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Author Topic: Anyone Interested in Doing "SMB Special" for NES?  (Read 13 times)
Googie
Guest
« Reply #60 on: March 01, 2008, 01:26:35 pm »

Now the world 1 patch is an awsome Birthday present for me, I just played through it and it's pretty cool. I hope to see this finished like yoyoyo...  Cheesy
deespence2929
Guest
« Reply #61 on: March 01, 2008, 02:25:25 pm »

This has some unique design for the levels, not seen in other SMB1 type games, world 1-3 seemed to go on forever. This thing is gonna be epic when finished. Good job on porting the levels.

Also, if it turns out there is  a hammer powerup in smb special, there is a hammer powerup patch out there. it replaces the fireflower, so you'd just have to fix it so that its another powerup rather than a replacement to the fireflower.
frantik
Guest
« Reply #62 on: March 01, 2008, 03:23:22 pm »

^ yeah i haven't seen it yet.. i'm hoping it's not in there actually lol

I hacked the piranha plants so they do not ever show up in pipes automatically, and also adjusted it so the piranha plant enemy object shows up correctly in the pipe when you place it there manually.     only certain pipes have plants in them in SMBS.  Just need to add the plants to 2-1 and 2-1 will be done Smiley  hopefully i can get all of world 2 done by today

List of differences in the engines

new enemies:
* barrel
* crab
* jumping fly
* falling spike
* plants not in every pipe (done)
* upside down plants (done)

power ups/misc:
* star man question block tile  in addition to brick tile
* hudson bee

pipes:
* upside down pipes (done)
* upper screen entrances - require work around in level design or some other kind of trick to tell the engine which entrance type will be required

data limit:
* requires expansion (will use mmc1)
« Last Edit: March 01, 2008, 03:33:33 pm by frantik »
SMB2J-2Q
Guest
« Reply #63 on: March 01, 2008, 10:57:40 pm »

Good job on this so far! Keep up the good work!

I am hoping to see the NES-spec levels for Worlds 2-8.

For instance:
*Underground coin room in World 2-2
*Immediate entry into water room in World 8-2
*Water bonus room in World 3-1

~Ben (SMB2J-2Q)
Karatorian
Guest
« Reply #64 on: March 03, 2008, 09:44:40 am »

Well, I've been looking at the level header data and I started to figure it out. In particular, I've mostly figured out how pipes work. I've also figured out that there is a mechanism to stop the sceen from flipping on some screens. With these things and a few others figured out, I've decifered almost all of the level data. There are still a couple of bytes who's function is unknown, but it's pretty well all accounted for.

I've discovered a bug in my level renderer. The elevators/platforms are rendered four pixels lower than they are supposed to be. I hope it's not too big of an inconvience to you to remember to correct for this when building the levels. Also, as the current renderer doesn't take the movement codes into accound, elevators/platforms are all currently rendered as though they where large size. I'm planning some more changes to the level renderer, but I can't say when they'll be finished and the next set of renders will be produced.

By the way, I played the world one beta and it's pretty cool. I didn't go over it with a fine toothed comb, but it seems to be pretty accurate. (Except for some background elements, like bushes being larger.)

Me and my roommate gave it a try and he managed to beat it on regular and hard mode. My roommate, did, however find something he didn't care for. In level 2-1, he managed to get stuck. He'd use the wall jumping trick (or whatever it's actually called) to get to the top of the level and then fell in the hole where the 1-up ends up after you get it. He couldn't get out and had to time out.

I don't really think this could be considered a bug, as it's not even possible on the original game, and depends on glitch abuse to even reach. Furthermore, the way the 1-up drops down like that depends on it, which is a kinda neat little thing, so it proabably should be left as is. I just mentioned it as it was some playtester feedback.
frantik
Guest
« Reply #65 on: March 03, 2008, 10:04:13 am »

i assume you mean 1-2.. it's possible to get up there without wall jumping, but in SMB special there are multiple places which are actually traps so thats not going to be the only place where people will get stuck.  in 2-3 toward the end you can easily get stuck if block the mushroom from falling

regarding the backgrounds, the engines render the backgrounds completely differently.. in SMB it's just a loop of the same background over and over, while in SMBS i assume it's laid out just like the rest of the tile data.

i've finished world 2.. i need to sleep, then check it for bugs, then i will post it.  world 2-4 took sooo many objects oh man i wonder if i'll be able to fit 4 whole worlds into the unexpanded rom

oh yeah.. also check world 4-2.. it looks like there's some data corruption towards the end which would be awesome to recover..
frantik
Guest
« Reply #66 on: March 03, 2008, 08:40:12 pm »

Download: Super Mario Bros Special (worlds 1 and 2)



 

deespence2929
Guest
« Reply #67 on: March 03, 2008, 10:57:50 pm »

So it's been 2 days since the 4-4 restoration patch was submitted. Don't tell me RHDN rejected another decent hack. They'll add FFIV stripper restoration patches but they won't add patches to fix corrupted levels?

Anyhow, good job on porting world 2, those levels look even more funky than world 1-1.
SMB2J-2Q
Guest
« Reply #68 on: March 04, 2008, 01:42:26 am »

Quote from: Karatorian on March 03, 2008, 09:44:40 am
Well, I've been looking at the level header data and I started to figure it out. In particular, I've mostly figured out how pipes work. I've also figured out that there is a mechanism to stop the sceen from flipping on some screens. With these things and a few others figured out, I've decifered almost all of the level data. There are still a couple of bytes who's function is unknown, but it's pretty well all accounted for.

