Super Mario Bros Special Remake SE full port

Mapping related threads and questions go in here!
Superjustinbros
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Post » 25 Apr 2012, 00:42

Found a small error regarding World 4-1's Coin Heaven.

Since after climbing up the vine, you don't actually end up in the coin heaven via vine, but rather through pipe. Because if this, dropping from this Coin Heaven to return to the main level will lead you to your death. To fix it, go into the editor and select 4-1's only sub-level, and on that sublevel, check "BONUSSTAGE" on. If you do this in one of the versions, either the PC88 or Sharp X1 version, you will have to do it in the other.

Here's the updated download. http://www.mediafire.com/?jd78y39jizg99gb And yes any updates posted will cause all the other links prior to break, since I don't want sixty million versions of the same file crowding up my Mediafire.

EDIT: Updated again to fix problems with 5-4 and 8-4.

Rachel
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Post » 25 Apr 2012, 03:12

I'm prepared for my balls to be rocked.
Downloading now.
EDIT: I'm at world 1-3. Invisible coin blocks were a dick move, Hudson.
Last edited by Rachel on 25 Apr 2012, 03:33, edited 1 time in total.

renhoek
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Post » 25 Apr 2012, 03:27

ok I've updated the download link

wish I had this much hype for my smb2j map pack :P

WillWare
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Post » 25 Apr 2012, 03:44

xXxrenhoekxXx wrote:wish I had this much hype for my smb2j map pack :P

But it's DLC
Therefore it's boring

Superjustinbros
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Post » 28 Apr 2012, 19:08

Updated to make the second ? block in 1-4 invisible.

http://www.mediafire.com/?zc29pd6anbeb8bp

renhoek
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Post » 29 Apr 2012, 03:29

Superjustinbros wrote:Updated to make the second ? block in 1-4 invisible.

http://www.mediafire.com/?zc29pd6anbeb8bp

could have sworn I fixed that already :S

Superjustinbros
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Post » 29 Apr 2012, 04:48

Well he's another update (two within the same day, boy am I crazy or what)

This version allows you to exit 2-2's underwater section from both pipes, and adds the proper music to 2-3's ending room.

EDIT: Minor updates, but still better to post the new link.
2nd EDIT: A few more edits to fix missing clouds in levels and fixed a large error that made 6-3's flagpole jump for the most part impossible. If there is any error with 8-2's overworld backgrounds (the one after the underwater segment) please let me know!

http://www.mediafire.com/?lchibt6tarbyr1a (this is the new link.)

I sure hope the issues regarding random broken pipe entrances are fixed in SE, because I died spawning inside the pipe in 7-2. :B

renhoek
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Post » 13 May 2012, 15:37

when you need to update this don't send me a private message you'll have to bump threads for things like this.

Superjustinbros
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Post » 13 May 2012, 22:29

xXxrenhoekxXx wrote:when you need to update this don't send me a private message you'll have to bump threads for things like this.


Sorry bud. :( It's just half of the forums on the Internet scold anyone who posts two posts one-after-the-other with no post from anyone else in-between.

Anywho this should be the last update, unless I find any area in the mappack that differs from the rips of the Sharp X1 version, even if it's something minor like the clouds.

renhoek
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Post » 14 May 2012, 09:27

it's fine as long as it's contributing you won't be scolded.

Superjustinbros
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Post » 19 May 2012, 21:08

Here's an update that fixes some scenarios with the last three worlds, the biggest being the change to 7-4 to add the proper color palette of the blocks and coins.

I should bring up if you've been encountering any issues with spawning in certain areas incorrectly, it's a glitch in Mari0, which hopefully will be fixed by the time SE comes out.

http://www.mediafire.com/?c4dnca9cif4ff4i

renhoek
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Post » 20 May 2012, 02:03

ok I've edited the download link,
so is this the last update you'll be doing?
If it is then that means we can start moding. (after I do my other stuff like my mari0 deluxe map)

Superjustinbros
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Post » 20 May 2012, 03:18

xXxrenhoekxXx wrote:ok I've edited the download link,
so is this the last update you'll be doing?
If it is then that means we can start moding. (after I do my other stuff like my mari0 deluxe map)


Well once we can get 8-2 to properly display the large castle so an invisible block is over a black tile (without the 1UP mushrooms's location being a dead giveaway as it is now), and make sure everything else in the map pack works properly, with the correct colors and tile placements (leave no cloud behind!), then we'll all be ready for adding the SMBS-excluvise content.

