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Re: The SMB Hack Port Project

Posted: 26 Nov 2013, 16:31
by Doormat
Well, it's a habit of mine to start something somewhat big and never finish it. This is true with ROM hacks, Mari0 mappacks, Construct 2 games and mostly anything else. And this is what happened to my Crazy Luigi port. *sigh* Well, I'm gonna try to get more done and see if I can say I finished something for the first time in my life, but likely not. Hey, who knows.

Also, I started work on the Mari0 +Portal stuff.
Image

Re: The SMB Hack Port Project

Posted: 26 Nov 2013, 18:37
by Superjustinbros
Doormat wrote:Well, it's a habit of mine to start something somewhat big and never finish it. This is true with ROM hacks, Mari0 mappacks, Construct 2 games and mostly anything else.
Seems like you and I have something in common.

Re: The SMB Hack Port Project

Posted: 22 Dec 2013, 23:04
by Superjustinbros
Had some time to spare, so I quick made this for the holidays:Image
Toad's Christmas Adventure.
Get her here: http://www.mediafire.com/download/h1286 ... enture.zip

Re: The SMB Hack Port Project

Posted: 22 Dec 2013, 23:38
by Sky
That was a fun little diversion, thanks for porting it.

Re: The SMB Hack Port Project

Posted: 23 Dec 2013, 01:17
by TripleXero
I'm adding something to SMB+ that might benefit this project slightly. It's nothing new, other mods have done it, but with addition to the SMB, SMB2, SMBS skin options, there is going to be a custom option that will load graphics from the mappack folder if it has any. So if the mappack the hack is based off of changed the title screen or the look of Goombas, you can change it, but adding them won't break the mappack in other mods or normal Mari0

Re: The SMB Hack Port Project

Posted: 24 Jan 2014, 19:28
by Superjustinbros
I've updated the SMB1 tileset to a Special Edition-compatible tileset.
Image
It adds the "Bridge" tile property to the Bowser bridges.

Re: The SMB Hack Port Project

Posted: 24 Jan 2014, 20:59
by MissingWorld
At some point I think I'll attempt recreating the hack Stuper Bowsa. If you're listing the ones planned, go ahead, because I want to finish my Alesan's Entities mappack before starting on projects for SE.

Re: The SMB Hack Port Project

Posted: 24 Jan 2014, 23:11
by Superjustinbros
MissingWorld wrote:At some point I think I'll attempt recreating the hack Stuper Bowsa. If you're listing the ones planned, go ahead, because I want to finish my Alesan's Entities mappack before starting on projects for SE.
The hacks listed in OP are either complete or being worked on. As long as something's not listed or not finished, you're welcome to contribute.

Re: The SMB Hack Port Project

Posted: 15 Feb 2014, 20:35
by Superjustinbros
I was encouraged by BenMcLean to write this, continuing from this post: viewtopic.php?p=94246#p94246

A program that directly converts a SMB ROM into a Mari0 mappack would be highly beneficial to this project, it's designing the program itself that would turn off some players, since (at least from my point of view) we're not into making hard-coded .exe programs from scratch. The program would very likely be built off of SMB Utility, as it's the most detailed editor for SMB1 available at the moment. It would take the level data found inside the ROM (including enemy, entity, and tile placements) and print them into a .txt file compatible with Mari0. It would create and link rooms automatically, placing pipe exits on any pipe in the hack that's enterable, and insert Mario starting points and pipe exits. Background tiles would be laid out automatically with their proper color schemes for each room based on the theme of the current room.

Tilesets would be built off the SMB1 tileset in the OP on this thread, fetching off the tile data from the CHR in the ROM and drawing them over the vanilla SMB1 tiles, followed by reading the palette data in the ROM and coloring the tiles accordingly. The colors used for tiles would be based on NesterJ, since it is a good candidate for a palette very similar to what's found in Mari0.

Image

It would include a few custom enemies, which reflect what's possible in a vanilla SMB1 ROM without editing enemy behavior:
*Piranha Plant placed in the center of a tile instead of an 8-pixel offset.
*Stationary Paratroopa, available in both green and red.
*Stompable Cheep-Cheeps that move ala how they swim in water. In ROM hacks if you place a Cheep Cheep in a non-water level then stomp it, it becomes a Koopa Troopa. In Mari0, they would just die normally if you stomp one.
*Stompable Bloopers, for use in non-water levels.
*A Cheep Cheep generator, randomly generates Cheep Cheeps of both colors in Underwater sections once Mario passes it.

I think it'd be good to have some form of feature where the utility reads the sprite CHR in a ROM and re-creates every enemy used in the hack as custom enemies with jsons, and a full 4 palettes for each enemy, one for each theme.

This utility, like I may have mentioned before, wouldn't be able to port over the more complex ROM hacks that contain massive ASM hacking, but mostly the ones that are just graphic and/or level hacks would work perfectly.

Re: The SMB Hack Port Project

Posted: 15 Feb 2014, 20:44
by Flutter Skye
Who needs a program which converts hacks into Mari0, when like there would be only a few people who would use it, and it would take a LOT of time to do it.
Is it really hard to remake maps from hacks yourself?

Re: The SMB Hack Port Project

Posted: 15 Feb 2014, 21:31
by MissingWorld
Well... kind of a start.
Image
and no bowser isn't finished don't go asking for him
I also have a bit of the tileset done, but I didn't insert any palette swaps and I completely removed tiles I plan to animate later.
Image
If I got the palette completely wrong someone please correct me.
EDIT:
Flutter Skye wrote:Is it really hard to remake maps from hacks yourself?
Well it certainly doesn't help that some hacks are annoying just to be able to figure out the map, and since most big hacks can't be opened by SMB Utility, it makes it bit more irritating. Redoing something already done is tedious no matter what, really.

Re: The SMB Hack Port Project

Posted: 16 Feb 2014, 04:40
by Superjustinbros
Don't forget how some of these "bigger hacks", even the more trial-and-error based ones often are loaded to the brim with secrets. And even if it's not, just looking for invisible blocks and suiciding to check checkpoints and alternative paths can be a chore.

If only Insectduel or some other well-experienced coder was into Mari0. It's not really the idea that's bad, it's the execution; how this utility would get made in the first place.

Re: The SMB Hack Port Project

Posted: 22 Jul 2014, 17:04
by Superjustinbros
Just giving this thread le epic bump to see if anyone still has any interest in it.

Re: The SMB Hack Port Project

Posted: 22 Jul 2014, 21:31
by craftershaft
pretty interested if anyone ports one of the older ones to se... ?

Re: The SMB Hack Port Project

Posted: 22 Jul 2014, 22:52
by Mr.Q.Marx?
You're text is too large but you make a decent point.
Custom enemies would make the hacks closer now.

Re: The SMB Hack Port Project

Posted: 25 Jul 2014, 17:51
by Superjustinbros
If anyone wants, I can make a SMB2J version of the tileset in the OP, or a version that uses Mari0's colors (so you can use vanilla Mari0 tile sets without worrying about color inconsistency).

Re: The SMB Hack Port Project

Posted: 02 Oct 2014, 01:41
by Superjustinbros
Bumping time. I recently discovered this rather cool hack if anyone'd like to try some experiments with it.
http://www.romhacking.net/forum/index.php?topic=15986.0

Re: The SMB Hack Port Project

Posted: 15 Oct 2014, 17:58
by Superjustinbros
I tried contacting w7n (the creator of the hack mentioned above) and I got this as a reply:
w7n wrote:About that Mari0: I have heard of it but haven't played it. Sorry, but I think that my major aim now(with another hack) is to create a ROM Hack which has much more freedom, e.g. user-defined enemies, boss battles, scrolling effects etc. That is, making use of the NES to its limit even when based on a ROM hack.
Seems like I'll have to do the porting of Rohrleitung Gate entirely by myself once I find a beta of Mari0 SE that doesn't crash when it tried to load an invalid mappack.

Re: The SMB Hack Port Project

Posted: 13 Jun 2015, 09:51
by Eden GT
Hello, my name is Eden GT, and I am a very exprienced SMB player. Here is one of the hacks called マリオマフィア2(Mario Mafia 2, thanks to google translate)
and it also includes the mappack below. I finished this mappack about a couple of months ago.

My youtube channel:
https://www.youtube.com/channel/UCgb_xN ... e0XEdHPjBA

Download mappack here:
http://www.mediafire.com/download/k0hdz ... %BC%92.zip

Re: The SMB Hack Port Project

Posted: 13 Jun 2015, 10:28
by Technochips
The thread is old. I don't think its good to post here

Re: The SMB Hack Port Project

Posted: 13 Jun 2015, 12:25
by Eden GT
Oops, I forget to tell you people that the mappack it is only compatible with Alesan99's entitles.

