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Main - SMW Hacking - Abandoned Side Project: NSMB Remake | New thread | New reply |
icegoom |
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Cheep-cheep Level: 33 Posts: 22/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by dirtbag Already been back to work on it. Posted by Hapi-San I think I do remember a topic about the FX chip back at the old board, but I don't think anything ever came of it. Even if you could use it to resize Mario, you'd have to code behavior for breaking all the foreground pieces, so I'd say Mega Mario's pretty much an impossibility. I'd love for someone to prove me wrong, though. |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 32/339 EXP: 494546 Next: 26816 Since: 02-19-07 From: Stockholm, Sweden Last post: 5186 days Last view: 5186 days |
Even if anyone managed to make SMW use SuperFX, Mega Mario wouldn't be a good idea as he would eat A LOT of the sprite graphics space. Using other sprites at the same time wouldn't work too well unless one added an on-demand enemy graphics loading system, and even then there would probably be problems with space.
The alternative is to move Mario to Layer 1 and activate Mode7. That way, you can have an 16x32 Mario (to avoid wasting graphics space) enlarged to huge, pixelated piece of crap. Oh, and did I mention that you wouldn't be able to have the actual level on screen at the same time? ____________________ |
Squash Monster |
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Buster Beetle Level: 48 Posts: 38/469 EXP: 804563 Next: 18980 Since: 02-22-07 From: New York Last post: 5698 days Last view: 5698 days |
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Sgraff87 |
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Panser Level: 42 Posts: 40/345 EXP: 507707 Next: 13655 Since: 02-19-07 Last post: 5991 days Last view: 5666 days |
Posted by Squash Monster Well will he sacrifice his head for a major step in evolution in SMW? Hehe. Probably not. |
Bio |
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Red Paragoomba Level: 19 Posts: 7/58 EXP: 34998 Next: 779 Since: 02-19-07 Last post: 5836 days Last view: 5698 days |
Or we should do like Super Paper Mario and use the SMB Mario for the 'Mega' form and have it on layer 3, disable the status bar, then just use SuperFX to scale it, SMW's layer 3 data is $2000 byte in side, wich is more than what we need to fill most of the screen. Re-programming the game physic to allow this would a pain tought |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 37/339 EXP: 494546 Next: 26816 Since: 02-19-07 From: Stockholm, Sweden Last post: 5186 days Last view: 5186 days |
Remember that scaling/rotating things with the SuperFX chip will still require as many tiles as if it was pre-scaled.
In other words, if you've got a 16x32 sprite (8 tiles) and want to scale it up four times to 32x64 (32 tiles), you'll still need 32 free tiles, not just 8. ____________________ |
FirePhoenix0 |
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Bullet Bill Level: 50 Posts: 80/505 EXP: 898906 Next: 48411 Since: 02-23-07 Last post: 5521 days Last view: 5505 days |
Is that why there were very few other sprites in Yoshi's Island boss fights? Because it uses up so much memory and tile space? ____________________ |
icegoom |
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Cheep-cheep Level: 33 Posts: 25/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Would Mega Mario even be worth the trouble of programming? How is he that different than a star, gameplay-wise? Both involve plowing through enemies as quickly as you can in hopes of earning 1-ups. Both grant immmunity to most hazards on the course. I'd say Shell Mario or Mini Mario would be more worth it to program as far as opening up new gameplay possibilities.
Sidenote to anyone planning to use the Mario sprite from this game: I noticed today that I didn't change one of the flying frames and Mario can be seen wearing a hawaiian shirt instead of his overalls. Is one frame worth me putting out a fix? I'm thinking a couple of overall straps are within anyone's ability to draw, but then, I'm lazy. |
Sgraff87 |
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Panser Level: 42 Posts: 49/345 EXP: 507707 Next: 13655 Since: 02-19-07 Last post: 5991 days Last view: 5666 days |
Posted by icegoom Perhaps can you make invincible mario able to run through break-out blocks from the sides? Also if he jumps into one, he smashes and passes through it rather than bouncing back. |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 88/216 EXP: 251516 Next: 2135 Since: 02-19-07 From: Georgia Last post: 5568 days Last view: 5540 days |
I think you should fix it and make a release, BUT ONLY IF YOU DO NOT PLAN ON RELEASING ANY MORE DEMOS.
