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Main - ROM Hacking - [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement | New thread | New reply |
Superjustinbros |
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Koopa Level: 24 Posts: 66/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
At the moment, "Insectduel's SMB Utility" is currently the most advanced SMB1 editor out there. However, IMO it's incredibly difficult to learn how to use it properly.
*Because each object or series of objects in the game is registered as a block according to SMButility, instead of placing enemies and blocks individually thanks to the very small ROM size of the game. To my knowledge you cannot move these across to other levels, or delete them all in either the current room or in every room in the game so you can then copy the blocks to a palette, where you pick what kind of object you'd like to place in the level, and place it. A counter would be shown, displaying how many of these "blocks" are left. *Dragging one of these blocks off the play area can lead to thpir *There's no way to add or remove rooms in the ROM, from what I've seen. So, taking a few hints from the SMB+Portal fangame mashup "Mari0", I had the idea of improving on SMBUtility further to make it have a more user-friendly interference, similar as to what Mario Maker on Wii U will also feature. This new version would allow the following options: (19479 bytes collapsed: |
ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 106/285 EXP: 292381 Next: 15729 Since: 02-17-14 Last post: 3109 days Last view: 2625 days |
This sounds like an epic project! I support this 100%. ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Superjustinbros |
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Koopa Level: 24 Posts: 68/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
Big thanks.
With all these years the original SMB1 has existed, I'm rather surprised no one has ever tried a home-brew enhancement for use in ROM hacking along with a editor designed to go with it, sort of like what I did recently with Arkanoid. |
Vanya |
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Red Koopa Level: 27 Posts: 84/139 EXP: 104733 Next: 11426 Since: 01-22-13 Last post: 3265 days Last view: 3264 days |
There have been some enhancements, but nothing quite to the extent you're proposing. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 107/285 EXP: 292381 Next: 15729 Since: 02-17-14 Last post: 3109 days Last view: 2625 days |
Posted by Superjustinbros I actually hacked the FDS version of SMB1 to include SMB2J mechanics. Here is a link: http://acmlm.kafuka.org/board/thread.php?id=7869 In addition to the things you suggested, how about adding things in like the skid sound from SMB2J, 1 Player game with Mario/Luigi different physics and castle timer at the end of X-4 stages? (I did those in my SMB1 FDS hack.) Maybe with some other sound enhancements like taking the right paths in castle mazes and springboard sfx, just like the Deluxe remake? If you need ASM code, I'll be glad to help out. I coded my SMB2J stuff into SMB1 from scratch. ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Superjustinbros |
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Koopa Level: 24 Posts: 69/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
That doesn't sound like a bad idea. Though since this enhancement wouldn't be a total remake of the original like your FDS conversion, we'd be keeping the original levels, enemies, and colors consistent with the original. The only differences would be the conversion to a more advanced mapper and a rewrite to the code to allow for a wider range of level and enemy designs, including fixing the bugs and other oddities mentioned in the OP for a better experience without altering any of the levels/enemies directly.