Re: The SMB Hack Port Project

Posted: 13 Jun 2015, 12:56
by Technochips
You can edit your message by clicking the button with the pencil.

Re: The SMB Hack Port Project

Posted: 14 Jun 2015, 04:34
by Superjustinbros
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 for vanilla 1.6 without the SMB2J stuff, I'll put it into the OP, but if that's not possible, I can always just add the link anyways with a warning that Alesan99's entities must be used to run the mappack.

Re: The SMB Hack Port Project

Posted: 14 Jun 2015, 05:43
by Eden GT
SuperJustinBros, I have my own SMB Hack collection and I would like to share it with you.

http://www.mediafire.com/download/2mtub ... ection.zip

Also, can you please rip this hacks's music? I want to use the BGM in the future for my future mappack.
http://www.mediafire.com/download/ouz7z ... antyou.nes

Re: The SMB Hack Port Project

Posted: 15 Jun 2015, 01:10
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 15 Jun 2015, 11:05
by Eden GT
Superjustinbros wrote: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.

use 7 zip. you may want to try out Pecamario, I recommend you to play this hack. It also contains the BGM.
P.S. I can speak chinese.

Re: The SMB Hack Port Project

Posted: 17 Jun 2015, 02:49
by Superjustinbros
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 format so it makes a perfect or near-perfect loop. In the Hack Series Recordings I had each song loop twice and saved as .mp3's since I mostly recorded each song for personal hearing (since .mp3s work best with portable media players), but to conserve memory size for Mari0, I only have each song play one loop instead and use .ogg's.

I thank you for having the hack "Ninnku" in your collection; it's on of the several hacks I've been searching for since almost four years ago:
http://superjustintheblog.blogspot.com/ ... e-smb.html
It's a very old blogpost and since then I have every hack mentioned there (and their respective themes) except for NULLPO/NULL POINTER EXCEPTION.

I also tried making my own download; hopefully it can be unzipped by anything now instead of just 7zip.
http://www.mediafire.com/download/221jq ... _hacks.zip

Re: The SMB Hack Port Project

Posted: 17 Jun 2015, 10:18
by Eden GT
Superjustinbros wrote: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 format so it makes a perfect or near-perfect loop. In the Hack Series Recordings I had each song loop twice and saved as .mp3's since I mostly recorded each song for personal hearing (since .mp3s work best with portable media players), but to conserve memory size for Mari0, I only have each song play one loop instead and use .ogg's.

I thank you for having the hack "Ninnku" in your collection; it's on of the several hacks I've been searching for since almost four years ago:
http://superjustintheblog.blogspot.com/ ... e-smb.html
It's a very old blogpost and since then I have every hack mentioned there (and their respective themes) except for NULLPO/NULL POINTER EXCEPTION.

I also tried making my own download; hopefully it can be unzipped by anything now instead of just 7zip.
http://www.mediafire.com/download/221jq ... _hacks.zip

Nullpo is located in faisoft's website(https://web.archive.org/web/20061112183 ... eek.co.jp/), but unfortunately, the link is broken. SO IT IS EXTINCT! DAMNIT! (caps lock off)

Kipiku's website ( the author of the hack "ninnku") is located somewhere... I remembered I saw it somewhere; I had to find it.

Re: The SMB Hack Port Project

Posted: 18 Jun 2015, 22:45
by Superjustinbros
Image
Tileset from the "Cave Mario" hack.

Re: The SMB Hack Port Project

Posted: 11 Jul 2015, 10:14
by Eden GT
Justin, Have you ever tried making a SMB Hack?
I have made some.
http://www.mediafire.com/download/13jrt ... ack%29.nes
http://www.mediafire.com/download/r2rjr ... +Mario.zip (For hardcore SMB players only, as this hack needs glitches to pass)
http://www.mediafire.com/download/y70ye ... +Mario.nes (with custom music)
http://www.mediafire.com/download/hau3v ... ves%29.nes
http://www.mediafire.com/download/afg3l ... /mario.nes
http://www.mediafire.com/download/femrq ... ock%21.nes
http://smbarchives.run.buttobi.net/up/file/425.zip (for some reason I didn't upload it to mediafire)

Also, the SMB1 Background rips and your previous hack collection link in page 1 is broken.

