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Superjustinbros
Posted on 06-28-14 06:11 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 157012


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I have a new hack for everyone.



Based on the Commodore Amiga version, with a whole new level set of 32 levels to blast through, all ported to the NES.

DL: https://www.dropbox.com/s/b8zavbxuk9qo32d/Amiga%20Arkanoid.nes.zip

Superjustinbros
Posted on 07-10-14 11:40 PM, in SJB' Arkanoid ROM hacks (rev. 3 of 07-11-14 05:05 PM) Link | Quote | ID: 157401


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Thank you for considering I make one based on Impact, but I'm afraid I'll have to turn the request down.

Impact I actually have known about for a while, through some guy playing the DOS version which is easily more crippled than the Amiga version you linked. Plus, with 80 different boards, it'd be difficult for me to pick out the best 35 to go into Arkanoid. And not to mention Impact has invisible bricks, as well as indestructible and multi hit blocks that aren't colored Gold.

I made the Amiga level set hack because I had previously mapped it out for VGMaps, and I actually have a Crackout conversion in the works which I'm making since Crackout is an NES game, making the graphics easy to port into an Arkanoid ROM and unlike Impact (well, the DOS version at least) Crackout, despite having very poor ball physics that cripple it on stages such as 2-10 Day, is still a decent Breakout clone; which is why I'm making an Arkanoid hack that includes levels and graphics from it.

I will say again, thanks for the recommendation.

Superjustinbros
Posted on 07-20-14 07:36 PM, in Monster Party Japanese Prototype ROM Release! (rev. 3 of 07-20-14 07:38 PM) Link | Quote | ID: 157473


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Just for the heck of it I swapped the CHR of the released USA Monster Party with that of the proto's.
Other than the occasional sprite errors thanks to the proto lacking certain enemies and items (especially Stage 2's dripping slime and the "?" after killing a boss) a US ROM is just as effective as ever even with the swapped CHR.
To keep a long story shot I'll just show off a few screens showing the boss dialogue with the Japanese graphics in place of the US ones.


Nope, I still don't see the resemblance to Audrey II the Man-Eating Plant is supposed to have. Aside from being colored wrong and not having any texture to it's body, there's very little stems/leaves coming out of his vine. The man-eating plant from Joe & Mac was a much closer match to Audrey II, IMO.


Apparently combining pumpkin and monkey DNA isn't a good idea.


Probably the only other boss in the game that's borderline iconic, alongside the Man-Eating Plant. He looks better in the US Palette, though when I ported the JPN graphics into the USA ROM, I needed to do a bit more with the rematch battle's extra graphics to make the top segment of the "spider's" forehead use the same "II" graphic as the original.

Superjustinbros
Posted on 07-21-14 05:33 PM, in Monster Party Japanese Prototype ROM Release! (rev. 2 of 07-21-14 05:35 PM) Link | Quote | ID: 157483


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Posted by Kiokuffiib11
I've played through the first stage, and I think my favourite difference thus far is the pumpkin ghost guy is actually originally a fox on a horse throwing daggers. (Though I think the pumpkin might make a little more sense.


Actually, the Pumpkin Ghost was originally a Planet of the Apes homage in the porto, with a monkey on horseback shooting bullets at you and a destroyed Statue of Liberty in the background. It's miles harder to kill compared to the Pumpkin Ghost since it has a bigger hotbox. It's also the only boss in the game to receive a massive alteration in how it's sprite is assembled, since when loading the JP graphics into a US ROM, the Planet of the Apes boss is scrambled beyond recognition.

Superjustinbros
Posted on 08-10-14 06:56 PM, in SJB' Arkanoid ROM hacks (rev. 2 of 08-10-14 06:57 PM) Link | Quote | ID: 157752


Koopa
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You're always welcome to submit my hacks. Ever since ROMhacking.net required the use of getting a ROM's info, which let's just say isn't easy on a Macintosh, I can't really get hacks onto the site myself.

Anyways, here's a bit of a bonus for hack-developers.
https://www.dropbox.com/s/1szxnchngiz06st/Arkanoid%20ROMs%20for%20Editor.zip
This includes a build of Arkanoid with three different possible graphic sets. The goal was to make a version that allows use of Palette 0 along with 1, 2, and 3, since now with this new version all four palettes use the same color for the background. This will allow you to use two additional block colors: those that are used in the level borders and HUD.
Below you'll find a comparison between the original and the three different graphics options.

Feel free to use these for your own hacks.

Superjustinbros
Posted on 08-11-14 07:28 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement (rev. 21 of 08-16-14 05:25 PM) Link | Quote | ID: 157765


Koopa
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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: )

Superjustinbros
Posted on 08-12-14 08:47 PM, in SJB' Arkanoid ROM hacks (rev. 4 of 08-16-14 05:21 PM) Link | Quote | ID: 157775


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Posted by mrrichard999
I posted that .ips file with the title screen redone on it. Hollowed out the darker color like it is on the commodore and amiga title screen & drew a commodore 64 symbol on the O Nothing too fancy but its something!.

http://www.romhacking.net/hacks/2118/




Thanks. You may want to clean up the U in the text, as it's off-centered compared to the rest of the font.
Actually, I went and fixed the font myself.

Superjustinbros
Posted on 08-16-14 05:20 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 157806


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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.

Superjustinbros
Posted on 08-17-14 02:14 AM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement (rev. 2 of 08-19-14 11:34 PM) Link | Quote | ID: 157818


Koopa
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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.

Superjustinbros
Posted on 08-21-14 12:45 AM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement (rev. 2 of 08-21-14 12:49 AM) Link | Quote | ID: 157855


Koopa
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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.

