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Author Topic: Anyone Interested in Doing "SMB Special" for NES?  (Read 19 times)
frantik
Guest
« Reply #255 on: April 09, 2008, 04:05:41 pm »

once i'm done with the levels i'm going to start looking into how to add the hidden power up blocks. I feel those are necessary to replicate the game play properly for multiple levels.  I also think adding at least the falling spike enemy would be a good and not too difficult addition.

the "flying" and "clock" power ups wouldn't be so hard to implement either, though i'm not sure how to implement the actual power up sprite routine.  also these are only used like once each in the whole game, and are hidden power ups anyways, so gameplay isn't as affected

rbudrick
Guest
« Reply #256 on: April 09, 2008, 04:45:55 pm »

Quote from: frantik on April 09, 2008, 04:05:41 pm
once i'm done with the levels i'm going to start looking into how to add the hidden power up blocks. I feel those are necessary to replicate the game play properly for multiple levels.  I also think adding at least the falling spike enemy would be a good and not too difficult addition.

the "flying" and "clock" power ups wouldn't be so hard to implement either, though i'm not sure how to implement the actual power up sprite routine.  also these are only used like once each in the whole game, and are hidden power ups anyways, so gameplay isn't as affected



Whoa, wait, flying and clock power ups?  I knew about the hammer and the bee, but where did these come from?!  Wow. 

When this is finished, it would also be great to have a list of what could and could not be implemented from the original (NES limitations and such).

-Rob
frantik
Guest
« Reply #257 on: April 09, 2008, 04:50:59 pm »

yep.. can't recall which level has the "flying" power up (it's really more like swimming according to Karatorian) and the clock showed up for the first time in world 8.  it just adds time to the game clock
Karatorian
Guest
« Reply #258 on: April 09, 2008, 06:59:28 pm »

The wings power-up is in level 4-1.

I was able to fix the graphical glitches introduced by my reworked Red Piranha Plant code pretty easily. However, while testing that, I noticed two other things about the Red Piranha Plants that needed fixing. Firstly, I renabled the code that I thought would make the Red Plants stay in their pipes when Mario is nearby, but it was working totally backwards. Rather than not come out, they'd not go in instead. This was as a result of the fact that they where moving in the opposite cycle as the Green Plants.

This also lead to the other issue I noticed. The plants where not syncronized properly. When a Green Plant and a Red Plant are near each other, they ought to move out of the pipe and and go back in at the same time. (Provided, of course, their cycle hasn't been disrupted by "hiding".) Instead one moves out while the other moves in.

To fix all of this, I've basically rewritten the Piranha Plant intialization code. Based on code from the original game, frantik's rewritten Green Piranha Plant code, and the Red Piranha Plant code from an unknown Japanese hacker, I've created a cleaned up implimentation of both plants types. However, I had to go to sleep last night before it was completely finished.

I should have the modifications complete sometime tonight. Once I get that done, I'll release a new expansion patch that incorportates the new plant code, worlds 1-7, and the bug fixes in levels in 1-4.

Once I'm done with that, I plan to look at fixing the graphics on the bottoms of the inverted pipes. While the fact that they're upside down is easy to ignore while playing the game, they stick out like a sore thumb in a sreenshot. Additionally, all this Piranha Plant hacking has given me a pretty good idea how to impliment new enemies in the SMB engine, so I'll look into that as well.
frantik
Guest
« Reply #259 on: April 09, 2008, 08:20:21 pm »

it shouldn't be too hard to change the pipes, though it will require 8 tiles of CHR rom to do properly.  we could put the title screen information on a second CHR rom page which would free up a bunch of tiles

glad to hear you've got a handle on the enemies though Cheesy

oh and hey you might want to hold off for a day on the new ROM cause i'm almost down with world 8
Karatorian
Guest
« Reply #260 on: April 09, 2008, 10:28:59 pm »

It's too late to hold off, I finished the latest patch before reading your message. You can get the patch at the usual place. While I have extensively tested the new Piranha Plant code, there may still be issues, so please report any bugs that still remain. Thanks once again for all the feedback so far.

With the addition of world seven, space has gotten very tight in banks zero and three. I was only able to get it all in due to the reduced size of my refactored Red Piranha Plant code. In order to fit in world 8, I'll have to relocate more of the ROM to another bank. I've yet to investiage options for such relocation. Hopefully I'll be able to find some code that can be reloacted as easily as the sound engine was.

