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Main - ROM Hacking - Announcing new SMB3 hack + opinion required New thread | New reply

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JaSp
Posted on 03-04-07 06:37 PM Link | Quote | ID: 10418


Shyguy
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Hello everyone,
Well I'm kind of back in the SMB3 rom hacking adventures ! (for the people who may have missed the first episodes, take a look here)
This new project has been started about 2 weeks ago, and its progress is going along nicely. I thought I'd wait before announcing a so fresh project, but I need your opinions about one of its features, so well, here we go
So here comes the problem : I've implemented a star-system à la SM64, so now you can re-enter levels and there can be a max of 8 stars per level, remembering which ones you have picked and which one you have left. So obviously I plan to design giant levels Now I'm not sure how I would go handling the locked-ways that you can't pass without having a certain amount of stars :
Should it be in the levels, where some blocks would become transparent when you have enough stars ? (such as some blocks of "Luigi vs Mario")
Should it be the same but with blocks on the map screen ?
Should a character let Mario pass if he has enough stars ?
Any other idea ?
Any suggestions will be appreciated! (even the strangest ones )

Now, there isn't much changed gfx-wise, but I know everyone like screenies, so here you go :


Beta Map Screen


Stars in a level...

...you pick up a star...

...and it becomes a coin next time you enter the level!


I also customized the dialog boxes, there can be several texts following each other

Oh, by the way, I so mastered SMB3's musics format, so since other-than-screens media seems to become trendy (I'm not sure it is said that way in english...), here's a little song I re-wrote into SMB3. Enjoy

Higsby
Posted on 03-04-07 06:48 PM Link | Quote | ID: 10422


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I think the blocks should be on the overworld map just like how in SM64 the locked doors were always in the castle and not in the levels. I like the idea of your hack and the screenshots look good.

Tanks
Posted on 03-04-07 06:53 PM Link | Quote | ID: 10425


Dry Bones
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I love the Dire Dire docks theme! Where is it going to be? Overworld or Water level?

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Katelyn
Posted on 03-04-07 06:55 PM Link | Quote | ID: 10426

beh
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The overworld graphics remind me of Pokémon R/S

AlexAR
Posted on 03-04-07 07:43 PM Link | Quote | ID: 10434


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WoW. That dire dire docks version sounds so perfect I'm almost skeptical that you actually got it in the game.

As for your star handling question. No doubt, whatever method you choose, it will be freaking awesome. But I personally would probably do it in the overworld. Like Higsby said, the star doors in SM64 were in the castle hub, not within the levels. I think it would just seem "cleaner" if the unlock doors/blocks were outside in the overworld.

One other thing. Now, I don't know how many levels, or worlds or type of level design you plan on making. But If you plan to make "giant" levels with up to 8 stars, things might get unwieldy.

The problem with really big levels is that it is very easy to die and have to start over from the beginning of said huge level. Unless you integrated a check point/warp system in each level, its going to suck having to traverse a huge level trying to get that last hidden star, then touch a pike or gooomba and have to start over.

SM64 got away with it(and all other 3D platformers) because of the health system. Mario could take like 8 hits, plus regain health with coins, so dieing from health loss was never a problem.

Unfortunately in SMB3 if your small 1 hit = dead Big Mario 2 hits (Unless of course you implemented a health system, now THAT would be out of this world cool)

Of course people could use save states, and if that is what you plan on, then never mind. But I personally don't like designing levels with save states in mind.

Regardless, I'm sure this will turn out fantastic and will right up there with Mario Vs Luigi and Bio World.





Tanks
Posted on 03-04-07 08:13 PM Link | Quote | ID: 10443


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Posted by Nyletak
The overworld graphics remind me of Pokémon R/S


I think those are Link's Awakening graphics there.

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Raccoon Sam
Posted on 03-04-07 08:40 PM Link | Quote | ID: 10460


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JaSp I love you so much.
The song is just utter sex, and the graphics look magnificent!
Great job!!

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Dr. Hell
Posted on 03-04-07 09:57 PM Link | Quote | ID: 10492


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I don't know, maybe I'm the weird one here, but I saw that screen with the giant goomba and immediately thought that having a character let Mario pass would be an awesome idea. It would sort of be like Mario Party I guess, and I think it would be fun to have some funny dailogue if you don't have enough stars or whatever.

Kles
Posted on 03-04-07 09:58 PM Link | Quote | ID: 10493


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...

You're an amazing hacker. Did you really hack the music that well? Daaaamn.

Katelyn
Posted on 03-04-07 10:03 PM Link | Quote | ID: 10497

beh
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Wow, I like the NES rendition of Dire Dire Docks

Acmlm
Posted on 03-04-07 10:11 PM Link | Quote | ID: 10499


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Flurry
#&postrank&
Maybe you could have each set of levels in a separate world, and put the "door" in a small level that'd move you to the next world if you have enough stars ... then you'd just need a way to move back to any previous world

Looks/sounds good so far, is the whole soundtrack going to be a port of Mario 64 too?