I've discovered a bug in my level renderer. The elevators/platforms are rendered four pixels lower than they are supposed to be. I hope it's not too big of an inconvience to you to remember to correct for this when building the levels. Also, as the current renderer doesn't take the movement codes into accound, elevators/platforms are all currently rendered as though they where large size. I'm planning some more changes to the level renderer, but I can't say when they'll be finished and the next set of renders will be produced.

By the way, I played the world one beta and it's pretty cool. I didn't go over it with a fine toothed comb, but it seems to be pretty accurate. (Except for some background elements, like bushes being larger.)

Me and my roommate gave it a try and he managed to beat it on regular and hard mode. My roommate, did, however find something he didn't care for. In level 2-1, he managed to get stuck. He'd use the wall jumping trick (or whatever it's actually called) to get to the top of the level and then fell in the hole where the 1-up ends up after you get it. He couldn't get out and had to time out.

I don't really think this could be considered a bug, as it's not even possible on the original game, and depends on glitch abuse to even reach. Furthermore, the way the 1-up drops down like that depends on it, which is a kinda neat little thing, so it proabably should be left as is. I just mentioned it as it was some playtester feedback.


I did notice that all the ceilings in the underground and castle levels were lowered one block. So could you fix that while you do your job? BTW, I thank you for posting the update with World 2 in it!

~Ben (SMB2J-2Q)
Karatorian
Guest
« Reply #69 on: March 04, 2008, 02:15:25 am »

The ceilings where intentionally lowered. The SMBS engine only displays 12.5 tiles, so to properly duplicate the level designs, the height was reduced.
Nightcrawler
Guest
« Reply #70 on: March 04, 2008, 09:16:03 am »

Quote from: deespence2929 on March 03, 2008, 10:57:50 pm
So it's been 2 days since the 4-4 restoration patch was submitted. Don't tell me RHDN rejected another decent hack. They'll add FFIV stripper restoration patches but they won't add patches to fix corrupted levels?

Anyhow, good job on porting world 2, those levels look even more funky than world 1-1.

Way to jump to conclusions... Relax. Server directories for PC-88 hacks didn't exist, thus it was waiting on that issue to be resolved. It's been added. Honestly now, can you name 5 decent hacks, that weren't incomplete, that were turned down here?
deespence2929
Guest
« Reply #71 on: March 04, 2008, 11:17:12 am »

well, i know the Castlevania dracula x hacks were at first rejected. And Ultimate mortal kombat trilogy was rejected, I guess due to the fact that many standard emulators won't run it due to the large rom size. A modified emulator was included tho. Also, I think the This hack was rejected cause of the way Kega emulates 32x roms.

http://forums.sonicretro.org/index.php?showtopic=8285&hl=chaotix

http://www.hacking-cult.org/?hacks/14

Kega don't properly emulate 32x, they just add fixes for each individual game, and if that game don't match up then it don't get emulated. So this hack don't work on it.
InVerse
Guest
« Reply #72 on: March 04, 2008, 12:37:03 pm »

Quote from: deespence2929 on March 03, 2008, 10:57:50 pm
So it's been 2 days since the 4-4 restoration patch was submitted. Don't tell me RHDN rejected another decent hack. They'll add FFIV stripper restoration patches but they won't add patches to fix corrupted levels?

The guy who's in charge of reviewing and approving hack submissions works 50+ hours a week (plus 9 hours of commute time a week) so sometimes fails to check the submissions for a few days. The only reason he got to it this morning was because he injured his shoulder and called in to work so as to go to the doctor.
Nightcrawler
Guest
« Reply #73 on: March 04, 2008, 01:31:45 pm »

Quote from: deespence2929 on March 04, 2008, 11:17:12 am
well, i know the Castlevania dracula x hacks were at first rejected. And Ultimate mortal kombat trilogy was rejected, I guess due to the fact that many standard emulators won't run it due to the large rom size. A modified emulator was included tho. Also, I think the This hack was rejected cause of the way Kega emulates 32x roms.

http://forums.sonicretro.org/index.php?showtopic=8285&hl=chaotix

http://www.hacking-cult.org/?hacks/14

Kega don't properly emulate 32x, they just add fixes for each individual game, and if that game don't match up then it don't get emulated. So this hack don't work on it.

1. Castlevania Dracula X - Initially rejected as being sprite only hacks. Further information showed more to the modification. They are here aren't they? You can't count material that is here. Sprite only hacks (not to be confused with a full graphics hack) are indeed rejected here as voted by the community.

2. Ultimate Mortal Kombat 3 - We're not emulatorhacking.net. It isn't classified as a ROM hack here as voted by staff in April 2006. It's rather a hybrid emulator, theoretical ROM deal. Impressive sure, but beyond the scope of this site.

3. Sonic in Chaotix - I cant' find data on this one. I seem to recall it being too big to host here. However, a second look at your link seems to show this is distributed as a ROM. We don't carry ROMs here. If you can provide evidence to the contrary, we can surely reconsider.

So... you brought up two hacks that aren't here. One isn't classified as a hack (sorry majority rules), the other is distributed as a ROM. Hardly the basis for negative ridicule...

deespence2929
Guest
« Reply #74 on: March 04, 2008, 02:05:29 pm »

Um, 32x games can be made into a ips patch. That site don't host ips patches, cause sega don't care about people distributing roms. But a ips patch is possible to create, but I won't be the one to do it cause it might get rejected anyway.

Also, UMKT was already posted on the site before, with emulator. It was taken down as it wasn't final yet, and then i submitted the final later, which was promptly rejected.
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