Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,504,588
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-30-24 04:28 PM
Guest: Register | Login

Main - Posts by icegoom

Pages: 1 2 3 4 5 6 7 8 9 10

icegoom
Posted on 03-08-07 09:19 AM, in Mario's Lost World (rev. 2 of 06-01-07 04:33 AM) Link | Quote | ID: 12127


Cheep-cheep
Level: 33

Posts: 21/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Thanks for the critique, Squash Monster. A lot of the problems you mention just stem from the fact that stuff isn't finished, but I'll try to take it to heart as I work further.

Posted by Squash Monster
The undersides of the platforms, or the tops of the white areas (however you care to look at it) look strange. I'm pretty sure they should slightly overlap the boards, rather than being overlapped by them. Also, the way the downward white portion has a lip that just ends unceremoniously looks bad The platform hanging off the mast is on a completely different perspective from the rest of things. We should be able to see the top of it. The rope ladder's right-hand connection to the net is just floating and the red turtle appears to be floating too.

The cruise ship started off being built from Ghost House tiles before I had any graphics done for it. There are still pieces of haunted house sitting around that I haven't replaced yet. The mast platform is one, and the lip on the white portion with no bottom is another. They will be changed, I just have to figure out a way to do so that's efficient in tile use.

Not making a connection tile for the rope ladder was a cheat that I'd hoped I could get away with, and I can't really control that the climbing Koopas come off the side of the net when they turn. (They also do that with the castle fences in the original SMW) I could make the net extend another eight pixels to the right, but then it would be odd that Mario wasn't able to climb on that portion.


The outline on the vertical post you have here undermines everything you've accomplished with the shading to make it round. I'd recommend either making the shading go a lot darker near the edges so the outline looks like part of it or switching to a coloured outline (like FF6 for example). The empty space behind the background doesn't look as good as a lot of things you've pulled off. Though I don't know if SMW's engine would let you fix that easily.

The vertical post is a direct rip from SMB2 because I was too lazy to draw a new one. I probably should, huh? The background is another example of me being lazy. I didn't want to go to the trouble of doing new map16, so I just edited SMW's original castle background. There's all kinds of free space I could use to make a gradient or a forest of columns extending into the distance.


If you did something to make the spacial relationship between the solid wall and the walkthrough one connected to it clearer, this would kick tons of ass. It wouldn't really take much -- you just need to do something with the space between the foreground and middleground. Personally I'd try to put a small pile of sand in the corner and use that to establish the space. It might look better if you couldn't see the lines coming down from the platform.


I already made the walkthrough wall slightly darker than the the solid one. But yeah, I could stick a small pile of sand in there, too. You can see the lines coming down because I've connected slopes to a solid wall at kind of an odd angle. In the original game, the lines would extend all the way down to the bottom of the screen, but I figured I could get away with cutting them short since it's all sand.


If you increase the contrast of the foreground or decrease the contrast of the background, it'll be a lot easier to tell the two apart and the level won't feel so cluttered. (The trees, ground, rocks, and pokeys all look great though, I love what you did with them. It's like what platformer games have been trying to look like since the genre was conceived.)

That background's on my short list of things to change. A lower contrast palette definitely helps, but I'm going to remove a lot of the individual leaves, too, and make things blobbier back there. Here's five minutes work in Photoshop to show what I'm shooting for:



By the way, I've used ExAnimation on the Pokeys to make them kind of rotate to the left and right as they walk, which I think works.


The tops and bottoms of the columns are shaded in a way that makes it look like they pop in front of the foreground. You might want to tone that down some. And there needs to be something holding that net up. The foreground could use some help popping forward too. Increasing its redness or contrast will help. Decreasing the contrast of the blue parts will also help. The far background actually does a shockingly good job of staying in the background though, given that redder colors tend to appear closer to the viewer, well done on that. (All the spikes and lava look great)

Some of the ropes are atatched, but one still needs something. The ball and chains could use sockets. The koopas could stand to cling to the ropes better when going around edges. How does that water stay separate from the lava?

There's no lava, the sea in the background is orange from the sunset, so I guess that's the redder color appearing closer than it is. The blue columns need to be slightly darker, I guess, although they're just a few feet behind the foreground spacially. Playing with selective color in Photoshop:



Any of those colors any better? Figuring out what color to make the foreground water is pretty much the hardest thing here.