And idea I had on the title screen. After choosing the number of players, the players would be presented with picking one of the two bros' physics; Mario's, or Luigi's. Depending on what combination is selected, several things can happen: *Two Marios - 2P becomes Luigi with Mario's physics. *One Mario & One Luigi - 2P becomes Luigi with Luigi's physics *One Luigi & One Mario - 1P becomes Luigi with Luigi's physics, 2P becomes Mario with Mario's physics. *Two Luigis - Both players control Luigi with his physics. Luigi would be recolored into his SMBDX colors, and in 2-Player, both players now switch after every level ends in success, warp, or failure as opposed to only failure in the original. Castles would also add a time bonus, and the timer would not freeze when the player goes high off-screen (as well as preventing the player from getting randomly hit by fire bars, hammers, or Bowser's flames while high off-screen). DX-based improvements would be there new sounds, a hopping Toad in castle levels, animated Peach, and different ending dialogue based on Hard Mode's ending in SMBDX where Peach calls the player "a super player". UPDATE: I should also mention, there could be a way to place the SMBDX Challenge Mode custom tiles used at the end of every X-4 stage in Challenge Mode, like the flat flooring and the pillars. A certain feature that SMB Special introduced (the ability to carry Star Power through different rooms) could also be implemented. |
ShaneM |
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Superjustinbros |
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Koopa Level: 24 Posts: 70/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
Well, to speak the honest truth I can't program or do ASM hacking; this is mostly for anyone else that'd like to try and make a home-brew enhancement for the original Super Mario Bros, especially considering the number of years it existed for (29 years) and with the excess number of people that know about it and have hacked it to this day, how no attempt of a combination of an easy-to use editor and a highly-customisable SMB1 ROM on an advanced mapper has existed up to this point. Prior to posting this on here, I showed Insectduel the idea list in the OP, and he suggested that the SMB1 hacking scene needs to get bigger, and with it a better version of SMB Utility that's miles easier to use without having to worry much about limits and could allow for a better Super Mario Bros. Special remake than the NES or Sharp X1-colored NES versions. |
ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 109/285 EXP: 292381 Next: 15729 Since: 02-17-14 Last post: 3109 days Last view: 2625 days |
Posted by Superjustinbros Oh...So this was just an idea and not a WIP. ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Superjustinbros |
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Koopa Level: 24 Posts: 71/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
Yes, unfortunately.
My idea was that this could become a collaboration project of sorts. We would find all the best coders, hackers, and etc. to develop the homebrew SMB1 enhancement along with the editor to go with it. All I could do to participate would be designing how the sprite/tile CHR would be laid out in the ROM, as well as playtesting certain features in action. I could also design mockups of what the editor's GUI would look like, providing graphics for the different buttons and features. |
origamimaster7 |
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Newcomer Level: 4 Posts: 2/2 EXP: 167 Next: 112 Since: 08-19-14 Last post: 3506 days Last view: 3507 days |
It sounds like a great idea since SMB Utility is hard to use at times but, it would be hard to get the support if you can not do any programing. |
Superjustinbros |
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Koopa Level: 24 Posts: 72/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
I'll give you a bit of a mockup how the menu would look after choosing two players:
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ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 110/285 EXP: 292381 Next: 15729 Since: 02-17-14 Last post: 3109 days Last view: 2625 days |
Or you all can just use this that I just whipped together. It incorporates absolutely EVERYTHING in SMB2J. Why? Because it is a hack of SMB2J! (I used doppleganger's SMB2J disassembly to do this in. This is different from my SMB 1.5 hack on here. This one is even better, and with the ability to have up to 18 Worlds! SRAM saving to save high scores; SMB2J on Side B.)
Please see my last post for download link. I'll add it to this forum, soon. http://forums.nesdev.com/viewtopic.php?f=22&t=11576 ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Superjustinbros |
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Koopa Level: 24 Posts: 73/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
Well, even with all the stuff you added in, I'd still take my route of keeping all the original SMB1 graphics and palettes for this home-brew project, such as in underground stages having the Koopas be colored like their Overworld palettes kinda screws up the colors for the Used Block sprite as one is hit.
