| |||
Views: 88,706,698 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 06-01-24 10:28 PM |
|
Guest: Register | Login |
Main - Posts by Superjustinbros |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 61/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 62/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 63/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 64/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
Posted by Kiokuffiib11 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 |
| ||
Koopa Level: 24 Posts: 65/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 66/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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: |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 67/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
Posted by mrrichard999 Thanks. Actually, I went and fixed the font myself. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 68/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 69/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 70/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 71/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 72/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
I'll give you a bit of a mockup how the menu would look after choosing two players:
|
Superjustinbros |
| ||
Koopa Level: 24 Posts: 73/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 74/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 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 |
| ||
Koopa Level: 24 Posts: 75/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 76/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 77/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
Posted by shanem 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 |
| ||
Koopa Level: 24 Posts: 78/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
I do have to say, I love those Link sprites you made. |
Superjustinbros |
| ||
Koopa Level: 24 Posts: 79/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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 |
| ||
Koopa Level: 24 Posts: 80/105 EXP: 75255 Next: 2870 Since: 01-09-11 From: United States Last post: 3235 days Last view: 2483 days |
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. |
Main - Posts by Superjustinbros |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 133, rows: 165/165, time: 0.221 seconds. |