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willj168
Posted on 01-25-10 06:16 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126057


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Hello, folks. Despite myself just becoming a new member today, I am here to share my work with you all. I have a SMB1 hack currently in progress. It is named Koopa Castle. Right now, I am further modifying it to make it stand out much more. But I would like the share some demo videos:

Room 1


Room 2


Room 3



Room 4 (Final room)

willj168
Posted on 01-25-10 06:58 PM, in Koopa Castle Project: Koopa Castle (SMB1 hack) Link | Quote | ID: 126067


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I kept coming across that same question: Should the Koopalings appear in SMB1? Well, I am starting a series of 8 hacks in conjunction to my current project called: The Koopa Castle Project. The first hack I'm working on is the version with Bowser in it because he can never be forgotten in any Mario game. I previously released a demo of it at romhacking.net. I considered attempting to make Koopaling sprites for SMB1 and these are the results I get:



The sizes are not to scale due to SMB1 limitations.

Each Koopaling will be the featured enemy for each hack in the collection. The differences among each hack are graphics, palettes, and of course, different character use other than Mario.

The reason why I decided to make 8 total hacks is because it's difficult to get the engine to load 8 different Bowser sprites. Right now, I am making good progress with the Bowser hack. I modified the graphics and palettes and then I will figure to make a custom background like this:



And of course, I look to find some fitting music for the hack.

There are 4 levels in the hack for now. Each ends with a Bowser battle. But I will look to add more as I progress.

This is what the edited version looks like now:



However, I made a stray mistake [while I was hex editing the palettes] that caused the Mario sprite not to load, thus crashing the game.

Using SMBUtility, this is the third level (edited version):



To watch the demo videos, refer to my first post in the Videos/Screenshots thread.

If you want to try the first demo, PM me so that I can send you a link to the rom because I cannot link roms in my threads per board rules

willj168
Posted on 01-25-10 10:34 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126094


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I started modification after releasing the demo shown in the videos. I used the FCEUX emulator to make the gameplay video, but I used SMBUtility to edit the level maps. I wanted this hack to look better.

willj168
Posted on 01-27-10 02:44 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126175


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Good idea because the snowy palette for underground levels can use the castle palette and I wanted to replace the music for both level types as well.

willj168
Posted on 01-27-10 02:49 PM, in Koopa Castle Project: Koopa Castle (SMB1 hack) Link | Quote | ID: 126176


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Yes and I meant to say the IPS patch. But someone once told me that he tried out the hack and said that he used the wrong PRG version of SMB1. Right now, I have the IPS patch for the first demo

willj168
Posted on 01-27-10 11:27 PM, in Koopa Castle Project: Koopa Castle (SMB1 hack) (rev. 2 of 01-27-10 11:34 PM) Link | Quote | ID: 126204


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The package contains the IPS patch and a readme

http://www.fileden.com/files/2009/6/27/2491071/kcbowserv8.zip

Right now, I will pause working on this hack because I just thought of something for use with the Koopalings in SMB1 today. I will come back to the hack to make the suggested changes as soon as I am finished.

willj168
Posted on 01-29-10 07:56 AM, in Title Screen/Game Start Error (rev. 2 of 01-29-10 07:57 AM) Link | Quote | ID: 126273


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I have a problem here:



The game seems to crash when I load the file, no matter what emulator I use. Mario does not appear and the game will not start. Is there something in hex addresses that affects the game start routine? I downloaded some version of the SMB1 rom at random chance, unsure of the differences of each dump. This is the title screen of my new hack in progress, [will fix title screen later].

willj168
Posted on 01-30-10 12:27 AM, in Koopa Kingdom Collection Link | Quote | ID: 126330


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I am renaming my Koopa Castle project "The Koopa Kingdom Collection". The Bowser hack that was previously shown on this board will be part of this 8-hack collection.

This is the title screen for the Larry hack


This is what Larry Koopa looks like in the hack:


His overall size is accurate in proportion to Bowser. This will be the first ever series of SMB1 hacks with the Koopalings in it


willj168
Posted on 01-30-10 02:00 AM, in Koopa Kingdom Collection Link | Quote | ID: 126344


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It's gonna be 8 separate hacks because it's too complicated to put all 7 Koopalings into one hack--Hint: Japanese hackers would have no problem with doing stuff like that like they do so with their so-called advanced ASM and graphical hacks. Each hack will feature one of each Koopaling and the last one being Bowser in which I was working on last week.

The palettes will differ for each hack, plus few graphics because the hacks will be based off of their SMB3 worlds with minor changes



willj168
Posted on 01-30-10 07:46 AM, in Koopa Kingdom Collection Link | Quote | ID: 126353


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That will occur at a later time when I start getting used to ASM.

willj168
Posted on 01-30-10 06:16 PM, in Koopa Kingdom Collection (rev. 3 of 01-31-10 03:09 AM) Link | Quote | ID: 126368


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Unfortunately, there is no ASM hack that regulates Bowser's behavior. However, in this hack, you start big rather than small, like in SMB2. If you get hit at first, then you return to being small. Unfortunately, if you wear a Flower suit and get hit, you still go back to small. If you go down a pipe wearing a fire suit, you lose it. That's a challenging feature of this hack: limited powers.

