Yeah, I seriously dunno what could've happened either.
It was my Great Giana Sisters port mappack that I tried porting over.
I dunno I just have terrible luck with using the site's converter.
Search found 2110 matches
- 09 Oct 2015, 06:51
- Forum: Modding
- Topic: Mari0: SE:E [v3.0][LÖVE 0.10.2]
- Replies: 44
- Views: 32728
- 08 Oct 2015, 18:33
- Forum: Mapping
- Topic: Super Mario Bros Special Remake SE full port
- Replies: 221
- Views: 78700
- 08 Oct 2015, 07:05
- Forum: Modding
- Topic: Mari0: SE:E [v3.0][LÖVE 0.10.2]
- Replies: 44
- Views: 32728
Re: Mari0: Special Edition Extended [v3.0]
I tried porting one of my 1.6 map packs as of recently after running it through the site's converter, and the instant I selected it, it recognized one of the DS.Store files in it and locked up, error screen and everything.
- 08 Oct 2015, 01:19
- Forum: Modding
- Topic: Mari0: SE:E [v3.0][LÖVE 0.10.2]
- Replies: 44
- Views: 32728
Re: Mari0: Special Edition Extended [v3.0]
Here's a pretty major bug that I think should get a fix; it was never in 1.6 back in the day. http://forum.stabyourself.net/viewtopic.php?f=8&t=4536 Sure it may not affect PC users all that much, but since there are guys that play it on OS X (including myself), it limits how much stuff you can do wi...
- 07 Oct 2015, 03:37
- Forum: Mapping
- Topic: I Thirst: A Catholic Themed (I know. weird.) Modded Mappack
- Replies: 17
- Views: 4636
Re: I Thirst: A Catholic Themed (I know. weird.) Modded Mappack
I do like the idea, I wish you the best of luck.
- 06 Oct 2015, 20:34
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
I decided to make one using all of the NES' palettes, plus a reverse for black. http://i.imgur.com/YhE98Mm.png http://i.imgur.com/YhE98Mm.png It stands at a monstrous 13090 pixels tall, with 42 palettes in total. I could add more if that system for having multiple tilesets (where each tileset was la...
- 06 Oct 2015, 20:09
- Forum: Mari0 discussion
- Topic: Minus World Gateway to World 4
- Replies: 0
- Views: 14874
Minus World Gateway to World 4
Dunno if this would help a lot, but I decided to make this. 15¸1·27¤1×8×true×false×false×false×false¤1·22¤49·20¤1·3¤49·12¤1·13¤49·12¤1·13¤49·12¤1·13¤49·12¤1·13¤49·12¤1·13¤49·12¤1·13¤49·12¤1·5¤111·2¤1·2¤111·2¤1·2¤49·12¤1¤16¤17×81×4×1¤1·2¤16¤17¤1·2¤16¤17¤1·2¤49·12¤1¤38¤39¤1·2¤38¤39¤1·2¤38¤39¤1·2¤49·12...
- 06 Oct 2015, 19:53
- Forum: Mapping
- Topic: Super Mario Bros Special Remake SE full port
- Replies: 221
- Views: 78700
Re: Super Mario Bros Special Remake SE full port
Here's an updated download with fixed underwater levels (in that they now have raised ceilings)
http://www.mediafire.com/download/tjp8n ... _Mari0.zip
http://www.mediafire.com/download/tjp8n ... _Mari0.zip
- 04 Oct 2015, 06:16
- Forum: Modding
- Topic: Mari0: SE:E [v3.0][LÖVE 0.10.2]
- Replies: 44
- Views: 32728
Re: Mari0: Special Edition Extended [v3.0]
Out of curiosity would there be a way the Better Level Editor Special Edition could be added/implemented into this (or at least two editor.lua files that each work with the two different versions of this mod)?
- 01 Oct 2015, 16:10
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Holy cow, dude, that tileset is super freaking awesome. Though I wouldn't really have a use for the other frames of the SMBDX and SMM springs, I like that you added the rest of Mario Maker's stuff. (I mostly ignored things like the sides of certain Semi-Solid Platforms due to how the graphics in SMB...
