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Main - ROM Hacking - Mario Adventure 3 - Demo 2 is out! New thread | New reply

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DahrkDaiz
Posted on 08-13-12 08:41 PM Link | Quote | ID: 152048


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Well, don't get me wrong, there's only 6 levels in world 1 (plus one challenge levels), and they're not complicated at all. I'm estimating roughly 20 minutes of content. It's meant to be soley an introductory world to introduce a lot of new concepts. As you can see from the world 2 screenshot, things are going to get a bit more non-linear

DahrkDaiz
Posted on 08-23-12 09:38 PM Link | Quote | ID: 152158


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I decided to start a development blog for Mario Adventure 3: http://marioadventure3.tumblr.com/

Superjustinbros
Posted on 08-27-12 08:35 PM Link | Quote | ID: 152191


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I do like the whole "attempt to slide through tiles crush" idea. if you perhaps wanted to do better justice (just a suggestion), you could cause Mario to force-duck whenever he's in a space only one tile in height, then while force ducking, left and right can maneuver Mario while still crouching, like in the Wario Land games.

Though I think that'd be difficult to program into the game.

DahrkDaiz
Posted on 01-12-13 04:23 AM Link | Quote | ID: 153263


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The hack is still going strong...









A few of the changes so far:

New enemy types:
-Beached Cheep Cheep
-Koopa Kids will attack with powers related to Mario's own power ups (see Ice fired by Larry)

I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare.

The game now revolves around open hubs: Worlds are completely open, play any level at any time. Howver, worlds are initially inaccessible. There is a "hub" stage that has 8 pipes, but in order to reach each pipe, you must use a power up that gives you the ability to reach it, such as flying, swimming for long periods or building ice bridges.

You must play levels in your initial World (World 0) and collect stars. World 0 lacks all power ups. Once you collect enough Stars you can access the boss hub. Defeat a boss here and you'll immediately unlock a new power up. Go to the world transition level and use the new power up to gain access to a new world. The new world will test your skill to use whatever power up you used to access it. Once you collect enough stars in that world and defeat its boss, you'll get to go back to the Boss hub and defeat another boss.

Once you gain all 8 power ups, you can use them in conjunction to fully get out of World 0 and go to the next part of the game...

Superjustinbros
Posted on 01-13-13 10:52 PM Link | Quote | ID: 153270


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Good to see more progress on this hack. Whatever state it reaches once development is finished is good enough for me.

XTTX
Posted on 01-14-13 03:34 AM Link | Quote | ID: 153273


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this is awesome! Cant wait to play this or try it out! Great work!

CKY-9K
Posted on 01-24-13 04:04 AM Link | Quote | ID: 153347


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Seriously amazing stuff!

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DahrkDaiz
Posted on 05-09-13 03:26 AM Link | Quote | ID: 153841


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IPS Patch for PRG0 SMB3

IPS Patch for PRG1 SMB3

Googie
Posted on 05-09-13 10:33 PM Link | Quote | ID: 153851


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You know me, I gotta try this... The pics look sweet too...

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MiniCompute
Posted on 05-11-13 01:25 PM Link | Quote | ID: 153865


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Posted by DahrkDaiz
IPS Patch for PRG0 SMB3

IPS Patch for PRG1 SMB3


Dahrk, I tested your demo hack, this hack is breath taking.
I've never seen so much work put into a hack besides infidelt and a few other oldbies here.
I will make a one note though the level where you have the bombs coming out to blow up the floor.
Make sure small mario doesnt catch one while falling down to the bottom of the screen.
Sometimes he will get stuck inside a wall and can't move.
Please for me, do something about the star man timer, 15 seconds of invincibility is not enough for me.
I rather you just leave it at 30 seconds let it wear off also since you have it limited the music goes on forever.


My rating is 9.0 its a very good hack I hope you feel motivated enough to finish it by late august.

DahrkDaiz
Posted on 05-11-13 04:38 PM Link | Quote | ID: 153867


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Posted by MikeTechno
Posted by DahrkDaiz
IPS Patch for PRG0 SMB3

IPS Patch for PRG1 SMB3


Dahrk, I tested your demo hack, this hack is breath taking.
I've never seen so much work put into a hack besides infidelt and a few other oldbies here.
I will make a one note though the level where you have the bombs coming out to blow up the floor.
Make sure small mario doesnt catch one while falling down to the bottom of the screen.
Sometimes he will get stuck inside a wall and can't move.
Please for me, do something about the star man timer, 15 seconds of invincibility is not enough for me.
I rather you just leave it at 30 seconds let it wear off also since you have it limited the music goes on forever.


My rating is 9.0 its a very good hack I hope you feel motivated enough to finish it by late august.



