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Topic: Anyone Interested in Doing "SMB Special" for NES? (Read 14 times)
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Starscream
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« Reply #90 on: March 06, 2008, 01:53:18 pm » |
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According to that DP post, there is a Sharp X1 version of this game too. Really wish I could find that to compare!
-Rob
That one is apparently a little rare, I found both punchball Mario and Excitebike in my stash, but no SMB.
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rbudrick
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« Reply #91 on: March 06, 2008, 03:53:34 pm » |
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Right, I don't believe it has been dumped (OMG R4RE!). Anyone own an X1? I'd be willing to bet this would pop up on Yahoo Japan eventually. If nothing else, it would be a great comparison for reference to better the NES version.
-Rob
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deespence2929
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« Reply #92 on: March 06, 2008, 04:45:15 pm » |
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Hey guys, when this is done, It would be really cool to make a guide of this game using screen grabs (or simply long jpgs or whatever of the complete stages) and with all the special hidden items and such mapped out. It would make a great faq, since I highly doubt that a book or maps or anything on this game even ever came out in Japan.
-Rob
If this is a accurate port of the pc game then that won't be nessesarry. Cause finding the stuff on your own should be totally doable with a joystick, and savestates. You can just take that knowledge with you if you switch to playing the other game. Sounds like the main thing you'll be playing that version for willl be to see the hudson bee, cause it sounds like they won't bother putting that in here. PC version probably will be the inferior port. Here's my suggestion tho, if there are dead end pipes and they look to be intentionally put in the game, leave them. It might be sadistic, but at least it will be accurate.
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Starscream
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« Reply #93 on: March 06, 2008, 05:32:46 pm » |
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Right, I don't believe it has been dumped (OMG R4RE!). Anyone own an X1? I'd be willing to bet this would pop up on Yahoo Japan eventually. If nothing else, it would be a great comparison for reference to better the NES version.
-Rob
I just googled it on yahoo . So yeah it's out there. I don't know about it's dumping status, I'm just speaking here from the perspective of somebody with access to all the sets (well, afaik - there should be only two) that circulate in the English-speaking sphere. The thing is, I couldn't find any drastically more/different sets on Japanese P2p, but I haven't sorted my stuff yet completly, maybe it's somewhere in there. When I find something that isn't out there, I'll definitely release it at some point.
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KingMike
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« Reply #94 on: March 06, 2008, 06:30:02 pm » |
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Cause finding the stuff on your own should be totally doable with a joystick, and savestates.
M88 has savestates, but if you find an emu with gamepad support, let me know.
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frantik
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« Reply #95 on: March 06, 2008, 06:53:45 pm » |
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It would be really cool to make a guide of this game using screen grabs (or simply long jpgs or whatever of the complete stages) and with all the special hidden items and such mapped out. this already exists.. check the first few pages. Thats how I'm mapping out the nes version: using the images of the maps generated by karatorian
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InVerse
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« Reply #96 on: March 06, 2008, 06:56:14 pm » |
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I just googled it on yahoo That sentence just made my brain do a backflip.
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Karatorian
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« Reply #97 on: March 06, 2008, 11:22:15 pm » |
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In regards to the Hudson Bee, I'm in support of hacking it in myself. Perhaps not as a contiue feature, but as something special. Perhaps a 3-up like the moon in SMW. Of course, I don't think it'll be a high priority, but I'd like to see it, so when I get done with level reverse engineering, I'll be on my list of needed ASM hacks. (I intend to help out in the ASM department once the levels are dumped to my satisfaction.)
I definetly think we should make all hidden blocks hidden. It's part of the perverse charm of SMBS the way they hide stuff.
As for the 4-2 corruption, I haven't finished restoring it yet. Due the nature of MFM encoding, the corruption cannot be reveresed by an automated machine process. This is becase some bit patterns could have been the results of several different bit patterns. However, the info I've recovered is quite useful for assisting in a manual reconstruction. I've been working long hours, but I'll have the weekend off, so I should be able to get it done then.
frantik, which would you consider a higher priority? The pipe connection info or level 4-2's layout? I may be able to get them both done this weekend (then again, I may not), but I was wondering which one you'd prefer to get done first.
