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Main - Posts by frantik

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frantik
Posted on 10-09-07 08:27 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67335


Red Koopa
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Since: 10-09-07

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Hello

I've been working on this SMB hack for a rediculously long time now.. I made a simple graphics and level hack in 2004 called Super Mario 5000.. after that I started learning assembly and started on a more ambitious new hack "Super Mario Forever" .. well I cursed myself by naming it after Duke Nukem Forever cause I got stuck in development lol.. recently I started working on it again and I'm hoping for a 2008 release. Unfortunately I have to figure out a new name for it since now there's that somewhat popular hack already called SMForever and i think there's a Mario World hack named that too

Features:
Almost all graphics replaced
Themed worlds with all new levels
Infinite lives
100 coins = invincibility (starman)
Two new power ups: Stopwatch and "immunity idol". Stopwatch feezes enemies like in SMB2, the idol prevents you from being harmed for a short while
Ability to super jump when stomping enemies

anyways enjoy some screens

(title will be changed )
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frantik
Posted on 10-09-07 10:28 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67353


Red Koopa
Level: 28

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Next: 3834

Since: 10-09-07

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haha hey googie yeah i know it doesnt seem like that long to me either. Thats cool you remember that gif I thought I had lost it but here it is


frantik
Posted on 10-14-07 12:32 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67644


Red Koopa
Level: 28

Posts: 3/139
EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
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Hey Rockman

I like your idea.. it could be kinda cool if done right. I guess the tough part would be to improve the AI of the characters so they present a real challenge

frantik
Posted on 10-14-07 11:08 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67699


Red Koopa
Level: 28

Posts: 4/139
EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
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Hey Stufid

Thanks for the suggestions I made a big list and Frantik's Super Mario was already on it hehe

But just the other day I decided for the time being at least that I like 'Super Mario Unlimited' so nobody steal it dammit

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I also redid the blocks and palette for the water words
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Plus I finally did the ASM for the super jump after a stomp.. it's pretty awesome it's just like in SMB3 how you can control the height of the jump and everything This was one thing I needed to do before I could finish designing the levels because now I can make areas which depend on super stomping jumps. The ASM part of the hacking is almost done but the levels i'd say are <25% complete.. level design is more time consuming than asm hacking now that the full SMB disassembly with comments is available

frantik
Posted on 10-15-07 03:39 AM, in Two hack releases... Link | Quote | ID: 67715


Red Koopa
Level: 28

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Since: 10-09-07

Last post: 4498 days
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Time is ticking is pretty cool.. stuck on 1-3 right.. havent made the jump to the flag pole yet

I like the SMW style mario sprites a lot.. though the koopas could use a little work

frantik
Posted on 10-16-07 02:32 AM, in Two hack releases... Link | Quote | ID: 67806


Red Koopa
Level: 28

Posts: 6/139
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Since: 10-09-07

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i got to 1-5.. im scurred of what 1-6 might bring haha

Time is ticking gave me some ideas for my hack.. i never noticed before but the stopwatch stops the game timer too so I could make a level where the stopwatch is critical to finishing the level


frantik
Posted on 10-18-07 06:12 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67984


Red Koopa
Level: 28

Posts: 7/139
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Next: 3834

Since: 10-09-07

Last post: 4498 days
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vine made from those "vertical balls" but i fixed the ASM so that it doesnt play the head bonk sound every time you climb up it, and also got it to use the green palette instead of the brown one. I need to make it so you can jump off the vine though instead of just fall off

also recently messed with the background and floor a bit too

frantik
Posted on 10-23-07 04:53 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68408


Red Koopa
Level: 28

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EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
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i switched the bricks and usable blocks with SMW style blocks and did a bit of asm to make it look right in castle levels also swapped the podobos with smb styles ones

one cool thing about the bricks is when you bump them as small mario they blink as if they're wincing lol


frantik
Posted on 10-23-07 04:41 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68443


