is great, otherwise it would take some ASM diggign to find it)? The last 0x40 bytes of the tilemap (probably 23C0-23FF in PPU RAM if you get something like FCEUXD that'll let you see it, and try searching for the same hex data in the ROM. If not, it's going to be hard to find without ASM).
(though that would be somewhat of an advanced topic. You'd have to consider the binary values of each byte, since every 2 BITS represents a 16x16 pixel (2 tile x 2 tile) region of the screen, and specifies which of the 4 background palettes should be used for that area.)
(although maybe the title logo itself's attribute data is there. You'd still need something like FCEUXD's hex editor to search VRAM, then find the attribute area. You'd have to do some math. 2 bits = 16 x 16 pixels/2 x2 tiles, so a byte represents 64 x 16 pixels (8 tiles x 2 tiles), thus 4 BYTES represents 256 x 16 pixels (32 x 2 tiles, two entire rows of 8x8 tiles) So, he may need to consider the hex values of the bytes that represnt the title logo.
(does FCEUXD allow you edit the hex data? Maybe screwing with the data in the hex editor could allow him to see which bytes affect the title logo? Then see if they exist in the ROM.)
Though this is somewhat of an advanced concept to understand.
<P ID="signature"></P><P ID="edit"><FONT class="small">Edited by KingMike on 12/12/05 11:23 AM.</FONT></P>
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