The ropes I tried attaching to the columns, which doesn't make a lot of sense, but moreso than them just floating in air, I guess. Would it help to clearly anchor a hook into the side of the column? Ball 'n' Chain isn't programmed to have sockets, and again, I can't do much to make the Koopas adhere better to the sides of the net. The turning frame isn't on screen for that long, I guess.


Everything I said in the last forest about how to get things spread out depth-wise still applies. Especially for that tree in the foreground. I don't really like the color you're using for the far background. And you really should do something to make things recede into the background general. It's pretty much the only thing stopping your forests.

Shading older backgrounds for sunset like this is a way for me to avoid having to draw new onws. I'm hoping turning down the contrast will help here, as well. If I wanted to figure out how to use HDMA, I could have gradients in my far backgrounds instead of solid colors, but I think I'd have to start over with a fresh ROM to do that...


The pipes and the platforms have different perspectives, which is a shame. I still don't like the use of a single color for your far background, by the way.

I had trouble with the perspective on those boards laying on the brambles. The angle's not much different from the one used in DKC2, but I laid them down in a more straight line instead of slanting them at odd angles. The background I used for reference had another layer of scrolling clouds behind the brambles, but I can't really do that in SMW. That background's at least unobtrusive, I guess.

icegoom
Posted on 03-08-07 09:24 AM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 12129


Cheep-cheep
Level: 33

Posts: 22/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by dirtbag
That is a great hack! Now get back to your main hack - I can't wait!

Already been back to work on it.

Posted by Hapi-San
I don't view this forum often, but wasn't there something about getting the SuperFX chip implemented in SMW? If so, couldn't that be used for the Mega Mario, instead of all-new sprites at that size?

I think I do remember a topic about the FX chip back at the old board, but I don't think anything ever came of it. Even if you could use it to resize Mario, you'd have to code behavior for breaking all the foreground pieces, so I'd say Mega Mario's pretty much an impossibility. I'd love for someone to prove me wrong, though.

icegoom
Posted on 03-08-07 09:27 AM, in My Unamed Hack. [SS] Link | Quote | ID: 12131


Cheep-cheep
Level: 33

Posts: 23/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
The tree trunks are all the same graphics, just with different palettes. They were designed to work with SMW's original Forest of Illusion palette, but could be done a lot better with custom palettes.

icegoom
Posted on 03-09-07 11:18 PM, in Mario's Lost World Link | Quote | ID: 12802


Cheep-cheep
Level: 33

Posts: 24/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Stifu
As for the last screenshot, those new colors are nice, but they look a bit dull / washed out, not colorful enough for a Mario game, compared to the other version... So I'd stick with the other version, or try to come up with another one.


I have a tendency to sometimes go too extreme for the sake of comparison. The sprites wouldn't be washed out like that in-game, but they were affected when I messed with the color on everything else. I was mainly trying to see what things would look like if the foreground was a bit pinker, the columns were darker, and the background were less intensely orange. I'll hand select a palette that's somewhere in between the two extremes, I imagine.

Posted by Smallhacker
Well... How about just extending it two or three pixels, just enough to make the Koopas touch the net? Oh, right. That wastes graphics space. Never mind.


Well, graphical space isn't at that much of a premium, so that would probably be doable. It might mess with the angle of the diagonal ropes, though, which might be more trouble than it's worth. Working with 16x16 tiles can be a pain sometimes...

icegoom
Posted on 03-09-07 11:25 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 12805


Cheep-cheep
Level: 33

Posts: 25/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Would Mega Mario even be worth the trouble of programming? How is he that different than a star, gameplay-wise? Both involve plowing through enemies as quickly as you can in hopes of earning 1-ups. Both grant immmunity to most hazards on the course. I'd say Shell Mario or Mini Mario would be more worth it to program as far as opening up new gameplay possibilities.