- 28 Sep 2015, 23:34
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
Apparently the "empty" Koopa Shells just re-use the normal sprites, while the empty Buzzy Beetle and Spiny shells use unique sprites.
- 28 Sep 2015, 23:27
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Okay, I'll try this:
Everything that had a "water background" now has a version without it, except the underwater cloud tile.
Everything that had a "water background" now has a version without it, except the underwater cloud tile.
- 28 Sep 2015, 08:01
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
I'll see if I can make the Kirbo/Goomba's shoe more green than the yellow color it wound up here (it got that color since in SMB1 the Overworld pipe/grass palette was never used as a Sprite palette). Magikoopa's red palette is the closest to Mario Maker's that it can achieve using regular SMB1, pale...
- 28 Sep 2015, 07:54
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
Okay I stand corrected.
That was the first time I ever heard that SE got officially cancelled.
That was the first time I ever heard that SE got officially cancelled.
- 27 Sep 2015, 22:17
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
Thank you for the update. Some interesting hacks here.
And yeah that's a given since SMB1 is much more widely known than Mari0, combined with Mari0's slight decline in popularity.
I still would love to develop a Mario fan game in the style of SMB1, with all it's graphical and palette limitations.
And yeah that's a given since SMB1 is much more widely known than Mari0, combined with Mari0's slight decline in popularity.
I still would love to develop a Mario fan game in the style of SMB1, with all it's graphical and palette limitations.
- 27 Sep 2015, 21:01
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
It would be better if the bulls-eye bill blasters used the lava palette. I'll add that to the next version. aside from a few bad palette errors and objects having water backgrounds. I'd like you to define "bad palette errors". As for the objects having underwater backgrounds, that's how underwater ...
- 27 Sep 2015, 15:42
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Ladies and gents: I give you, My master tileset, now with Super Mario Maker stuff! http://i.imgur.com/5yMw15x.png It's not compatible with Mari0 atm so you'd have to tinker with it and possibly arrange it so it fits the 22 tiles per row rule (since horizontal scrollbars on tilesets still isn't a thi...
- 27 Sep 2015, 15:37
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
I may be labeled as a monster for doing this, but here:
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
- 26 Sep 2015, 08:26
- Forum: Modding
- Topic: Better Level Editor: Special Edition
- Replies: 37
- Views: 15030
- 13 Sep 2015, 08:59
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
I should note that there's already an enemy similar to the "Spikey Beetle" posted earlier in this thread (at least the sprite for it), the Spike Top, which was originally from Super Mario Crossover.
- 13 Sep 2015, 08:51
- Forum: Modding
- Topic: Better Level Editor: Special Edition
- Replies: 37
- Views: 15030
Re: Better Level Editor: Special Edition (Willware did something maybe)
Oh my god, I'm super glad to see this is back. All I want to ask though is if the editor could contain data for the Beetle_Half entity so any imported 1.6 maps don't crash when it tries to load an otherwise non-existent enemy. Additionally, when selecting tiles in the custom tileset palette, it'd be...
- 07 Sep 2015, 05:50
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Could you perhaps add the castle bricks with black in the transparency? Mari0 does that and it is probably possible with NES limitations, seeing as there is already a black in all the main palletes (except for castle, which uses grey.) To make a long story short, the NES can't do it as it can only ...
- 24 Aug 2015, 01:06
- Forum: Mapping
- Topic: Unknown Pipe [WIP](Alsean99's Entities)
- Replies: 4
- Views: 2058
Re: Unknown Pipe [WIP](Alsean99's Entities)
Pretty good use of the Rohrleitung Gate tileset and backgrounds.
- 01 Aug 2015, 08:37
- Forum: Mari0 discussion
- Topic: Mari0 Images Thread
- Replies: 463
- Views: 293840
Re: Beta (and, by Popular Demand, Mod) Screenshots and Gifs (and Videos)
Sweet use of Game Boy tiles.
