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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - need some super mario 1 technical info | | | |
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gnznroses Newcomer Level: 4 Posts: 1/4 EXP: 136 For next: 143 Since: 01-13-05 Since last post: 292 days Last activity: 285 days |
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i dunno if anyone will be able to help me with this, but... i've made hacks for Super Mario 1 before. i made one with all new levels (which you can find here bashsoftware.net/MarioBash.html). but there are a lot of limitations as some of you surely know. the biggest being the 3 blocks per column. and also i don't like the pipe codes and other minor things. so anyways, now i'm going to bring Mario into the modern era with a port to PC. resolution will be increased several fold, all the levels will be there, and all my new levels too. you'll be able to import levels from an nes rom actually. but i'm having a problem. the physics. i have already figured out the speed of the gravity and of the walking/running and all that good stuff. but what's really getting me is the jumping. i have figured that the minimum jump height possible is 1 block. the max is 4 blocks + 2 pixels. but i can't figure out how the game determines how high you jump. i need to figure how long you hafta hold the button in order to get a max jump, so i can determine how high to make each jump. plus i dunno how the horizontal momentum affects the jump height. you jump slightly higher if you take a few steps before jumping. so does anyone know how to get this information? i've seen many impressive rom hacks that change a lot of things. and like one called Luigi and the New Quest changes the jumping speed and other things. so i would guess they used some kind of disassembler or something. there's a Debug menu in NESticle but i dunno how all that works. if anyone could provide any info i'd really appreciate it. |
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Shadic Cukeman Level: 27 Posts: 198/304 EXP: 111073 For next: 5086 Since: 08-20-04 From: Somewhere, Over the Rainbow! Since last post: 9 days Last activity: 2 hours |
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All I know is that the max. jump height while running is 5, not 4 + 2 pixels.. But you might of meant standing. And, good luck! |
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4matsy Micro-Goomba Level: 7 Posts: 6/16 EXP: 1104 For next: 344 Since: 01-08-05 Since last post: 55 days Last activity: 25 days |
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Kernel Software's "SMB Remodeler" program changes a lot of stuff like this. Jump heights for Mario and the enemies, speeds, colors, how many points you get for different stuff, etc. The program is all in Japanese, but it shouldn't be too difficult to experiment and see what changes what...I'm pretty sure it'd help you with your jumping problems, and you'd probably figure out some other stuff you might want to know as well. Good luck on your PC version; I hope this project doesn't fall through like most other advanced fan games/clone engines I hear about. Heck, I've been thinking of doing an SMB1-like clone myself, but have yet to write a single line of code...it seems such a daunting task. |
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Nebetsu Shmee Level: 55 Posts: 787/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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Originally posted by 4matsy Umm... it's a LZH file or something like that.... *is confused*... Also: hex editing to do all that is more fun! ^^ |
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4matsy Micro-Goomba Level: 7 Posts: 7/16 EXP: 1104 For next: 344 Since: 01-08-05 Since last post: 55 days Last activity: 25 days |
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LZH is just a different type of compression, like ZIP. LZH seems to be quite popular in Japan, as ZIP is elsewhere... So you'll need an unzipper that supports such file formats; for example, the one I use, PowerArchiver. (Yeah, it's shareware, but it doesn't cripple or disable itself or anything like that when the 30 days is up. Besides, the nag screen never comes up to begin with if you use the Windows Explorer right-click menu options...heh. ) |
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gnznroses Newcomer Level: 4 Posts: 4/4 EXP: 136 For next: 143 Since: 01-13-05 Since last post: 292 days Last activity: 285 days |
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yeah, 4+2 is the standing jump. i hadn't yet messed with the moving jumps. i'll definitely try that program that was recommended too. could help a lot. there are a ton of PC Mario-style games. if you go to acid-play.com they have several. and i tried them and they all suck. hard. plus they are just knockoffs, with their own physics and music and levels and everything. i'm gonna do as close of a port as i can, then give the option to use extra features. besides better graphics and more advanced lavels being possible i've thought of a few tweaks that you can turn on or off. like fireballs that don't burn up when they hit the side of something. thye'd bounce off anything, probably up to 5 times or something before disappearing. or you could make it so turtles break blocks and hit ? blocks, like in mario 3. or maybe a simple change like marshmallows that randomly go left or right out of the ?, not just always right (again, like Mario 3) plus there's sorta a bug in SMB where if you hit a ? block that has a coin on top of it, you only get one coin, not two. i'm not very good at graphics, so i'll probably just include two graphics packs, the original graphics in all their pixelated glory, and then the same graphics just touched up a bit to look a bit smoother. with all the SMB graphics hacks, hopefully someone else will come up with a really good pack to take advantage of the resolution and color depth. -edit- ugh, downloaded that program and i can't figure out what to do since it's all japanese.... the website i had translated, but is there any way to translate text in a program? i doubt there is. (edited by gnznroses on 01-13-05 11:47 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - need some super mario 1 technical info | | | |