Sidenote to anyone planning to use the Mario sprite from this game: I noticed today that I didn't change one of the flying frames and Mario can be seen wearing a hawaiian shirt instead of his overalls. Is one frame worth me putting out a fix? I'm thinking a couple of overall straps are within anyone's ability to draw, but then, I'm lazy.

icegoom
Posted on 03-09-07 11:32 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 12808


Cheep-cheep
Level: 33

Posts: 26/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
How would you want the palette arranged for the sprite? I'm thinking white, black, four or five shades of grey, three skin tones, two reds, and two blues. Thing is, if the first five shades of Mario's palette aren't white, black, dark brown, medium brown, light brown, it messes up the palettes of some of the enemies. Here's a quick color reduced version, anyway:



What are the last three poses supposed to be? I'm assuming the final one is ducking?

icegoom
Posted on 03-10-07 09:55 AM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 13287


Cheep-cheep
Level: 33

Posts: 27/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Sgraff87
Perhaps can you make invincible mario able to run through break-out blocks from the sides? Also if he jumps into one, he smashes and passes through it rather than bouncing back.

I'm not personally able to do so, but maybe someone could program a "star breakable" block rather than rewrite invincible Mario's code.

Posted by Phoenix Yoshi
I think you should fix it and make a release, BUT ONLY IF YOU DO NOT PLAN ON RELEASING ANY MORE DEMOS.

Oh yes, I still hold true to my previous offer, icegoom. Think about it, will ya?

Ha ha! You confused the crap out of me changing your name. "When did a 'Phoenix Yoshi' offer me anything?" A look at your profile solved that mystery.

If you want to look at my levels and fix them so that they're DS accurate, then please, do so. 1-5 and 1-A in particular need work. As far as continuing with new levels past world 1, hmm... Maybe. That's a lot of new graphics work, but it could be fun. I rather like the color reducing process. (Background work I'm not so fond of, so maybe rips would be a viable option)

Oh, and this wasn't so much a "demo" as "I'm not doing this anymore. Somebody else do something with it."

icegoom
Posted on 03-10-07 04:55 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 13394


Cheep-cheep
Level: 33

Posts: 28/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Phoenix Yoshi
here's the ironic thing- You have the GFX skills, but not the game. I have the game, but not the GFX skills. I think that maybe we should partner up on this or something. I mean, pointless to work on it if I can't exactly make the GFX well. (But then there would still be the problem of you not being able to see all of the game, thus not knowing what a certain level looks like and stuff...)

If you want to build the levels, then yeah, I could probably do the graphics for them. I get work done pretty sporadically, so if you didn't want to wait on me, you could build levels with basic SMW objects like ledges, slopes, cement blocks, pipes, etc. I typically build levels like that and then go back and put the graphics in when I get them done.

How far into the game can you get with the blocks and sprites available to us? I know some completely new enemies show up at some point, but I don't know where. Could World 2 be built without much problem? I'm pretty much completely ignorant here...

icegoom
Posted on 03-10-07 04:59 PM, in SMW ROM Addresses Link | Quote | ID: 13397


Cheep-cheep
Level: 33

Posts: 29/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Ooh, nice. That would have been useful for the Mini-Mario idea sgraff had a while back. Having powered up Mario be small would open up all kinds of graphics space, too.

icegoom
Posted on 03-10-07 05:12 PM, in SMB: The Castle 2 & Super Mario "World" [SS] Link | Quote | ID: 13405


Cheep-cheep
Level: 33

Posts: 30/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Looks good. I assume the castle is one long level like in the first one?


What kind of mushroom is that?


What are those things in front of the words in the message box?


That's a Mega Mole, right? Great idea replacing it with a boulder.


Ha ha! Awesome idea! You could do a whole bunch of different kinds of levels, too. City in New York, maybe jungles in South America, desert in the Mid East, Ice in Antarctica...

icegoom
Posted on 03-10-07 05:15 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 13408


Cheep-cheep
Level: 33

Posts: 31/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
That all sounds fairly doable, except maybe the whirlwind. (Does it behave like in SMB3, where the player has to sprint in order to break through and avoid being carried backwards?)

icegoom
Posted on 03-10-07 06:42 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 13443


Cheep-cheep
Level: 33

Posts: 32/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
I guess you'd stick the skin tones in the slots normally used by the browns and end up with peach colored moles and turn blocks. SMW only has one death frame, and it flips back and forth horizontally.

icegoom
Posted on 03-10-07 06:44 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 13444


Cheep-cheep
Level: 33

Posts: 33/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Phoenix Yoshi
So, we going to partner up to finish this or what?

