The SMB Hack Port Project

Mapping related threads and questions go in here!
renhoek
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Post » 28 Jun 2013, 09:22

I think it's more so that there's not an over abundance of maps to use, honestly if I had a full map of Extra mario bros I probably would've finished by now.

Superjustinbros
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Post » 28 Jun 2013, 16:47

SMB Utility can provide full maps of most of the ROM hacks, you just have to mouse over the item blocks and pipes to make sure they spawn an item or allow exits respectively. You can also play test the levels directly through the utility, allowing you to further check the continents of the levels.

TurretBot
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Post » 29 Jun 2013, 22:09

Superjustinbros wrote:allowing you to further check the continents of the levels.

Asia, Africa, North America, South America, Antarctica, Europe, and Australia. (JOKE)
Last edited by TurretBot on 29 Jun 2013, 22:46, edited 1 time in total.

Automatik
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Post » 29 Jun 2013, 22:18

Qcode wrote:That's exactly why people put you on their foe list turret. Stupid references to things not even in the discussion.

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Post » 29 Jun 2013, 22:46

you're right, I forgot something.
fixed my post.

Firaga
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Post » 29 Jun 2013, 22:50

Turret, stop adding (JOKE) to your posts. If you have to tell people it is a joke, you shouldn't post is because it will be is stupid.

On-Topic : I might try and do a couple hacks.

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Post » 29 Jun 2013, 22:56

Firaga wrote:Turret, stop adding (JOKE) to your posts. If you have to tell people it is a joke, you shouldn't post is because it will be is stupid.

I'll take this advice. (NOT A JOKE) no I'm not doing that it's way too cliche

Superjustinbros
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Post » 05 Jul 2013, 23:51


Superjustinbros
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Post » 08 Jul 2013, 09:02

I've given Mari0, the hack port project, and the plans for the utility to make Mari0 levels from SMB1 ROMs onto Romhacking.net.

http://www.romhacking.net/forum/index.p ... 679.0.html

HAPPYFACES
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Post » 08 Jul 2013, 09:13

Superjustinbros wrote:I've given Mari0, the hack port project, and the plans for the utility to make Mari0 levels from SMB1 ROMs onto Romhacking.net.

http://www.romhacking.net/forum/index.p ... 679.0.html

Might wanna change ".lua" to ".love" there on your addendum below.

But what a great idea, actually calling in the help of the ROMhacking community to actually port hacks to Mari0? Applause. And don't hold it.

Superjustinbros
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Post » 08 Jul 2013, 23:50

Got it.

And repost from the Tileset respositorium, but as requested by Googie, a tileset from his ROM hack Luigi's Chronicles.
Image

Goomba98
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Post » 11 Jul 2013, 00:07

Superjustinbros wrote:SMB1 tileset for level-only hacks http://i913.photobucket.com/albums/ac33 ... 37a7aa.png

The last line of tiles is one pixel too low.

Qcode
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Post » 11 Jul 2013, 01:56

Superjustinbros wrote:I've given Mari0, the hack port project, and the plans for the utility to make Mari0 levels from SMB1 ROMs onto Romhacking.net.

http://www.romhacking.net/forum/index.p ... 679.0.html

Maps in Mari0 are saved like this
For every tile it is saved as blocktile-entitytile-rightclickvalue-link-linkx-linky,
Blocktile and entitytile are both numbers. They relate to the quad in the main image, for example an entitytile of 1 would be mushroom, 2 would be 1-up, 3 would be star, etc.
Rightclickvalue is a number, the number in the table which the rightclick value relates to.
For example the platforms are structured like this
rightclickvalues["platformup"] = {"width", 1.5, 2, 3, 5}
If you were to select 1.5 as the width then the rightclick value would be 1.
linkx and linky are both numbers, it refers to the x and y of where the object has been linked to. As an example if you were to place a button in the top right of the screen, and then a door somewhere else, the door's linkx and linky would be 1 and 1.
So as an example of one tile saved would be
12-30-2-link-25-6,
You loop through all the blocks and save the above sequence for each one.

After that it needs to save options.
For each option the syntax is ;option=option

First is background which is a number, 1-3. 1 is blue, 2 is black, 3 is underwater.
Next is spriteset also a number, 1-4. 1 is overworld, 2 is underground, 3 is castle, 4 is underwater.
Next intermission. If there's an intermission then it's ;intermission otherwise save nothing.
Next warpzone. Same syntax as intermission, except haswarpzone. If warpzone then ;haswarpzone otherwise nothing.
Next underwater, Same as intermission and warpzone. Word is underwater.
Then music, another number. Matches up with the rightclick value inside Mari0's editor.
Bonus stage, same as intermission, underwater and warpzone. Word is bonusstage.
Custom background, same as above. Word is custombackground.
Timelimit, obviously the number you set. Syntax is default, ;timelimit=number
And lastly scrollfactor, again the number you set. ;scrollfactor=number


Please tell me if this is all just incoherent rambling. I'm really tired while I'm posting this.