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frantik
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« Reply #98 on: March 06, 2008, 11:52:08 pm » |
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the pipe info would be preferred
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Starscream
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« Reply #99 on: March 07, 2008, 08:13:48 am » |
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I just googled it on yahoo That sentence just made my brain do a backflip. It's also very risky, Google's lawyers may come after me now.
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rbudrick
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« Reply #100 on: March 07, 2008, 09:35:10 am » |
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I'm of the opinion that we should first figure out what the hell the Bee does before it gets hacked for a different purpose in the NES version. No matter what, I think the version should remain accurate. in every way, even if it involves major changes to the SMB code. People say the Bee is a continue feature, but where's the proof? I couldn't get it to do jack. If there's some continue easter egg, then fine, but what is it? And what's this hammer power up? If this is a accurate port of the pc game then that won't be nessesarry. Cause finding the stuff on your own should be totally doable with a joystick, and savestates. You can just take that knowledge with you if you switch to playing the other game. Sounds like the main thing you'll be playing that version for willl be to see the hudson bee, cause it sounds like they won't bother putting that in here. PC version probably will be the inferior port.
Here's my suggestion tho, if there are dead end pipes and they look to be intentionally put in the game, leave them. It might be sadistic, but at least it will be accurate. Guide books are never necessary, but I still have my SMB guide book that was available for sale in the Nintendo Fun Club News back in '87. I was just saying that a similar guide would rock. Oh, and could someone refresh my memory? What's wrong with 4-2 exactly? -Rob
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Karatorian
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« Reply #101 on: March 07, 2008, 03:25:05 pm » |
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In 4-2, it looks like you can jump over the flagpole, which leads to a little bonus area. However, that area is partially corrupted.
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frantik
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« Reply #102 on: March 07, 2008, 04:48:19 pm » |
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I'm of the opinion that we should first figure out what the hell the Bee does before it gets hacked for a different purpose in the NES version. No matter what, I think the version should remain accurate. in every way, even if it involves major changes to the SMB code. People say the Bee is a continue feature, but where's the proof? I couldn't get it to do jack. If there's some continue easter egg, then fine, but what is it? I'd like to see someone hack in the bee before we even worry about what effect the bee has once it's collected additionally, from a priority standpoint I think invisible power up blocks are more important to implement than the bee. I'm pretty familiar with the SMB source, and as far as I can tell it is not particularly easy to add new block types without major changes. it's much easier to replace blocks than to add them. I did recover two blocks in the brown palette by switching the underwater sideways pipes to the same blocks which are used by the other sideways pipes. (i could do this since i also edited the palette for the water world so the pipe palette looks good) also the climbing "vertical balls" (also brown palette) blocks could be repurposed though it'll still require checking for the right block numbers in the various block detection routines. Adding the other enemies are also a higher priority than the bee imo. there's not a lot of slots for new enemy types either so that might be tricky. i suppose maybe some of the firebars or lifts could be dropped if they aren't used The SMB source does not have ANY room to add things, so anything which is added will require removing other things, so choices will likely have to be made when porting to the NES. My current goal is to make a level port which is faithful to the overall gameplay as much as possible, then tile accurate as much as possible. I have to take liberties sometimes when the original design is not possible, so already it's not going to be a 100% accurate port.
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deespence2929
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« Reply #103 on: March 07, 2008, 08:22:00 pm » |
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I could of swore you mentioned adding amapper that would allow rom expansion. So at which point are you gonnna run out of memory? Are you going to be able to structure the layout of the levels faithfully or are you gonna run out of blocks on world 7 or something€?
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frantik
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« Reply #104 on: March 08, 2008, 01:08:15 am » |
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I could of swore you mentioned adding amapper that would allow rom expansion. So at which point are you gonnna run out of memory? Are you going to be able to structure the layout of the levels faithfully or are you gonna run out of blocks on world 7 or something€?
yeah I'm going to add a mapper but only to increase the level data by simply swapping in the new data once you reach world 5. The rest of the memory will be identical.. i'll basically be like swapping in a second rom with new level data once you get halfway through the game. i suppose the mapper could be used for other stuff too though. even then making sure there are slots for everything could be an issue and yes i'm rapidly running out of blocks and i just finished world 3. i'm hoping i can fit all of worlds 1 - 4 into the unexpanded rom and that i can fit 5-8 in the second rom. I will post world 3 once I double check everything
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