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Main - Posts by SF - The Dark Warrior |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 1/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Hey I'm sspp03, a SMB3 ROM hacker. I started hacking SMB3 ROMs back in 2006 (when the last incarnation of Board2 was in place but died in Feburary 2007.) but none of you knew me because I never regeistered back then since I felt that I wasn't mature enough but I knew many ROM hacking sites such as Jul, ROMHacking.net, and of course, acmlm. I made levels but they were crappy and sucky but now I improved and currently making a SMB3 hack which more details of it will come later in the appropriate section. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 2/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Actually, it's two SMB3 hacks for one of my projects Quick Curly called Bowser's Revenge. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 3/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Bowser's Revenge is my first major SMB3 hack made in two seperate SMB3 PRG0 ROMS. The first one features Mario, the other one is Luigi. Both ROMs feature completely different levels for the Bros.
Here are a few screenshots Uploaded with ImageShack.us Uploaded with ImageShack.us Those screenshots are Mario's Path of Bowser's Revenge, my SMB3 hack. The hack is not going to be easy, it is designed for the lost level player in mind. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 4/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Imajin You mean the original GFX, yes, but the palettes will change when I reach World 3 of my two SMB3 ROMs. By the way, here are more screenshots of Bowser's Revenge. These screenshots are from the second SMB3 ROM. It features Luigi devamped from All-Stars. Good thing YY made the latest version of YY-CHR. By sspp0310 at 2011-01-25 By sspp0310 at 2011-01-25 By sspp0310 at 2011-01-25 By sspp0310 at 2011-01-25 By sspp0310 at 2011-01-25 |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 5/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by zbyte Those screens look good, but the boo palette may not be fitting... or is it. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 6/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
SMB Medley, and the Wonder Mario Series (not complete, there is Wonder Mario 5 out there) are good japanese hacks. I found them while I was at ATA's website looking for Extra Mario Bros.
http://ipsredistributio.run.buttobi.net/ is the site I found them. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 7/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by zbytePosted by sspp03These two hacks look like amazing first levels so far! One thing I will point out though; in Luigi's first map, the North-South road above the START space can be moved on, and Luigi can look garbled if he goes across a road in that direction on that edge of the screen. I advise you to use the fake horizontal road, called "E.W. Road C" in the SMB3 Map Editor. There's no fake vertical road. Also, when using screenshots, I'd advise you to have some pictures side-by-side instead of all vertical. Use the Enter button to separate pictures every two or three pictures. I visted your recently-made website on my Ipod Touch zbyte, and its very useful. I understand you can't make changes to your files once uploaded, try a diffent web hosting service. Back on topic, Here are my World plans for my two ROMs. ROM 1 (Mario) W1: Toad Town (Plains with no colored blocks) W2: Piranha Fields (Pipe/Plains/Piranha Plant) W3: Oasis Land (Desert/Water) W4: Giants' Continent (Plains/Giant) W5: Altos Land (Plains [first half] /Sky/Clouds [second half]) W6: Antarctica (Ice/Water) W7: Night Land (Variety) W8: Dark Land (Ship/Plains/Underground) ROM 2: (Luigi) W1: Block Fields (Plains filled with colored blocks) W2: Koopa Ruins (Desert with some dark palettes) W3: Blooper Ocean (Plains/Water) W4: Tube City (Pipe/Piranha Plant/Underground) W5: Nimbus Country (Clouds with dark palettes) W6: North Nunavut (Hills/Ice/Water) W7: Tiny-Huge Isle (Giant/Plains) W8: Koopa Graveyard (Part of Dark Land and features Plains/Underground theme) Anyone think I should edit the list a little bit or leave it the way it is... IMPORTANT UPDATE: Because this hack is getting an overhaul, the World plans are dated in this post. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 8/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by zbyte I took in some information from your last post, and if you're wondering about some rearrangements in regards towards my worlds plan, I may do away with Oasis Land and make it a full desert (not egyptian but) with palettes fitting for a western setting, only the map scrolls east since I'm too lazy to use that starting map point modification patch. Also, I forgot to post but World 9 will not be a Warp Zone but a secret world in the vein of NSMBWii, which features very hard levels. You'll need a Warp Whistle from World 7 of my hack still in making but delayed due to school. