De la Insectduel!

Post date: Apr 19, 2010 6:11:51 PM

This is the place when you have trouble editing levels in Super Mario Bros. 3 Here’s a quick guide to teach you how.

What you need is

SMB3 Workshop

Translhextion

Your SMB3 ROM

Beneficii’s SMB3 Map Editor

Here’s a great tip of editing levels without leaving out space.

First thing is to do is to create a new level from scratch and save your file as Save M3L. If you don’t have SMB3 Workshop try Mario 3 Improvement. Just make sure you go New level in the DOS version of SMB3 level editor. Keep in mind that it’s not compatible with Windows ME or XP. Once you made your level open up the same M3L File.

Look at the Classic World 1-4 level I created. Currently it’s one of the e-reader levels from Super Mario Advance 4.

Now in SMB3 Workshop after you made your level, on the same screenshot click on Save level to. It will ask to save on your SMB3 ROM but be sure you made a backup. The next thing it will ask you is which level you will save onto like World 1 Dungeon

Once you save it saves 180 bytes of level data out of it’s orginal 195 bytes of level data in World 1 Dungeon and 16 Sprites out of the original 12 sprites in World 1 Dungeon like you seen in the screenshot.

The next thing you do is to use the hex editor (Translhextion) with the Modified ROM and type in the object data in the World 1 Dungeon like you see in SMB3 Workshop or M3I. The level data is 2A96D and the Sprite data is D33B. If your level offset look around in your hex editor until you see FF. If you see FF you may see the very last object before the next hex. So the last object is the Long Dungeon Windows in hexes 12

95 71.

The next nearest level offset is 2AA3A, which is the Dungeon Spike Room. So you need to change the level offset on the Level/Offset Selector to 2AA2B which it left off 15 more bytes of data.

Save that level as M3L and open up the same M3L or you can just choose a different M3L file already made. Make sure you built it first. Then save your level onto your same modified ROM with the level offset 2AA2B. Or just copy the levels and paste in your level offset in your hex editor.

Now, the next nearest sprite offset is D361, which is the Dungeon Spike Room. So you need to change the level offset on the Level/Offset Selector. As you see here there are still sprites here and it’s overwritten the original sprite data so you need to change the sprites offset instead. Now go to the hex editor for the World 1 Dungeon and find the next offset for the Dungeon Spike Room. Did you find it, if so then it becomes offset D36D.

Follow the same procedure as you did for objects.

Now this is VERY IMPORTANT. If you’re saving the level that leads to the next pointer go to the level header and change them like you see in this next screenshot.

And if you’re editing the main level you have to use Beneficii’s SMB3 Map Editor to change it’s offsets.

And test your levels.

For those of people who edits Super Mario All-Stars just follow the same Procedure, except you use the M3I to do the following steps. The worse problem is that you can’t use Freeform mode to edit the Super-NES levels. Instead you have to use the hex editor for it. Just look in my SMB3 docs for SMAS for the level offsets and stuff.

I like to thank Hukka for the SMB3 Workshop Windows editor and Beneficii for the SMB3 Map editor. Although It’s hard to maintain the levels but it’s priceless. However you can use the hex editor to change the main level bytes to keep levels bugless and not crashing when you play it. If you got something different, just E-mail me. My E-mail address is at the main page.