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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mariotroid
  
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Kefka
Posts: 3187/3392
Mario can get the grappling hook!...

Man, you are going to have to ASM hack the shit outta this to make it super duper! Imagine if all the enemies and bosses were the same as Metroid as well? You aren't going to take it that far though, huh?
Glyph Phoenix
Posts: 289/745
That title screen is really good looking. The rips are good, but the title is original and few really manage to do something that looks like that on layer 3.
PeterGriffinTheMan
Posts: 183/425
Are you going to make all the levels like metroid or its just going to be a couple of levels?
KP9000
Posts: 233/261
Here's a Title Screen shot!

Image hosted by Photobucket.com
I have to fix a couple of things like a couple of stray pixels and since i overwrote the overworld border GFX again, I have to fix that...

As far as the Mario's Sprite goes, I am going to keep it. I want it to be Mario in a Metroid world, not just another Metroid game. But, if it works, I will give Mario ExGFX as he progresses through the game to let him have the Varia and Gravity suit. Or maybe I will just give him a change of clothes. (palette edit)

So, what do you guys think of the Title screen? I set it to scroll through the level and reset near the end of the horizontal shaft.
eternaldragonx
Posts: 35/57
i know youve gone real far with this hack but do you think it'd be cool to replace mario with samus? just keep the mario gameplay? i think that would be the most kickass hack ever
KP9000
Posts: 230/261
I am sure that you have thought of a Mario/Metroid hack, as have a lot of people. I previously thought about doing this hack but I had no idea how to work ExGFX. Most people lack the time/skills to make such a hack. I barely have the time to do this anyway...

In any case, I have given this hack a name. Super Mariotroid. Original huh?
Could a mod rename this thread to "Super Mariotroid"?

Title screen coming up soon!
YoshiBandit
Posts: 5/20
You might think I'm lying but I had the idea of making a metroid mario game but
when I saw your hack my jaw dropped you made an awsome hack that I never
dreamed of making. You are a much better ripper than me.
KP9000
Posts: 229/261
Ok, i have a couple of new screenies for you guys, hope you like them!

Image hosted by Photobucket.com
Okay, this one is just a pic showing what is possible with the Red Brinstar tileset. There will probably be a background change as well as a whole redux of this level.

Image hosted by Photobucket.com
This pic shows the classical Metroid scene, where you get your first item, the Maru Mari, or Morph ball. Here I have replaced the Morph ball with a mushroom, which will probably get ExGfx for a Morph ball.

Super Metroid Likeness (as far as palettes and graphics) have been restored 100%. The graphics have been ripped straight from the ROM. I have decided the beginning to Brinstar will become Yoshi's house and the rest will follow.

I will begin inserting custom animations and extra "organic shit" that Super Metroid has to give it the Metroid atmosphere.
UnsurpassedDarkness
Posts: 578/746
Originally posted by KP9000
1) Not sure if the GFX change or whether the block just becomes passable/non-passable
I think it just becomes passable/non-passable, but you could just use the Edit Extended Animation Frames window to fix that.
Originally posted by KP9000
2) If i am big, I will hit 2 on/off switch blocks at the same time, defeating the purpose of the on/off switch block.
If you place one block and just stretch it out then it may act like one giant on/off switch, but you would have to test it to be sure.
HyperLamer
Posts: 4862/8210
Super Star Saga was an official game for GBA, based on Paper Mario/Mario RPG.
Forte.EXE
Posts: 16/396
Great idea on using Metroid GFX for a SMW hack. Awesome indeed. But there was another person who made a hack that was half finished with Metroid Sprites and GFX in it (I think it was called Super Star Saga or something). This would be great once a demo comes out (if you decide to give us a demo soon enough).

EDIT: I found the IPS I downloaded of it before the board crashed long ago. It was called "Super Mario World: Super Star Saga.
SePH
Posts: 325/459
If you have trouble hacking SM, why not bring SM into SMW!