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 9/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by zbyte I'll drop the idea of World 9 and stick to the 8 worlds. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 10/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Quick Curly What the hell! Are you saying that name was already taken by a ROM hacker who used Mario Improvement 3 which the levels look like SHIT! (There are exceptions though and there was Giga_Bowser_009 when I went to acmlm's previous incarnation archived.) Also, not to make you mad but actually, when I first introduced myself to the board almost a week ago, I didn't really rembered if I started hacking back in late-2006 or 2007. I was gessing since I didn't get the chance to gather my thoughts due to my parents frequently forcing me to go on the road with them! But I just now realized I was self-introduced to ROMs in 2006. But that dosen't matter right now. What does matter is that I'm working on my hack and experimenting with making levels and inserting them in the vein of SMB2K3 by Martin Payne (which the levels are all unrecognized offsets). |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 11/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Quick CurlyPosted by sspp03Don't worry, I'm not mad. I also didn't mean to offend you in any way by pointing that out. Yes, I remember that you said you started hacking past that date, but I wasn't around back then either, so how could I confirm any of the supposed "facts" either way? You might have been connected to MR207 somehow and that's why your SMB3 hacks shared the same name. Again, how would I know? You also didn't have to be registered on a ROM hacking forum to ROM hack or be involved with the activity somehow. I didn't want to just downright assume anything either way and offend you that way either by disregarding any possible connection, and I'm not going to spend all my time trying to find out every possible detail about someone on the Internet. The title screen might have said 1999, but it might have been made in 2006 somehow for all I know and the hacker just wanted to have three 9s on there for some unknown reason. You can't assume what one is thinking, so I was simply considering that anything was possible, despite how evidently unlikely that slim possibility was. There have been cases of confusion in determining when certain games have been made/released due to multiple sources stating different dates, so as far as I'm concerned, a date on a title screen and no other verifiable sources wasn't enough to go on for MR207's Bowser's Revenge hack's actual release, again, considering I wasn't around for any previous incarnations of the board. I don't know MR207 and I'm not related to him. I thought of my SMB3 hack title, Bowser's Revenge because many Mario hacks, Mario fangames and fanfiction depicts Bowser trying to get back at Mario after many defeats. And for the record, I started my SMB3 project, Bowser's Revenge this year. To prevent confusion from people thinking that I am MR207, the hack is now called The Revenge of King Koopa. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 12/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Did you use the Primarytrainer patch which expands the ROM size? |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 14/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
I'm not that far in my hack, but here is a WIP Of World 6 of ROM 1 which features Mario.
By sspp0310 at 2011-01-29 IMPORTANT UPDATE: This map of the modified Iced Land is dated. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 15/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by SuperjustinbrosPosted by sspp03 ISD SMB Utility has the primarytrainer ips included. Get it off at romhacking.net/ |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 16/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Quick Curly School is an issue for me Quick Curly, but I'm doing the maps first because doing the levels first then the maps may take a longer time because I'll have to revise some of the levels just to fit in with the pointers which will end up in a delayed release. Real life happenings also contribute to the progression of my hacks. This map is a WIP so I'll fix the errors you pointed out and the ice in the world 6 map on the continent represent the ice shelf. IMPORTANT UPDATE: After those f**ktards RetroRain and Ice Penguin snubbed me on the screenshot thread, I didn't posted for a while and during that hiatus, I came up with new level design ideas for my hack. Because of this, a 1-World demo for Mario's side of my hack has been released. Get it from the uploader. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 18/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Here are some of my screenshots of my SMB3 hacks. The photos you're about to see are the W1-Fortress and a plains level that may be in World 1.