Superjustinbros
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Post » 12 Jul 2013, 01:36

Qcode, I posted your info onto the ROMhacking.net thread. Anyone is welcome to join the conversation on the thread to keep interest going.

Superjustinbros
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Post » 27 Jul 2013, 08:11

I'm going to display off something that might make re-creating/porting these hacks easier:
Image

This is Super Mario Bros. Utility, an editor for SMB1, with Strange Mario Bros. loaded in. It gives you a full map of any level of any hack that's compatible with it; you use the left/right arrows located next to the rulers to go further in the level, and you hover your mouse over the green squares to see what object is loaded there, necessary for mapping item, invisible block, and enterable pipe locations. (if it's an ? block without a green box over it, it's just a coin)

The green pipe in the toolbar switches between levels.

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Post » 10 Aug 2013, 21:02

When I was browsing the other day, I came across the site "bumwine.com" which has some useful Game Genie codes for tile-ripping.

 SNAPEL  severely scrambles tiles in very weird ways. Only serves if you want to see palettes applied onto tiles that normally don't use said palettes, but really it's mostly for getting the maximum number of tiles on-screen at once in one palette. Consider combining this with AETLTK.

 POGAAI  replaces all the palettes of overworld, castle, and underground levels with their corresponding underwater palettes. Far more useful in displaying how the palettes in SMB1 work, and it nets some interesting results.

EDIT: If anyone wants to take a gander at where I got these codes, they're found at this website:
http://www.bumwine.com/mario/
Last edited by Superjustinbros on 25 Aug 2013, 21:27, edited 1 time in total.

Superjustinbros
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Post » 19 Aug 2013, 20:49

For anyone curious, I have a small update. The hack "Paper Sai" is being ported, and at the time I'm writing this, everything up to 1-4 is complete.

The only things different from the original ROM: Vines replace the teleportation stars, and in addition 2-1 and 5-1 will not auto scroll.

I'm quite fond of the design choices of the hack Turtle Trouble.

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Post » 28 Aug 2013, 17:46

If I can get the ROM for this hack, I'll consider a tileset.

idiot9.0
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Post » 28 Aug 2013, 18:04

If you do end up finding that Hack send it over to me. I just want to port the character over to Mari0.
If I have to I'll just do it pixel for pixel based on the video.
...I love Cirno. Don't look at me like that.

EDIT: I found it. Nevermind.
Last edited by idiot9.0 on 29 Aug 2013, 05:31, edited 1 time in total.

TheSeek
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Post » 28 Aug 2013, 19:00

If that helps, the hack can be played(not downloaded tho) here http://www.vizzed.com/playonlinegames/game.php?id=64980

Superjustinbros
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Post » 03 Sep 2013, 18:42

I guess I'll bring this hack up. It's recent, but it does have some creative ideas for levels.

Super Mario Bros. 4 Visor 2:
http://www33.zippyshare.com/v/13208161/file.html

Superjustinbros
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Post » 10 Sep 2013, 19:20

Reposting from the Tileset Respositorium:
Image
Everything necessary to remake Final Strikyu.

Superjustinbros
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Post » 19 Sep 2013, 19:40

Preview screens of the Paper Sai conversion.
Image

Doormat
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Post » 30 Oct 2013, 04:24

Hi, I'm new here, and this is kind of a bump, and I don't know if anyone else has already started this, but I'm porting Crazy Luigi to Mari0...
Image
So far, 1-1 and its warp zone are complete (I'm slow at this). Here's its incomplete and unorganized tileset:
Image
I'd organize it more, but I kinda don't feel like messing up the whole level and fixing it. Or maybe I do. But not right now. The organization isn't that bad, anyway.

Superjustinbros
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Post » 30 Oct 2013, 18:42

Welcome to the forums, Doormat. The remake is looking quite solid judging by your screens. As far as my knowledge goes Crazy Luigi is 16 levels in length, with every X-1 level having some sort of warp to skip directly to the next world (at least, that's what I believe).

Doormat
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Post » 30 Oct 2013, 19:32

Superjustinbros wrote:Welcome to the forums, Doormat. The remake is looking quite solid judging by your screens. As far as my knowledge goes Crazy Luigi is 16 levels in length, with every X-1 level having some sort of warp to skip directly to the next world (at least, that's what I believe).

