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

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Chaobomr
Posted on 06-20-13 03:40 AM Link | Quote | ID: 154156


Buster Beetle
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Is there a way to get out of the World 0 levels if you, say, screw up?

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DahrkDaiz
Posted on 06-26-13 12:14 PM Link | Quote | ID: 154181


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Screw up? You mean get stuck? None of the levels should ever allow you to get stuck, that would be bad design on my part

Sam Atoms
Posted on 06-29-13 10:26 PM Link | Quote | ID: 154206

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Posted by DahrkDaiz
IPS Patch for PRG0 SMB3

IPS Patch for PRG1 SMB3


Both links are giving me a 404 error. :-(

Googie
Posted on 06-30-13 04:04 AM Link | Quote | ID: 154207


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I feel like being a nice guy so,

Here you go...



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Sam Atoms
Posted on 06-30-13 11:48 PM Link | Quote | ID: 154208

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Wow, thanks for the link.... this looks great. One thing though, in the first world I was able to move off the left side of the map and F up the game. Might want to fix that...

DahrkDaiz
Posted on 01-12-14 04:12 PM Link | Quote | ID: 155430


Nipper Plant
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It's finally ready! The second demo for Mario Adventure 3 is ready to play! This demo basically includes all of World 1 but lacks a lot of things that are yet to be shown off. I won't even begin to go into all the changes, just play it and hopefully you enjoy it!











Click here to download manual and patches for SMB3 PRG0 and PRG1

RetroRain
Posted on 01-15-14 07:07 PM Link | Quote | ID: 155457


Fuzz Ball
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Here is a list from what I played so far. I only completed four levels, but I took notes of all the things I didn't like or felt needed fixing.

- Get rid of that quirk that sends you to the previous level you were in if you die in a level. It's one of those things that I couldn't even stand in the original game. I don't know why Nintendo programmed that in there to begin with. It's just un-necessary. And in the case of your World 1 map, which is a few screens in length, if you visit the castle, and then decide to go all the way back to the very first level (the upper-left level next to the pipe where you start the world in), and you die in the level, it will send you all the way back to the castle. It's so stupid.

- Are you supposed to start losing air if you touch the clouds that guard the dungeon? Once the air starts depleting, there is nothing you can do to stop it, except exit the level through the pipe.

- You die if you enter the first pipe of the first level (upper-left level of the world map next to the pipe you start the world from)

- I can't stand that as big Mario, if you slide under blocks, and get up, it counts as getting hurt, even if you do it as Shell Mario (not spinning of course). I understand that you probably implemented that to avoid people from taking advantage of the slide in certain areas of levels, but in my opinion being able to slide like that was one of the things that I liked about SMB3, and at least for me, never found a way in the original game that you could really abuse the slide to cheat.

- The plain green on the world map should be fixed. You may have planned on fixing that or not, but I just wanted to point that out incase. It's too bland. I would use the grass tiles from The Legend of Zelda: Link's Awakening, like Jasp did in his hack, and just cover all of the plain green tiles with that. It would probably look very good.

- In the underground level, I noticed that if you freeze the water with the Ice Balls, and then jump in and try to swim up and touch beneath the ice, you can get hurt. Not sure if you knew about that or not.

I'll probably play the rest of the levels later. But other than the things I mentioned above, the graphics are excellent, and I love the SMB2-styled level (I was kinda hoping for the SMB2 Level Music and Dream-Land music ).

I hope these things will help you improve your hack.

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Vanya
Posted on 01-15-14 08:43 PM Link | Quote | ID: 155459


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Posted by RetroRain

- Get rid of that quirk that sends you to the previous level you were in if you die in a level. It's one of those things that I couldn't even stand in the original game. I don't know why Nintendo programmed that in there to begin with. It's just un-necessary. And in the case of your World 1 map, which is a few screens in length, if you visit the castle, and then decide to go all the way back to the very first level (the upper-left level next to the pipe where you start the world in), and you die in the level, it will send you all the way back to the castle. It's so stupid.



I agree. It can get very annoying, especially considering the above average difficulty of the game.


Posted by RetroRain

- I can't stand that as big Mario, if you slide under blocks, and get up, it counts as getting hurt, even if you do it as Shell Mario (not spinning of course). I understand that you probably implemented that to avoid people from taking advantage of the slide in certain areas of levels, but in my opinion being able to slide like that was one of the things that I liked about SMB3, and at least for me, never found a way in the original game that you could really abuse the slide to cheat.



Yes! Yes! Get rid of that! It's quite silly to tell the truth, not that SMB doesn't have a lot of nonsensical things. But this is annoying considering that small Mario can get through these passages just fine. What would be a more elegant solution is to force big Mario to remain crouched if there is block above him. This would make it less annoying and still cause a disadvantage for big Mario when faced with small passages. Plus it would prevent sliding through solid walls.

