+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Anyone Interested in Doing "SMB Special" for NES?
Pages: 1 ... 13 14 [15] 16 17 ... 39
Author Topic: Anyone Interested in Doing "SMB Special" for NES?  (Read 18 times)
generalleoff
Guest
« Reply #210 on: March 26, 2008, 08:11:05 am »

I haven't played with he PC88 emulators in a while. I was wondering if those are in SMBS and being you are gong for as close to a 1:1 port as possible I was wondering if you where intentionally leaving clouds and other background objects with missing titles. If there are cases in SMBS with missing tiles I was suggesting that they might be caused by a bad dump or a corrupted disc. I know other stuff was corrupted and recently fixed. In this case you probably should not duplicate them so closely. It's not an issue that should be worried about right now though. I was just curios is all.

Now to go play with the new patch.

[edit]

Oh I forgot. When you do these patches with warp zones that skip ahead in levels like the world 5 and 6 patch if it's not to much trouble could you add power ups before the warp pipe. It makes testing the map harder if you have to go into an advanced world as small Mario.
frantik
Guest
« Reply #211 on: March 26, 2008, 08:55:50 am »

Quote
if it's not to much trouble could you add power ups before the warp pipe

who's to say there isn't already some goodies before the warp pipe?  :laugh:

you might just want to use some game genie codes or other cheats.  setting $0756 to 01 will make mario invincible.. though he will alternate between big and small haha.  if you set $0754 to 0 he will be big all the time

but there's a mushroom pretty early in 5-1 in the row of ? blocks.. it's not too hard to get to Wink
« Last Edit: March 26, 2008, 09:07:34 am by frantik »
generalleoff
Guest
« Reply #212 on: March 26, 2008, 09:27:38 am »

I found the 6 1-ups if thats what you are referring to.
Karatorian
Guest
« Reply #213 on: March 26, 2008, 07:00:42 pm »

In regards to the pipe code, the expanded ROM still has the original version from the worlds 1-4 ROM. I had gotten it to assemble before you posted your version, and I've yet to update the code. Now that you've released world 6, I guess I'll be making a new version of the expanded ROM, so I'll update the pipe code as well.

Edit:

An expanded world 6 rom has been made. You can get the patch here. Also included in this version is frantik's refactored version of the inverted pipe hack. Please cross reference any bugs found against the approprate unexpanded ROM. Thanks and enjoy.
« Last Edit: March 26, 2008, 08:01:15 pm by Karatorian »
frantik
Guest
« Reply #214 on: March 26, 2008, 10:58:54 pm »

just play tested it and everything seems to be working fine except upside down pipe #2.. let me double check the code Smiley

edit:  i see whats up.. my optimized code will still work but it's slightly different from what i've got in the worlds 5-6 patch.  I will modify my world 5+ to have the right code so the pipes will be the right length
« Last Edit: March 27, 2008, 12:44:02 am by frantik »
generalleoff
Guest
« Reply #215 on: March 27, 2008, 07:41:06 am »

From the new 1-6 expanded ROM patch. Though a few of these also exist in the none expanded patches.



This vine grows up the bottom of the screen. (both patches)



The vine goes to this room. You can not exit this room as the pipe does nothing. (both patches)



This got worst.



Watching the piranha come out the opposite end of this pipe upside down is funny.



This suicidal red Koopa is in both patches but in the expanded patch you can no longer make the jump. Now you must use the pipe just before this area to get across.
frantik
Guest
« Reply #216 on: March 27, 2008, 12:00:57 pm »

the room in 4-3 is a trap

upside down pipe issue already mentioned by myself

need to fix 6-3


edit:

updated 5 & 6.  fixed upside down pipes and 6-3's jump

Download 5 & 6

also Karatorian can you change this line in the code:

Code:
GetHalfway:  ldy HalfwayPageNybbles,x ;get halfway page number with offset

to

Code:
GetHalfway:  ldy #$00  ;get halfway page number with offset

or set all the halfway page nibbles to zero...
« Last Edit: March 27, 2008, 12:22:23 pm by frantik »
generalleoff
Guest
« Reply #217 on: March 27, 2008, 01:51:42 pm »

See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption. Many cases exist in this game where you really can get stuck just for making simple errors like choosing to jump on the wrong platform and several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points. But this is the only case I know where it is deliberate. A warp back to 1-1 would be annoying but fine but trapping the player in a small room with nothing to do but let the timer run out is just bad. Unfair game play like that is NOT very Nintendo like... But I guess thats why it's only available on a crappy Japanese computer. Smiley

