Okay. Before anyone says that this does not belong here, I've already checked with Koitsu and double-checked with Tepples.
Description: A long time ago, I hired someone to do some ASM work for me to add SRAM. The issue was, I didn't like the way they did it (it originally saved every time you went to the title screen and the wait was about 20 seconds; plus, this guy made a wasteful routine that cost 10 bytes for no reason. There was a TON of free space to begin with in the always-loaded RAM). So, what I did was take some initiative and learned some ASM. The first language I learned was Z80, then I tackled some 6502. This is a brand new original work that's mine. I do more than SRAM. Here are a list of changes:
-SRAM saving (completely redone; upon getting a Game Over on any world except 9 World; and when beating 8-4/D-4. Only saves the highest score.)
-I've added features from the SNES Allstars version:
*Hard Mode on Worlds A-D (where Buzzy Beetles replace Goombas and all enemies move faster, smaller platforms and anything else found in Hard Mode)
*Bowsers now have their own identities when defeated in Fiery state (originally they shared Bowsers World 1-4 identities since Worlds A-D were counted as 1-4 before. I even fixed the A-1 identity glitch found in the Allstars version.)
*Worlds A-D now have their own attributes and no longer share codes and limitations the original, such as spring in World B being red like they're supposed to be etc.
*I've written a little routine in bank $02 to play the beta Game Over music when loading the special message for 9 World
-Many sprite loading issues with OAM have been corrected
-I've fixed every single SMB2J glitch known to man...including:
*The timer would erroneously award player 999 seconds if the timer got down to 0 (50*999 =50, 000 points)
*The platforms had a collision error where they would loop instead of kill the player if they went below the screen ($D0)
*The hammer immunity glitch has been corrected where if the player went all the way to the left of the screen, the player was previously immune to hammers
*The glitch on 4-2 has been corrected
*Lakitu was originally supposed to throw Spinys according to the player's velocity. I fixed this. (A was getting overwritten because the JMP to bounding box control was too early.) Now Spinys bounce and Lakitu moves better. The only other version that fixed this was SMB Deluxe on GBC.
*Infinite lives glitch where the player would receive a Game Over upon accumulating too many lives.(I credit this fix to Kasumi, who gave me a hand with this)
*Many other glitches I corrected based on videos and the Mario wiki
-New features have been added, including:
*A brand new sunset palette has been added. It always bothered me that we had day and night stages but none in the evening.
*Brand new snowy palette. It always bothered me that the shrubs were colored white but the ground was left brown. (I had to clear 8 bytes in the first VRAM table data to make room for this.)
*Brand new bonus areas added and a hidden new level! (World 9-4 = new bonus room, World A-1 = secret hidden level within the stage... 2 exits in total! [Can you find the hidden level? ], B-1 = new bonus room with beta enemies used [can you find the hidden message? ], C-1= a very special new bonus room, D-2 = ??? [I think this stage speaks for itself]. No rooms were taken out; only stuff added
*Underwater currents [9-4 only] - These use the same wind code as on land except I had to code them to push the player around, as wind would previously only do this on land stages.
*Level fixes from the Allstars version. Some of them include the fact that on the NES version it is impossible to get 5000 points as either form of Mario on some stages like 2-3 and 8-2.
*I've also found a TON of beta stuff. Like unused blocks, BG scenery, etc.
I think this is indeed a great work that I've done, here. I just finish beta testing it. So far I've not had a single crash on any Worlds. I've played through it 4 times. I'm gonna do another 4 times just to be sure. My planned release date is 08/29/14. Also, I've studied in-depth the FDS format and came up with my own custom header (I've created my own detailed doc of it which I will include with this). My game is the first to make use of it. I also made a SMB2J manual that I translated/created from my own notes. I also borrowed from the Wii channel's description of the game. I personally own 2 FDS copies of this game. One sealed and one opened. I used the opened one's manual. I think it should be the same as the sealed one.
Also, to speed this up, I'd request one beta tester, if there are any takers. Just shoot me a PM and we'll see. This hack can be used as a base for your future works, too.
Link to the glitches I fixed:
https://www.youtube.com/watch?v=1nzyWWDYSvc
http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches
Here are some screenshots:
Wow. Look at them beta cactus. Im'ma sure glad Shane M. found them! Brrrr! This snow is sooo a' cold!
Ouch! That damn hammer gave me a bump on my mama-mia head!
The beta ground with lava like in the SMAS version.
Mama mia! I was here in SMB1!
It's evening...Almost time to have the rest of that spaghetti...I hope I'm close to the Princess, now. (I know it says B-3 but it's really A-3. This was an old shot from when I was now learning how to add rooms. This has been fixed.)
The new bonus room on B-1 with beta blocks and the new beta enemy...What do those blocks spell?
The top secret level of A-1. This looks familiar...Didn't I beat this last spring? (Now 6 months later in time.)
Lakitu got over his "bug" and regained his strength! LOL XD
Finally...Someone translated this message into English for me and used beta blocks to do it in. What? underwater sea current?!? Noooo!!!! Lol
I've also made a custom .pal file which gives the NES an updated graphics feel, as if you were using A/V. This will be included, too. (I made use of palette $1F for the snow which was previously unused.)
