Super Mario Bros. +

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TripleXero
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Post » 13 May 2013, 04:09

I doubt many people would be using this mod just for a few new entities. If it's really an issue, I could set it up so it could replace Portal entities (like putting the spring over the cube so when played in other versions of Mari0, the spring would be replaced with the cube), but this seems like a bad idea to me

I have also added the red piranha plant which only stays in the pipe if you are on top of it and goes a lot faster. No upsidedown ones. Yet

http://www.mediafire.com/?b26h5s696qvl7q0

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TurretBot
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Post » 13 May 2013, 12:16

I think you should do the replacement thing >=D

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Superjustinbros
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Post » 22 May 2013, 16:20

So are we going to be able to use the built in SMB+ editor? As in, allowing the screen to scroll left in the editor, but not anywhere else? Also, are you going to have next to everything from LL in the mod?

And we still need the powerup sound and pint value graphic when collecting a Star.

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maidenTREE
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Post » 07 Jul 2013, 03:45

Um, will this get updated in the future?

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TripleXero
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Post » 07 Jul 2013, 03:55

Eventually, at the moment I'm working on my Game Grumps mod, but there's some things I did in that mod I want to put in to this one

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TripleXero
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Post » 17 Jul 2013, 04:00


I'm gonna try making the other Super Mario Bros. Special powerups, but no guarantee. Hammer likely won't happen soon

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Superjustinbros
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Post » 17 Jul 2013, 04:24

Good luck on the Special powerups.

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TripleXero
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Post » 17 Jul 2013, 10:56

Thank you, and thank you for the help on what the clock does

EDIT: Version 0.14 Download: http://www.mediafire.com/download/q549d ... v0.14.love
Added: Super Mario Bros. Special Clock
Added: Super Mario Bros. 2 Poison Mushroom
Added: Super Mario Bros. Special Bee
Fixed: Player Collision after level ends
Fixed: Fireball hitting wall before thrown when by wall
Fixed: Fireball bounce height
Fixed/Added: Ability to jump over flag

I only worked on this because I was sick working on Game Grumps non-stop, so after today, I will be taking a break again

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TripleXero
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Post » 18 Jul 2013, 08:01



I lied, here's version 0.15: http://www.mediafire.com/download/x84w7 ... v0.15.love
Added: Super Mario Bros. Special Wing
Added: Super Mario Bros. Special Lucky Star
Added: Hard Mode from the original Super Mario Bros. as well as an option in Super Mario Bros. Deluxe (replaces Sonic Rainboom in cheats)

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Superjustinbros
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Post » 18 Jul 2013, 18:14

Some things:
*When swimming with the Wing, the hat is misplaced a pixel to the left.
*With the Green Spring, you get shot through any solid block(s) that are over the spring.

Would you be able to add upside down pirhana plants and wind?

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TripleXero
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Post » 18 Jul 2013, 22:51

I might be able to do the upside down pirhanas, probably not the wind anytime soon. I noticed the hat, I'll try to fix it. It goes off a little bit with fireballs and the wing, too. I've never seen the green spring thing glitch, unless you mean it did that in SMB2. I was also wondering if the Lucky Star was made correctly, it looks wrong to me

Also, 0.16 today as soon as I can wake up completely and fix something. It includes a fixed hat emblem and jumping while changing directions doesn't change the way Mario faces anymore. I'll probably fix a few more things

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Superjustinbros
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Post » 18 Jul 2013, 23:15

TripleXero wrote:I might be able to do the upside down pirhanas, probably not the wind anytime soon. I noticed the hat, I'll try to fix it. It goes off a little bit with fireballs and the wing, too. I've never seen the green spring thing glitch, unless you mean it did that in SMB2. I was also wondering if the Lucky Star was made correctly, it looks wrong to me.
I doubt you'd ever be able to go through blocks with a green spring in SMB2J. :\ Personally the wind is not high-priority for me as the enemies/items from SMBS.

The Lucky Star moves too fast. Make the animation only advance a frame every half second (one in-game second).

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TripleXero
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Post » 19 Jul 2013, 00:25

Also, I was looking at that castle music, what is the difference between it and the one in Mari0?

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Superjustinbros
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Post » 19 Jul 2013, 17:32

TripleXero wrote:Also, I was looking at that castle music, what is the difference between it and the one in Mari0?
The one in Mari0 starts a few millseconds later than the one in SMB.