Most of the level design is actually solid, clever and fun and the port yer doing is also solid. Just some stuff from the original really needs to be corrected. I might have to resurrect my own conversion.
deespence2929
Guest
« Reply #218 on: March 27, 2008, 02:25:04 pm »

Quote from: generalleoff on March 27, 2008, 01:51:42 pm
See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption. Many cases exist in this game where you really can get stuck just for making simple errors like choosing to jump on the wrong platform and several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points. But this is the only case I know where it is deliberate. A warp back to 1-1 would be annoying but fine but trapping the player in a small room with nothing to do but let the timer run out is just bad. Unfair game play like that is NOT very Nintendo like... But I guess thats why it's only available on a crappy Japanese computer. Smiley

Ever play super mario bros 2? That game is piss hard too, even in the super mario all stars version. Imagine how much worst it is in the original version that didn't have game saves. Also note that the timer moves faster in the msx so the wait isn't as bad as it is in this hack.
frantik
Guest
« Reply #219 on: March 27, 2008, 02:52:34 pm »

Quote
See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption.

i double checked with Karatorian and it appears to be correct.  also there is no pipe in the appropriate exit location in the whole level, so it would seem it is on purpose.  I think originally it was supposed to not be a trap but it was changed because there is also a 1up on the level which is impossible to get to and it looks like you're supposed to use a pipe to get to it, but the pipe is not in a pipe exit location (2 blocks from the chunk divider)

Quote
several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points.

yes i noticed that as well.  it makes me wonder about the physics of SMBS.. if mario can jump farther or if it's just being 'mean' lol


Quote
Just some stuff from the original really needs to be corrected.

"corrected" is very subjective Wink  we've already had quite a discussion over a bug regarding a sometimes-missing platform in 4-3 lol the trap in 4-3 is not the first trap in the game either so it's not like some fluke imo

Quote
Imagine how much worst it is in the original version that didn't have game saves. Also note that the timer moves faster in the msx so the wait isn't as bad as it is in this hack.

plus in SMB2j to see all of the bonus worlds you had to beat the game like 8 times or something lol.  and yeah the timer will be modded in the final version to run faster Wink
« Last Edit: March 27, 2008, 03:30:48 pm by frantik »
generalleoff
Guest
« Reply #220 on: March 27, 2008, 03:31:10 pm »

Quote from: deespence2929 on March 27, 2008, 02:25:04 pm
Quote from: generalleoff on March 27, 2008, 01:51:42 pm
See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption. Many cases exist in this game where you really can get stuck just for making simple errors like choosing to jump on the wrong platform and several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points. But this is the only case I know where it is deliberate. A warp back to 1-1 would be annoying but fine but trapping the player in a small room with nothing to do but let the timer run out is just bad. Unfair game play like that is NOT very Nintendo like... But I guess thats why it's only available on a crappy Japanese computer. Smiley

Ever play super mario bros 2? That game is piss hard too, even in the super mario all stars version. Imagine how much worst it is in the original version that didn't have game saves. Also note that the timer moves faster in the msx so the wait isn't as bad as it is in this hack.

I do not see how the difficulty level of SMB2j has anything to do with this. SMB2j was designed to be hard but it was also designed to be fair and fun. In that game a player can screw him/her self and have to warp backwards instead of forwards but he/she can not get stuck in a room with nothing to do but let time run out. There is simply no justifiable excuse for trapping the player in a room regardless of how much faster the clock on the PC88 ran. At no point whatsoever in a Mario game should the player be put in a position where the only option is death. Thats something SEGA might do but not Nintendo Smiley Cheap does not equal hard.

Hudson simply did some stuff they should not have done. Some of the things they have done where fine on the PC88 but become issues on the NES. Others are just bad no matter what. We are only talking about at most 2% of the game though. The rest is really solid and well designed. All of the games issues are pretty minor and easily correctable without altering the intended design of the level in any serious way.

The invisible block issues I noted in the screen shots (flag pole and passable solid wall) I posted for example are super easy to correct without harming the level design. Just move those blocks one square left. A handful of places exist where the player can get stuck due to poor platform placement but this can be corrected. If you place a background layer title next to an enterable horizontal pipe Mario will get behind that object when entering the pipe. This is easily fixed. The player should also be able to reach 5000 points on all flag poles. A player can VERY easily become stuck in those openings designed only to let small Mario pass but this can not be blamed on Hudson Smiley

Anyway I wasn't going to bring up these minor technical issues and only concentrate on severe level bugs but that trap room really annoyed me.
frantik
Guest
« Reply #221 on: March 27, 2008, 03:40:38 pm »

