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Acmlm's Board - I3 Archive - The Pit of Despair - Hack: Super Kirby | New poll | | Thread closed |
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jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Like I said on my approval message, I will be working on not one, but three Mario projects, each with Kirby as Mario. My first of three projects is Super Kirby, a parody of SMB1. Kirby will be Mario, and Meta Knight (name will be labeled "Metak") will be Luigi. Plus, the game will begin with five lives instead of three.
The graphics will not change, but some of the levels will have their time limits changed. For example, because World 1-1 is deemed too easy for most players, you will actually have 300 seconds instead of 400. But in World 8, you will have 400 seconds in every level. In Screenshot #1, I changed the copyright year to "1992-1993" because neither Kirby nor Meta Knight existed back in 1985, when the original SMB was released. Screenshot #2 shows the five-lives start. Screenshot #3 shows that Kirby died by bumping into a Waddle Dee, which was changed from a Goomba. Screenshot #4 is Meta Knight in World 1-2. Included are two Cappies, which were changed from Koopa Troopas (when stomped, it will be hidden in a mushroom, but if you take too much time, it'll hatch out). *Update* Changed the Meta Knight screenshot. The previous one I put Axe Knight in by accident. If anyone has more ideas on what I can do to improve my hack, let me know. I chose to do this project because I'm a huge Kirby fan. PS: This is my first post, and I feel nervous about closed topics. (edited by jonghyunchung on 01-29-07 04:09 PM) (edited by jonghyunchung on 01-29-07 04:16 PM) |
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Sonicandfails 910 Since: 11-17-05 From: Mass Last post: 6295 days Last view: 6295 days |
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Thats not Meta Knight D: | |||
jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by sliafdnacinoS |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6297 days Last view: 6297 days |
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hack the game to use mapper 3 (CNROM) and you could have animations. all that is needed would be a timer variable and jump in the nmi handler to swap chr-banks when the timer reaches zero. | |||
AlexAR Ninji Since: 02-27-06 From: TX Last post: 6298 days Last view: 6295 days |
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Originally posted by jonghyunchung Oh cmon, you can do more than that can't ya? You obviously know what you are doing because those sprite changes and title screen look fantastic. I mean, if you are not going to change the level graphics fine, (even though it would be supremely easy since the game has very few graphics TO change) but to just change the time limits..? SMB Utility just makes it too damned easy to create new levels, for you not to at least try it. Kirby related hacks are rareish, so you got that going for ya, If you were to change the drab brown blocks to classic Kirby grassy land....then you'd have something special. |
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jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by AlexAR Don't worry, I'll think of some more enemies that can be used, but I'll need some time. |
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Shadic The Adventure of Link Perfect Member Since: 11-18-05 From: Olympia, Washington Last post: 6301 days Last view: 6298 days |
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Any chance you can change MetaKnight to being dark blue or something instead of black? Pain to see him in the darker levels.. | |||
Griff Morivan 190 Since: 06-10-06 From: St. Petersburg, Florida. Last post: 6301 days Last view: 6296 days |
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It's true. It's painfully difficult to see him. You'll feel like you're playing the masks from SMB2
Oh, and if I may make some suggestions? It's been a while since I've played smb1, but I'd like to suggest some Kirby villains that could do you good. As you see, Waddle Dee makes a great Goomba. For bullet men, you could use the crazy ghosts that go bullistic when Kirby tries to suction them? They first appear in world 2. Turtles... I think Spike monsters, personally. Even though SMB3:Bio is using them, I think it's good. Hammer Bros should be replaced... Probably by cutters. I forget is Lukia or his spike things are in this game... Naturally, though, Bowser needs to be Deedeedee. (edited by Griff Morivan on 01-30-07 09:39 AM) |
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jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by Griff Morivan Well, I replaced the Hammer Brothers with Trident Knights, because I think they do a lot better than cutters. Here's the screenshot to it: And here's where Kirby dies by getting burnt by Dedede's flames: If anyone has ideas for power-ups and what they can do to Kirby/Meta Knight, send them here. (edited by jonghyunchung on 01-30-07 03:25 PM) |
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Griff Morivan 190 Since: 06-10-06 From: St. Petersburg, Florida. Last post: 6301 days Last view: 6296 days |
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Unless you mean to get like, absolutely freaky with the sprite edits, I am gonna say that you keep it to fire power. Or if you're up for massive programming, make him able to float. | |||
jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by Griff Morivan Unfortunately, Kirby's not supposed to float in this hack, because Mario can't float in SMB1. |
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Zeld Red Paragoomba Since: 11-05-06 Last post: 6298 days Last view: 6296 days |
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Originally posted by jonghyunchung Originally posted by Griff Morivan Griff isn't saying Kirby will just be able to float. He's saying that you will have to make him able to float by learning how to edit the game's programming. First, you would need to figure out what causes Mario to fall. I'm going to guess there's a falling bit. Finding the routine that tells this bit to be set and then telling it to only do so after a certain number of loops would work. You'd have to program your own variable by finding empty RAM space to use for the loop of how many jumps you have left before Kirby gets breathless. I think a timer would actually be more reflective of a Kirby game, though. In that case, you could hook your loop into the timer. LDA #Falling/jumping status byte offset - load the offset LDA A - load the actual byte LDX #Mask - this is a hex number that can be used for an AND operation AND accumulator and mask - mask the bit that would be set if you are in the air CMP Accumulator with #[value of being in the air] BNE #offset - if you aren't in the air, setting "offset" as the address of the rest of the timer opcode will resume the game LDA #Timer offset LDA A - otherwise, you can get the timer's current time and store it to a RAM address of your choice Then, you can use some other compares and stuff to check when a certain number of seconds have passed and have it take away your breath if you've been airborne too long, or to return your breath if you've landed. (Sorry if my crummy 6502 attempt is bad; I don't know 6502. I just wiki'd some opcodes and tried to throw something together. Notice how little I attempted to script...I was getting bored fast) Then you should probably alter the jumping speed so that he jumps more like an inflating balloon rather than simply hopping off of what would seem to be an invisible surface. You'll have to animate him bloating up for the full effect. I'm not sure what you would do about the little ball of air he exhales when he runs out of breath, and I definitely don't want to know how you would program the collision detection to make that ball of air lethal to enemies like in other Kirby games. It would even have to break bricks to be fully functional. What a pain. I could have sworn I saw somewhere that someone had made a hack for how high Mario can jump and maybe even how fast he falls. Whoever that is would be a big help for fleshing out this hack. Perhaps they have some notes they'd like to share *hint hint* |
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Griff Morivan 190 Since: 06-10-06 From: St. Petersburg, Florida. Last post: 6301 days Last view: 6296 days |
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Everything he just said.
I wanna see Kirby fly. It's a trait that you can't play a Kirby game without. -breaks out the Metalica costumes- Sad but true! |
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Dootuz Red Goomba Since: 01-01-07 From: USA Last post: 6311 days Last view: 6296 days |
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Originally posted by Griff Morivan Still sometimes is hard to do. I don’t mod SMB1 (at the moment ) so I don’t know. Wasn’t there ONE game where we couldn’t fly? |
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noha420 Paragoomba Since: 05-17-06 Last post: 6297 days Last view: 6347 days |
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I have just one suggestion for the copyright date in the title screen, why not just make it 2007, and maybe move the copyright symbol directly to the left or right of "NINTENDO". | |||
Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6314 days Last view: 6298 days |
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Originally posted by Dootuz Yes. |
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jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by noha420 I'm sorry, but I can't do that -- I think the title screen is just fine the way it is, I don't want to ruin it. Besides, I started this project before December 31 of 2006, and two, both the Kirby graphics and this game existed as of 1993. |
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Zeld Red Paragoomba Since: 11-05-06 Last post: 6298 days Last view: 6296 days |
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To stay true to Nintendo's own method of copyright information, it should be changed to "1985-2007". Not saying it's a must, but that's how Nintendo would display it.
"1985-2008" if you take too long |
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Griff Morivan 190 Since: 06-10-06 From: St. Petersburg, Florida. Last post: 6301 days Last view: 6296 days |
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Pinball totally doesn't count and you know it. | |||
jonghyunchung Micro-Goomba Since: 12-09-06 Last post: 6311 days Last view: 6309 days |
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Originally posted by Zeld I'll think about it. For right now, I'm going to work on the power-ups. Since Kirby cannot grow, I decided that whenever he eats a Super Mushroom, he will hold it in his mouth. But when he eats a Fire Flower, he'll exhale himself, and change color. If he takes damage, he'll turn pink and normal size again. Screenshots will arrive later; right now, I don't have time. |
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