None of the screenshots captured were easy. I got frequent "Game Overs" while capturing screenshots with NEStopia. What do you people think about those pictures? |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 19/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Superjustinbros Download SMB-fix if your ROM is bad and also download SMB Reformer from M.K.S.'s (the creator of SMB Utility) website. Note its in Japanese. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 21/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Superjustinbros NEStopia also dosen't run expanded SMB ROMS. |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 22/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by Quick Curly I read your post about my hack and to shed some light into SOME of these problems you were pointing out, I was rushing to have a demo out before Cartoon Nework airs the new season of one of my favorite anime shows. Its-a Pokemon. I'll fix the airship retreat points in the W1 Map. World 1-1 was designed to test expectations for players whom MAY have beaten some harder takes on the official Mario games. In fact, the ENTIRE hack is to refresh and test the minds of hardcore players who played hardcore Mario hacks must expect from a game designed for them. World 1 is a warm-up of what is expected to come later. Aside from that, I will probably delete some of the background hills you pointed out. I will not delete the underground bonus room because they are in W1-2 (which is a modified W1-5 in SMB3) and to be a stock on lives and coinage (if you collect 100, a extra life) before the hellish, later levels. World 1-2 of my hack is based off the cliche started back in 1985 with the release of Super Mario Bros., but the design appears like NSMB. I'll fix the cutoff you also pointed out and I may either have Mario start falling or I'll have Mario coming out of the pipe, entering the level rightward at Y-axis 18 as well as to shorten the 4-byte object called "Flat Land - Hilly" and add a 45-degree downward-left slope. I really don't want to delete the Surface Cheeps, I'll make sure I'll have the ceiling object and the up/right and up/left slopes placed further up and the bridge section by deleting the four 3-byte objects connecting the higher bridge to the lower bridge. The ? block that contains a power-up in the fortress is a trap to make escape impossible unless Mario runs at top speed (you'll hear some noise indicating the maximum speed)and must jump at precise calculations. I deliberately did that as well as pixel-perfect timing with the Thowmps and be sure to experience more Kaizo Mario World-like traps and pixel-perfect jumps. (it dosen't always apply with SMW you know, Cube Root of 3 is Kaizo). Also, players will have to make sure they don't take ANY hits in some levels because some levels I'll be making will require the player to keep their power-ups from before. Sadly, I tried my best to supply a hidden power-up but the World-1 Dungeon is super sensitive to level editing. Again, this hack is to test hardcore players' mentality on what to expect from a hardass Mario hack. I wasn't able to change scrolling on W1-4 due to things outside of computer and a self-set deadline for me to reach. I will delete the Venus Fire Trap you pointed out and F.Y.I., this level is completely original, have to break blocks with a Koopa Shell to get a power-up and then smashing through the blocked paths as Super Mario. I'm not that creative with airship stages and I was experimenting with different kinds of scrolling. I will be more original with the Hammer Bros. stages... they will not have any power-ups in blocks and not many useful power-ups in chests to be accessed in the inventory upon collection. I used many Mario 3 PGR0 ROMS to edit and saved my levels in .m3l files to be tested later. Because I have a vague photographic memory, I edit some existing levels without deleting the level outright because of the fear I may not know what to do when I start back hacking Mario 3 after a hiatus and drawing them on graph paper is slightly beyond my capabilities in a limited setting. I try my best to keep my objects and enemy data sizes from spilling over to other levels. Sometimes the objects in my modified levels are A LITTLE less or more than the original object data sizes and same with the enemies, a little more or less than the original enemy data and for me, its okay to have more or less objects and enemies in my levels. Usually, I'll modify levels in case if it spills over and corrupt my other levels. If Its absoutely necessary to let my level spill over, I'll let it spill over but with added caution when I edit more levels. I am also aware I'm working with restrictions. When I finish making each level, I have them tested with NEStopia and VirtuaNES and yes, I use savestates to make sure I didn't mess up when I play through my levels. If I find any undesireable levels, I'll delete it. You already called my hack The Revenge of King Koopa and now you're calling it Bowser's Revenge because I forgot to edit the name of the .ips file while I was uploading my demo. Again, I was still rushing. Its STILL called The Revenge of King Koopa. The next demo will have MOST of these issues you brought up to me addressed. IMPORTANT UPDATE: After watching some good SMB3 hacks and playing them, I thought about my own hack and I'm redoing it. This time, level and map design wil be refined, making sure there is no cutoff and other flaws in level and map design. I'll also be making two versions. The first version dubbed "Revenge of King Koopa Ltd" has levels restricted to the original offsets while the "Unlimited" version will have custom offsets (if someone creates and IPS patch that "clears out" the original object and enemy data sets). |
SF - The Dark Warrior |
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Paragoomba Level: 20 Posts: 23/65 EXP: 36449 Next: 5990 Since: 01-24-11 Last post: 338 days Last view: 338 days |
Posted by zbyte Maybe I could try incorporating my SMB3-styled level drawings into my hack and I'll look into Quick Curly's documentation of SMB3. I'll delete some "wasted" X-Blocks you pointed out to lessen the bytes in the Dungeon Spike Room. By the way, I just registered on Youtube (as sspp0310) and uploaded a video of my first level in my aforementioned hack. Here is the link to my video (copy and then paste): http://www.youtube.com/watch?v=qidMVTdnHdw |
Main - Posts by SF - The Dark Warrior |
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