Quote
At no point whatsoever in a Mario game should the player be put in a position where the only option is death.

there exists at least 3 places so far in the game where this is the case, and two where it's blatantly obvious that was the intent and not careless level design.  the first is in that one block pile in  2-3 where if you're small and trap in the mushroom you will be trapped.  the second is in 3-1 where you can go over the pole only to die.   there is also a spot in 1-2 where you can get trapped if you fall down from the between the bricks near the ceiling.  that one is not so clear if it's a deliberate trap or not.

so the trap in 4-3 is not some random occurrence Smiley


Quote
The invisible block issues I noted in the screen shots (flag pole and passable solid wall) I posted for example are super easy to correct without harming the level design. Just move those blocks one square left. A handful of places exist where the player can get stuck due to poor platform placement but this can be corrected. If you place a background layer title next to an enterable horizontal pipe Mario will get behind that object when entering the pipe. This is easily fixed. The player should also be able to reach 5000 points on all flag poles.

invisible block issues:  the one next to the wall:  i've played the level many times and never have accidentally gone thru the wall.  even if it does happen once in a while, not a big enough deal to modify the level design imo.  the one near the flag pole, again does not affect game play significantly and thus is not worth a deviation from the level design.  the only time i deviate from level design is when the engine requires it for proper game play.  this usually only is around pipes and also bowser's room.

backgrounds and pipes: if you want to give me a list of where there are sideways pipes next to background objects i'll go and correct them.  I think i recall seeing one when i was play testing it.

flag poles:  If in SMBS mario can hit 5000 on those levels, then either the physics needs to be adjusted in SMB or the flag pole moved closer.  but in SMBS if you can't hit 5000 then it would not make sense to adjust them in the port.
« Last Edit: March 27, 2008, 03:54:26 pm by frantik »
rbudrick
Guest
« Reply #222 on: March 27, 2008, 04:19:41 pm »

The trap room in 4-3 had a blue background, iirc.  Minor, but I figured I'd point it out.  There's pics of it in that DP thread where I first mentioned it.

-Rob
generalleoff
Guest
« Reply #223 on: March 27, 2008, 05:18:49 pm »

I jumped though that wall my first time playing the level and I whenever I want. I guess it's just my play style. I have been playing SMB for 22 years and I play like a speed runner. I'm hardly ever standing still and I never let go of the run button.

I'm not suggesting you alter yer goal for a 1:1 port though. Just so thats clear. I just have a differing opinion on how the game should be ported. When/if I ever do my conversion I will be correcting these little things that I see as errors. Both ports are valid as far as I am concerned so just keep doing what yer doing.

Eventually I would like to do a three game muti ROM with SMB, SMBS, and SMB2j all running on the SMB2j engine with the original SMB graphics. Thats being overly ambitious though for someone with very little hacking/programing skills. I'm more about hardware. Plus in about three months I'll be heading off to Navy (US) boot camp and training as an ET. I'll proly forget all about a SMB multi ROM by then Smiley

Anyway I will list off the instances where the pipe glitch happens from background objects. I think it happens at least twice but it could just be the one time. Proly the one you already know about.
Karatorian
Guest
« Reply #224 on: March 27, 2008, 06:11:01 pm »

Since this project started, I've been saving all the patches released, even the buggy ones. Not for any particular reason, perhaps for posterity, perhaps just because I'm a strange cookie. However, frantik fixed the world 6 patch so quickly that I didn't manage to get a copy of the bad one. Does anyone have it?

Going through the wall in some cases in a know glitch in the SMB engine. If SMBS's leve design happens to make it easier to pull off in some places, well so be it. As for traps and such, I've been in favor of an accurate port. Part of what sparked the sudden internet popularity of SMBS was it's reputation as feindishly difficult. If that includes some cheap tactics, I'm fine with it.

While I'm not sure of frantik's position on the matter, I firmly belive that ROM hackers have no basis on which to tell others not to hack thier hacks. Therefore, I'd have no objections to others using my work to create a version more to thier liking, as long as proper credit was given and an effort was made not to generate confusion between the two hacks.

The next task I'm going to be workin' on is cleaning up the Red Piranha Plant code. It jumps around quite a bit to get it to fit in the original ROM. Since I don't need to worry about maintaing the exact size of various functions, etc. I can proably condense it somewhat. It will also be an opportunity to look into how a new enemy can be added to SMB, which will be helpful with future hacks. Once I'm done with that, I'll look into implimenting some new stuff, yay!
Pages: 1 ... 13 14 [15] 16 17 ... 39  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC