Hmm, Toad sure looks different here...
The above is one of the first working custom boards I've gotten to work in Mario Party 3! I haven't really had any updates to post lately because unfortunately I hadn't been able to get the game to boot successfully. (The strings are stored compressed and for all localizations in the US title, so that required new dev, and even when everything seemed right, there was some sort of debug spin loop I kept hitting.)
But with initial difficulties aside, Mario Party 3 actually seems like it will be simpler than 2 to really generalize easily. There aren't elaborate themes for the boards or too many custom assets for each. Board animations were removed, but
they left in the background "backdoor" from 2 that was for animations ;D, so the same technique to get custom backgrounds works with no changes.
I also remembered the hard way that the reverse mushroom is a thing in this game, because I was very confused when I was seeing some board data pointing in the wrong direction

. But it will be pretty easy I think to support that.
What remains is the tedious task of identifying all the custom event ASM so full-fledged boards can be built in the sequels. A few assets here and there also need to be found, but it is kind of a relief to have all 3 games at least booting up after PP64 rips them to pieces and stitches the back together.
SuperZambezi said:
Oh wow, so the all you need are two images of the same board with slight changes and that will work?
That's the idea. It may actually be
n images depending on how far the engine can be pushed.
BossBlitz said:
Are you going to release a limited beta version first or are you going make sure every element is available to mod before release?
At this point, I'd like to wait to release with stable support for overwriting at least one board from all 3 games. Right now it's just not stable enough to be enjoyable to use, which is why I am waiting. It will be disappointing if I released and it didn't live up to expectations

.