Superjustinbros
Posted on 08-21-14 06:57 AM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 157859


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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.

Superjustinbros
Posted on 08-26-14 08:29 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 157912


Koopa
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I'll give you a bit of a mockup how the menu would look after choosing two players:

Superjustinbros
Posted on 08-28-14 05:25 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 157942


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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.

Superjustinbros
Posted on 09-01-14 04:33 AM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 158051


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Posted by Insectduel
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.


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

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
- SMB2 Blocks as a optional replacement for some SMB1/3 blocks
- SMB3 P-Switch
- Extended Sprite Positions and Attributes (like newer NES titles such as SMB3 and Megaman)

- 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**)


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
Posted on 09-03-14 05:44 PM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158104


Koopa
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So with how this'd work, would there have to be some kind of code that swaps the two Kongs so Donkey Kong is always the main Kong and not the side character?

Superjustinbros
Posted on 09-07-14 06:04 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-07-14 06:05 PM) Link | Quote | ID: 158178


Koopa
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I did play this earlier. Thankfully the ROM itself played using the original SMB1/2J colors, which is the general color scene I'd prefer to use.

Also a bit of my own personal opinion, but...

In all honesty I don't like the use of the enhanced SMB1 Ground tiles in underwater levels, I'd prefer to just have one standard ground tile and use the second solid tile for those indented blocks.

I will admit though that this was a good effort, and I'm sure with a few tweaks here and there it could become a true SMB Extended until my Hombrew Enhancement project kicks off.

Superjustinbros
Posted on 09-09-14 03:03 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 6 of 09-09-14 07:08 AM) Link | Quote | ID: 158213


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Posted by shanem


1) You admitted to not having programming knowledge. This poses a problem as it means that someone else/many people will have to do all the work. Which I highly doubt they will unless they're paid. Considering the immense following SMB1 has and the years said game has existed for, yeah that was my vision.

2) I don't think you know how complicated it is to code the original SMB/2J in ASM. I know 6502 very well and these two games were a challenge. I know you're calling out ideas on the thread that you made, but even with programming knowledge your ideas are hard to replicate with code. (Maybe a homebrew C++ port would be more reasonable.) Someone on MFGG did try something like that a while back, however it sprung up with many problems since it was just as hard to figure out as the current version of SMB Utility, and it didn't use the original's 16x16 tile placement grid, instead opting for an 8x8 one. It also lacked many feature that the original game had (the most obvious being warp-zone pipes that existed in other colors besides red) and like Mari0 it lacked many of the extra tiles and enemy palettes that can be discovered in SMB1 through hacking.

3) It sounds like the tool you are "idealizing" would compete with SMW's Lunar Magic, that tool took 10+ years to get where it is. SMW hacking is more popular than SMB1 and easier to hack. This idea was never created with competition in mind. At most it would feel like "Lunar Magic for SMB1", and not to mention the two games have entirely different features by default. The concept of expanding ROMS was from how most people expand SMW ROMS, though in this case the SMB1 editor would also insert the SMBS/DX content automatically, while with Lunar Magic you would have to add them separately.

Sorry to sound like the party pooper but that tool may never really be that primed, if it even starts. Your best bet would be to make a C++ port of what you want. As I said in Bullet 2, the latest attempt at doing so on MFGG had inaccuracies with how the graphics/tiles worked, and by this point it would seem like to make the most accurate C++ remake of SMB1 that's not SMBC, I would have to be there and verbally guide everyone one step at a time.

Also, I'm keeping all the beta stuff in there. I'm sorry if you don't like it but I do. I never mentioned anything about suggesting you remove the beta tiles/features from your FDS hack, I was basically voicing my opinion on using them for my own projects (that is if I do end up making something SMB1-styled)

By all means, go ahead and make your own hack using mine as a base. Just edit the tiles the way you want them. I don't mind. In fact, I made this to ease hacking for people who want to import SMB1 levels with more features. I have no intent on shooting down your hack being used as a base for other's hacks, but yours is an FDS hack, not an NES hack. Plus with how complicated it would be just to move and add things in SMBUtility without it getting some upgrades, it would be an eyesore for me.

EDIT2: I would have been glad to assist with the tool you wanted, but I only know the 6502 and Z80 processors. But really, you should aim for a C++ homebrew. If you want to assist me in someways with the project you're more than welcome to, and another reason why I don't want to do the C++ "homebrew" is since people who would add on content (tiles and etc) for it would try to ignore the limitations of how the NES' graphics worked, unless I were to make all the sprites and tiles in the provided .png files with four colors as they're depicted in YY-CHR. Let me say I like the charm of how limited the graphics in NES games were.


EDIT: Just to prevent confusion this was the "home-brew" I was mentioning in the above post:
http://www.mfgg.net/index.php?act=resdb¶m=02&c=2&id=29194

Superjustinbros
Posted on 09-09-14 07:15 AM, in Thanatos-Zero's Workshop (sprites inclusive) Link | Quote | ID: 158227


Koopa
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I do have to say, I love those Link sprites you made.

Superjustinbros
Posted on 09-09-14 07:20 AM, in SJB' Sprites 'n' Art Thread Link | Quote | ID: 158228


Koopa
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It's all in the title, but in a nutshell this is where I'll post stuff I make or edit.

If you'd like to see my deviantART, I'll go and spare a link.
http://www.mfgg.net/index.php?act=resdb¶m=02&c=2&id=29194

Superjustinbros
Posted on 09-09-14 07:24 AM, in Super Mario World (NES) Link | Quote | ID: 158229


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I assume if you look really well online you can find an online soundtrack game rip that's available.

The quality of the port isn't that bad IMO, though the thing bugs out on NEStopia.
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