In light of this, my focus will instead be investigating how the ROM can be further rearranged. Only once I've found a solution to this will I have time (or space) to impliment additional gameplay related hacks.
frantik
Guest
« Reply #261 on: April 09, 2008, 11:45:30 pm »

how about moving the level data and/or the whole level decoding engine? 

check DecodeAreaData
deespence2929
Guest
« Reply #262 on: April 10, 2008, 12:54:20 am »

Quote from: frantik on April 09, 2008, 08:20:21 pm
oh and hey you might want to hold off for a day on the new ROM cause i'm almost down with world 8

Anybody else down with the world 8? I know I am!
« Last Edit: April 10, 2008, 08:33:55 am by deespence2929 »
frantik
Guest
« Reply #263 on: April 10, 2008, 03:20:43 am »

w00t!  finally finished with porting the levels over  :woot!: :woot!:

Worlds 5 - 8 patch

This patch incorporates some other changes.

The current world 1 - 4 file is not suitable to be joined with this one because of the floor mods.

Changes include:

- Slight modification to floors.  Here new code to add to source (search for comment and replace values):
Code:
      .db %11111110, %00011000 ;ceiling 8, floor 2

- Modified platforms so they are always 6 blocks wide (instead of 4 blocks in castles and  after 5-3)
- changed world for underwater castle bricks
- set timers right for all levels (hadn't done that at all before) - still need to change timer value.. will determine how long it takes mario to run a certain distance and adjust timer accordingly
SMB2J-2Q
Guest
« Reply #264 on: April 10, 2008, 03:46:52 am »

Found another flaw: at the bonus room in World 6-3, when you leave it you come right back to it.

~Ben
frantik
Guest
« Reply #265 on: April 10, 2008, 04:25:58 am »

^ corrected.  the pipe connector was there just set to the wrong world.  also removed a lot of junk objects and enemies which were stuck on the end of a few levels.  replaced the rom with the updated one.

working on world 1 - 4.  the floor changes freed up a fair amount of tiles.. now going through and checking the background stuff which i was kinda lazy about at first

edit:  finished with worlds 1-4 patch.  This patch is suitable for merging with the 5 - 8 patch, assuming the floor code has been modified in the expanded rom. 

Worlds 1 thru 4
Worlds 5 thru 8

« Last Edit: April 10, 2008, 06:12:26 am by frantik »
Karatorian
Guest
« Reply #266 on: April 10, 2008, 05:23:52 pm »

Well, the changes you've made have definetly optomized things pretty well. The size of worlds 1 - 7 went from 8025k to 7500k. However, with world 8, it goes to 8319k, so it won't fit. I'm about to look into relocation options now. I'll let you know what I find out soon.
frantik
Guest
« Reply #267 on: April 10, 2008, 06:10:22 pm »

good to know I was able to make a decent reduction in the size.. what is the current maximum size allowed for just level data?

edit.. actually.. hey don't we have a whole empty bank?  why not just put the first 4 worlds in one bank (plus the program code of course) and the other 4 in the other bank (with the same code).  then swap the banks at world 5.    this is basically what i'm doing for SMU..  if you switch the banks in the end of world code it's completely transparent.  sure its "wasteful" in that the same program code is included in both banks but it's a lot easier than trying to find another large self contained block of code like the sound engine.  and the bank is already there anyways completely empty so might as well fill it.  there would still be plenty of room in the other two banks for new program code
« Last Edit: April 10, 2008, 06:28:46 pm by frantik »
hap
Guest
« Reply #268 on: April 10, 2008, 06:37:44 pm »

Thought about relocating to WRAM ($6000-$7FFF) by copying to it at init, simulating it like a hardwired bank?
Out of interest, could you give a technical summary what's been done?
Disch
Guest
« Reply #269 on: April 10, 2008, 06:40:26 pm »

Quote from: Karatorian on April 10, 2008, 05:23:52 pm
went from 8025k to 7500k.

o_O

uhhh.... wtf?  Am I reading that wrong?  or is your ROM 8 megabytes now?

Even if you mean "kilobit" (which is a retarded term, but don't get me started), that's still 1MB
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