Re: The SMB Hack Port Project

Posted: 28 Jul 2015, 20:18
by Superjustinbros
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 how to code ROM editors I would've done something like this:
http://acmlm.kafuka.org/board/thread.php?id=8014
note it's very long, so I wouldn't blame you if it becomes tl;dr material.

The links in the OP are now fixed.

That Water Mario hack is excellent, by the way, since it has the engine tweak that lets you hit Item Blocks underwater.

Re: The SMB Hack Port Project

Posted: 27 Sep 2015, 02:41
by Eden GT
Now my collection is updated:
http://www.mediafire.com/download/fz63r ... 0.2015.zip

What's new:
Mojibake fixed in some hacks
New hacks, of course

Here's some of the new hacks:
【ATA】SMB Old Times
【ATA】SMB_laser0.30
34
ai-nchan
sled
SMB_mada
tobi
smbSH
1st - mario
スター酸裏剣マリオ忍外髭 (Turtle Trouble)
meimario1
alpha
imihumeimario
S_n_b
Mario in Court
Zabil in Indo
【Poporo】スーパーザビエルブラザーズ

Re: The SMB Hack Port Project

Posted: 27 Sep 2015, 10:21
by SasukeVip
Eden GT wrote:Now my collection is updated:
http://www.mediafire.com/download/fz63r ... 0.2015.zip

What's new:
Mojibake fixed in some hacks
New hacks, of course

Here's some of the new hacks:
【ATA】SMB Old Times
【ATA】SMB_laser0.30
34
ai-nchan
sled
SMB_mada
tobi
smbSH
1st - mario
スター酸裏剣マリオ忍外髭 (Turtle Trouble)
meimario1
alpha
imihumeimario
S_n_b
Mario in Court
Zabil in Indo
【Poporo】スーパーザビエルブラザーズ
With all of these hacks, I'll never get bored.

Re: The SMB Hack Port Project

Posted: 27 Sep 2015, 12:50
by Eden GT
Re SasukeVip:
Hahahaha, me too.
(Note that I play more SMB than mari0, which is the reason there are 1300+ hacks)

Re: The SMB Hack Port Project

Posted: 27 Sep 2015, 22:17
by Superjustinbros
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.

Re: The SMB Hack Port Project

Posted: 27 Sep 2015, 23:10
by TurretBot
Superjustinbros wrote:Mari0's slight decline in popularity.
Superjustinbros wrote:slight
also it's cancellation

Re: The SMB Hack Port Project

Posted: 28 Sep 2015, 07:54
by Superjustinbros
Okay I stand corrected.
That was the first time I ever heard that SE got officially cancelled.

Re: The SMB Hack Port Project

Posted: 09 Oct 2015, 10:33
by Eden GT
Recently some japanese guy gave me "水夏 with SMB" and "THE RELAY", which I've been wanting those hacks for months. (These hacks both have BGM in them)
This mini-pack also contains lm_1 to lm_7, 魔 MARIO_v01 and 02, and Mario Massacre, my newest hack.
http://www.mediafire.com/download/i7b6d ... +Hacks.zip

Origin of 水夏 with SMB: http://web.archive.org/web/200902180130 ... .jp/mario/

Kipiku's website:http://www.geocities.co.jp/Playtown-Rook/6174/mario.htm

Re: The SMB Hack Port Project

Posted: 09 Oct 2015, 18:41
by Superjustinbros
The first ZIP doesn't unzip properly on OSX.
http://www.mediafire.com/download/ah5nt ... _Fixed.zip
Here's a fixed archive.

Also, The Relay IMO isn't a worthwhile hack. From what I see it's just underwater SMB1/2J levels with a cheap transporting Bowser Fire on the second level. And since it's underwater you have no powerups.
Also it doesn't work in NEStopia, which means I can't easily play it thanks to it's handy rewind feature.
The music is also just basic Mario themes.

Re: The SMB Hack Port Project

Posted: 09 Oct 2015, 23:34
by Eden GT
Superjustinbros wrote:The first ZIP doesn't unzip properly on OSX.
http://www.mediafire.com/download/ah5nt ... _Fixed.zip
Here's a fixed archive.

