[FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

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Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

It may be a bit out of the purpose of this thread,
We have created a patch to operate the PC-Engine (TurboGrafx-16) version of Super Mario Bros. at the correct speed.
This was originally created by Image, but it was based on the NES PAL version of Super Mario Bros., but it was replaced with the NES NTSC version of Super Mario Brothers code.

Apply this patch to the 64KB PC-Engine (TurboGrafx-16) version of Super Mario Brothers' PCE file.
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Last edited by Charizard700 on Fri Nov 21, 2025 5:02 am, edited 1 time in total.
Charizard700
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Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

A part of the SMB2J patch code has been changed. (Red pilana plant and green spring board)
The ANNSMB World Select version has revised the problem that does not return to the title screen with 8-4 clear.

p.s
ANNSMB v0.9d has a bug, so the attached file was deleted.
The updated version is linked to the beginning of the thread.
ANNSMB v0.9d -> v1.0
Last edited by Charizard700 on Sat Jul 15, 2023 1:22 pm, edited 2 times in total.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

I tried to create a mapper 142 version of SMB2J and ANNSMB. For operation confirmation test.
Luigi's display has not been fixed yet.
The ending music has been ringed for the time being. (In a simple way by switching the bank)

p.s
Replace the file.
Because the change of SMB2J t6a and ANNSMB v10a was applied.
SMB2J kai -> kai_a
ANNSMB kai_a -> kai_c
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Last edited by Charizard700 on Fri Nov 21, 2025 5:27 am, edited 5 times in total.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

When the game is over in the parallel world (World A-D) on the base MMC3 version of SMB2J, if you select RETRY (World 1-), it has been revealed that HalfWayPage is incorrect.
So I backport the code related to this to the Kaiser version.

SMB2J t6 -> t6a
ANNSMB v10 ->v10a
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tierramonique3030
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Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by tierramonique3030 »

Charizard700 wrote: Thu Nov 26, 2020 1:47 am Hello. :D
I am working on porting ANN SMB to MMC3 on a Japanese bulletin board.
I hacked by referring to the MMC3 version of SMB2J.
Created because there is no faithful FDS conversion for ANNSMB.

Apply the IPS patch to the SMB ROM file.
Some binaries have been disassembled. (NSMMAIN and NSMDATA3 only, but in Japanese).

p.s
Here, put the current version of the patch file.
Hi I Found A Bug in ANNSMB MMC3 The Green Spring Is Now A Red Spring In B-3
Last edited by tierramonique3030 on Tue Jul 16, 2024 8:04 pm, edited 1 time in total.
Alexis06130
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Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Alexis06130 »

Hello, can you fix the buggy HUD on real hardware ? (the game is perfect except this.)

It works fine on emulator but HUD is buggy on real hardware...
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

A green spring board also appears in ANN-SMB. I completely overlooked it.
I've created a revised version.
For now, it's only available in the World Select version.

ANNSMB v10a -> v10b
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Last edited by Charizard700 on Tue Nov 18, 2025 4:48 am, edited 3 times in total.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

Charizard700 wrote: Fri Dec 18, 2020 9:50 am I am interested in porting [FDS] Super Mario Bros. 2 (Japan) Level Editor and smb2j-glitched worlds to ANNSMB.
However, the smb2j-glitchedworlds port I tried didn't work.
Also, we have not yet worked on porting the [FDS] Super Mario Bros. 2 (Japan) level editor.
The ANNSMB version of "smb2j-glitchedworlds" is "smbann-menu".
It seems to have been released on August 9, 2022, but I only noticed it today.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

tierramonique3030 wrote: Tue Jul 16, 2024 7:51 pm
Charizard700 wrote: Thu Nov 26, 2020 1:47 am Hello. :D
I am working on porting ANN SMB to MMC3 on a Japanese bulletin board.
I hacked by referring to the MMC3 version of SMB2J.
Created because there is no faithful FDS conversion for ANNSMB.

Apply the IPS patch to the SMB ROM file.
Some binaries have been disassembled. (NSMMAIN and NSMDATA3 only, but in Japanese).

p.s
Here, put the current version of the patch file.
Hi I Found A Bug in ANNSMB MMC3 The Green Spring Is Now A Red Spring In B-3
Your comment made me aware of the problem with the green springboard.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

Apparently someone has ported ANNSMB to MMC5.
This is worth noting.This is amesing.


Hamtaro126


> The Base job is basically already done... There is a MMC5 conversion on Github (by ThreeCreepio) with both SMB2J and ANNSMB complete with building instructions...
>
> You just have to convert it to MMC3 and avoid any MMC5-isms along the way... (Depends on how the code is written!)
>
> It uses CA65 and uses other functions such as the optional .CHARMAP for font mapping, but the .CHARMAP mappings need a big remap before use.
>
> Here is the link to the Github page as a resource (Source Only!!!):
>
> GitHub - threecreepio/nes-smb2j: Port of All Night Nippon, and SMB2j to the NES.
https://github.com/threecreepio/nes-smb2j


[FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port.
https://www.romhacking.net/forum/index. ... ic=39375.0
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

Alexis06130 wrote: Tue Jul 30, 2024 1:42 pm Hello, can you fix the buggy HUD on real hardware ? (the game is perfect except this.)

It works fine on emulator but HUD is buggy on real hardware...
t seems that the MMC3 IRQ is not adjusted properly.
This comes from the MMC3 version of SMB2J.
This also looks like it needs to be fixed.

P.S.
I tried playing with NintendulatorNRS and found that there were some unacceptable HUD issues.
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Last edited by Charizard700 on Mon Nov 17, 2025 6:32 am, edited 1 time in total.
Charizard700
Posts: 36
Joined: Thu Nov 26, 2020 1:15 am

Re: [FDS Conversion] All Night Nippon Super Mario Bros. (ANNSMB) MMC3 Port. and disassembly

Post by Charizard700 »

A fix for the HUD issue has been created.
Ported from loopy's NMI code from around 2007.

SMB2J t7a -> t8
ANNSMB v10b ->v11

PS
The attached file has been deleted. Put the updated file at the top of the thread.