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Re: [MOD] Super Mario Bros.

Posted: 24 Mar 2013, 04:56
by Qcode
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Re: [MOD] Super Mario Bros.

Posted: 24 Mar 2013, 19:38
by TheJonyMyster
Oh, thanks.
(I played it and it was hilarious)

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 03:50
by TripleXero
I had to remove the Star modification I made because for some reason something I did was making Mario's jump stop upon hitting a mushroom. I'll fix it later. I have added separate fire colors for each character, at the moment they are just the star colors, but I'll change that. Now for the reason I haven't modified the colors yet:

What colors should I make the third and fourth characters, I feel like the current ones don't fit

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 04:01
by Mari0Maker
TripleXero wrote:What colors should I make the third and fourth characters, I feel like the current ones don't fit
Wario and Waluigi.

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 04:35
by TripleXero
I'm not sure that really fits with the theme of trying to get a closer feel of Super Mario Bros., but I thought of that, too. I also thought of using star colors, which is what player three's actual color is, but four's is just a blue Mario from what I have seen. There's only one star color that fits and that's what was previously said. Others are used already, don't have actual colors, or clash with brick colors

Also, because videos are fun

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 04:50
by TheJonyMyster
What about a top score? That's in SMB.

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 05:08
by TripleXero
Possibly, that might be another thing that's out of reach for me at the moment

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 05:17
by TheJonyMyster
Here are some recolors that can be accessed through Game Genie:
http://imgur.com/nKA0MfK,6WcEf4h,KQ3xLmB
The code is YEAAAA and it only works on SMB + Duck hunt.
(SMB, nonetheless)

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 19:46
by TurretBot
YEAAAA! nice find

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 21:41
by Superjustinbros
Here are my recolors. Go nuts with them as you please.
Image

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 21:51
by TripleXero
I was going to keep the black one, but then I thought the color blended into underground and castle too well, so I used gray like you said Jony. I also replaced blue with the underground-ish looking one you posted, Justin

Image

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 22:56
by Superjustinbros
Looking good. Yea I didn't like the brown myself that I did anyways, the grey looks a lot better.

Re: [MOD] Super Mario Bros.

Posted: 25 Mar 2013, 23:14
by TripleXero
Right now I'm looking into fixing big Mario's hat color not being correct on the front, not having much luck, but I think I'll get it soon

Would anyone object to the removal of hats? It'd be easier to fix this and the original SMB didn't have hats, so, yeah

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 00:56
by BobTheLawyer
It's called use no hat in options.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 02:02
by Dilster3k
Why waste your time with this? The Internet is full of NES Mario emulators.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 02:06
by Qcode
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Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 03:13
by HAPPYFACES
On that note, do you think you could replicate the mini fire Mario glitch? That was one of my favorites on the original SMB :3

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 03:24
by Camewel
It seemed like a really good idea up to the point where he started removing features.
Leave all the options of standard Mari0 intact, just take out the portal stuff.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 03:26
by BobTheLawyer
Or, add a new option to the option menu. No portal. You can change to gel gun, why not no portal gun?

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 03:46
by TheJonyMyster
TripleXero wrote:I used gray like you said Jony.
I DID A GUD JAB! YEY!
Good.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 03:57
by TripleXero
I'll see what I can do. I don't think I have actually removed anything non-Portal yet, and I will try not to. The thing about readding Portal stuff is the screen locks, if I can end up removing that along with choosing a Portal mode, will do, but since this was in the Classic mod and it's not something I changed, I don't know where to look first

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 04:02
by TheJonyMyster
On a slightly related note, I have an NES now.
"YEAH!"
"GOOD JOB, JONY."
"WOOHOO!"
I can check SMB for how the game works.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 04:43
by Superjustinbros
TheJonyMyster wrote:On a slightly related note, I have an NES now.
You could always have used an emulator, though nothing beats having the original. (^v^)

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 13:59
by JohnnyM21
TripleXero wrote:
Superjustinbros wrote:there is a mod that causes Stars to play the powerup pickup sound effect and adds 1,000 points upon collecting it. There is a glitch where it adds 2,000 points instead of 1,000 on some occasions, but it's more accurate to the source material.
Looking at the unmodded Mari0, it does give you points, just doesn't present them scrolling up, it also sometimes adds 2000 instead as well, so whatever mod your talking about probably only adds the text
In addition to showing the 1000 points scrolling up, the mod also plays the powerup pickup sound effect.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 17:06
by TheJonyMyster
Superjustinbros wrote:
TheJonyMyster wrote:On a slightly related note, I have an NES now.
You could always have used an emulator, though nothing beats having the original. (^v^)
Oh you thought I had the original? I wish. I have battle chess and that's it.
I have the emulator for smb. Those were two separate notes.

