Super Mario Bros Special Remake SE full port
This is coming along a lot faster than I thought it would.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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So! Much! Want!
Very well done Will! Lovin' how it looks so far.
A few ideas though if you want to make the SE conversion a bit more polished.
*In 6-3, in the pre-SE version I put a collapsing platform there since Mario had an increased drop speed cap that prevented him from reaching the flagpole he originally could in the original game with a well-timed jump. If you're up for it you could always add one or two Used blocks to the end, like what I did with 2-2 and 8-4's "mid-air entry" pipes.
*In 8-2, the hidden 1-UP placed inside the background castle's large window could be made hidden inside a black "breakable" block, colored just like the window, to prevent it from becoming so obvious to the player.
* I would suggest maybe putting a row of "grate" tiles colored just like the sky in underwater levels/rooms so the player couldn't dip their body out of the water due to SMB1's water levels being one tile higher than SMBS', but that would cause thudding as the player skims the surface of the water.
Very well done Will! Lovin' how it looks so far.
A few ideas though if you want to make the SE conversion a bit more polished.
*In 6-3, in the pre-SE version I put a collapsing platform there since Mario had an increased drop speed cap that prevented him from reaching the flagpole he originally could in the original game with a well-timed jump. If you're up for it you could always add one or two Used blocks to the end, like what I did with 2-2 and 8-4's "mid-air entry" pipes.
*In 8-2, the hidden 1-UP placed inside the background castle's large window could be made hidden inside a black "breakable" block, colored just like the window, to prevent it from becoming so obvious to the player.
* I would suggest maybe putting a row of "grate" tiles colored just like the sky in underwater levels/rooms so the player couldn't dip their body out of the water due to SMB1's water levels being one tile higher than SMBS', but that would cause thudding as the player skims the surface of the water.
Well you're in luck because I JUST GOT DONE!
New features include:
New features include:
- New enemies! Barrels, Icicles, Fireballs, Fighter Flies, Sidesteppers, and Upside-down Piranha Plants!
- New graphics! Now the mappacks look just like the game!
- The Hummer! Er, the Hammer, just that's how they named it. It gives you invincibility.
- Levels have been slightly tweaked (seesaws, enemy adjustment, etc.) to be more faithful to the original!
- An obnoxiously excessive number of exclamation points!
I never expected anyone to get the enemies done so quickly, these look really cool.WillWare wrote:Well you're in luck because I JUST GOT DONE!
New features include:Did someone order a download link? I sure hope so!
- New enemies! Barrels, Icicles, Fireballs, Fighter Flies, Sidesteppers, and Upside-down Piranha Plants!
- New graphics! Now the mappacks look just like the game!
- The Hummer! Er, the Hammer, just that's how they named it. It gives you invincibility.
- Levels have been slightly tweaked (seesaws, enemy adjustment, etc.) to be more faithful to the original!
- An obnoxiously excessive number of exclamation points!
I've linked you pack on the first post in case anyone misses them.
All in a day's work! Er, quite literally, as it didn't take longer than 10 hours. I wasn't expecting it to be that fast either, especially with all the graphics I had to change.renhoek wrote:I never expected anyone to get the enemies done so quickly, these look really cool.
so is this mappack front-page-worthy now? did we do a good thing? i think we did a good thing, this is the best community mappack on the whole forum in my opinion
- Superjustinbros
- Posts: 2119
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*head explodes due to hype overload
Bro, thank you a million for this.
Oddities list incoming
With that out of the way, thank you again for this port; I especially love that you added the enemies!
Bro, thank you a million for this.
Oddities list incoming
How are you still typing with a broken head /badjokeSuperjustinbros wrote:*head explodes due to hype overload
Bro, thank you a million for this.
Superjustinbros wrote:Oddities list incoming
Arright, let's do this!
Superjustinbros wrote:With that out of the way, thank you again for this port; I especially love that you added the enemies!
- Superjustinbros
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I'm unsure really if the Bloopers could be stomped in overworld levels; but as it stands I'm going to say no.