Sure, why not. You do the levels, I'll provide you with ExGfx. And this is probably best conducted via PM or e-mail from now on.

icegoom
Posted on 03-10-07 09:16 PM, in The beginnings of romhacking. Link | Quote | ID: 13498


Cheep-cheep
Level: 33

Posts: 34/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
I have whole folders full of NES game maps I drew out when I was a kid. I recently had the bright idea of digging them out and attempting to stick them into an actual game. But it turns out I was more concerned with fitting the levels onto a sheet of paper than I was in making something that might actually be playable.

icegoom
Posted on 03-11-07 01:05 PM, in This took me over... Eh, 6 years or so to figure out. Link | Quote | ID: 13801


Cheep-cheep
Level: 33

Posts: 35/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
I've always preferred to believe that SMB2 actually took place. "It was all a dream!" is such a lame ending.

I see Subcon as kind of a parallel world that can only be accessed by Mushroom Kingdomers when they dream. Dreamers project themselves there and are able to interact with the landscape and inhabitants as if their physical bodies were there. If a dreaming Mushroom Kingdomer were to die while in Subcon, their physical sleeping body would probably die as well. An evil force conquered the native Subconians, but their cries drew Mario, Luigi, Peach, and Toad from their normal slumber into the land of Subcon. Were the four to talk about their experience the next morning, they'd discover that the same thing had happened to all of them.

I'm not really sure what to make of Wart and his army. Are they also inhabitants of the land of Subcon, or has Wart somehow figured out how to project himself and armies of lackeys into the dream world? Maybe Wart has a room full of Shy Guys all drugged up to be permanently asleep. The Subconians that come out of the jar at the end of the game look a lot like Beezos, though, so I'm thinking the enemies of SMB2 are native Subconians that Wart, whoever he is, has managed to turn to his side. Maybe the dudes in the jar were the ruling elite of Subcon and Wart led an uprising in the general populace of Shy Guys, Snifits, and Ninjis.

The Donkey Kong Country and Mario universe being connected by the sports titles makes my head hurt. Are Koopas and Kremlings two distinct races of reptillians both vying to conquer the same world? I want to see a game where Bowser and K. Rool are at war.

icegoom
Posted on 03-13-07 05:22 PM, in SMW ROM Addresses (rev. 2 of 03-15-07 04:49 AM) Link | Quote | ID: 14759


Cheep-cheep
Level: 33

Posts: 36/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
All right, so x124DF is the Hammer Tilemap. By default, the values here are 08 6D 6D 08 08 6D 6D 08. You can change the 08's to your heart's content, but if you change the 6D's, it majorly screws up the flipping of the bone Dry Bones throws. I don't suppose there's a work around for this... 6D's a pretty annoying position for the Hammer graphics to occupy, being offset from the 16 x 16 grid. That's where the flip data for Dry Bones' bone is, anyway.

EDIT: Well, crap... I thought maybe I could fix the problem by repointing where the Hammer's Tilemap was. I found the pointer for the Hammer Tilemap at x12528 and changed it from DF A2 to EC B5 to redirect the graphics to a block of FF's at 137EC. But I guess the Bone's attributes got moved over, too, because that didn't fix anything. I guess I'll just have to live with either the Hammer tile being at 6D or the bone looking kind of wonky.

icegoom
Posted on 03-17-07 04:34 PM, in A request Link | Quote | ID: 16174


Cheep-cheep
Level: 33

Posts: 37/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Ha ha! I always like seeing hacks where Mario gets replaced with something else.

You can't do much with a Goomba, since it doesn't have arms. I wouldn't have chosen that frame for the swimming animation, though. He could also do with a palette change when he grabs a fire flower. That's one character that would definitely benefit from a 16x16 hit box for his Super forms.

