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Re: The SMB Hack Port Project

Posted: 28 Jun 2013, 09:22
by renhoek
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.

Re: The SMB Hack Port Project

Posted: 28 Jun 2013, 16:47
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 29 Jun 2013, 22:09
by TurretBot
Superjustinbros wrote:allowing you to further check the continents of the levels.
Asia, Africa, North America, South America, Antarctica, Europe, and Australia. (JOKE)

Re: The SMB Hack Port Project

Posted: 29 Jun 2013, 22:18
by Automatik
Qcode wrote:That's exactly why people put you on their foe list turret. Stupid references to things not even in the discussion.

Re: The SMB Hack Port Project

Posted: 29 Jun 2013, 22:46
by TurretBot
you're right, I forgot something.
fixed my post.

Re: The SMB Hack Port Project

Posted: 29 Jun 2013, 22:50
by Firaga
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.

Re: The SMB Hack Port Project

Posted: 29 Jun 2013, 22:56
by TurretBot
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

Re: The SMB Hack Port Project

Posted: 05 Jul 2013, 23:51
by Superjustinbros

Re: The SMB Hack Port Project

Posted: 08 Jul 2013, 09:02
by Superjustinbros
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

Re: The SMB Hack Port Project

Posted: 08 Jul 2013, 09:13
by HAPPYFACES
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.

Re: The SMB Hack Port Project

Posted: 08 Jul 2013, 23:50
by Superjustinbros
Got it.

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

Re: The SMB Hack Port Project

Posted: 11 Jul 2013, 00:07
by Goomba98
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.

Re: The SMB Hack Port Project

Posted: 11 Jul 2013, 01:56
by Qcode
...

Re: The SMB Hack Port Project

Posted: 12 Jul 2013, 01:36
by Superjustinbros
Qcode, I posted your info onto the ROMhacking.net thread. Anyone is welcome to join the conversation on the thread to keep interest going.

Re: The SMB Hack Port Project

Posted: 27 Jul 2013, 08:11
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 10 Aug 2013, 21:02
by Superjustinbros
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/

Re: The SMB Hack Port Project

Posted: 19 Aug 2013, 20:49
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 28 Aug 2013, 17:46
by Superjustinbros
If I can get the ROM for this hack, I'll consider a tileset.

Re: The SMB Hack Port Project

Posted: 28 Aug 2013, 18:04
by idiot9.0
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.

Re: The SMB Hack Port Project

Posted: 28 Aug 2013, 19:00
by TheSeek
If that helps, the hack can be played(not downloaded tho) here http://www.vizzed.com/playonlinegames/game.php?id=64980

Re: The SMB Hack Port Project

Posted: 03 Sep 2013, 18:42
by Superjustinbros
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

Re: The SMB Hack Port Project

Posted: 10 Sep 2013, 19:20
by Superjustinbros
Reposting from the Tileset Respositorium:
Image
Everything necessary to remake Final Strikyu.

Re: The SMB Hack Port Project

Posted: 19 Sep 2013, 19:40
by Superjustinbros
Preview screens of the Paper Sai conversion.
Image

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 04:24
by Doormat
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.

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 18:42
by Superjustinbros
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).

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 19:32
by Doormat
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...

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 21:20
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 23:20
by Mari0Maker
I could make the mod.

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 23:52
by alesan99
Mari0Maker wrote:I could make the mod.
He could use Mari0 +Portal (It's purpose is to make graphic changes easy).

Re: The SMB Hack Port Project

Posted: 30 Oct 2013, 23:54
by Mari0Maker
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.

Re: The SMB Hack Port Project

Posted: 31 Oct 2013, 20:15
by Doormat
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.

Re: The SMB Hack Port Project

Posted: 31 Oct 2013, 20:32
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 31 Oct 2013, 22:37
by Mari0Maker
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.

Re: The SMB Hack Port Project

Posted: 31 Oct 2013, 23:43
by BobTheLawyer
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.

Re: The SMB Hack Port Project

Posted: 01 Nov 2013, 19:55
by Doormat
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.

Re: The SMB Hack Port Project

Posted: 01 Nov 2013, 23:40
by HugoBDesigner
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 :)

Re: The SMB Hack Port Project

Posted: 02 Nov 2013, 01:42
by TurretBot
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.

Re: The SMB Hack Port Project

Posted: 02 Nov 2013, 18:35
by Doormat
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.

Re: The SMB Hack Port Project

Posted: 02 Nov 2013, 23:52
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 03 Nov 2013, 18:13
by Doormat
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

Re: The SMB Hack Port Project

Posted: 07 Nov 2013, 16:03
by ucenna
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.

Re: The SMB Hack Port Project

Posted: 08 Nov 2013, 01:03
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 11 Nov 2013, 05:31
by TurretBot
SJB, are you a walking SMB hack wiki?

Re: The SMB Hack Port Project

Posted: 11 Nov 2013, 11:16
by Polybius
@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.

Re: The SMB Hack Port Project

Posted: 11 Nov 2013, 18:59
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 11 Nov 2013, 19:07
by Polybius
You could always get help!, That's always a solution. Back to the topic! I wanna see more ripped tile sets :D

Re: The SMB Hack Port Project

Posted: 11 Nov 2013, 19:21
by Superjustinbros
drone36 wrote:I wanna see more ripped tile sets :D
Absolutely!
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Luigi VS. Mario: Stomp on Brother's Head.

Re: The SMB Hack Port Project

Posted: 15 Nov 2013, 17:49
by Superjustinbros
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

Re: The SMB Hack Port Project

Posted: 15 Nov 2013, 19:14
by TheSeek
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.

Re: The SMB Hack Port Project

Posted: 15 Nov 2013, 20:32
by Superjustinbros
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.