Very good idea man, I swear I'd play it even if you can't have the music in it.
HyperLamer
Posts: 4794/8210
Er, right, I'm thinking of the flower.
anders339
Posts: 20/21
Finally! Mario meets Metroid! Could'nt be better!

You maybe could team up with Krono with his Super Mario Explorer project or something.

Anyway, nice work! Give us a demo of what you got. Please!

*goes back to work with my own hack*
Did you know that my hack has a new demo?
*hides*
DisruptiveIdiot
Posts: 101/147
Originally posted by HyperHacker
Yes, there's so much we could do if we knew how to calculate a block's Map16 address and/or coordinates.

I'm pretty sure it doesn't actually use 2 frames, just flips one back and forth.


Edit: Here's a picture!


I'm 100% sure it's 2 frames because I replaced it with a glowing star that twinkles instead of turns as it bounces.
HyperLamer
Posts: 4699/8210
Yes, there's so much we could do if we knew how to calculate a block's Map16 address and/or coordinates.
Originally posted by DisruptiveIdiot
The fireball actually doesn't turn, it's animated with 2 frames. He can just change the second frame to a rocket with a different fire tail so it looks like it's being propelled.

I'm pretty sure it doesn't actually use 2 frames, just flips one back and forth.
Squash Monster
Posts: 586/677
Mario's bats would be better for a reo (yellow flying bug thing). For shriekbats, the best I can think of would be the spikes that fall off the ceiling.

The best solution I can come up with for the doors would require knowing how and where the game stores the level in RAM. Since each tile of the door should always be placed in a certain place relative to the others, you know which tile needs to be modified. Upon being hit with a fireball or whatever the triger is, a tile could change its neighbors to another tile, an animated custom block that has the door opening animation and some code that checks the frame number and changes to a teleport to level block when finished.
KP9000
Posts: 225/261
Originally posted by Kyouji Craw
Originally posted by hamtaro126
3: Great levels so far! I could give you an A+, very VERY Original!
Kay... Great levels? How the hell can you come to that conclusion from what's been presented? I mean, it's just two screenshots. And the first one is really ugly (That is to say, the palettes seriously need adjustment. Waaaay too blue.). And the second one is also fairly ugly, but not nearly AS ugly and shows some promise. I'm not saying this idea doesn't have promise, because eh, it could turn out pretty well. But as it stands, the palette seriously needs more variety and things need to be added, like, everywhere. If you remember, one of the things that made Metroid so great was it's atmosphere, which would appear to be missing here. I'm almost certain the moody music is missing, and all the random organic things strewn around are not pictured... And then there's the whole dealie with no enemies are shown...


Thanks for the constructive criticism. This was originally a fun project just for the hell of it and I can see where you are coming from. But, this is still in its very early ages. I know there are a lot I need to do still, such as the music (how about that Solar Soundtrack? How is that coming along?) The palettes are just better than I had before and just were made this way to present the *idea* of a Metroid hack and if anyone would play it... And if anyone could propel a few ideas out there as far as the doors go. I want to turn the Sparky into a Zoomer (Ground guided) and the Sumo Bros into Kraid. The shriekbats are going to be hard because the current bats do not go straight down, they just fly down then left/right. But I think progress is coming along nicely and should have some pictures up for you guys in due time..
DisruptiveIdiot
Posts: 99/147
Originally posted by Sonicandtails
Hmm...Hes got a point you know! Change the missle to the fire flower and change the address of the fireballs to straight and make them missle style. Only problem is the turning of it...Hmm...Maybe someone here knows an offset to change that?


The fireball actually doesn't turn, it's animated with 2 frames. He can just change the second frame to a rocket with a different fire tail so it looks like it's being propelled.
Violent J
Posts: 393/749
Hmm...Hes got a point you know! Change the missle to the fire flower and change the address of the fireballs to straight and make them missle style. Only problem is the turning of it...Hmm...Maybe someone here knows an offset to change that?
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Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mariotroid


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