Thank you! 1-2 is now completed, and 1-3 is in progress. Maybe this'll be the first actual mappack that I've completed... well, the levels aren't actually mine but bleh
Image
I didn't want to start out remaking a full 8-world hack, so I chose Crazy Luigi... I'm considering making a mod that replaces some graphics with the ones in CL, but IDK if that'd be needed at all...

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Post » 30 Oct 2013, 21:20

No problem.

I consider Crazy Luigi one of the harder ROM hacks out there because of it's trial-and-error nature, so it'd seem like the Portal Gun would be good for these sorts of levels. Though you will have to add a couple of extra footing in 2-1 and 2-2, thanks to the player dropping faster in Mari0 compared to SMB1/2J and thus not being able to jump as far as (s)he would in SMB1.

Mari0Maker
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Post » 30 Oct 2013, 23:20

I could make the mod.

alesan99
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Post » 30 Oct 2013, 23:52

Mari0Maker wrote:I could make the mod.

He could use Mari0 +Portal (It's purpose is to make graphic changes easy).

Mari0Maker
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Post » 30 Oct 2013, 23:54

alesan99 wrote:
Mari0Maker wrote:I could make the mod.

He could use Mari0 +Portal (It's purpose is to make graphic changes easy).

Nah, just going to use normal modding.

Doormat
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Post » 31 Oct 2013, 20:15

Actually, I think Mari0 + Portal would be better because I don't really need to make a brand-new mod that just changes graphics when you can do that with an existing mod. Also, 1-3 is done, 1-4 is in progress, in case you were wondering. Which you probably weren't.

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Post » 31 Oct 2013, 20:32

If you do make a version for Mari0 + Portal, remember to make a version that's compatible with standard Mari0. Sure it doesn't have all the nifty features, but it'll allow it to work better with other mods.

Mari0Maker
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Post » 31 Oct 2013, 22:37

Well, if you want a Mari0 +Portal version, I'm not doing it.
I just like making a separate mod. I don't have anything against Mari0 +Portal, it's just that making a mod to me makes more sense.

BobTheLawyer
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Post » 31 Oct 2013, 23:43

Mari0Maker wrote:Well, if you want a Mari0 +Portal version, I'm not doing it.
I just like making a separate mod. I don't have anything against Mari0 +Portal, it's just that making a mod to me makes more sense.

In all practicality, using an already made mod makes more sense, plus, it allows that mod to become globally accepted.
Tons of little required mods isn't liked very much.

Doormat
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Post » 01 Nov 2013, 19:55

I was planning on making it compatible with regular Mari0; I was really only gonna change graphics. Meanwhile, I'm gonna start on World 2... Also, agreed with BobTheLawyer.

HugoBDesigner
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Post » 01 Nov 2013, 23:40

Doormat wrote:I was planning on making it compatible with regular Mari0; I was really only gonna change graphics. Meanwhile, I'm gonna start on World 2... Also, agreed with BobTheLawyer.

Mari0 +Portal have an option to make your mappack compatible with both Mari0 +Portal and regular Mari0. I'm just saying this because you'd not need to make, for example, 2 separated mappacks or 2 downloads :)

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Post » 02 Nov 2013, 01:42

HugoBDesigner wrote:
Doormat wrote:I was planning on making it compatible with regular Mari0; I was really only gonna change graphics. Meanwhile, I'm gonna start on World 2... Also, agreed with BobTheLawyer.

Mari0 +Portal have an option to make your mappack compatible with both Mari0 +Portal and regular Mari0. I'm just saying this because you'd not need to make, for example, 2 separated mappacks or 2 downloads :)

But if he isn't going to change the levels, then they will already be compatible, so this is useless really.

Doormat
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Post » 02 Nov 2013, 18:35

I knew that Mari0 + Portal had that option, so I said I'd make it compatible with regular Mari0 since I was only changing graphics. When the mappack is finished, I will release one mappack that you can play in vanilla Mari0 or Mari0 + Portal for the changed graphics. More progress update: World 2-1 is done, gonna work on World 2-2.

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Post » 02 Nov 2013, 23:52

Doormat, out of curiosity, are you using the Better Editor?

Also thanks again for deciding to remake Crazy Luigi. I'm looking forward to playing it.

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Post » 03 Nov 2013, 18:13

Actually, no... I'm using the normal Mari0 editor. I'm guessing I should use it... it was bundled with Mari0 + Portal, wasn't it? Argh, this cat won't get off of me...