(my PC became an hero so I'm unable to check this or anything else in the original versions for the time being)
With the bonus items, I think the Wing would have to cause the game to think the player is underwater for a few seconds before switching back to normal. The Lucky Star, on the other hand, would have to give standard invincibility.
The palette of the X1 is only eight colors, with either no or max value in Red, Green, or Blue. If you see anything that has a yellow-orangeish color, change it to RGB yellow (since this discoloration is also on the Bullet Bills and the Lakitus).
Hopefully that should be all I have for this mappack at the moment.
Also I went and made a sprite sheet of the X1 enemies and stuck it onto The Spriters' Resource. Hopefully you'll find it useful.
(my PC became an hero so I'm unable to check this or anything else in the original versions for the time being)
With the bonus items, I think the Wing would have to cause the game to think the player is underwater for a few seconds before switching back to normal. The Lucky Star, on the other hand, would have to give standard invincibility.
The palette of the X1 is only eight colors, with either no or max value in Red, Green, or Blue. If you see anything that has a yellow-orangeish color, change it to RGB yellow (since this discoloration is also on the Bullet Bills and the Lakitus).
Hopefully that should be all I have for this mappack at the moment.
Also I went and made a sprite sheet of the X1 enemies and stuck it onto The Spriters' Resource. Hopefully you'll find it useful.
I'll do it, then. Let's find out! :DSuperjustinbros wrote:I'm unsure really if the Bloopers could be stomped in overworld levels; but as it stands I'm going to say no.
(my PC became an hero so I'm unable to check this or anything else in the original versions for the time being)
Survey SAYS?
*ERRRRNT*
Well, at least it saves one from having to make a separate stompable Blooper for out-of-water areas, or something equally silly. :p
Alright, I think I got everything! The fixed version of the mappack is now up for grabs.
Same download link because yay Dropbox
Only things I can't do are the Clock and the Wing. Those need Turret's Additional Animations to work properly, so I won't be changing them.
Same download link because yay Dropbox
Only things I can't do are the Clock and the Wing. Those need Turret's Additional Animations to work properly, so I won't be changing them.
Woah I didn't know you actually went into the game files to change the levels.WillWare wrote:Alright, I think I got everything! The fixed version of the mappack is now up for grabs.
Same download link because yay Dropbox
Only things I can't do are the Clock and the Wing. Those need Turret's Additional Animations to work properly, so I won't be changing them.
I feel stupid for thinking you only did the enemies.
This make the whole thing more awesome.
- Superjustinbros
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I wasn't exactly holding my breath either for the custom items, since it's been continuously stated that only custom enemies would be supported. At least it's good to see the Hudson Bee and (part of) the Hammer put into the game.
Anyways during the time the mappack was being updated, I got the X1 Enemies sheet onto TSR:
http://www.spriters-resource.com/other_ ... eet/66219/
Should be hopefully everything from the original X1 version with 100% accuracy.
It also includes fixed Goombas (since back then I accidentally ripped the NES, GBC, and PC88 Goombas with extra "skin" on the bottom, in-between their feet.
PC-88 version shown, it applies to all the other versions as well.
It also shows the correct animation frames of the Barrels when they travel to the left- the (second) frame when they appear flattened horizontally should be one pixel higher in this recreation so that it replicates it's original movement in SMBS.
Also:
*for some reason I can't trigger the icicles to fall in my copy of the game, and with both colors of the Koopas, their shells appear to levitate (which I'm sure is to mimic their height when put into a shell in the original SMBS)
*In the underwater levels, I was looking to placing the ceiling of grates one tile above where they are now, as well as directly ontop of where a solid tile is placed on the surface, like as shown below with the green regions representing the placement of the grates:
So players could at least surface like they could in SMB1 without it looking like they're floating over it.
**While on the topic of water levels, I don't recall there being drains in the water levels myself.
EDIT: I noticed just now that there were a few inconsistencies with enemy placement in 7-4 and 8-4, they still have the original enemies from the pre-SE verison of the mappack.
http://www.mediafire.com/download/k1xb9 ... S_Maps.zip
Here's the archive of all 32 maps in the game, though then again you can just find the maps online, so this may be redundant.