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TripleXero
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Post » 20 Jul 2013, 01:05

I'm actually going to put off the next version, because I'm working on something pretty cool (Qcode helped with how it functions). The ability to change what spriteset to use: SMB, SMB2, or SMBS

Image

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Superjustinbros
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Post » 20 Jul 2013, 03:49

SMB, SMB2, or SMBS
SMBS should be split into PC88 and Sharp X1 skins.

Any thoughts on being able to disable turning while in midair?

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TripleXero
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Post » 20 Jul 2013, 03:59

I fixed the turning in midair, it'll be with the skin selecting release. For now, I'm just doing X1, maybe later I'll do the other (along with All Night Nippon as another skin)

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Superjustinbros
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Post » 20 Jul 2013, 07:50

Alright then.

How about that idea of using a separate settings.txt like I suggested before? So that I can keep my SMB+ controls alike what I use for SMB1 hacks instead of what I use for Mari0?

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TripleXero
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Post » 20 Jul 2013, 08:02

Yes, I will do that. I had tried before at one time but was missing something that I know how to do now

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TripleXero
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Post » 21 Jul 2013, 19:03

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Super Mario Bros. Deluxe style player placement HUD thing, still working on it

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Superjustinbros
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Post » 22 Jul 2013, 08:58

I think it'd look better if the icons were placed only on the ends of the screen to determine how apart the players are rather than their total progress in the level.

Still a good idea; is it only enabled for multiplayer? It'd be kinda weird in singleplayer, especially if it's trying to emulate the original SMB1 (especially with the whole screen size thing)

P.S. I could modify the entity graphics of vanilla Mari0 to give you a PC-88 skin, all I'd need to conform is if ? Blocks are animated in the X1 skin or not.
Last edited by Superjustinbros on 23 Jul 2013, 02:53, edited 1 time in total.

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BobTheLawyer
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Post » 23 Jul 2013, 00:27

I like the how far you are in a level.
That'd be great in singleplayer.
Show how close you are to winning.

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Superjustinbros
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Post » 23 Jul 2013, 02:55

BobTheLawyer wrote:I like the how far you are in a level.
That'd be great in singleplayer.
Show how close you are to winning.
I decided to rephrase one of my earlier statements on this topic:
It'd be kinda weird in singleplayer, especially if it's trying to emulate the original SMB1 (especially with the whole screen size thing)
It could be a toggle on/off feature.

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TripleXero
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Post » 23 Jul 2013, 04:00

It will be an on/off thing once it's done

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Superjustinbros
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Post » 23 Jul 2013, 04:40

TripleXero wrote:It will be an on/off thing once it's done
Glad to hear. :)

Also I whipped this up quick, modified the necessary graphics in core Mari0 to resemble the PC88 version of SMBS:
http://www.mediafire.com/download/tz023 ... aphics.zip

EDIT: Would it be possible to add support for bricks to have custom debris colors as showcased in this topic?
viewtopic.php?f=8&t=1951&hilit=Block+Debris

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TripleXero
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Post » 24 Jul 2013, 09:00

Thank you for the graphics, once I finish the other ones I'll put that one in. Also, the main SMB tiles changes along with everything else, as well as more tiles added to the end of the Portal tiles (which unfortunately messes up custom mappacks at the moment). I'll look into the bricks, I've been kinda bust the last two days and haven't had time to work on the mod much

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Superjustinbros
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Post » 25 Jul 2013, 04:27

TripleXero wrote:Thank you for the graphics, once I finish the other ones I'll put that one in. Also, the main SMB tiles changes along with everything else, as well as more tiles added to the end of the Portal tiles (which unfortunately messes up custom mappacks at the moment). I'll look into the bricks, I've been kinda bust the last two days and haven't had time to work on the mod much
What extra tiles did you add?

Also, the girder platforms in the PC88 version are colored only red and orange; the part I made yellow is actually supposed to be orange.

cbailey78
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Post » 26 Jul 2013, 18:55

Can you merge Super Mario Bros + with the infinite worlds if you can? Thanks.