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Ice Penguin
Posted on 03-04-07 10:30 PM Link | Quote | ID: 10502


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I too really like that song.

setz
Posted on 03-04-07 10:45 PM Link | Quote | ID: 10505


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Posted by Tanks
Posted by Nyletak
The overworld graphics remind me of Pokémon R/S


I think those are Link's Awakening graphics there.


made me think zelda classic personally.

stars is a pretty nifty idea, I can't really say much else. You might want to give the overworld map pallete a rework, though.

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JaSp
Posted on 03-04-07 11:23 PM Link | Quote | ID: 10521


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Thanks for all your comments, I appreciate

Posted by "Higsby"
I think the blocks should be on the overworld map just like how in SM64 the locked doors were always in the castle and not in the levels.
I think I'm gonna go with this; that way it'll be easy to put the number of stars required on the blocks.

Posted by "Tanks"
I love the Dire Dire docks theme! Where is it going to be? Overworld or Water level?
Water level I think, the instrument used fits better in these kind of levels.

Posted by "AlexAR"
One other thing. Now, I don't know how many levels, or worlds or type of level design you plan on making. But If you plan to make "giant" levels with up to 8 stars, things might get unwieldy.(...)
Well, when I mean giant, I won't go further SMB3's limit, and I will definitely find a way to make them non-linear; maybe with different ways at the beginning, accessible areas according to your power-up or something... or maybe the stars could become checkpoints themselves, i.e. when you pick up a star and re-enter the level, you start where you picked it... I'll think about it. But I won't add a health system, I think that the game would lose its old Mario platformer game feeling.

Posted by "Dr. Mario"
I don't know, maybe I'm the weird one here, but I saw that screen with the giant goomba and immediately thought that having a character let Mario pass would be an awesome idea. It would sort of be like Mario Party I guess, and I think it would be fun to have some funny dailogue if you don't have enough stars or whatever.
I think I'll implement this as well, it's true that it sounds really cool. But it'll probably be for secret passages or things like that, not for the main progression. (I just love secret stuff in games )

Posted by "Acmlm"
Maybe you could have each set of levels in a separate world, and put the "door" in a small level that'd move you to the next world if you have enough stars ... then you'd just need a way to move back to any previous world
I had this idea in mind, to switch between worlds in levels. I think I'll do it with the original pipe-levels, just that it will change the world along with the position. Then I'll just block the pipes on map screen with the star-tiles.

Posted by "Acmlm"
is the whole soundtrack going to be a port of Mario 64 too?
Nope; actually I've managed to duplicate SMB3's musics data bank, so I can add new songs while keeping the original ones. So far I've added the main SMB1 theme, main SMB2 theme, and Yoshi's Island map screen theme from SMW; and of course Dire Dire Docks I'm not sure I'll use them all though...

By the way, if anyone has suggestions for new songs, feel free to share them!
The map screen graphics are from Link's Awakening, excepted the bushes that were first introduced into oot2d I think, and that are now implemented in every Zelda fan game. But I know there are way too much green on this map, it just is beta; it was mainly here to show that the maps will be different from the original forced-paths.
Well, vacations are over for me tomorrow, but I'll try to keep the project sufficiently active

Raccoon Sam
Posted on 03-05-07 06:35 AM Link | Quote | ID: 10668


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Well, SMB1 main theme was never too catchy :X
Maybe NSMB?

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Shadic
Posted on 03-05-07 07:24 AM Link | Quote | ID: 10696


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KP9000
Posted on 03-05-07 08:28 AM Link | Quote | ID: 10709


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Holy mother FUCK. I've been looking for how this damn music works for forever! Do you have any documentation on it? If not, can you write one up real quick?

This hack looks amazing though! I like the SM64 stars idea! I can compose some new SMB3 stuff if you need me to.

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JaSp
Posted on 03-05-07 06:29 PM Link | Quote | ID: 10793


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Posted by KP9000

Holy mother FUCK. I've been looking for how this damn music works for forever! Do you have any documentation on it? If not, can you write one up real quick?

This hack looks amazing though! I like the SM64 stars idea! I can compose some new SMB3 stuff if you need me to.
I uploaded some notes several months ago, you can find them here. A good technique to figure out music data is to enter a level, run FCEUXD's code/data logger, wait for the song to have reached its last loop; and then take a look at the hex editor : the place where there's a bunch of blue bytes is likely to be your music data. Then take a look at how it reacts by changing values. Here for SMB3, you'll see that excepted the tracks' parts pointers that are absolute, everything else is relative. I don't have the time to go into full explanations, but you'll see that it isn't difficult at all to figure out. However, it may be hard to replace existing songs if you don't expand the ROM, because your new songs mustn't exceed the original ones size.
Hope it'll help

DahrkDaiz
Posted on 03-05-07 07:25 PM Link | Quote | ID: 10800


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Holy crap Jasp....

This inspires me... I want to hack SMB3 now... Maybe I should come back...

But man I gotta give you props, this is amazing.

JaSp
Posted on 03-05-07 09:53 PM Link | Quote | ID: 10827


Shyguy
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Posted by DahrkDaiz
Holy crap Jasp....

This inspires me... I want to hack SMB3 now... Maybe I should come back...

But man I gotta give you props, this is amazing.
Maybe you'd like to be part of the project ?
It would be an honor
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