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Main - SMW Hacking - Idea: Super Mario World++ New thread | Thread closed


Smallhacker
Posted on 04-22-07 01:53 PM Link | Quote | ID: 28794


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DISCLAIMER: Do NOT expect me to do this, as I'm not planning to. It's just an idea I've had.

Here's a question I've been thinking about for the last few weeks:
"What if someone disassembled SMW and ported it to C++?"

Disassembling and converting the code into C++ would create an exact copy of SMW, but as a computer game, Super Mario World++.

Porting the game to C++ as Open Source would open up endless possibilities for 'hackers':
True graphics (or possibly even 3D graphics)
MP3 music
Additional layers
Waaaaay easier to make ASM hacks (well... more like C++ hacks )
More, longer and more complex levels
No sprite graphics conflict (Yay! Blaarg and Magikoopa in the same level!)
OMFGAWESOME special effects.
etc., etc., etc.

If porting ALL code to C++ is too much, one can rewrite "behind the scenes" code from scratch ("Behind the scenes" code is that which does not affect the gameplay, such as loading, music playing, rendering and saving routines), while porting the important things, like Mario's physics. (Rewriting the physics instead of porting them would most likely cause noticeable differences between Mario's behavior in SMW and SMW++)

However, my main questions are:
"Would SMW++ be so popular that this project is worth starting?"
"Would anyone actually 'hack' it?"


Comments? Questions?

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Lordlazer
Posted on 04-22-07 03:18 PM (rev. 3 of 04-22-07 03:21 PM) Link | Quote | ID: 28813


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Wouldn't it be easier to simply recreate the game with C++ from scratch, without referencing the ROM as a resource?

Edit: Not to be mean, but I guess there isn't a way to put it (that I can think of). The only reason I can think of for "converting the hex into C++" would be because the person (or people) programming the C++ aren't good enough with logic themselves to come up with better ways to do things (for instance, if you simply ported the ROM, you'd be porting the crappy coding method (as BMF as pointed out on more than one occasion) with it... ).

Sukasa
Posted on 04-22-07 05:49 PM Link | Quote | ID: 28845


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but once ported (or during porting), you could just fix that part up whilst directly porting some of the better-coded parts of SMW.

DarkSlaya
Posted on 04-22-07 05:55 PM Link | Quote | ID: 28847


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Posted by Lordlazer
(for instance, if you simply ported the ROM, you'd be porting the crappy coding method (as BMF as pointed out on more than one occasion) with it... ).


That's why Smallhacker suggested that some parts be rewritten.


In other words, keep the physics and rewrite everything else =D

Seriously, it could be interesting, however I doubt many have the necessary knowledge as well as time to do this. And we all know how collaborative efforts end up.

But yeah, if done, the possibilities would be endless.

But the work needed

Sukasa
Posted on 04-22-07 06:01 PM Link | Quote | ID: 28849


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I would be willing to help out with this, if I could. I'm not exactly great wtih C++. but I should know enough to deal with things such as sprite code or loading a level, for example. Just, nothing sond/GFX related for now

Sgraff87
Posted on 04-22-07 06:12 PM (rev. 2 of 04-22-07 06:25 PM) Link | Quote | ID: 28850


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I vote for drawing more frames to the animations and more detail and graphics.

Also, I have the SMW CD soundtrack which features major improved music.

*wipes drool from mouth*

HyperHacker
Posted on 04-22-07 06:32 PM Link | Quote | ID: 28856

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I've considered this but it wouldn't really be ROM hacking, it'd be modding an open-source clone. That's less fun. A disassembly of the ROM, that can still be re-assembled into an SMW ROM, would be more fun to play with IMO.

Lordlazer
Posted on 04-22-07 06:42 PM (rev. 2 of 04-22-07 06:43 PM) Link | Quote | ID: 28865


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I would help (has C++ knowledge, but is still learning - has only had one class on it [I know the basics, but I haven't learned how to use GFX libraries yet, but it wouldn't be that difficult for me to figure out]), but I will only assist the parts required to be from scratch. I won't assist in the conversion as far as using the ROM as a resource.

Edit: I was actually planning on starting this sometime later in the year (before this thread even popped up), but I was going to start from scratch.

Stifu
Posted on 04-22-07 07:15 PM Link | Quote | ID: 28879


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The advantage to ROM hacking over making a PC game is that you can play your game on a real console or on any machine that has an SNES emu...

Lordlazer
Posted on 04-22-07 08:46 PM (rev. 3 of 04-22-07 08:47 PM) Link | Quote | ID: 28911


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Posted by Stifu
The advantage to ROM hacking over making a PC game is that you can play your game on a real console or on any machine that has an SNES emu...

Well, since I'm working on an OSX machine I think I got it covered for learning how to get C++ to work on OSX...also since I like to work with Linux and OSX and Linux are both Unix, I'm sure they aren't too different. Also, the advantage of having it work on a real console means nothing to mean since I'm one to have never done it and will never do it - a PS2 to USB controller converter does the trick perfect for me.

Edit: Besides, if we use OpenGL we can easily port to other architectures.

HyperHacker
Posted on 04-23-07 07:23 AM Link | Quote | ID: 29095

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Hm, if the idea is to actually port SMW, rather than cloning it from scratch, wouldn't we first need a complete disassembly anyway to base the code on?

Raccoon Sam
Posted on 04-23-07 03:18 PM Link | Quote | ID: 29166


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Before my hard disk went boom, I used to collect notes from SMW, like how high Mario jumps, how many pixels does Mario move in a second, and stuff like that.
Never got too far.

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Smallhacker
Posted on 04-23-07 03:51 PM (rev. 2 of 04-23-07 03:52 PM) Link | Quote | ID: 29172


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Posted by Raccoon Sam
Before my hard disk went boom, I used to collect notes from SMW, like how high Mario jumps, how many pixels does Mario move in a second, and stuff like that.
Never got too far.


The idea is to PORT the physics, not rewrite them.

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Spontaneous Madness
Posted on 04-23-07 09:40 PM Link | Quote | ID: 29248


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This idea is awesome, and it sucks at the same time.
Don't understand me? Get used to it.
For some reason, making games for the PC, even ports, it less fun than hacking the real thing. Don't know why, it just seems lamer. :/
It'd still be awesome to see this in progress, and maybe, with enough progress, I might change my mind

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xineohPK
Posted on 04-24-07 01:50 AM Link | Quote | ID: 29346


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Then it wouldn't be a SNES game anymore. v_v
Just some computer pirate. I dissapprove of this idea because if it is done, it could be so extensively hacked that it wouldn't even have any relevance to the original Super Mario World at all.

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Lordlazer
Posted on 04-24-07 02:04 AM Link | Quote | ID: 29349


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Posted by KPhoenix
Then it wouldn't be a SNES game anymore. v_v
Just some computer pirate. I dissapprove of this idea because if it is done, it could be so extensively hacked that it wouldn't even have any relevance to the original Super Mario World at all.

Not to be anal, but I see no reason why anyone should try and limit the potential imagination that a person would be able to convey. Besides, from some things I've hypothesized (especially my latest idea for a hack I'm going to attempt), it would be 100% violated (SMW) from how it is known thus far...so the notion that making it a "computer pirate" is invalid, regardless it is still possible to "violate" the Mario Universe.

Main - SMW Hacking - Idea: Super Mario World++ New thread | Thread closed

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