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TripleXero
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Post » 21 Sep 2013, 08:08

Not dead, again. High scores! One for each mappack. They are set when a mappack is finished, a mappack is completed, or you end the game through the pause menu when there's no suspend saved. Editor option has been moved the the "e" key when selecting a mappack, "x" clears whatever mappack is selected's high score. I really want to get this update out as soon as I can, but with school, I can't bet any date. I can't remember what's all here that isn't from the last update, but some things I think are the hat emblem, not being able to change directions in the air, some things from Super Mario Bros. Special, and different graphic packs

Image

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Mari0Maker
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Post » 21 Sep 2013, 15:35

Can't wait! :D
Also, how do you make those GIFs?

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TripleXero
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Post » 21 Sep 2013, 21:32

A program called GifCam

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TripleXero
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Post » 25 Sep 2013, 06:40

Some more progress (I forgot to show this, but I also changed the world selecting to be like Super Mario Bros., no more popup, you can choose any world, and is cycled with the B key or player one's run key. It's available to any mappack after cheats are unlocked). Hard mode got some more additions (before I just replaced Goombas with Buzzy Beetles): everything walks faster, platforms are smaller, and the HUD shows if it's hardmode now

Image

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ChrisGin
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Post » 25 Sep 2013, 21:39

Image
tried .15, got this.

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Automatik
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Post » 25 Sep 2013, 22:03

It's surely your current mappack that's corrupted. Have you tried with normal mari0?

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HugoBDesigner
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Post » 25 Sep 2013, 23:31

ChrisGin wrote:*Big image*
tried .15, got this.
menu.lua bugs are very common if your last mappack was played in Mari0 +Portal.
That's why I've added the "customlevels" to the mod: to prevent this bug. Do this: move all the level files (files like "1-1.txt", for example) to a folder inside your mappack called "customlevels". They'll run perfectly on Mari0 +Portal and will not crash your vanilla Mari0 or any other mod :)

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ChrisGin
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Post » 26 Sep 2013, 01:12

oh my glob. it was on alesan99's mappack "mo entities" that time...explains a lot. wasn't even from pop a portal xp thanks

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TripleXero
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Post » 30 Sep 2013, 02:22

New things as oh the last few days: 1UP mushrooms are the right colors in non-overworld areas, star colors are different for each spriteset and by character colors, fire colors retain user's colors (skin and hat colors stay, but to skin and hair, white is still hat), there's upsidedown red piranha plants, used coin blocks are the correct sprites now (mostly at least, the ones that are different while being hit are the same color as the final sprite), and below you can see the most important thing

Image

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Superjustinbros
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Post » 30 Sep 2013, 05:31

Aside from the color changes you listed, there are other objects that change colors depending on the set environment theme. Unless they were already done, the stems of the Fire Flowers and the scale lifts, and even the Green Springs are different colors outside the Overworld levels for example.

I'm curious if someone around here would be able to code in the Wing and Hammer items from SMBS, and the Vs. Mode-exclusive content from SMBDX.

About the Lives Counter on the File Select, does it only read the lives remaining for Player 1?

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TripleXero
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Post » 30 Sep 2013, 05:45

I haven't gotten around to the other things, but I will get to them

I've had the Wing done for a long time, maybe I didn't post it, but I thought I did

Currently, yes, but I'm trying to think of a way to do it while making it look good

EDIT: Video from before, with Wing
Last edited by TripleXero on 30 Sep 2013, 06:00, edited 2 times in total.

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renhoek
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Post » 30 Sep 2013, 05:47

Superjustinbros wrote:The Vs. Mode-exclusive content from SMBDX.
I'd love to continue work on that mappack (SMBDX was my favorite version of smb especially racing my brother.)

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Superjustinbros
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Post » 01 Oct 2013, 00:14

I know I already showed this to Alesan, but here are the SMBS items done using only SMB1 palettes.
Image
Lucky Star colors are done the same way as Star colors are.

Image
Also spikes with added SMBDX stuff.

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TripleXero
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Post » 02 Oct 2013, 04:52

I kinda got to the point where I don't care if things are 100% finished and I just want to actually show people the mod itself. I'm still working on it, but just wanted to upload the mod for everyone. Nothing new to report from last post besides tweaks to the save screen. Report any bugs you find (besides no sound/music on save screen, SMB2/SMBS sprites missing) please! Download: http://www.mediafire.com/download/bkt40 ... v0.20.love

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Superjustinbros
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Post » 02 Oct 2013, 05:11

I'm going to say I believe you should alter the "Skins" menu in Options, so next to Mario it shows something like "Choose Hat" and the Co-Op Portal Colors are hidden and inaccessible (since SMB+ doesn't use Portals).