Red Koopa
Level: 28

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Since: 10-09-07

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I would like to add animation but i'll have to learn how to implement a mapper for it... i dont know a lot about interfacing with the hardware

frantik
Posted on 10-23-07 11:27 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68480


Red Koopa
Level: 28

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Since: 10-09-07

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awesome! that should hopefully make adding animation a lot easier thanks dude

frantik
Posted on 10-24-07 01:44 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68515


Red Koopa
Level: 28

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Since: 10-09-07

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Yeah smb util doesn't like the animated rom. Thats ok I can still work on th animation and then just copy it over to the completed cart. Even with just a few things animated already it looks so much better my goal is for it not to be immediately obvious that it is a smb1 hack and the animation really helps in that sense

frantik
Posted on 10-26-07 06:53 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68649


Red Koopa
Level: 28

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Next: 3834

Since: 10-09-07

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Desert theme palette (using "snow" palette)



New island graphics, SMW style

frantik
Posted on 10-27-07 02:01 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68700


Red Koopa
Level: 28

Posts: 13/139
EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
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man googie you've got hack coming out your ears! haha good job with the loadrunner hack.. did u mod the levels too or just graphics?

and rockman seeing the "gruesome"dead bodies made me grin lol sounds like a fun concept keep it up

frantik
Posted on 10-31-07 12:54 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68882


Red Koopa
Level: 28

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Since: 10-09-07

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finally figured out how to make vids.. here's a preview with my brand new end of level trigger.. no more flag poles and castles!! w00t


frantik
Posted on 10-31-07 01:11 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68886


Red Koopa
Level: 28

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Since: 10-09-07

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lol why did the music make you cry? thanks for watching btw

frantik
Posted on 10-31-07 06:42 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68908


Red Koopa
Level: 28

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Since: 10-09-07

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yeah if i could give them black outlines easily i would :\ in SMB3 koopas are made up of two parts with different palettes so that the faces can be yellow and black while the shells are green black and white. I don't want to make all of the red and green enemies lose their yellow color just to get black outlines. the koopas look a bit weird but at least the outlines are contrasting colors

thanks though

frantik
Posted on 11-01-07 05:46 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68974


Red Koopa
Level: 28

Posts: 17/139
EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
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Editing where the pipes send you is easy with smbutil

There is a slight tweak to the pipe code though to make mario come up out of a pipe after going down a pipe.. normally when you go down a pipe the gama just dumps you in the level without entering via a pipe (ie in the original when you go down a pipe you find yourself falling from the top of the screen in the underground levels) but i tweaked it so you come out of a pipe if you go down a pipe


here's a vid of the stopwatch power up in action


frantik
Posted on 11-01-07 08:51 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68982


Red Koopa
Level: 28

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Since: 10-09-07

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oh yeah that will be removed in the first video i was quick enough to stop the recoding before it showed up lol but i forgot in the 2nd

frantik
Posted on 11-03-07 08:11 AM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 69052


Red Koopa
Level: 28

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Since: 10-09-07

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How to use SMBED.exe from
http://betaworld.hp.infoseek.co.jp/tool.html
http://betaworld.hp.infoseek.co.jp/soft/SMB.zip

SMBED is a useful program for modifying backgrounds as well as general metatile editing. Unfortunately for many the program is completely in Japanese which makes it a bit tough to use. I've put together this simple tutorial explaining the various options.

Program Start

When you first start the program the file open dialog will appear. Select the SMB ROM file you wish to use.

Metatile editor



Once you have selected a ROM, the Metatile editor will be displayed. It is the smaller of the two windows.

A - Select a metatile. A list of the default metatiles is included in the appendix
B - Select a palette. (Overworld, underground, water, castle)
C - Table of background tiles.
D - The currently selected metatile will be displayed in the box. You can define the individual tiles which make up the metatile with the 4 text boxes below.
E - Three buttons:
Top: Open a new ROM without saving (a confirmation window will appear)
Middle: Save ROM (a confirmation window will appear)
Bottom: Switch to Background editor


Background editor:



The background editor is the larger of the two windows. It is used to modify the background tiles and layout.