- 28 Jul 2015, 22:47
- Forum: Mapping
- Topic: [Mari0 1.6 Mappack] NESari0 (v0.2)
- Replies: 27
- Views: 14475
Re: [Mari0 1.6 Mappack] NESari0 (WIP)
Do you have any "Beetle_Half" entities in the mappack? For some reason Maurice removed them in SE, thus crashing any mappack the instant one comes into view.
- 28 Jul 2015, 20:18
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
Here's why I never made a SMB1 hack: In SMB Utility, you can't import a tile form one level to the next, add more (even if you expand the ROM), or clear all the tiles present in a lovel/room or in the ROM at once to get a blank canvas. Same with rooms and linking pipe/vine exits. If I had any idea h...
- 25 Jul 2015, 01:01
- Forum: Mapping
- Topic: [Mari0 1.6 Mappack] NESari0 (v0.2)
- Replies: 27
- Views: 14475
Re: [Mari0 1.6 Mappack] NESari0 (WIP)
If you crap out the "starting" part of a music, you can make it do a proper loop.
- 24 Jul 2015, 18:57
- Forum: Mapping
- Topic: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
- Replies: 12
- Views: 4786
Re: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
Even then you's still have to rip the tilesets manually, because just putting whole screenshots into that is kinda cheap since then you'd have a lot of duplicate tiles.
- 23 Jul 2015, 22:18
- Forum: Mapping
- Topic: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
- Replies: 12
- Views: 4786
Re: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
I do think you should learn how to rip tilesets from ROM hacks by using an emulator. That way you can use the original hack's tiles instead of vanilla Mari0.
There's a good number of tutorials floating around the forums.
There's a good number of tutorials floating around the forums.
- 23 Jul 2015, 00:41
- Forum: Mapping
- Topic: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
- Replies: 12
- Views: 4786
Re: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
...Yeah, that's not a port; that's a remake if you plan to take many liberties with the original level designs and just stick with Mari0's default tileset (or a tileset of anything other than the original hack's tiles). If you wanted to do a proper port, the first two screens of 2-1 in EDS Mario wou...
- 21 Jul 2015, 20:10
- Forum: Mapping
- Topic: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
- Replies: 12
- Views: 4786
Re: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
Also just for reference, here's the first three screens of Air's first level (at least the version I have, correct me if it's not the one you're using) http://i913.photobucket.com/albums/ac331/Superjustinbros/Air%20SMB1%20Hack.000_zps1wauwm5w.png http://i913.photobucket.com/albums/ac331/Superjustinb...
- 21 Jul 2015, 07:18
- Forum: Mapping
- Topic: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
- Replies: 12
- Views: 4786
Re: Super Mario Bros (NES) Hack To Mari0 Alesan99's Entities
Sorry to break the spirit of things, though IMO, to classify something as a conversion, all the tile placement must match their original forms exactly. I'm going to assume the enhanced Item and Used blocks are player-modded skins (thus they appear on every map played using your copy of the mod) so I...
- 29 Jun 2015, 09:00
- Forum: Mapping
- Topic: 1st mapack i like the sax man
- Replies: 3
- Views: 2440
Re: 1st mapack i like the sax man
Not to mention people here just don't like Minecraft mappacks. In my case, it's not that we don't like them at all, it's mostly since there's a lot of mappacks that use Minecraft tiles since they're so readily accessible, combined with the massive popularity of the game itself. Vilaidan, I'm going ...
- 23 Jun 2015, 20:13
- Forum: Mapping
- Topic: All About Tilesets - Create Tiles In 10 Easy Steps!
- Replies: 62
- Views: 23773
Re: All About Tilesets - Create Tiles In 10 Easy Steps!
You're required to use an image editor that has transparency, otherwise your tiles will have each and every single property applied at once, which is no good.
- 19 Jun 2015, 23:13
- Forum: Mapping
- Topic: Graphics Repositorum
- Replies: 38
- Views: 9711
Re: Graphics Repositorum
The Luigi Mushroom from Super Mario Maker.