These image sheets should prove useful.

Image
Image

Superjustinbros
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Post » 23 May 2012, 03:22

Unfortunately the updates keep coming.

http://www.mediafire.com/?cslr2ddh5r0j8y3

This one fixes more color errors with the coins, bricks, etc. At least I made sure it did.

Superjustinbros
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Post » 24 May 2012, 14:01

http://www.mediafire.com/?qbsgot2xx8q1olp

Fixes more problems with the incorrect color schemes in World 7, plus modified some areas in 7-4 to make the pipe entrances more obvious where you should hit down. I didn't test it though, so if any pipe leads to the wrong place, please let me know!

renhoek
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Post » 27 May 2012, 12:51

I'm just going to leave this here
Image
Image
Image
(nothing newly programmed, this is just a graphics mod so far.) finally got of my ass to do this.

idiot9.0
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Post » 27 May 2012, 13:41

Mod looks good so far, even though it's just the graphics. Can't wait to see it's completion.
Maybe if I got off my lazy ass and learned some damn Lua, I'd offer some help. But for now I wish you luck in finishing this.
Don't forget to mod it so mario keeps his piss poor control from the original for that authentic feel

Superjustinbros
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Post » 27 May 2012, 15:54

xXxrenhoekxXx wrote:I'm just going to leave this here
Image
Image
Image
(nothing newly programmed, this is just a graphics mod so far.) finally got of my ass to do this.


*drools*

I want this.

renhoek
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Post » 28 May 2012, 14:40

Superjustinbros wrote:*drools*

I want this.

trust me you'll be the first one to get you're hands on this,
it's the least I can do for all the help you've done for me.

I'd also appreciate any help with the mod,
otherwise I'll 10000 errors

renhoek
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Post » 29 May 2012, 05:42

it took me a whole day to do this...
Image
release date
2/4/2054

Superjustinbros
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Post » 29 May 2012, 16:04

xXxrenhoekxXx wrote:it took me a whole day to do this...
Image
release date
2/4/2054


Not bad so far. Just make it give 8000 pints instead of a 1up and it'll be good to go!

Superjustinbros
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Post » 18 Aug 2012, 23:02

Big apologies for the bump, But 7-4_2's entities use the Overworld palette rather than the Castle one. Just thought of pointing that out.

Superjustinbros
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Post » 25 Jan 2013, 18:07

Just to let everyone know, I made a few corrections to the mappack (mostly with firebars rotating the wrong direction). I'll post a new download link soon enough.

BobTheLawyer
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Post » 25 Jan 2013, 18:09

That's quite a bump...

Didn't think this was still live...

renhoek
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Post » 25 Jan 2013, 18:16

BobTheLawyer wrote:That's quite a bump...

Didn't think this was still live...

it get's an occasional update from sjb that makes it more accurate to the original.

Also the mod is open for anyone to make seeing as I don't have the programing knowledge to make a mod (applies to the smb2 j map pack.)

Superjustinbros
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Post » 25 Jan 2013, 20:46

This mappack needs more love, especially with how many plays the inaccurate NES "port of SMBS gets on YouTube.

Especially with this one user; I think his name was SpaceNinja88. I tried to introduce this mappack to him but he just went and started playing the NES demake.

And with Mr. Podobo, a lot of the things he said when he did his LP of PC88 SMBS is false. First you have to change the emulator (M88) and tinker with it's settings so it plays at 60fps as opposed to 20fps; This makes some of the jumps a little less menacing and while still flickery, it's slightly smoother and more playable. And not to mention, it also makes the timer go slightly slower, and the spring at 2-1 works more often (you can just hold down and it should send you up).

His claims include:
*Not bouncing off Paratroopas in 1-3 if stomped. I bet he was comparing it to SMB2J, which was the first game to have higher bouncing off enemies. In SMBS, you get virtually the same jump height off an enemy as you would in SMB1, and never will stomping an enemy just drop you with no bounce upwards.
*The coin heaven in 4-1 dropping you into a large pit. No it doesn't. It deposits you to the left of said pit.

Anyways here's the new version.
http://www.mediafire.com/?1hja7n62coils7q

renhoek
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Post » 26 Jan 2013, 04:43

looking back on this project makes me want to remake other mario brother games, but as far as I'm aware of I've finished them all...

