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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 Mario Noir (My first hack! ish. Screens) | |
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MyLiverHurtz

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Posted on 05-20-05 01:36 AM Link | Quote
This isn't my first hacking attempt, but it's the first one that I'm ever going to release. It's called Super Mario Noir. After trying to brainstorm project ideas, somehow my multitasking involving writing a film noir parody for Communication Technologies class and my Bomberman hack sorta mixed together.

This is what I have so far... just looking for some early feedback so I don't have to go through changing the entire hack for systematic mistakes and stupidities.























Rainbow Yoshi

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Posted on 05-20-05 02:38 AM Link | Quote
Ha looks like one of those old black and white movies.
looks good.
BookReader

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Posted on 05-20-05 04:33 AM Link | Quote
Originally posted by RR
Ha looks like one of those old black and white movies.
looks good.


Sarcasm: I suppose that's why he calls it Super Mario Noir.

But back to the program: It does look like a Film Noir. That's good.

What's bad is I bet you'll get a few "Use custom GFX and Overworld" comments in here.

Which is not to say game play isn't important, but we all love shiny stuff-- myself included, so my suggestion is to create some really great black and white gritty graphics for both location and characters.

Other than that it's a very good idea. Makes me wish I'd thought of it.
AtmaDragonXT

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Posted on 05-20-05 06:33 AM Link | Quote
I like the idea...immediately made me think of the murder-mystery part of Paper Mario (with the penguin detective...who would be a welcome sight ;D)

...

"I SAID "..."! I don't talk to penguin killers!!"
MyLiverHurtz

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Posted on 05-20-05 07:17 AM Link | Quote
Ha looks like one of those old black and white movies.
looks good.


Yep. It's styled after a genre of film called Film Noir (Black Film in french). They cropped up during and after WW2, indulging people in their fascination with darkness in the world. Most Film Noir movies were black and white despite the technology for colour and characterized by a man drawn into the world of crime by his own reluctant choice or by happenstance. Great films!

What's bad is I bet you'll get a few "Use custom GFX and Overworld" comments in here.

Which is not to say game play isn't important, but we all love shiny stuff-- myself included, so my suggestion is to create some really great black and white gritty graphics for both location and characters.

Other than that it's a very good idea. Makes me wish I'd thought of it.


Yes, I've been meaning to do this. Though, in truth, I've been putting off even stepping into overworld editing... it scares me o.o And thank you very much for the compliment. I was worried that this idea had already come to fruition.

I like the idea...immediately made me think of the murder-mystery part of Paper Mario (with the penguin detective...who would be a welcome sight ;D)


I haven't played this game yet! I'll have to research him. A penguin detective sounds absolutely perfect!


(edited by MyLiverHurtz on 05-19-05 02:18 PM)
(edited by MyLiverHurtz on 05-19-05 02:19 PM)
(edited by MyLiverHurtz on 05-19-05 02:20 PM)
Keikonium
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Posted on 05-20-05 07:24 AM Link | Quote
I like the idea. I have 1 black and white level in my hack too.

Anywho, I have one question about this. It looks like you pick and chose each palette color based on what looks best. If you did this, good job because it does look quite good! But, there is a better (and more true to B&W), way to do it.

Just open up each palette block, and move the color on the grid (the gradient) to the bottom left cornor. This will give you the exact same color, except with no tint or hue. So its just the black and white (well actually gray), version of the color. Make sense? Hopefully.

Now for my comments on the screens:

1. This is what I was talking about; pinking a choosing. The palette doesn't look that good here.

2. This however, does look good. I would like to see a custom overworld tho. Nice addition to mario btw.

3. First thing I noticed was the dark red on Mario. It stands out cause everything else is B&W. Fix that and it will look better. Is that supposed to be a dead luigi?

4. Looks good! That mushroom is SWEET!!! Looks really cool.

5. Nice koopa and feather. And whats this? No hats on the question blocks. Im just kidding, I wouldn't recommend that.

6. Does everything have these hats? lol. Its cool tho. Looks good.


I would probably try this game out. If it had custom graphics and an overworld, my answer would be a definite try this game, but it looks good. Keep it up!
Krono

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Posted on 05-20-05 09:28 AM Link | Quote
A very good idea. Though, as someone previously mentioned, the black and white palette can be worked upon a bit. It sort of bothers my eyes in some of those screenshots...
The Kins

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Posted on 05-20-05 10:45 AM Link | Quote
Haha, I planned to have a noir-parody level in Ninji Saga 2, but the whole two text-box limit made me scrap that idea. The level was gonna be called Kin City.
tuna
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Posted on 05-20-05 10:46 AM Link | Quote
As another note, next time use the emulator's "Save Screenshot" option, or save at 1x size. Downloading files 3x larger than my screen sucks.