Night Kev, yes, there will be 4 worlds for each and Larry will appear in the 4th world. This will apply to all 8 hacks.


=======================================================
(Doing this not to double post)


Mario's fireball is more powerful than ever--it kills enemies in succession!


Game crashes when a Koopa Troopa is stomped on. I wonder what happened here


willj168
Posted on 01-30-10 06:20 PM, in Title Screen/Game Start Error Link | Quote | ID: 126369


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That's exactly what I did.

Mods, I request that this thread be trashed because I just solved my problem.

willj168
Posted on 02-03-10 05:34 PM, in SMB1 Koopaling Sprite Sheet (rev. 3 of 02-03-10 11:00 PM) Link | Quote | ID: 126592


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I worked several painstaking hours making all these sprites and yes, there are accurate to their appearance, size, and color. Feel free to use them in your SMB1 hack if you choose to do so, but credit must be given where it is due--to me.

The smaller Koopalings were far more difficult to make due to the tile arrangements for the Bowser sprites. Please consider it my best effort.

Larry -- I hade little room to work with for his hair

Iggy -- Making his eye bigger would have compromised the outlining

Wendy -- Could have used extra room for the bow

Lemmy -- Only the ball is animated

Morton/Roy/Ludwig -- Perfect

Bowser Jr. is included

Note: I may do something to improve the spike placement so this sprite set is subject to change



I used Tile Layer Pro to make these sprites. Also, I will provide IPS patches. Each patch will consist of SMB1 with its GFX replacement of Bowser with each Koopaling with its correct palette.

willj168
Posted on 02-04-10 03:52 AM, in SMB1 Koopaling Sprite Sheet Link | Quote | ID: 126620


Red Goomba
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Is it likely the smaller Koopalings, especially Larry, Iggy, and Wendy. The bottom tiles are used for leg animation, and they had to touch the ground; plus, the arm tile is used exclusively for the arm.

The tile arrangement for Bowser is:

x x o o
o o y y
o o o x
y y x x


The x tiles are unused or inapplicable tiles

The y tiles are animation tiles--used by two or more different tiles

The o tiles are solid, single-use tiles

The y tiles represent his mouth and feet

The larger Koopalings, Morton, Roy, and Ludwig, can fit this diagram. However, it would have to require additional tiles or tile shifting to make the smaller ones. Lemmy is the hardest to make if animation was to be used for his feet and the ball he stands on.

I would like to find out how can I manipulate the tile arrangement so that the Koopalings will be much easier to make. For now, this is the best way I can deal with this.

willj168
Posted on 02-07-10 11:56 PM, in SMB1 Koopaling Sprite Sheet (rev. 2 of 02-08-10 12:01 AM) Link | Quote | ID: 126785


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Really? But I did something else. Look below.



They are all close to NSMB Wii style with their correct palettes. Y'all like that better? I'll even post test videos and the new sprite sheet later. Lemmy's castle is ice-based and is without lava.

willj168
Posted on 02-08-10 02:21 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126790


Red Goomba
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Test videos for my new and improved SMB1 Koopalings

Larry


Morton


Wendy


Iggy


Roy


Lemmy


Ludwig


Bowser Jr.

willj168
Posted on 02-09-10 02:06 AM, in SMB1 Koopaling Sprite Sheet Link | Quote | ID: 126831


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It's actually SMB3 Mario and I applied the SMB3 GFX hack. You should tell by looking at the castle blocks.

willj168
Posted on 02-10-10 12:55 AM, in SMB1 Koopaling Sprite Sheet Link | Quote | ID: 126924


Red Goomba
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But is there a way that the engine can load a different Bowser sprite for each world, given that each has a different palette? I know that in one instance, the rom must be expanded to make room for that. If I can somehow get an answer to that, then I can continue on but still, the tile makeup must be rearranged up to 24 x 24 pixels so that the Koopalings can stand upright rather than bent over.

I wanted to get important information about the Bowser sprite, especially the tile distribution and loading different types because the SMB1 Koopaling hack is still not out of the question

willj168
Posted on 05-31-10 07:32 AM, in The most annoying problem in SMB1 hacking Link | Quote | ID: 131593


Red Goomba
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I've returned to SMB1 hacking and when I attempted to edit the title screen, I got this result:


Major palette screw-up

Is there a way I can get the other letters white instead of green or vice versa? -- Is this even possible to fix without me having to completely trash everything I worked on?

willj168
Posted on 06-01-10 05:02 AM, in The most annoying problem in SMB1 hacking Link | Quote | ID: 131602


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I will keep your replies in mind for future versions
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Main - Posts by willj168

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