Also, The Relay IMO isn't a worthwhile hack. From what I see it's just underwater SMB1/2J levels with a cheap transporting Bowser Fire on the second level. And since it's underwater you have no powerups.
Also it doesn't work in NEStopia, which means I can't easily play it thanks to it's handy rewind feature.
The music is also just basic Mario themes.
Have you tried playing the rest of the levels? Stage 28 is the last stage, and is freaking difficult without the use of the rewinder.

Re: The SMB Hack Port Project

Posted: 10 Oct 2015, 03:39
by Superjustinbros
I can't really use a rewinder of any sorts since it can't be run in NEStopia due to using mappers that aren't supported by it. Even then I wouldn't consider it that important for someone to remake into Mari0 SE.

With that said, I have a bit of an announcement: I'd prefer anyone here to use Mari0 SE Extended (Vanilla Only) when making ports. I have no problems with people using Alesan99's entities, though for sake of compatibility I will not include any maps made using that particular mod in the OP. For anyone that wants to provide SE-compatible versions of the current hack ports, feel free to do so and I will put a link to it in the OP.

Re: The SMB Hack Port Project

Posted: 21 Oct 2015, 10:56
by Eden GT
Here are one of the Baidu forums where they talk about SMB hacking and stuff.
http://tieba.baidu.com/f?kw=%E8%B6%85%E ... 0%E4%BB%A3

You'll notice that nobody replied to one of my posts ... And if you use Google Translate on this page it will be very inaccurate and awkward...

Re: The SMB Hack Port Project

Posted: 24 Oct 2015, 04:13
by Eden GT
http://www.nicovideo.jp/watch/sm27259843
Another Hack I recently found.

Download link:
http://kaizo-mariwo.jimdo.com/%E6%94%B9 ... %E3%82%AA/

This user is very active; he posted Part 5 of the hack last friday.

Re: The SMB Hack Port Project

Posted: 08 Nov 2015, 19:36
by Murphmario
I think it would be worth it to check out these hacks by Leon Arnott:
http://l.j-factor.com/emulation/
They're small ones, but pretty neat as well. Fast Foes and Super Mario Ghost could be done using SE's custom enemy feature. Normal Mario Bros. could be done using the same concept as WillWare's Gravitas mappack.

Re: The SMB Hack Port Project

Posted: 06 Dec 2015, 04:21
by Eden GT
Vein of Gold converted to a mappack:
http://www.mediafire.com/download/3bc1q ... %84%88.zip

It also contains the origin of the hack.

Re: The SMB Hack Port Project

Posted: 25 Dec 2015, 01:41
by Eden GT
I probably have a chance of getting the hack "nullpo"...
If she have it, I will give it to you, as a christmas present.
Image

Also tomorrow's my birthday...

Re: The SMB Hack Port Project

Posted: 25 Dec 2015, 06:34
by jumpinglizard
Eden GT wrote:I probably have a chance of getting the hack "nullpo"...
If she have it, I will give it to you, as a christmas present.
Image

Also tomorrow's my birthday...
Since tommorow is also christmas, does that mean DOUBLE the presents for you?

Re: The SMB Hack Port Project

Posted: 25 Dec 2015, 11:22
by Eden GT
jumpinglizard wrote:
Eden GT wrote:I probably have a chance of getting the hack "nullpo"...
If she have it, I will give it to you, as a christmas present.
Image

Also tomorrow's my birthday...
Since tommorow is also christmas, does that mean DOUBLE the presents for you?
Nope. So sad as my mother don't have enough money to create a birthday party and/or christmas party...

AND I HAVE NO FRIENDS. THEY ALL HATE ME.

Re: The SMB Hack Port Project

Posted: 25 Dec 2015, 13:18
by Eden GT
Nullpo and AQUA MARIO
phisan.okitsune.com/tmp/nullaqua.zip

Re: The SMB Hack Port Project

Posted: 26 Dec 2015, 07:04
by Eden GT
ぬるぽ converted into a mappack. Compatible with 1.6.
http://www.mediafire.com/download/dl1u8 ... ception.7z

Susie Popai Boss is so difficult to find; I don't even find a trace of it.
However, I got a theory that the pirhana plants' graphics are similar to the hack 'Mario DE DHUN 2nd Adventure'.
Also that in that hack most of the enemies are replaced with Marios, the other one have some too.

But, In a niconico video, I translated one of the comments and it said:
Once upon a time, this hack used to be in the SMB Archives website. (maybe)

I was concerned when the last word 'maybe' is in the end of the sentence.

But still, I won't give up finding it.