And yes, the palette could be worked on a great deal.
d4s

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Posted on 05-20-05 08:47 PM Link | Quote
looks promising!
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
lags_80

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Posted on 05-20-05 11:06 PM Link | Quote
Looks so good, but really is in black & white??? It's a excelent idea that Luigi will get a new hack


(edited by lags_80 on 05-20-05 06:08 AM)
AlexAR

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Posted on 05-20-05 11:21 PM Link | Quote
Wow, this is weird, I had started on a mysterious black and white type mario hack a while ago, but I scraped the hack. This can be great, keep it up.
MyLiverHurtz

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Posted on 05-20-05 11:52 PM Link | Quote
Thanks for all of the great feedback! Actually, I accomplished 90% of the changed pallet by decreasing the saturation to zero. I have played around with a lot of colours, though, and I accidently screwed up the title screen more than I intended to.

The Kins: Oh yes, I hate the limit I would do anything for more text boxes per level, and my ultimate dream would be to extent the length of the text.

d4s: I really don't know a lot about hacking yet, but that can really be accomplished? If so, I'm going to look into it immediatly.
BMF98567
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GO!

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Posted on 05-20-05 11:56 PM Link | Quote
Originally posted by d4s
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
Hah! That would be awesome.

But, um...how would one animate tiles on layer 3? I know there's a "single 2bpp 8x8" option in LM's animation editor, but how in the world do you use that if the 2bpp tiles aren't in the 0-3FF range?
FuSoYa
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Posted on 05-21-05 01:24 AM Link | Quote
Not sure if it helps, but there is an undocumented feature in LM where using tiles A00-C00 for the destination will let you target layer 3's graphics. You can even use the other non-2bpp options with it, although you'd end up with twice as many tiles being transferred as 2bpp takes up half as much space as 4bpp.

However, the feature was never tested... and after playing with it a bit, it appears there's a small bug where if you re-open the dialog after using a tile in that range, LM doesn't display the correct tile number you used for the destination, so you'd have to change it back if you want to make further changes to it.

Just remember that layer 3's graphics are never reloaded. Any changes you make will not be reversed when you enter a different level.

And for those that want to see which tiles are available in layer 3, you can simply open up the overworld editor, load the title screen, and open the OV editor's 8x8 tile selector.


(edited by FuSoYa on 05-20-05 08:36 AM)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 05-21-05 01:26 AM Link | Quote
The way everything has a hat pwns. Somewhere you need to have a bush with a hat, too.
d4s

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Posted on 05-21-05 04:30 AM Link | Quote
Originally posted by BMF3PO
Originally posted by d4s
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
Hah! That would be awesome.

But, um...how would one animate tiles on layer 3? I know there's a "single 2bpp 8x8" option in LM's animation editor, but how in the world do you use that if the 2bpp tiles aren't in the 0-3FF range?


i dont use lunar magic, but i think i'd get rid of all layer3 tiles, make the layer 3 tilemap 32x64 in size and have it scroll vertically very fast while constantly flashing the screen using the screen brigthness reg, like a filmroll.
that way, you dont have to actually animate anything and if you scroll fast, it wont look too repetitive.
a color substract gradient on the bottom and top screen edges might help, too.
one could do that with one hook into the nmi handler.

i said that several times already, but based on my experience, smw hacks can exceed mario worlds vblank time if they use too many animated graphics in one level.
this almost always leads to crashes on the real thing.
for my bof2 vwf, i hijacked the games cg-ram dma handler thats executed every frame and
split my transfers on the fly if they exceed $220 bytes.
this means that a transfer can take several frames to complete and that there wont be any color changes during that period, but its super-safe and will never cause any problems on a snes.
however, thats just a vwf, the games flow is halted anyway during dialogue textboxes.
it might not work out so well with a fast-paced game that needs massive tile uploads every other frame.


oh, and have a grainy filmroll on layer 3, like so, minus the actual photographs on the roll:


sounds like a major project but i dont think that would be too hard.
actually, ive done similar stuff in the breath of fire 2 intro already.
it just looks very different (animated translucent flames and such).

youd have to kill the layer 3 stats and reimplement the basic stats with sprites, that could be tough for a beginner.
sprites arent all that evil at all, although everybody seems to believe that.
mario worlds sprite organization is rather static and iirc, there are some entries left in oam-ram that arent used by the game at all, but i could be wrong.
just had a look at them when someone here wanted to change the hardcoded palettes of certain sprites.






(edited by d4s on 05-20-05 11:43 AM)
(edited by d4s on 05-20-05 11:44 AM)
turtleman

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Posted on 05-21-05 05:35 AM Link | Quote
lol,everyone wore hats in the 30's XD

Kinda looks like one of those artsy type films
DisruptiveIdiot

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Posted on 05-21-05 06:43 AM Link | Quote
Could you give mario a more somber expression? He's too happy to be the star of a noir. Otherwise, AWESOME! You're really creative, no one has tried this before.
MyLiverHurtz

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Posted on 05-21-05 08:10 AM Link | Quote
DisruptiveIdiot: Thanks! And I completely forgot about that!

d4s: I've tried some searching around, but I can't find any real helpful advice or information on Layer 3. Can someone direct me to somewhere with some information so I can comprehend exactly what I would have to do? In the meantime I'll keep on searching. I just don't want to overlook some painfully obvious page that would save me hours upon hours.

Hmm... yes, everything must have hats! Well, not everything. But I'll keep the bush in mind!
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