Thanks for the feedback Mike! I will certainly consider extending the time of the Starman and the other things you mentioned. As for an August release, that's not going to happen. Currently my plan is to have it completed by January 2014.

MiniCompute
Posted on 05-11-13 07:10 PM Link | Quote | ID: 153872


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Posted by DahrkDaiz
Posted by MikeTechno
Posted by DahrkDaiz


Thanks for the feedback Mike! I will certainly consider extending the time of the Starman and the other things you mentioned. As for an August release, that's not going to happen. Currently my plan is to have it completed by January 2014.


will see about that dahrk, if I have to I'll give you 10 bucks paypal to ready it by christmas holidays.

But yeah if you get another wip ready later on hit me up as a tester.

blackhole89
Posted on 05-16-13 05:55 PM Link | Quote | ID: 153909


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Nice modifications - however I ran into a number of bugs which might or might not be due to me using a weird base ROM (I have an unidentified "smb3.nes"...). Among others, I noticed
  • when having a second-level powerup, exiting a level always changes it; this doesn't seem intentional;
  • defeating the Koopa kid results in some tiles being changed in a random pattern, and eventual return to the starting piece of world map standing in a wall in the top left corner;
  • most levels had no BGM, which might be intentional.

I was not able to proceed after the latter.

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DahrkDaiz
Posted on 05-17-13 12:04 AM Link | Quote | ID: 153916


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Posted by blackhole89
Nice modifications - however I ran into a number of bugs which might or might not be due to me using a weird base ROM (I have an unidentified "smb3.nes"...). Among others, I noticed
  • when having a second-level powerup, exiting a level always changes it; this doesn't seem intentional;
  • defeating the Koopa kid results in some tiles being changed in a random pattern, and eventual return to the starting piece of world map standing in a wall in the top left corner;
  • most levels had no BGM, which might be intentional.

I was not able to proceed after the latter.


Thanks foe the report. The power up changing when coming back to the world wasn't intentional and a bug. I've add this to my bug list. The tile issue I am not able to reproduce in my build. It might be possible that the bug was fixed by the time you reported on it. As for the BGM, this was unintentional and mostly a result of me playing without sound on. The end product will have music set for all levels. Thanks for giving it a try!

blackhole89
Posted on 05-17-13 12:17 AM Link | Quote | ID: 153917


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I see. A further thing I just discovered is that you can walk out of the poison mushroom world map by going two tiles down from the pipe you enter through and the walking all the way to the left; this results in severe and irrecoverable glitching.

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MiniCompute
Posted on 05-17-13 12:01 PM Link | Quote | ID: 153920


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Posted by blackhole89
I see. A further thing I just discovered is that you can walk out of the poison mushroom world map by going two tiles down from the pipe you enter through and the walking all the way to the left; this results in severe and irrecoverable glitching.



Heh, you notice that as well black, funny as I had discovered what you mentioned on my ds nesds 1.2b cart test ear;y last week. :|

None the less I am still impressed with what dahrk has done, I understand why he was reluctant to bring out to the public in a short amount of time.

About the shop items, try make some items abit more cheap.
If you ever placed princess peach on the ds, visit toads shop to get a good idea for pricing normal items to specialty ones.

DahrkDaiz
Posted on 05-17-13 05:58 PM Link | Quote | ID: 153921


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I'm actually going to do a few test runs with a few beta testers and see how many coins they collect all together and base prices of items off those numbers. The same will be done for the experience points required to level up.

Yakibomb
Posted on 05-18-13 02:44 AM (rev. 2 of 05-18-13 07:09 AM) Link | Quote | ID: 153926


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Pretty good stuff, I can't wait to see the full game! (Or at least another demo..?) Among other things I especially like the new graphics and the extra HUD, they're nice touches.

Here are some bugs:
  • Blocks broken by the hammer seem to leave a trace of a block that downs most enemies. Koopas get flipped upside down, bob-ombs/goombas drop off screen, etc.
  • Ducking under blocks one tile high doesn't push Mario out.
  • If the HUD is switched with select in a level, and Mario travels to the map, the name of the level last played will be displayed. Going into a new level will not refresh the name.
  • As blackhole89 mentioned, exiting a level with a certain power up will give you other power ups. (For example, beating a level with a Hammer Suit will give you the Frog Suit)
    Full list:
    -Sledge -> Frog -> Raccoon -> Ice -> Fire
    -Koopa -> Fire Fox -> Ice -> Fire
It seems to stop at Fire Mario. Since I had the opportunity to try them, I did, and I must say they're all very fun to play with! No complaints there, but I did find some bugs with them:

Ice Mario:
  • Can freeze the goal mushroom, making the level unbeatable unless you re-enter.