Reminds me, is it possible to have game genie in this mod?

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 17:29
by ucenna
Yeah, no. Game Genie works by modifying/importing code into the game, since the code in Mari0 is different than the code in smb. So if you were to modify the code using Game Genie in Mari0 the same way as in smb you will get vastly different results. That said you can still modify the code of mari0 by unzipping it. that said you could duplicate the effect of it by modifying the code to cause certain things to happen if a game genie like code is entered. But I doubt TripleXero will spend time doing that since it's not a part of vanilla mario but a modification done by editing/importing code.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 17:39
by TheJonyMyster
Deleted.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 17:39
by TheJonyMyster
Maybe instead of editing the way mari0 works, you could make a new game genie...
Probably not.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 18:24
by Automatik
Zipped lua code don't work like compiler assembly.
If you randomly change parts of the zip, 99.999% of the time, the zip will simply be corrupt.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 18:44
by TheJonyMyster
Maybe it can just change random values and change colors?
Kinda like how I made the unrealistic flight simulator.

Re: [MOD] Super Mario Bros.

Posted: 26 Mar 2013, 18:52
by Automatik
Ah, yeah, that's possible

Re: [MOD] Super Mario Bros.

Posted: 25 Apr 2013, 04:42
by TripleXero
I'm starting to work on this again after finishing up on other projects. Does anyone have any suggestions on what they feel should be changed?

Re: [MOD] Super Mario Bros.

Posted: 25 Apr 2013, 09:04
by idiot9.0
The only things I really see that need to be changed are things that have been suggested already:
-Fix the turning in mid-air
-Making the star give points

Also, I've noticed that when you use the save option in the pause menu the game music stops. It will fix itself when another music track is activated (i.e. star is grabbed, going to a sub-level), but the fact that it stops is something that needs to be looked at. Don't know if you knew this or someone pointed it out, but felt like mentioning it.

Other than these things I find this mod to be a great replication of the original SMB. What I'd like to see is, once you call this mod "complete", is you go beyond it and try incorporating more of SMB DX's features, seeing as you already included the pause screen. I'm not saying it'd be easy but it'd be a great continuation of this mod.

Re: [MOD] Super Mario Bros.

Posted: 27 Apr 2013, 06:21
by TripleXero
I'm trying to to fix the midair thing at the moment, but not having any luck. As with the star points, in an unmodded Mari0, it gives the points still, just doesn't show them upon contact, but there's a glitch that if you hit it on the corner I believe, it give you 2000 instead of 1000, and when you have it show the point upon contact and it does this, it shows two 1000s next to each other. And the music stopping is fixed, I think I just didn't upload that yet

Re: [MOD] Super Mario Bros.

Posted: 06 May 2013, 20:52
by Superjustinbros
Finally decided to give this mod a whirl.

The first thing I noticed was Mario's cap doesn't have the emblem like it did in the original SMB.
Image

You should also edit it so the camera stays centered on Mario when moving right.

EDIT: In the original game, whenever Mario jumps (standing or crouching), his sprite does not flip horizontally. And the controls for launching off a crouch-jump are awkward, where you have to press down, then the Jump key while still holding down, then release down to crouch-jump. In the original, you could just hit Jump while crouching and not having to let go of the D-Pad.

Re: [MOD] Super Mario Bros.

Posted: 07 May 2013, 03:12
by TripleXero
I'll look into those things, but as for the hat, I attempted it once (not a very hard attempt), but it's not just editing an image like I'd hoped

Also, update, now in LOVE not ZIP because it's easier: http://www.mediafire.com/?hu2zc4jcn2b0300

Includes music pause screen fix, changing the width to 16 on rooms that they were originally 16 wide (haven't changed normal level width, but will soon), fixed main smbtiles a bit, and changed underground pipes to the green outline

Re: [MOD] Super Mario Bros.

Posted: 07 May 2013, 04:18
by renhoek
TripleXero wrote:I'll look into those things, but as for the hat, I attempted it once (not a very hard attempt), but it's not just editing an image like I'd hoped

Also, update, now in LOVE not ZIP because it's easier: http://www.mediafire.com/?hu2zc4jcn2b0300

Includes music pause screen fix, changing the width to 16 on rooms that they were originally 16 wide (haven't changed normal level width, but will soon), fixed main smbtiles a bit, and changed underground pipes to the green outline
can you just edit the emblem to be the same layer as Mario's skin?
or am I an idiot and it's more then just that. (great mod by the way)

Re: [MOD] Super Mario Bros. - 5/6/2013 Update

Posted: 07 May 2013, 06:03
by TripleXero
I could, but then if you have hats other than the normal it'd just be floating there

EDIT: So, I'm dumb and didn't add the modified levels to the mod so nothing was changed with widths and tiles before, but now they actually are: http://www.mediafire.com/?udpw5nwbpn0i3dg

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 07 May 2013, 18:16
by Superjustinbros
So;.. Any plans on adding support for the Infinite Worlds mod? I'd like to play my SMB Extended map pack with this mod.

