Improving Frank's 2nd SMB3 hack for Super Mario All-Stars

Post date: May 4, 2012 3:57:38 PM

Since the 2 weeks release of Frank’s 2nd SMB3 hack version 0.97.3, it still needs improvements. As a similar to Nintendo improving SMB1 which turns into SMB2 in Japan, SMB3 needs to do the same to turn into a complete different hack. For instance, some levels uses garbled graphics should be corrected as I’m going to research the sprite tilemaps and figure out what to do with it. Hard coded ASM will be required as I will store as much extended graphics as possible or try to create a graphic loading chain that limits expansion of the rom. Some graphic tables are NOT being used at the moment according to the tile editor and some enemies themselves in a level are also not used.

We need to improve the game as much as possible. Because I may want to do the same with my future SMB3 hack called ISD’s SMB3 Kai. Just like Super Mario Advance 4 or Super Mario Bros. The Lost Levels (SMB2J), Luigi should have higher jumps and/or slides than Mario. Coding can be difficult to handle if not properly used. The invisible star block should act like the real invisible star block. But it may affect World 8 Fortress #2 in the SNES version or even Bowser’s Castle which should be a quick fix replacing continuous starman bricks. We need to figure it out carefully and besides, quicksand’s that doesn’t act like it should be used but placed in the proper order placement so it can overwrite them.

There are other features that we need to add, here’s the following:

Luigi's Jump and slides should be higher than Mario.

REAL invisible star like with coins and 1-UPs.

Munchers won't turn into blocks via Koopa shell or Raccoon tail whip.

Star power to get points for a 1-UP. Not sure if this code is attempted manually.

Bowser's eyes glows in Bowser's castle turning on animations in World 8 map #4. (ExGFX animations)

Raccoon’s tail whip while duck flying. (Optional)

Power up sprites doesn’t disappear when getting another power up item.

Poisonous Mushrooms (Optional)

And here’s what needed to be fixed other than the garbled graphics:

Palette swaps for Spike Cheep Cheep, Super Leaf from Giant ? blocks and Smart Hot Foots.

Add the SMA4 sledge hammer bros sprite head which makes the sprite to have an extra 16x16.

Castle backgrounds that uses for Super Tank and Airship Anchor's Away levels should be lowered 1 block or 2 blocks from the other to fit the ground. Currently uses for Plains stages.

These will be done and to be released as version 1.0 which is to be announced. We may extend the worlds if possible after the version 1.0 release.