The Koopa... Would it really be that hard to draw his little arms sticking out in front of him when he's carrying something? That's pretty lazy. I'm thinking the palette also could have been structured in such a way that so that the red for his boots and shell wasn't in the slots usually reserved for Mario's brown tones. Red Moles and Question Blocks are just weird-looking.

icegoom
Posted on 03-17-07 04:41 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 16178


Cheep-cheep
Level: 33

Posts: 38/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Clockworkz
Again, I'd love to see the sprite animations be at LEAST as fluid as the ones from Yoshi's Island, so the animation quality matches the quality of the graphics.
Good luck to you.

Mario himself can pretty much never have more fluid animation than an All-Stars SMB3 level. The programming's just not there. The enemies you can partially control with ExAnimation, but there's only so much room in an ExGFX file to be shared by several frames for each sprite and any animation you want on environmental tiles. Yeah, it'd be nice to have smoother animations, but SMW just wasn't designed to handle them.

Posted by AlexAR
Oh man oh man. I really hope this project doesn't die. As you can plainly see by all these positive comments, everyone wants this hack finished. If there is absolutely anything you want help with let me know.

I can only focus on one hack at a time, and Lost World's my focus right now. Anyone who wants to can continue working on levels for this, though. I'm not needed for that. If I saw some new levels, I'd see what I could do about adapting the graphics for them.

icegoom
Posted on 03-20-07 02:29 AM, in SMW ROM Addresses Link | Quote | ID: 17168


Cheep-cheep
Level: 33

Posts: 39/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
A couple of small tilemap related things I've been looking for for awhile:

0x11F30: [98]
Tile used by Wiggler's Flower once it falls off his head

0x14D17 [1C]
Tile used by Chargin' Chuck's shoulder while charging (value is the left tile. The tile to the right is automatically chosen to complete the arm)

icegoom
Posted on 03-23-07 10:33 AM, in Mario's Lost World (rev. 2 of 06-01-07 04:36 AM) Link | Quote | ID: 18371


Cheep-cheep
Level: 33

Posts: 40/195
EXP: 215696
Next: 13483

Since: 02-25-07
From: United States

Last post: 6051 days
Last view: 6052 days
Posted by Lordlazer
I honestly hope this isn't all hype... Even though the screens and Youtube vids look VERY promising... Ah, well, just be careful and not mess it up. I'm sure people (and you know this already), but make sure your levels are "playable". Although that thwomp level looks fun and interesting to me, upon watching the Youtube vid it looks quite tough, not that tough is a bad thing. Personally, I like a good challenge, but if you are planning (or are currently) to work in video game design, it is wise to have it so the levels are enjoyable by "normal" gamers and not simply for the hardcore audience. Anyways, I look forward to your next update(s)!

P.S. If you feel I'm picking on you by emphasizing about the level design, I'm not. I'm majoring in game design and simply am trying to "share the wealth".

Trust me, I'm feeling the pressure. I want this hack to live up to people's expectations, but at the same time, I feel like I'm kind of weak at level design. I try to make truly enjoyable levels, but in the end I can only make stuff I have fun playing and hope than other people will like it, too.

I actually went through Treetop Tussle the other day and added some yellow ! blocks. If the player's been to the Yellow Switch Palace, (And by this point, they should have) some of the more difficult to avoid Thwomps are blocked off. I've been trying to tone down the difficulty on several levels, but who knows if I'm succeeding.

I feel bad posting without sharing some new images... A lot of my hacking of late has been fixing graphical glitches, which I can't really show. I spent today adding a bunch of ExAnimation to some of my water levels, but I don't really feel like making huge animated GIFs to show them off. Um, here's a swamp set (I'm not sure on the perspective here):



And here it is partially implemented:



Regarding the grey Fly Guy in the second shot: I'm sort of torn about whether to make it stompable. It's been a skin-swapped Eerie in the past, but with Sprite Tool I can just tweak it to make it stompable if I wish. (I've already made it fireballable and edible) I'm really not big on deceiving the player, and all other Shy Guy enemies are safe to stomp, so it probably ought to be too, for consistency's sake. On the other hand, if it's unstompable, you can ride it with spin jumps to collect coins that are located over pits or find secrets. I'm torn...
Pages: 1 2 3 4 5 6 7 8 9 10


Main - Posts by icegoom

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.248 seconds. (337KB of memory used)
MySQL - queries: 134, rows: 166/166, time: 0.230 seconds.