Oh yes, I still hold true to my previous offer, icegoom. Think about it, will ya? |
icegoom |
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Cheep-cheep Level: 33 Posts: 27/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Sgraff87 I'm not personally able to do so, but maybe someone could program a "star breakable" block rather than rewrite invincible Mario's code. Posted by Phoenix Yoshi Ha ha! You confused the crap out of me changing your name. "When did a 'Phoenix Yoshi' offer me anything?" A look at your profile solved that mystery. If you want to look at my levels and fix them so that they're DS accurate, then please, do so. 1-5 and 1-A in particular need work. As far as continuing with new levels past world 1, hmm... Maybe. That's a lot of new graphics work, but it could be fun. I rather like the color reducing process. (Background work I'm not so fond of, so maybe rips would be a viable option) Oh, and this wasn't so much a "demo" as "I'm not doing this anymore. Somebody else do something with it." |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 93/216 EXP: 251516 Next: 2135 Since: 02-19-07 From: Georgia Last post: 5568 days Last view: 5540 days |
Posted by icegoom I was afraid that would happen. XD But here's the ironic thing- You have the GFX skills, but not the game. I have the game, but not the GFX skills. I think that maybe we should partner up on this or something. I mean, pointless to work on it if I can't exactly make the GFX well. (But then there would still be the problem of you not being able to see all of the game, thus not knowing what a certain level looks like and stuff...) |
icegoom |
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Cheep-cheep Level: 33 Posts: 28/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Phoenix Yoshi If you want to build the levels, then yeah, I could probably do the graphics for them. I get work done pretty sporadically, so if you didn't want to wait on me, you could build levels with basic SMW objects like ledges, slopes, cement blocks, pipes, etc. I typically build levels like that and then go back and put the graphics in when I get them done. How far into the game can you get with the blocks and sprites available to us? I know some completely new enemies show up at some point, but I don't know where. Could World 2 be built without much problem? I'm pretty much completely ignorant here... |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 95/216 EXP: 251516 Next: 2135 Since: 02-19-07 From: Georgia Last post: 5568 days Last view: 5540 days |
Posted by icegoom Well.... World 2 is a Desert, so there's a lot of quicksand, Pokeys, and even some Hammer and Boomerang Bros. (All 4 types are in NSMB. ) There's a few Lakitus, some sandstorm whirlwinds, and stuff like that... It's been a while since I played through World 2 (maybe a few months), so I'll have to refresh my memory. |
icegoom |
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Cheep-cheep Level: 33 Posts: 31/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
That all sounds fairly doable, except maybe the whirlwind. (Does it behave like in SMB3, where the player has to sprint in order to break through and avoid being carried backwards?) |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 96/216 EXP: 251516 Next: 2135 Since: 02-19-07 From: Georgia Last post: 5568 days Last view: 5540 days |
Posted by icegoom Exactly. They took famous SMB3 elements and reworked them into all-new things. Basically, it's almost like a collaberation of Nintendo's best Mario games. So, we going to partner up to finish this or what? |
icegoom |
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Cheep-cheep Level: 33 Posts: 33/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Phoenix Yoshi Sure, why not. You do the levels, I'll provide you with ExGfx. And this is probably best conducted via PM or e-mail from now on. |
Clockworkz |
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Panser Level: 42 Posts: 83/344 EXP: 505530 Next: 15832 Since: 02-19-07 Last post: 5372 days Last view: 5369 days |
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AlexAR |
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Koopa Account taken over, please contact admins to reclaim Level: 27 Posts: 37/119 EXP: 102825 Next: 13334 Since: 02-22-07 From: El Paso, TX Last post: 3032 days Last view: 3032 days |
Oh man oh man. I really hope this project doesn't die. As you can plainly see by all these positive comments, everyone wants this hack finished. If there is absolutely anything you want help with let me know.
Anything that is except GFX, since compared to you Icegoom, my graphic skills are a micro-goomba to your King Boo. |
icegoom |
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Cheep-cheep Level: 33 Posts: 38/195 EXP: 215654 Next: 13525 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Clockworkz Mario himself can pretty much never have more fluid animation than an All-Stars SMB3 level. The programming's just not there. The enemies you can partially control with ExAnimation, but there's only so much room in an ExGFX file to be shared by several frames for each sprite and any animation you want on environmental tiles. Yeah, it'd be nice to have smoother animations, but SMW just wasn't designed to handle them. Posted by AlexAR I can only focus on one hack at a time, and Lost World's my focus right now. Anyone who wants to can continue working on levels for this, though. I'm not needed for that. If I saw some new levels, I'd see what I could do about adapting the graphics for them. |
Main - SMW Hacking - Abandoned Side Project: NSMB Remake | New thread | New reply |
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