No problem! To be truthful, I didn't really make any progress yesterday... heh... but I'll try to finish 2-2 today, and then some. Did I say that right?

EDIT: And before I forget, some more screenies!
Image

ucenna
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Post » 07 Nov 2013, 16:03

Doesn't matter which you use either way, both are inter-compatible with each other(unless you use the custom variables and new entities and stuff) so you should be good.

Superjustinbros
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Post » 08 Nov 2013, 01:03

Got another tileset ripped. I know most of you prefer a tileset made entirely from scratch, though I personally enjoy ripping all these tile sets for everyone just incase we get someone that wants to use them in a map pack or such.
Image
This is from Super? Mario Bros., a hack that shows pretty strong evidence that it was designed by 79, the same guy that made the Kamikaze Mario hacks with the brutal Mushroom puzzles, especially since you can find an enclosed walking Bullet Bill (a reskin of a Buzzy Beetle in Kamikaze Mario DX/+) drawn in the same style, and there is a Mushroom puzzle that's much tamer than what was seen in the Kamikaze Mario hacks (and like in Kamikaze Mario, they act as hidden warps to skip the current world).

Super? runs 4 worlds, and just like Platina, you can discover a bonus 5th world if you play through the hack again on "Plus" mode.

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Post » 11 Nov 2013, 05:31

SJB, are you a walking SMB hack wiki?

Polybius
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Post » 11 Nov 2013, 11:16

@turret: Yes he is, obviously. Also, ever since you became “Prime President of the Observable Universe” I`ve felt my lifespan drop 2% every day.

Progress/Gratitude:
On another note, I love the progress so far! It looks like you`ve all gotten a ton of tile rips and ports going, keep up the good work!

Backups/copies:
I`ve started building a library of everyone`s posted rips and ports ect, just in case they get lost. ;) if you need one pulled up or lost one, feel free to pm. (I doubt they will be lost anytime soon.)
Best of luck, and keep at it.

Superjustinbros
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Post » 11 Nov 2013, 18:59

drone36 wrote:@turret: Yes he is, obviously. Also, ever since you became “Prime President of the Observable Universe” I`ve felt my lifespan drop 2% every day.

Progress/Gratitude:
On another note, I love the progress so far! It looks like you`ve all gotten a ton of tile rips and ports going, keep up the good work!

Backups/copies:
I`ve started building a library of everyone`s posted rips and ports ect, just in case they get lost. ;) if you need one pulled up or lost one, feel free to pm. (I doubt they will be lost anytime soon.)
Best of luck, and keep at it.


Thanks Drone. Actually I'm quite surprised I haven't made a SMB Hack Wiki on Wikia by this point, I guess it's because of all the hacks available and all the effort I'd have to put in just to get everything jotted down, including writing an article on each and every new feature a hack introduces.

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Post » 11 Nov 2013, 19:07

You could always get help!, That's always a solution. Back to the topic! I wanna see more ripped tile sets :D

Superjustinbros
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Post » 11 Nov 2013, 19:21

drone36 wrote:I wanna see more ripped tile sets :D


Absolutely!
Image
Luigi VS. Mario: Stomp on Brother's Head.

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Post » 15 Nov 2013, 17:49

I'm going to take a break from ROMhack porting for a brief moment to show this off:

There is a Game Genie code out there known as "NEPELA" that was invented by THedstrom, which causes virtually any ROM you use it on to go sepia.
Image

Turn it off without swapping ROMs, and the game will return to normal but be displayed with a darker, slightly more purplish hue.
Image

TheSeek
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Post » 15 Nov 2013, 19:14

Superjustinbros wrote:...to go sepia.
Image

#FFDDEB
#C8A3AB
#85656D
Those are all shades/tints of red and fuchsia, there's no sepia in there.
You probably used Nestopia, and IIRC, it doesnt display all cheats correctly, especially the graphic ones.
Using FCEUX it actually gives sepia.
Image
Anyway, considering that the code doesn't actually output as described by the "author"(as it should "turn everything black and white"), the red/fuchsia output could be the correct one and the sepia is the wrong one.
the only way to know the real output would be to use it on a real Game Genie.

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Post » 15 Nov 2013, 20:32

I stand corrected.

Yes I did use NEStopia, as it's the only available NES emulator on a Mac (the main computer I use) that works really well.

Funny thing is, there's an NES game that intentionally uses this trick of projecting everything a pale color in it's ending; Mitsume Ga Tooru.
Image
It's a different tint color than the SMB code provides, but I'm sure it still works in the same way; as there's no color in the NES palette that links up with any of the colors in this picture.


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