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 08 May 2013, 00:49
by TripleXero
I can try soon. Not that it's a big deal, but I added the Better Editor on the last update. Also, different title screen for SMB2J. Only shows up when that map is selected, otherwise it's the other one. It's only cut off at the moment because the SMB2J is longer and I haven't changed things around yet

Image

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 08 May 2013, 01:13
by Qcode
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Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 08 May 2013, 03:12
by TripleXero
I was just saying that I had added the Better Editor, I hadn't looked into adding the Infinite Worlds yet

EDIT: Another small update, added the title screen change for SMB2J and a skidding sound. I want some feedback on how the skidding sounds compared the the original in SMB2J. I think it might be a bit too loud

http://www.mediafire.com/?sfms0905b8ux6w1

EDIT 2: Also added font changing upon switching to SMB2J. The font isn't complete though and only is numbers and letters, so I haven't uploaded that yet. Also added something else that didn't really work right that loads different entity.png depending on SMB2J or any other mappack. It works, but only if SMB2J is loaded upon the game loading, and switching to it will not switch the images, and switching from it will keep the previous. Again, this stuff isn't uploaded yet

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 08 May 2013, 08:38
by renhoek
TripleXero wrote:I can try soon. Not that it's a big deal, but I added the Better Editor on the last update. Also, different title screen for SMB2J. Only shows up when that map is selected, otherwise it's the other one. It's only cut off at the moment because the SMB2J is longer and I haven't changed things around yet

Image
I love you.

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 09 May 2013, 02:28
by TripleXero
renhoek wrote:I love you.
I only like you as a friend, sorry :P

I finished the font, but the issue I'm encountering at the moment is that the SMB2J font changes color depending on level type (overworld, underground, castle). I know how to change it for each, but the problem is I don't know how to check what type of level it is. I can do "if underwater" because that's already there and works through the checkbox in the editor, but I can't seem to find an existing function to use or figure out how to make one. If anyone could assist me with that, or just put me in the right direction at the least, that would be awesome! If not, I might get it eventually
I figured it out with random guessing

Image

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 09 May 2013, 17:23
by Superjustinbros
There's one thing I wanted to bring up;

Would it be possible to make the settings file for this mod different from the vanilla Mari0 settings mod, like what the 16bit Mari0 mod did?

I'd also recommend changing the physics of Koopa/Beetle shells so they keep the original speed and (along with other enemies) can't stand atop other enemies.

EDIT: Yea I know I'm dwelling on "lol let's add some more mods to make this mod more authentic to the original", but if there's one thing this mod could have, it's this:
viewtopic.php?f=8&t=1951
Because it's awkward for a white block in an overworld level to suddenly have brown debris. :B

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 09 May 2013, 19:11
by mindnomad
Do you think you can fix the bouncing height of the Starman and Koopa Paratroopas? I've realized after playing NES SMB for the last 5 weeks that the bouncing height in Mari0 is WAY too low.

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 10 May 2013, 02:48
by TripleXero
I'll attempt these things once I finish the font issue I'm having, but I'll have a go at the separate settings now since it seems simple enough

Re: [MOD] Super Mario Bros. - 5/6/2013 Update 2

Posted: 10 May 2013, 05:01
by TripleXero
Double post, but update: I haven't accomplished anything new with the fonts, but in-game it basically works, my issue was menus while having the SMB2J font. I made the options separate from Mari0 now (I don't know how this is possible, but mappacks are loaded from Mari0's and the new folder I think), as well as changed the scrolling the center Mario better and start earlier

http://www.mediafire.com/?ljub7i51ih9vq6r

Re: Super Mario Bros. +

Posted: 12 May 2013, 06:31
by TripleXero
Another small update on some things to come. I tend to want to show off and explain everything I do on this mod, not sure if that's bad or good. Anyways, GREEN SPRINGS



I have also added physics for Luigi that are similar to SMB2J (while trying to get the jump height, I slightly modified Mari0's jump as well). At the moment, it's not optional, but I will make it eventually. Also, just to make sure there's no confusion, this version isn't up yet

Re: Super Mario Bros. +

Posted: 13 May 2013, 03:43
by Superjustinbros
I'd say the green springs are a plus, but I don't want certain map packs crashing when all I want to do is play a SMB+ level in Mari0.

Still the ideal way to play Super Mario Bros. Special before SMBC v3 is released.

EDIT: Here's the Castle Music that starts and loops properly.
http://www.mediafire.com/download.php?aajjrg7abbcfisg