Sorry I'm bombarding you with all these nitpicks, Will. I really want this to be top-notch for when we finally get the full, non-bugged version of SE so it could be released (maybe) with the Lost Levels.
Anyways during the time the mappack was being updated, I got the X1 Enemies sheet onto TSR:
http://www.spriters-resource.com/other_ ... eet/66219/
Should be hopefully everything from the original X1 version with 100% accuracy.
It also includes fixed Goombas (since back then I accidentally ripped the NES, GBC, and PC88 Goombas with extra "skin" on the bottom, in-between their feet.
PC-88 version shown, it applies to all the other versions as well.
It also shows the correct animation frames of the Barrels when they travel to the left- the (second) frame when they appear flattened horizontally should be one pixel higher in this recreation so that it replicates it's original movement in SMBS.
Also:
*for some reason I can't trigger the icicles to fall in my copy of the game, and with both colors of the Koopas, their shells appear to levitate (which I'm sure is to mimic their height when put into a shell in the original SMBS)
*In the underwater levels, I was looking to placing the ceiling of grates one tile above where they are now, as well as directly ontop of where a solid tile is placed on the surface, like as shown below with the green regions representing the placement of the grates:
So players could at least surface like they could in SMB1 without it looking like they're floating over it.
**While on the topic of water levels, I don't recall there being drains in the water levels myself.
EDIT: I noticed just now that there were a few inconsistencies with enemy placement in 7-4 and 8-4, they still have the original enemies from the pre-SE verison of the mappack.
http://www.mediafire.com/download/k1xb9 ... S_Maps.zip
Here's the archive of all 32 maps in the game, though then again you can just find the maps online, so this may be redundant.
Sorry I'm bombarding you with all these nitpicks, Will. I really want this to be top-notch for when we finally get the full, non-bugged version of SE so it could be released (maybe) with the Lost Levels.
- Superjustinbros
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Uhh, Guys, I broke the Bullet Bills.
And since I'm here...
(PC88)
(Sharp X1)
Here's barrels exactly how they're animated in the original games...
...along with fixed X1 Buzzy Beetles.
And since I'm here...
(PC88)
(Sharp X1)
Here's barrels exactly how they're animated in the original games...
...along with fixed X1 Buzzy Beetles.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
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This happened when I tried to launch the Sharp X1 version.
WillWare wrote:Alright, I think I got everything! The fixed version of the mappack is now up for grabs.
Same download link because yay Dropbox
Only things I can't do are the Clock and the Wing. Those need Turret's Additional Animations to work properly, so I won't be changing them.
Ummm,This is for what?
An mappack for a mod?
Mappack Normal?
SE?
- Superjustinbros
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- Joined: 29 Mar 2012, 20:39
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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
Dumb question but is this for SE or Vanilla?Superjustinbros wrote:Here's an updated download with fixed underwater levels (in that they now have raised ceilings)
http://www.mediafire.com/download/tjp8n ... _Mari0.zip
- kriptopsix
- Posts: 28
- Joined: 14 Jan 2024, 13:33
I downloaded https://stabyourself.net/dl.php?file=ma ... i0-win.zip and Regular Mari0 Downloadrenhoek wrote: ↑06 Apr 2012, 07:47*DOWNLOAD*
SE version
http://www.mediafire.com/download/tjp8n ... _Mari0.zip
Regular Mari0 Download
http://www.mediafire.com/?y56w9d920l6titk
http://www.mediafire.com/?y56w9d920l6titk put it in a folder %AppData%\LOVE\mari0\mappacks
Then I ran mari0_1.6.exe and select mappack.
The game has begun! Thank you!
How can I play SE version?
Where can I download? Where to copy and what to run?
- kriptopsix
- Posts: 28
- Joined: 14 Jan 2024, 13:33
in world 7.2 there is a mistake, Mario falls past the pipe after the part with water, I had to correct it through the editor, and 7.4 is an amazing labyrinth, we accidentally guessed that you need to go into the same pipe from which you came out in order to get to the dragon!