Superjustinbros
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Post » 26 Jan 2013, 05:02

xXxrenhoekxXx wrote:looking back on this project makes me want to remake other mario brother games, but as far as I'm aware of I've finished them all...

Well there is the work-in-progress Super Mario Land mappack, and also the Mario Hack Series Port project.
and Demon Returns...

TripleXero
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Post » 26 Jan 2013, 06:42

Has there been a Super Mario Bros. 2 attempt? Likely better to wait until SE because of level height, but just curious

I remade up to the vine in 1-1 once

renhoek
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Post » 26 Jan 2013, 08:21

I did consider doing that.

TripleXero
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Post » 26 Jan 2013, 09:10

I'd be happy to work on it with you if you do do it

Mari0Maker
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Post » 27 Jan 2013, 16:39

TripleXero wrote:Has there been a Super Mario Bros. 2 attempt?

Probably should wait for SE for that one to be created.
We can't even create the start of the game. :P Upward/Downward Scrolling is required.

BobTheLawyer
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Post » 27 Jan 2013, 21:09

So where is the mod?

renhoek
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Post » 28 Jan 2013, 06:30

BobTheLawyer wrote:So where is the mod?

read the above conversation. (a.k.a. there is none what you see in the screens is what I got done.)

Jackostar10000
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Post » 28 Jan 2013, 15:32

how did you stack the hats

BobTheLawyer
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Post » 28 Jan 2013, 15:52

So the graphics mod isn't released?

renhoek
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Post » 28 Jan 2013, 16:40

BobTheLawyer wrote:So the graphics mod isn't released?

you mean the one that has graphics but nothing programed?

BobTheLawyer
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Post » 28 Jan 2013, 21:50

Yeah.

renhoek
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Post » 29 Jan 2013, 03:54

no where.

Superjustinbros
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Post » 09 Jul 2013, 13:31


UltIMa647
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Post » 18 Apr 2014, 22:09

This is a very unique map. just one question.... HOW DID YOU GET ALL THOSE HATS?????? SO COOOOOOOL :O

HowToEatGirafes
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Post » 18 Apr 2014, 22:12

UltIma647 i know you're new but ... Don't bump threads , please

Superjustinbros
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Post » 22 Apr 2014, 16:46

Well now that this topic was bumped, could anyone make a conversion of this mappack to SE?

Superjustinbros
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Post » 07 Apr 2015, 17:26

Okay, after much time here's a port of this mappack to SE.
http://www.mediafire.com/download/1aweg ... ri0_SE.zip
Contains both the PC88 and X1 versions.

renhoek
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Post » 08 Apr 2015, 05:22

Superjustinbros wrote:Okay, after much time here's a port of this mappack to SE.
http://www.mediafire.com/download/1aweg ... ri0_SE.zip
Contains both the PC88 and X1 versions.

I've updated the first post to include this.
So now that it's been ported to SE would it be possible to get just about every enemy and item (item to a certain extent) into SE?

Also I'll say this if there's going to be a full SE port, I won't be taking part in it. I've lost my interest in mari0 mapping.

Superjustinbros
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Post » 08 Apr 2015, 17:06

Perhaps...
Image
Image
Image
Image
Image
(They have to be recolored to match Mari0's palette, though)

Superjustinbros
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Post » 10 Apr 2015, 20:21

Just a heads up, 6-2 crashes the game.

Image

4matsy
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Post » 11 Apr 2015, 22:11

Weird. I never encountered that when I played the level. Probably because I skipped that section with pipe shortcuts? :o

Also, room 1 of 8-4 is impossible to clear without the knockback cheat, as red paratroopas are globally broken due to the 1.6-to-SE conversion (they act like green ones; need to apply the fix described here).

Edit: Hmm, actually it isn't that impossible after all. :o I managed to get past the pit anyway by placing one portal on the left edge of the pit, and the other portal on a lower floor further back, and jumping down to that lower portal. Cleared the gap so easily, I almost had the beetle on the other side fall on me. Heh. :p
Last edited by 4matsy on 12 Apr 2015, 00:38, edited 1 time in total.

WillWare
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Post » 12 Apr 2015, 00:15

The level crashes because it's trying to load "beetlehalf," which doesn't exist in SE (oversight!) and crashes the game.

I'll take care of the full SE conversion, don't worry.

Image

Superjustinbros
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Post » 12 Apr 2015, 00:39

Thanks bro.


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