- 19 Jun 2015, 18:10
- Forum: Mapping
- Topic: [Mari0 1.6 Mappack] NESari0 (v0.2)
- Replies: 27
- Views: 14475
Re: [Abandoned] NESari0 (playable unfinished build available)
I applaud you for doing a few lesser-known NES titles in this mappack.
- 18 Jun 2015, 22:45
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
Tileset from the "Cave Mario" hack.
- 17 Jun 2015, 02:55
- Forum: Mari0 discussion
- Topic: Bowser
- Replies: 4
- Views: 2986
Re: Bowser
Bowser actually begins his axe-tossing starting from the sixth world, desu.
- 17 Jun 2015, 02:49
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
If you want to record game music from an emulator, find the emulator's audio record feature, start it right before the music you want to record begins playing in the game, and let the music play while it's recording. Once it's done, have it save, and use Audacity to crop the saved music into .ogg fo...
- 15 Jun 2015, 01:10
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
It appears there may be something wrong with that .zip, I can't seem to extract it.
As for the music, I'll see if I have time to spare to do it.
As for the music, I'll see if I have time to spare to do it.
- 14 Jun 2015, 04:34
- Forum: Mapping
- Topic: The SMB Hack Port Project
- Replies: 201
- Views: 60320
Re: The SMB Hack Port Project
Old or not, I'm always welcome to know people would still want to contribute to this, even after the 1.6 days have ended. Though I'm not really keen on it requiring the use of Alesan99's entities (even if it does provide the SMB2J stuff left out of Mari0 1.6); maybe if you made a version that worked...
- 14 Jun 2015, 04:27
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Wow....how much time do you manage to colour this? If you have paint.net or Photoshop, you can select all of just one color and instantly replace it with a new color. (in paint.net you have to first change antialiasing to off and drop the Hardness or else it'll bleed the colors into each other and ...
- 09 Jun 2015, 05:59
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
I'm a squkid. Jokes aside that's actually not a bad tileset. The platforms should be "platforms" so you can jump through them just like in Squid Jump, and perhaps you could include a non-solid version of the platforms and "water", and make the "water" kill on contact by adding the Spike property on ...
- 05 May 2015, 19:29
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
SMB1'd Ptooie
- 24 Apr 2015, 17:53
- Forum: Mapping
- Topic: Music Respositorium
- Replies: 40
- Views: 15025
Re: Music Respositorium
Engage the underground theme from Jackass (the ROM hack)
http://www.mediafire.com/download/9st23 ... ackass.zip
Also includes it's fast version.
http://www.mediafire.com/download/9st23 ... ackass.zip
Also includes it's fast version.
- 19 Apr 2015, 20:24
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
Duck Tales breakable tiles.
UG and UW available in both tile and sprite palettes (since in Duck Tales, chests in the game are regarded as sprites, not tiles).
UG and UW available in both tile and sprite palettes (since in Duck Tales, chests in the game are regarded as sprites, not tiles).
- 19 Apr 2015, 04:56
- Forum: Modding
- Topic: [Question] Camera Fix?
- Replies: 8
- Views: 5420
Re: [Question] Camera Fix?
For single player I'd prefer Mario to be more centered, when moving both right and left.
Especially if someone makes a level that's focused on leftwards-traveling.
Especially if someone makes a level that's focused on leftwards-traveling.
- 16 Apr 2015, 19:41
- Forum: Mapping
- Topic: Tileset Respositorium
- Replies: 1612
- Views: 539854
Re: Tileset Respositorium
I hear ya loud and clear.
- 15 Apr 2015, 18:58
- Forum: Modding
- Topic: Mari0: Community Edition
- Replies: 186
- Views: 162347
Re: SE bugfixes
Any thoughts on re-adding Buzzy Beetle halfs that for whatever reason were dropped in SE?
- 15 Apr 2015, 15:55
- Forum: Mapping
- Topic: The Enemy Respositorium
- Replies: 1192
- Views: 461862
Re: The Enemy Respositorium
Incoming fix for Paragoombas and Helmet Goombas.