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Topic: Anyone Interested in Doing "SMB Special" for NES? (Read 11 times)
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Wario Bros.
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« Reply #555 on: March 07, 2010, 05:06:42 pm » |
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If you're interested, I've still got the data that I ripped from the x1 version. As I recall it's pretty much the same as the pc88 version. It consists of a couple of tools to extract level data and a set of images generated from that data.
Hmm. I might be interested in the data. You can send me that stuff if you want to. Thank you for your help! Once I finish ripping the maps, VGmaps.com viewers might get more interested in this game. Oh, and I have an idea for this project. When I was playing through a Sharp X1 level, I ran across an area where a Sidestepper was walking on a path made of brick blocks. I decided to hit the block below it and the Sidestepper was instantly defeated. Then it hit me: This might be asking too much when it comes to the programing but maybe we could change that to it getting angry like it did in Mario Bros. instead of dying from one hit from below. That way, we don't confuse players who grew up with the Mario Bros. arcade game.
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frantik
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« Reply #556 on: March 07, 2010, 07:11:35 pm » |
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i dont think there were any asm bugs.. just level things. test it out folks and post screenshots of any bugs. and no, thats not a bug in world 4-whatever in that one room
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Karatorian
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« Reply #557 on: March 08, 2010, 08:01:22 am » |
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...and no, thats not a bug in world 4-whatever in that one room Man, I really should write something about that in the README. Hmm. I might be interested in the data. You can send me that stuff if you want to. You can download it here: http://static.karatorian.org/gaming/nes/smbs-rip-x1.tar.bz2I didn't bother packing up the tools, so it's just the level images and the text files that explain the pipe connections. If you're interested in the tools too, just let me know. While poking through this stuff, I realized that I never released a patch to fix the level corruption in 4-2. It's not a game stopper like the corruption in 4-4 was, but it'd be nice for people to be able to get to the bonus area. I'll have to do that.
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Wario Bros.
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« Reply #558 on: March 08, 2010, 01:39:40 pm » |
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Wow, that download is incredibly helpful. Please not that I will NEVER submit your renders as the maps for VGMaps. Instead, I'll use the renders to double check I got everything for the map I'M ripping. Thank you for this and you'll be credited and be a special thanks on my maps.
While I'm working on my maps, I'll play the NES rom hack on the NES emulator on my DS's flash card to check for any problems/bugs.
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CelticMinstrel
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« Reply #559 on: March 08, 2010, 08:22:57 pm » |
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EDIT: Nevermind what I said earlier. Is it okay if I use this Rom hack as a reference to my SMB Special Maps I'm ripping?
There are a few significant differences in the NES version of the maps, due to limitations in the SMB engine. So I'd recommend using the original data rather than the NES version as your reference. Speaking of which, would it be difficult to make similar renders of the NES port levels for easy comparison? Also, I can't seem to find the Sharp X1 version anywhere...
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Wario Bros.
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« Reply #560 on: March 08, 2010, 09:09:48 pm » |
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Also, I can't seem to find the Sharp X1 version anywhere... I found the Sharp X1 version by googling Sharp X1 roms and there it was (not really that hard actually) I'd go into more details but I don't want get into trouble. And trust me, once you get the Sharp X1 version, you'll want to trash the PC8801 version in a heartbeat. The reason why I said I want to use the rom hack as a ref is because I know in its current state is very accurate to the real game's levels (not so much on the enemy placement though XD) So it's still reliable to me.
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frantik
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« Reply #561 on: March 09, 2010, 03:23:39 pm » |
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(not so much on the enemy placement though XD)
i tried to make them as close as possible.. the enemies move differently so it coulnt be an exact 1-1, plus there are lots of enemies missing in the nes port
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CelticMinstrel
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« Reply #562 on: March 10, 2010, 12:08:23 am » |
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The reason why I said I want to use the rom hack as a ref is because I know in its current state is very accurate to the real game's levels (not so much on the enemy placement though XD) So it's still reliable to me.