I'm looking forward to seeing the SMB2 mode get completed as well as SMBS PC88.

P.S. Did you disable the editor in this build?

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idiot9.0
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Post » 02 Oct 2013, 05:25

The editor is still in. Just press "E" when choosing a mappack and it will go into the editor.

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Superjustinbros
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Post » 02 Oct 2013, 16:31

idiot9.0 wrote:The editor is still in. Just press "E" when choosing a mappack and it will go into the editor.
Ah, okay. I originally thought you pressed "E" on the title screen.

Sadly with all the additional SMB1 tiles, next to every of my mappacks with custom tiles became garble.

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TripleXero
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Post » 02 Oct 2013, 16:59

I've decided to redo the additions to extra tiles by replacing the Portal tiles so then custom ones still work, and who's gonna want to use Portal on this modification

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ChrisGin
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Post » 02 Oct 2013, 17:35

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HOLY BALLS...so that's why I was fired from my plumbing job...

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Villager103
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Post » 14 Oct 2013, 08:07

TripleXero wrote:Renamed project to Super Mario Bros. + because it's probably a good idea to change the name to avoid confusion if anyone refers to it somewhere other than this thread. Nothing besides the title of the modification will be changed

Instead of being a combination of Super Mario Bros. and Portal, I've decided to make a modification, influenced by others creations and observations from the forum and my own additions, that tries to completely replicate the original game. This isn't just replacing the title screen and window size, much more has been done and much more will be done over time.

I am not asking anyone to do any modding for me (at least I'll try not to), but if you are willing to help I won't refuse. I'm going to attempt to learn how to code and do these things myself (I've had some assistance from Qcode and ucenna so far)

Here is a list of things that I have already accomplished (that I can remember):
Built off the modification Classic Mode (by Lawnboy & idiot9.0) that removes portal guns and backwards scrolling
Replaced the small Mario sprites that were in the Classic Mode mod because they were stretched slightly
Resized the game window to the same width as the original game
Replaced all of the original graphics to a lighter color scheme and fixed incorrect palettes (with help from a mod that I got from Superjustinbros)
Fixed various messed up sprites such as Buzzy Beetle shells and font
Changed the coding and graphic for Goombas so that the stomped versions are 1px lower
Luigi has his Super Mario Bros. Deluxe color scheme
Fixed HUD spacing along with spacing of level start screen stuff
Recentered loading and intro screen
Fixed brick debris pointed out by SuperJustinBros
Removed falling portal thing in options
New pause menu resembling Super Mario Bros. Deluxe
Each player has individual fire colors
Changed title screen and font for Super Mario Bros. 2 mappack
Changed physics for Luigi (for the time being, not optional and only player two)
Here's a few things that I've noticed that I plan on fixing or at least attempting (there's more than what's on the list, look around the thread):
Slightly modifying physics for Mario and enemies
Adding additional color schemes for graphics that only have one
Fixing some sprite placement
Fixing Mario's behaviors to more fit the original game (flipping directions in midair)
Fixing levels to their original state (non-widescreen)
Fixing Star behavior
Replacing DLC with others mappacks that use that game's graphics (2, Special, DX VS)
Some pictures and videos:
Image Image
Image Image

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Dude, People need to stop making vanilla SMB mods. If you want vanilla smb then don't use the portal gun and don't go backwards.

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TripleXero
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Post » 14 Oct 2013, 08:35

As I said in the other thread, there is two mods, it's not like everyone is making them, and if you actually took a chance to look at the work I put into this, you'd see that there's more than just the removal of the portal gun, there's new entities, power ups, features, and fixed glitches

Also, the glitched pipe is because I forgot that editing the SMB map doesn't carry over to the actual game

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TripleXero
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Post » 09 Dec 2013, 02:46

Here's a quick update. I got bored today so I worked on the load game screen. It now has all of its sound effects and music, Mario moves down the pipe and jumps depending on the action, the still sprite I made for the menu was replaced with just using the existing sprite sheets, and there's other animations. I also removed the life count and moved the level into its place because the life count is pointless with 2+ players and some mappack titles didn't fit before. I was having some lag when Mario goes down the pipe sometimes, more often than less, but I'm not sure if that was just my computer or not

http://www.mediafire.com/download/687om ... v0.21.love

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