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Topic: Anyone Interested in Doing "SMB Special" for NES? (Read 9 times)
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rbudrick
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« Reply #240 on: April 04, 2008, 03:11:56 pm » |
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Just curious...with the errors found in the original PC8801 disk image, could the glitched image be repaired so one could properly play through it now? It would be an excellent way to really test these levels.
-Rob
You know there is a patch on the main site right? It fixes world 4-4. Nope, didn't know that. Thanks! I guess I thought all the patches were for the SMB rom. -Rob
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frantik
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« Reply #241 on: April 05, 2008, 09:39:29 am » |
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almost done with 7-4.. it uses so many objects they can't all be put in one room! the smb engine starts to wig out after a certain amount. luckily it's a pipe maze so parts of it can be put in other rooms
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Googie
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« Reply #242 on: April 05, 2008, 10:39:58 pm » |
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Nice that 7-4 is almost done, can't wait to sink my teeth into the final product... :beer:
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Karatorian
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« Reply #243 on: April 06, 2008, 03:48:14 pm » |
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Ok, I had a busy weekend, so I didn't get around to fixing my bugs until now. I've fixed the Red Piranha Plant code in the expansion codebase and have uploaded a new patch here. While I did test it this time, it's still experimental, so please report any bugs. There are two known differences between my code and frantik's original hacks. The Red Piranha Plants don't come out of the pipe if you are near it and they don't move faster than the Green ones. These are both intentional and more accurately reflect the gameplay mechanics of SMBS. Additionally, due to having hit my webspace quota, I've removed all but the final version of the level renders from my page. I doubt anyone would actually want the old buggy ones, but if for whatever reason, you do, just message me. I hope world 7 comes out soon, so I can intergrate it into the expansion.
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strfr
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« Reply #244 on: April 06, 2008, 05:39:15 pm » |
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When you kill certain enemies with fireballs and shells (AFAIK Goombas, Bloopers, Spinies, Hammer Brothers, Lakitus, and Cheep-Cheeps, NOT Koopa Troopas or Buzzy Beetles), their graphics glitch - not unlike how Green Piranha Plants die without any cover (i.e. a pipe). If you don't know what I'm talking about, the lower 4 tiles of the sprite is shown, then the upper 2 sprites are shown after a few seconds. I suspect Bullet Bills are affected by this as well, since it seems as if the non-shelled enemies have trouble...dying properly. I think it's a good guess that killing these enemies with Starman invisibility also causes these glitches. Otherwise, I haven't found other glitches so far - very impressive job with the port so far! EDIT: Podoboos do not mirror properly when they go down. The tiles themselves are mirrored, but their positions are not. The balance platforms in the outside 3-1 area don't align properly with their ropes. The left rope of the second set of balance platforms in 3-3 turns green when it moves, so it doesn't seem to change palette properly.
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« Last Edit: April 06, 2008, 05:52:18 pm by strfr »
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frantik
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« Reply #245 on: April 06, 2008, 05:49:42 pm » |
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when reporting bugs please state which ROM you are using i suspect that you're using the rom with Karatorian's custom piranha plant code which he has acknowledged is buggy
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strfr
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« Reply #246 on: April 06, 2008, 05:53:13 pm » |
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when reporting bugs please state which ROM you are using i suspect that you're using the rom with Karatorian's custom piranha plant code which he has acknowledged is buggy Yes, it is indeed Karatorian's most recent version that I was reporting on. Sorry! ^^;
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frantik
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« Reply #247 on: April 06, 2008, 07:32:35 pm » |
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oh i didnt notice karatorian had just put out a patch in the post before yours.. so it should have been obvious which patch you were talking about.. so i should be saying sorry lol and Karatorian I can host stuff without fear of hitting my quota if you like
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Karatorian
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« Reply #248 on: April 07, 2008, 07:06:05 pm » |
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Hey, thanks for the offer, but removing the old level renderers freed up about 4 megs, so I shouldn't hit it again anytime soon.
Well I tested the Pirhana plants, but I guess I introduced some other bugs which I didn't notice. I'll have to look into that. Lukily, based on the description of the bugs, I have a good idea where the problems might be.
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deespence2929
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« Reply #249 on: April 07, 2008, 07:14:17 pm » |
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You surely dont really mean 4 MEGS do you? Cause NES games don't usually run that large. You must mean 4 kilos.
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frantik
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« Reply #250 on: April 07, 2008, 08:16:54 pm » |
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he means the rendered PNG images of the levels. each old pack was a little under a megabtye.
just need to finish checking for layout errors and ill post up the world 7 patch.. hopefully ill get the time to finish it to night
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frantik
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« Reply #251 on: April 09, 2008, 12:02:11 am » |
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Download World 5 thru 7 patch includes water graphics height changes and mario swimming height changes. need to implement swimming height changes for bloobers still next i will release the 1-4 patch with water level changes and other various bug fixes edit: here's that patch Download World 1 thru 4 patchfour more levels to go
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« Last Edit: April 09, 2008, 12:25:02 am by frantik »
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SMB2J-2Q
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« Reply #252 on: April 09, 2008, 02:25:56 am » |
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Some flaws I discovered: *In the World 7 patch, after you leave the bonus room in World 7-3, you are returned to the beginning of it. *In the World 4(B) patch, the game doesn't end at World 4, as Mario moves on to a glitched-up World 5-1. But I did discover the elevator bug in World 3-1 was repaired.
~Ben
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frantik
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« Reply #253 on: April 09, 2008, 03:02:37 am » |
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oopsies fixed both those bugs and replaced the ips files. (sorry karatorian ) edit: got 8-1 and 8-2 done.. almost there..
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« Last Edit: April 09, 2008, 05:09:25 am by frantik »
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deespence2929
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« Reply #254 on: April 09, 2008, 08:45:37 am » |
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So when world 8 is done, then what? Are you gonna make some asm changes? or is it straight to the custom made patcher?
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