A - Background editor main window. Left click to rotate the current column down one metatile. Right click to rotate the current background tile.
B - Background tile editor. The background tiles are displayed above. The three text boxes below each column are used to define that column's metatiles.
C - Three buttons:
Top: Open a new ROM without saving (a confirmation window will appear)
Middle: Save ROM (a confirmation window will appear)
Bottom: Switch to Metatile editor
D - Add gridlines to background editor main window.
E - Metatile table
F - Select palette. (Overworld, underground, water, castle)
G - Select background type to edit in main window. (Cloud, mountain, fence)

===

Appendix

List of metatiles (with thanks to doppleganger & the smb disassembly):

00 blank
01 black metatile
02 bush left
03 bush middle
04 bush right
05 mountain left
06 mountain left bottom/middle center
07 mountain middle top
08 mountain right
09 mountain right bottom
0a mountain middle bottom
0b bridge guardrail
0c chain
0d tall tree top, top half
0e short tree top
0f tall tree top, bottom half
10 warp pipe end left, points up
11 warp pipe end right, points up
12 decoration pipe end left, points up
13 decoration pipe end right, points up
14 pipe shaft left
15 pipe shaft right
16 tree ledge left edge
17 tree ledge middle
18 tree ledge right edge
19 mushroom left edge
1a mushroom middle
1b mushroom right edge
1c sideways pipe end top
1d sideways pipe shaft top
1e sideways pipe joint top
1f sideways pipe end bottom
20 sideways pipe shaft bottom
21 sideways pipe joint bottom
22 seaplant
23 blank, used on bricks or blocks that are hit
24 flagpole ball
25 flagpole shaft
26 blank, used in conjunction with vines

40 vertical rope
41 horizontal rope
42 left pulley
43 right pulley
44 blank used for balance rope
45 castle top
46 castle window left
47 castle brick wall
48 castle window right
49 castle top w/ brick
4a entrance top
4b entrance bottom
4c green ledge stump
4d fence
4e tree trunk
4f mushroom stump top
50 mushroom stump bottom
51 breakable brick w/ line
52 breakable brick
53 breakable brick (not used)
54 cracked rock terrain
55 brick with line (power-up)
56 brick with line (vine)
57 brick with line (star)
58 brick with line (coins)
59 brick with line (1-up)
5a brick (power-up)
5b brick (vine)
5c brick (star)
5d brick (coins)
5e brick (1-up)
5f hidden block (1 coin)
60 hidden block (1-up)
61 solid block (3-d block)
62 solid block (white wall)
63 bridge
64 bullet bill cannon barrel
65 bullet bill cannon top
66 bullet bill cannon bottom
67 blank used for jumpspring
68 half brick used for jumpspring
69 solid block (water level, green rock)
6a half brick (???)
6b water pipe top
6c water pipe bottom
6d flag ball (residual object)

80 cloud left
81 cloud middle
82 cloud right
83 cloud bottom left
84 cloud bottom middle
85 cloud bottom right
86 water/lava top
87 water/lava
88 cloud level terrain
89 bowser's bridge

c0 question block (coin)
c1 question block (power-up)
c2 coin
c3 underwater coin
c4 empty block
c5 axe

frantik
Posted on 11-04-07 11:53 PM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 69178


Red Koopa
Level: 28

Posts: 20/139
EXP: 127504
Next: 3834

Since: 10-09-07

Last post: 4498 days
Last view: 4492 days
Posted by K2-YKC
Not that hard to figure out unlike this one .


I agree it wasn't too hard to figure out... but i rarely see SMB hacks with modified backgrounds so i thought I'd make this to encourage people to use it more.

And which other program are you talking about?
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Main - Posts by frantik

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