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KTurbo
Posted on 01-17-14 04:27 PM (rev. 2 of 01-17-14 04:31 PM) Link | Quote | ID: 155471


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Posted by RetroRain
Here is a list from what I played so far. I only completed four levels, but I took notes of all the things I didn't like or felt needed fixing.

- Get rid of that quirk that sends you to the previous level you were in if you die in a level. It's one of those things that I couldn't even stand in the original game. I don't know why Nintendo programmed that in there to begin with. It's just un-necessary. And in the case of your World 1 map, which is a few screens in length, if you visit the castle, and then decide to go all the way back to the very first level (the upper-left level next to the pipe where you start the world in), and you die in the level, it will send you all the way back to the castle. It's so stupid.



I can tell you. It's because of things you do on the world map, like making the hammer bros. go to sleep or use a cloud. You see, if you skip a level with cloud you only got one shot at the next level (unless you've used a pipe or similar). In world 3 it's because of the bridges.

But I agree, it has no use (as of yet) in this hack.


Posted by Vanya

Yes! Yes! Get rid of that! It's quite silly to tell the truth, not that SMB doesn't have a lot of nonsensical things. But this is annoying considering that small Mario can get through these passages just fine. What would be a more elegant solution is to force big Mario to remain crouched if there is block above him. This would make it less annoying and still cause a disadvantage for big Mario when faced with small passages. Plus it would prevent sliding through solid walls.


But you would be stuck, though.

Vanya
Posted on 01-17-14 07:34 PM Link | Quote | ID: 155472


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Posted by KTurbo
Posted by RetroRain


Posted by Vanya

Yes! Yes! Get rid of that! It's quite silly to tell the truth, not that SMB doesn't have a lot of nonsensical things. But this is annoying considering that small Mario can get through these passages just fine. What would be a more elegant solution is to force big Mario to remain crouched if there is block above him. This would make it less annoying and still cause a disadvantage for big Mario when faced with small passages. Plus it would prevent sliding through solid walls.


But you would be stuck, though.


Mario can still jump while crouching. You'd still be able to inch your way through or back out. Thus why I said big Mario still retains a disadvantage. Can you imagine trying to go down a narrow space and you barely have horizontal movement as a goomba, undeterred by the small space marches your way?

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EggplantPimp
Posted on 01-19-14 06:47 AM Link | Quote | ID: 155483


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Meh, this demo is okay... It's better than Luigi vs. Mario, which I wish was finish...

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DahrkDaiz
Posted on 01-20-14 04:12 AM Link | Quote | ID: 155489


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I'll address a few issues real quick

-The first level's pipe sending to your death was not intentional, it was marked as enterable when it should not have been.

-Sending you back to the last tile you were on when dying will be taken out.

-Getting hurt when unducking from 1 tile areas will be addressed some how. The issue is jumping under a 1 block area while crouching does not provide enough air time to allow Mario to gain enough velocity to actually move.

-Getting hurt when swimming up to a frozen block is a tile detection issue. I will find a way to make that block solid only from the top and swimmable otherwise.


I'm glad every is giving good feedback. The general sense I'm getting is the design of the hack is good so far, but there's a few design choices that dampen the experience that can easily be addressed.

A few other things I am addressing: Air meter will replenish much faster when coming up for air, a few other bugs not reported here, a few level modifications will be made to make some levels a bit more intuitive. Keep in mind you will be able to play any world in any order so most of the game will be around this same difficulty level until you move on to World 7, and there will be ways to make the levels slightly easier if you choose to pursue that route (purchasing items and abilities).

KTurbo
Posted on 01-20-14 07:04 AM Link | Quote | ID: 155491


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Posted by DahrkDaiz

-Getting hurt when unducking from 1 tile areas will be addressed some how. The issue is jumping under a 1 block area while crouching does not provide enough air time to allow Mario to gain enough velocity to actually move.



One way to handle it is to make the air meter go down (perhaps faster than in water) and go back to the old "sliding" way. Though this would require you do disable ducking, otherwise it wouldn't do much good.

This is a way to keep player from going down a long stretch of one tiles but letting the player slide through a few blocks.

DahrkDaiz
Posted on 01-22-14 04:14 PM Link | Quote | ID: 155504


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For those who've played the hack, I've created a post play survey to help improve on the project and get a general sense of where it should be heading:

https://www.surveymonkey.com/s/VN33NW7

Thanks to everyone who responds!

RetroRain
Posted on 01-22-14 07:41 PM Link | Quote | ID: 155509


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Interesting survey page. I will fill it out after I complete the remaining levels. It wouldn't be fair to fill it out based on the four levels I completed.

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EggplantPimp
Posted on 01-28-14 05:45 PM Link | Quote | ID: 155553


Buzzy Beetle
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Some of these levels are hard to beat, I got stuck in one of them and I had to die to get out.

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CKY-9K
Posted on 04-04-14 05:57 AM Link | Quote | ID: 156270


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Putting this on PocketNES to play

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

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