It's mostly accurate, I think, but there are a few notable places in which it is very different... and the backgrounds are completely different. As for Google, it has failed me.
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« Last Edit: March 10, 2010, 12:37:20 am by CelticMinstrel »
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Wario Bros.
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« Reply #563 on: March 10, 2010, 02:03:39 pm » |
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i tried to make them as close as possible.. the enemies move differently so it coulnt be an exact 1-1, plus there are lots of enemies missing in the nes port
Sorry I said that. I guess you can't move the enemies by 8 pixels rather than 16 right. Well nothing's perfect.
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Snake Plissken
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« Reply #564 on: May 05, 2010, 05:13:25 am » |
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I have some alternate dumps (non TOSEC) for SMB special for the PC-88, found in a japanese collection. If anyone is interested i can upload them somewhere so you can check if these versions are corrupted or not (just a simple comparison with an hex editor should be sufficient).
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frantik
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« Reply #565 on: May 12, 2010, 08:19:53 am » |
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karatorian might be interested but im not planning on doing any more work on the hack unless there's some glaring graphics glitch
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rbudrick
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« Reply #566 on: August 25, 2010, 01:36:50 am » |
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A little bit of a thread bump here. Just wanted to say I finally got a chance to play through the X1 version of this game. It turns out, that thing I mentioned much earlier in the thread in level 4-3 where you have to make the elevator drop off the screen in order to make a platform appear two screens over is alive and well in this version. So, no glitch! That's programmed in! Evil.
The last level has three incredibly difficult jumps. The hardest in any official SMB game by far. Also, the ending mentions the hidden "new characters," (flying wing, clock, etc.). It also lists the "lucky star" among them, which is dumb because the starman isn't new.
Luckily, you can use a joypad in the X-Millenium emulator I used. Using a keypad like the PC-8801 version was torture.
-Rob
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rbudrick
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« Reply #567 on: September 26, 2010, 11:46:33 pm » |
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Just wanted to bump again simply because I noticed a significant difference in Mario's jumping between the X1 and the PC88 versions. In the X1 version, the distance you jump is about a block or maybe even half a block shorter, making some long distance jumps significantly harder, most especially those long jumps you have to make in 8-4 (SO hard in the X1 version, pretty easy in the NES and PC88 versions).
-Rob
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frantik
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« Reply #568 on: December 12, 2010, 08:48:47 am » |
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A little bit of a thread bump here. Just wanted to say I finally got a chance to play through the X1 version of this game. It turns out, that thing I mentioned much earlier in the thread in level 4-3 where you have to make the elevator drop off the screen in order to make a platform appear two screens over is alive and well in this version. So, no glitch! That's programmed in! Evil.
interesting.. though it could still be a bug. either way, not gonna be in the nes port :-p
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Superjustinbros
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« Reply #569 on: July 11, 2011, 04:01:54 pm » |
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Sorry for the sudden bump, but since this is where the NES hack-port is discussed, I wanted to let in my honest opinions.
*I think the colors should've been closer to the PC88 version (of which this hack is based on), using only shades of RGB% blue, red, and yellow (plus black & white, the later for several things that were meant to be green.) *The SMBS-exclusive enemies and items should have their original appearances, and via proper HEX editing, their original traits and behavior. I know the SMB ROM is already pretty much filled up to a brim, but maybe with a utility that can expand the size of a ROM, we can add these items and enemies in, plus other things, like Mario entering/exiting an area the intended way, the large castles being the proper height, and the underwater tiles being on the surface, like in W5-1. *The overall structure of the levels should be perfectly accurate to the original version down to the finest detail, including the block graphics and backgrounds (not really a big deal, but just what I feel). *The ROM hack should keep the W4-3 dead-end room, but have it so the exit pipe on the other side of the room actually warps you to the pipe that's underneath the mushroom staircase just beyond where you find the vine to access the room. If the point of doing this hack is to make both an easier and more fair experience for the player than the original PC88 version, then this change should be put into effect.
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« Last Edit: July 11, 2011, 05:08:52 pm by Superjustinbros »
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