In the project, all 32 levels are exact replicas of the original NES with no modifications or additions other than bug fixes. The SMB2J and SMBS stuff would be there just so people who modify the game can insert them manually, so they go unused in a vanilla version of the enhancement ROM. I also changed my mind about what mapper SMB would be converted to after a brief talk with Insectduel. It was decided MMC5 would be a better ordeal for the enhancement than MMC3. |
Hamtaro126 |
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Cheep-cheep Level: 33 Posts: 171/194 EXP: 212362 Next: 16817 Since: 05-02-07 From: Shelton, WA Last post: 2445 days Last view: 2288 days |
This will be the best base SMB hack ever, provided that source code and such is included if SMBDIS and SMB2DIS are being combined to make this,
Also, here is a list of features you can possibly add if doing requests: - Mario having Dynamic 8K CHR-ROM Page Changes per graphics frame - One Screen Horizontal and Vertical Scroll support - Custom Attribute Editing if using MMC5's ExAttributes - MMC5 8x16 Sprites - Extended Sprite Positions and Attributes (like newer NES titles such as SMB3 and Megaman) - SMB2 Blocks as a optional replacement for some SMB1/3 blocks - SMB3 P-Switch - Keep SMB1 and 2(Japan) endings as options for endings! And Finally, I really like this idea, but a project this scale needs UNIF or you need to wait until the MMC5 part of NES 2.0 is finalized and finished with, due to limits of the current size restraints (1MB ROM limit**) ** = Or was it 2MB, I'm not sure EDIT: Since it will not happen, I will just leave this here and for anyone who needs to improve on thier hacks based on what ideas are seen this thread ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
Insectduel |
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Hammer Brother Level: 68 Posts: 883/1069 EXP: 2681461 Next: 47339 Since: 02-16-08 From: Insectduel's office Last post: 1229 days Last view: 1228 days |
There is something I would like to add up especially Shane if you're still working on the FDS SMB1, if you played Dahrkdaiz's Luigi VS. Mario, how about if Mario Game and Luigi Game is loaded in 2 different banks.
Example, Mario Game Bank 1A and Luigi Game Bank 20. It's like having 2 different SMB1 games but with a different character and levels. |
Superjustinbros |
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Koopa Level: 24 Posts: 74/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
Posted by Insectduel That could be an option, changing levels for the two plumbers' different play styles, like Luigi getting levels that rely on his higher jumping capabilities. Though it would only be an option, and not a requirement. Posted by Hamtaro126 Your ideas aren't bad. Though the MMC5 is mostly just to allow for greater room in the ROM to make levels, enemies, etc since the Ms. Pac-Man NES ROM I tried editing a few years ago ran out of room to make every level unique. The project intends to allow making up to 24 worlds with each world sporting up to 8 levels each, which would allow for SMB1, SMB2J (including it's bonus worlds), and that Super Mario World hack that was SMB1 with two extra worlds to be made into one complete game. The editor wouldn't allow for the enhanced graphical features that MMC5 games could allow, nor would it have the ability to overlay two sprites together to make it give the illusion of more colors. IMO there's a charm with NES sprites having that three-color limit, and the editor would be a bit complicated trying to overlay two sprites together. I never added the option for vertically-scrooling levels as they alone are not comparable with certain emulators, especially Nestopia, therefore presenting computability issues. The editor would have SMB1 and SMB2J graphics built in that can be auto-applied to a ROM with the click of a button to replace any custom graphics it may have or just revert it back to normal (in addition, it can revert palettes or not along with the graphical replacements), and the ending could be made either the SMB1-styled room where Peach is just there and gives her ending lecture, or SMB2J style where Mario finds a door (which this time would be animated, like the Toads and Peach herself in the enhancement) The SMB3 graphics (also IMO) are very much done to death in ROM hacks, and I myself would prefer just using SMB1 or 2J graphics. Also, no SMB2 or SMB3 features would be added, just SMB1, SMB2J, and SMBS. The idea for this project is not to develop it in a format that would prevent it from running on just about any modern-day NES emulator available (or even on original hardware). |
Superjustinbros |
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Koopa Level: 24 Posts: 88/105 EXP: 74760 Next: 3365 Since: 01-09-11 From: United States Last post: 3171 days Last view: 2418 days |
While it isn't related to this project, I figured I'd share this.
This is chart that shows the actual world numbers for worlds beyond 9, incase you're playing with a hack that allows you to freely select from 256 worlds instead of just the basic 8 (or using Gameshark to get the same effect). So when you wind up on a world that is labeled by a tile,you can refer to this to get the actual number of that world. |
Main - ROM Hacking - [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement | New thread | New reply |
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