Fire Fox:
  • When using the fire dash upward, Mario can go through walls.
  • Not sure if this was intentional, but the fire dash an only destroy turn blocks, but not dark blocks. Sledge Mario works the other way around, destroying dark blocks but not turn blocks. Just thought it should be consistent.


Overall with some more polish and more additions I can see it becoming as successful as Mario Adventure was! Exactly how much of this game are you rewriting?

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DahrkDaiz
Posted on 05-19-13 05:06 PM Link | Quote | ID: 153938


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Posted by Yakibomb

  • Not sure if this was intentional, but the fire dash an only destroy turn blocks, but not dark blocks. Sledge Mario works the other way around, destroying dark blocks but not turn blocks. Just thought it should be consistent.

    Overall with some more polish and more additions I can see it becoming as successful as Mario Adventure was! Exactly how much of this game are you rewriting?


  • This was intentional. The idea is that hammers break bricks and stone based blocks where as the Dash attack will break spinner blocks since "normal" means simply spin them. The point of this is allow Firefox Mario the ability to access areas no other power up can.

    I appreciate you playing the demo and the bug reports! As for how much of the game has been rewritten? I'll attempt to enumerate the changes:

    -Completely rewritten solidity engine
    -Completely rewritten tile interaction engine
    -New air system that depletes based on being in water or being on other types of tiles (like space)
    -New experience system that will allow you to level up and gain abilities
    -Level names for individual levels
    -Game timer
    -Day/night timer
    -Day night real type palette changes
    -Abilities include: item reservation, defeating enemies gains coins, ability to not be harmed by spikes, slick interaction deactivated, etc.
    -Brand new level format
    -Brand new enemy format
    -Brand new palette format, one palette per level is allowed
    -Up to 256 levels supported
    -Brand new pointer format allowing pointers to go to any stage, up to 8 per stage, even exit to the map and any world
    -Brand new power ups as seen
    -Ice Mario turns enemies into ice blocks. Ice blocks can be carried, stood upon and they float in water
    -Firefox Mario can perform a dash attack that breaks spinner blocks and defeats some enemies
    -Frog Mario can breathe under water, can go into a "poison" state that renders him temporarily invulnerable.
    -Koopa Suit allows Mario to go into a shelled state. Shelled state allows you to defeat enemies and break bricks/activate blocks.
    -Boo Suit allows Mario to go through walls
    -Hammer suit's hammers break bricks and stones
    -Ninja Suit allows Mario to wall jump and throw stars in multiple directions.
    -Brand new item shop
    -Ability to spend coins on items
    -Boom Booms have different attacks/methods per world
    -New Exploding Koopa Troopas
    -New Pirate Brothers and Ice Brothers
    -New Pluto Ice Traps
    -Ice freezes Mario, doesn't harm
    -New weather effects, rain and snow and wind
    -New cheep cheep interactions that cause them to bounce when they hit land
    -New sea mines that explode when you are near them or when they hit something solid.
    -Explosions will break stones and bricks
    -Secret stars in every level
    -Brand new rotate fire and ice bars, similar to SMB1's fire bars. Ice bars freeze Mario and toss him in the direction they are moving.
    -New Hyper Thwomp enemy.
    -"floating" platforms in SMB3 have been modified to obey solidity rules, floating in water/lava, as seen in the dungeon level.
    -new foreground property allowing for some tiles to act as foreground
    -New current tile interactions
    -New treasure tiles that give 10 coins when the player presses B when they are on over the tile.
    -Enemy fire balls and ice balls interact with the world, such as melting ice blocks
    -Brand new Bully enemies
    -Brand new Pirate Boos that rob you of your coins
    -New blue Spinies that obey like Red Koopa Troopas
    -Ability to kick shells upward. Better than previous attempts as the upward motion will activate ? blocks and bust bricks.
    -Ability to jump from the climbing position
    -Small Mario's jumps differentiate from big Mario's jumps
    -New Invincibility effect - Rainbow rotating palette
    -Enemies can become invincible
    -In game odometer

    And that's all I can think of for now.

    XTTX
    Posted on 06-14-13 01:52 AM Link | Quote | ID: 154103


    Flurry
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    Thats quit the extensive list there dark. This hack is ranking up there for me in terms of how bad i want to play it like rockman 2 hacks.

    Seriously, Nintendo should have hired you back in the day instead and your hacks always feel like a nice welcome addition and its pretty obvious you have insane skills.

    Hopefully soon we see another beta or something because this project absolutely rocks sir!
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    Main - ROM Hacking - Mario Adventure 3 - Demo 2 is out! New thread | New reply

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