Description: A long time ago, I hired someone to do some ASM work for me to add SRAM. The issue was, I didn't like the way they did it (it originally saved every time you went to the title screen and the wait was about 20 seconds; plus, this guy made a wasteful routine that cost 10 bytes for no reason. There was a TON of free space to begin with in the always-loaded RAM). So, what I did was take some initiative and learned some ASM. The first language I learned was Z80, then I tackled some 6502. This is a brand new original work that's mine. I do more than SRAM. Here are a list of changes:
-SRAM saving (completely redone; upon getting a Game Over on any world except 9 World; and when beating 8-4/D-4. Only saves the highest score.)
-I've added features from the SNES Allstars version:
*Hard Mode on Worlds A-D (where Buzzy Beetles replace Goombas and all enemies move faster, smaller platforms and anything else found in Hard Mode)
*Bowsers now have their own identities when defeated in Fiery state (originally they shared Bowsers World 1-4 identities since Worlds A-D were counted as 1-4 before. I even fixed the A-1 identity glitch found in the Allstars version.)
*Worlds A-D now have their own attributes and no longer share codes and limitations the original, such as spring in World B being red like they're supposed to be etc.
*I've written a little routine in bank $02 to play the beta Game Over music when loading the special message for 9 World
-Many sprite loading issues with OAM have been corrected
-I've fixed every single SMB2J glitch known to man...including:
*The timer would erroneously award player 999 seconds if the timer got down to 0 (50*999 =50, 000 points)
*The platforms had a collision error where they would loop instead of kill the player if they went below the screen ($D0)
*The hammer immunity glitch has been corrected where if the player went all the way to the left of the screen, the player was previously immune to hammers
*The glitch on 4-2 has been corrected
*Lakitu was originally supposed to throw Spinys according to the player's velocity. I fixed this. (A was getting overwritten because the JMP to bounding box control was too early.) Now Spinys bounce and Lakitu moves better. The only other version that fixed this was SMB Deluxe on GBC.
*Infinite lives glitch where the player would receive a Game Over upon accumulating too many lives.(I credit this fix to Kasumi, who gave me a hand with this)
*Many other glitches I corrected based on videos and the Mario wiki
-New features have been added, including:
*A brand new sunset palette has been added. It always bothered me that we had day and night stages but none in the evening.
*Brand new snowy palette. It always bothered me that the shrubs were colored white but the ground was left brown. (I had to clear 8 bytes in the first VRAM table data to make room for this.)
*Brand new bonus areas added and a hidden new level! (World 9-4 = new bonus room, World A-1 = secret hidden level within the stage... 2 exits in total! [Can you find the hidden level? ], B-1 = new bonus room with beta enemies used [can you find the hidden message? ], C-1= a very special new bonus room, D-2 = ??? [I think this stage speaks for itself]. No rooms were taken out; only stuff added
*Underwater currents [9-4 only] - These use the same wind code as on land except I had to code them to push the player around, as wind would previously only do this on land stages.
*Level fixes from the Allstars version. Some of them include the fact that on the NES version it is impossible to get 5000 points as either form of Mario on some stages like 2-3 and 8-2.
*I've also found a TON of beta stuff. Like unused blocks, BG scenery, etc.
I think this is indeed a great work that I've done, here. I just finish beta testing it. So far I've not had a single crash on any Worlds. I've played through it 4 times. I'm gonna do another 4 times just to be sure. My planned release date is 08/29/14. Also, I've studied in-depth the FDS format and came up with my own custom header (I've created my own detailed doc of it which I will include with this). My game is the first to make use of it. I also made a SMB2J manual that I translated/created from my own notes. I also borrowed from the Wii channel's description of the game. I personally own 2 FDS copies of this game. One sealed and one opened. I used the opened one's manual. I think it should be the same as the sealed one.
Also, to speed this up, I'd request one beta tester, if there are any takers. Just shoot me a PM and we'll see. This hack can be used as a base for your future works, too.
Link to the glitches I fixed:
https://www.youtube.com/watch?v=1nzyWWDYSvc
http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches
Here are some screenshots:
Wow. Look at them beta cactus. Im'ma sure glad Shane M. found them! Brrrr! This snow is sooo a' cold!
Ouch! That damn hammer gave me a bump on my mama-mia head!
The beta ground with lava like in the SMAS version.
Mama mia! I was here in SMB1!
It's evening...Almost time to have the rest of that spaghetti...I hope I'm close to the Princess, now. (I know it says B-3 but it's really A-3. This was an old shot from when I was now learning how to add rooms. This has been fixed.)
The new bonus room on B-1 with beta blocks and the new beta enemy...What do those blocks spell?
The top secret level of A-1. This looks familiar...Didn't I beat this last spring? (Now 6 months later in time.)
Lakitu got over his "bug" and regained his strength! LOL XD
Finally...Someone translated this message into English for me and used beta blocks to do it in. What? underwater sea current?!? Noooo!!!! Lol
I've also made a custom .pal file which gives the NES an updated graphics feel, as if you were using A/V. This will be included, too. (I made use of palette $1F for the snow which was previously unused.)