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Topic: Anyone Interested in Doing "SMB Special" for NES? (Read 17 times)
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frantik
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« Reply #195 on: March 24, 2008, 07:24:18 pm » |
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cool as long as you know about it and it's not a bug.. it was trivial anyways but i figured you'd want to know
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frantik
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« Reply #197 on: March 24, 2008, 09:41:03 pm » |
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thanks for pointing those out 3-1 balance error is due to me not correcting the ropes after i moved the balance thing down. - will fix 3-1 hidden coin errors - minor issues that can't be helped if the map is to be the same. and i assume it's a deliberate trick to get you to go over the flag only to die.. later in the game there is another one which leads to a bonus room 3-3 wrong color rope.. dunno whats up with that edit: looks like it was due to not having a rope object there before so the palette wasn't set multiple object glitch - annoying but it's an engine/level design problem more than something i can fix easily 4-1 problems - dunno whats up will investigate.. edit: well it's not showing up on my copy of the rom so either Karatorian thats a bug on your end or a bug in the patching or something.. i don't see the random floating mushroom bit at the top of the screen either. there should be a hole after the pipe as well thanks
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« Last Edit: March 24, 2008, 10:08:15 pm by frantik »
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deespence2929
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« Reply #198 on: March 25, 2008, 09:18:59 am » |
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I'm glad that it's you guys that are doing the port tho. It sounds like others may of not taken the port as seriously, not to mention it requires alot more than a level editor to successfully make this.
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Karatorian
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« Reply #199 on: March 25, 2008, 07:59:25 pm » |
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Ok, the issue with 4-1 was due to a bug in my level extraction program. The level object data terminator is 0xFD as the coordinate information, however, my code was terminating on any 0xFD byte. As map 4-1 had two instances of object 0x7D with the new page bit, the extractor terminated prematurely. Of course, the game engine didn't, so it started reading data from the next map. This may have also lead to additional bugs. I've rewritten the object data extration routine (and enemies extraction as well) to fix this. You can download the updated patch here. However, the pipe going to the cloud area is present in the original patch and not related to this bug. According to the level render and pipe info file for 4-1, that pipe isn't supposed to be enterable. Thanks for all the playtesting. Thanks especially for the speedy reply. Hey frantik, any idea when world 6 will be up?
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SMB2J-2Q
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« Reply #200 on: March 25, 2008, 11:36:56 pm » |
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More flaws for you guys to correct:
The last part of World 2-3 (the goal), the dark area, is supposed to play the ground-level music (as usual), despite the graphics there looking like underground. Looks like there's more code you should do in your expansion to meet this demand.
Also: In the coin bonus rooms in Worlds 1-4 and 2-2, Mario is supposed to drop down from the top. Additionally, when he exits the coin bonus room of 2-2, he is supposed to emerge from the topmost pipe upon returning to the water level.
The bonus pipe in World 4-3's sky bonus (underground graphics)... I cannot go down it.
~Ben
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Karatorian
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« Reply #201 on: March 26, 2008, 12:07:05 am » |
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The improper height of the pipe exits is a known issue an is caused by the limitations of the SMB engine. While it's on the list of needed ASM hacks, it's not as high a priority as adding the enemies and power ups.
As far as can be determined from the original level data in SMBS, 4-3 cannot be exited. Neither of the two pipes present in the area are marked as exitable. However, the pipe connection data for the level seems to indicate that it should have been. (It's little issues like these that make me wonder if the ROM circulating on the net is the final version, or some dev version.)
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« Last Edit: March 26, 2008, 12:14:39 am by Karatorian »
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frantik
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« Reply #202 on: March 26, 2008, 12:16:25 am » |
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More flaws for you guys to correct:
The last part of World 2-3 (the goal), the dark area, is supposed to play the ground-level music (as usual), despite the graphics there looking like underground. Looks like there's more code you should do in your expansion to meet this demand.
Also: In the coin bonus rooms in Worlds 1-4 and 2-2, Mario is supposed to drop down from the top. Additionally, when he exits the coin bonus room of 2-2, he is supposed to emerge from the topmost pipe upon returning to the water level.
~Ben
re: music.. not really a priority in any way pipes in castle levels always make you come out of other pipes in the smb engine. could be changed but it's useful in 4-4 and not a big deal. in 2-2, sideways pipes also make you come out of pipes instead of falling from the top. trivial from a gameplay aspect
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« Last Edit: March 26, 2008, 12:27:51 am by frantik »
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frantik
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« Reply #204 on: March 26, 2008, 04:13:19 am » |
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the pipes should be lower.. not sure why they aren't. is that image from the world 5 rom or the expanded rom? if from the expanded Karatorian you put the updated pipe code in (the one with the one bug removed) right? fixed the one pipe in the middle which should not be enterable Download Worlds 5 and 6will put out an updated worlds 1-4 soon
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generalleoff
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« Reply #205 on: March 26, 2008, 04:27:40 am » |
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It's from the corrected expanded ROM patch that was just posted. [edit] Screwed up castle. Screwed up piranha This is as far as I can get. Imposable to make that jump. Also I have been noting many instances of clouds, trees, hills, and other background titles that are missing tiles. I am not going to point them all out at this stage. But I am wondering if they are like that in the original? I kinda doubt they are supposed to be that way. I also highly doubt the available dumps of those discs are in the best of shape. I'm not sure f they are bad dumps or good dumps of bad discs but some of that stuff seems to be caused by corruption in some way or another. Attempting to get hold of fresh dumps would probably be a good idea. [edit2] Regarding the 6-3 imposable jump. It is related to the pipes you can go down near that area. If you do not go down those pipes the falling platform will be there allowing you to continue the level. Use the pipes and the platform will be gone.
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« Last Edit: March 26, 2008, 04:59:54 am by generalleoff »
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SMB2J-2Q
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« Reply #206 on: March 26, 2008, 04:51:53 am » |
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It's from the corrected expanded ROM patch that was just posted. [edit] Screwed up castle. Screwed up piranha This is as far as I can get. Imposable to make that jump. Also I have been noting many instances of clouds, trees, hills, and other background titles that are missing tiles. I am not going to point them all out at this stage. But I am wondering if they are like that in the original? I kinda doubt they are supposed to be that way. I also highly doubt the available dumps of those discs are in the best of shape. I'm not sure f they are bad dumps or good dumps of bad discs but some of that stuff seems to be caused by corruption in some way or another. Attempting to get hold of fresh dumps would probably be a good idea. When I use the expanded ROM, all I get is a screwed-up title screen when I re-patch (I think I'm supposed to get an already-expanded SMB ROM and then patch the smbspecial_world6.IPS onto it). What do I do?
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generalleoff
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« Reply #207 on: March 26, 2008, 04:54:10 am » |
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I patched world 6 on a clean normal ROM.
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SMB2J-2Q
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« Reply #208 on: March 26, 2008, 05:44:23 am » |
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I patched world 6 on a clean normal ROM.
Apparently, so did I... ~Ben (SMB2J-2Q)
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frantik
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« Reply #209 on: March 26, 2008, 07:08:45 am » |
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updated world 6 patch.. the platform didn't show up if you went into the pipe bonus room cause the platform was on the 1st screen when you come back out of the pipe Download world 5 and 6patch onto an original smb rom Also I have been noting many instances of clouds, trees, hills, and other background titles that are missing tiles. do you mean in the NES version? yes it's due to the way the background is drawn. ionce everything else is done i will go back and clean those up too.. i've cleaned up most ones except ones near holes in the ground. to hide them it usually costs two objects so it's easier to wait till everything else is done first
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« Last Edit: March 26, 2008, 07:13:54 am by frantik »
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