Proper palette for Underwater objects

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Superjustinbros
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Post » 02 Jan 2013, 16:15

If anyone here still cares about Mari0's consistency to it's source material (the original SMB), here's all of World 1 and World 2-3 if you were to take a ROM of SMB and configure those levels to become underwater without modifying any other attributes.
http://img534.imageshack.us/img534/4516 ... rwater.png
http://img27.imageshack.us/img27/9706/12underwater.png
http://img213.imageshack.us/img213/9480 ... rwater.png
http://img690.imageshack.us/img690/7716 ... rwater.png
http://img844.imageshack.us/img844/4131 ... rwater.png

And here are the sprites, enemies, etc as they'd be shown in underwater levels.
http://www.explodingrabbit.com/w/images ... er-map.png
http://www.explodingrabbit.com/w/images ... -theme.png
http://www.explodingrabbit.com/w/images ... -enemy.png

Before anyone asks, yes, these are all from the Super Mario Bros Crossover wiki.


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Superjustinbros
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Post » 05 Jan 2013, 13:08

Yep, those will work just fine, while 9-4 is an example of a water level with the castle palette.

Oh, and if Maurice would like this job made easier, I'll be happy to donate an extended SMB tileset so it includes all these different available options and color schemes with hacking SMB, incase we're aiming for consistency. (As it also includes castle brick tiles with proper transparency)

I'm also always up or posting more visual proof on how these underwater (and also underground and castle) colors would work on every object.

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TurretBot
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Post » 05 Jan 2013, 17:40

heh 9-4 was just cool so I put it by accident xD
anyway, here is the most proof you could ever find, ever.

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Superjustinbros
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Post » 05 Jan 2013, 17:57

If you want more proof of concept, here's something:
http://www.mediafire.com/?420l0no4fd9lbay
This ROM Hack is the original SMB but with the palettes swapped around, so you can see what was left out of Mari0's default SMB tileset. And it goes far beyond underwater levels.

And in relation to the video, there are videos exploring all the other "garbage" levels, with crazy results.

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Superjustinbros
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Post » 06 Jan 2013, 18:01

Sorry for Double Post...

but BOOM!

Image

Every tile from SMB and 2J in all color schemes possible.

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BobTheLawyer
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Post » 06 Jan 2013, 20:08

Nice!

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renhoek
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Post » 07 Jan 2013, 06:54

Superjustinbros wrote:Sorry for Double Post...

but BOOM!

*snip

Every tile from SMB and 2J in all color schemes possible.
if only you gave me this while I was doing the smb2j map pack :P

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Superjustinbros
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Post » 07 Jan 2013, 19:56

xXxrenhoekxXx wrote:
Superjustinbros wrote:Sorry for Double Post...

but BOOM!

*snip

Every tile from SMB and 2J in all color schemes possible.
if only you gave me this while I was doing the smb2j map pack :P
Yea, sorry I didn't come onto the forums until afterwards. But hopefully this should do the job once it's converted for work in Mari0. (just discard the Axe, ? Blocks and Coins).

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TripleXero
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Post » 08 Jan 2013, 00:08

Out of curiosity, what's the second green set for?

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TurretBot
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Post » 08 Jan 2013, 00:13

in the second one, black is a dark green.

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TripleXero
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Post » 08 Jan 2013, 00:28

Was that something changed from SMB to SMB2 JP?

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TurretBot
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Post » 08 Jan 2013, 00:56

yes

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Superjustinbros
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Post » 08 Jan 2013, 01:33

TripleXero wrote:Out of curiosity, what's the second green set for?
In SMB, underground levels assign a separate palette for pipes which is different from the one used in standard overworld levels. In underground levels, pipes are outlined dark green as opposed to black, but the other two colors are unaffected. Mari0 only features the one with the black outline.

None of the tile and sprite palettes changed in SMB2J. The Mushroom platforms were given a different palette index so they use the cloud/water/Bowser Bridge colors as opposed to whatever colors is given for the pipes, flagpole, and some scenery objects.

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TurretBot
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Post » 08 Jan 2013, 01:55

actually, I believe smbj2 always used the dark green outlines

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Superjustinbros
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Post » 08 Jan 2013, 05:41

Turret Opera wrote:actually, I believe smbj2 always used the dark green outlines
They don't, they only use them for underground levels, alike SMB1. Like I said, the palettes weren't changed, only the graphics.

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renhoek
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Post » 08 Jan 2013, 06:22

Superjustinbros wrote:
Turret Opera wrote:actually, I believe smbj2 always used the dark green outlines
They don't, they only use them for underground levels, alike SMB1. Like I said, the palettes weren't changed, only the graphics.
he's right (trust me when remaking games pixel perfectly you notice these things.)

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Superjustinbros
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Post » 09 Jan 2013, 08:00

I'm going to add a few tiles to the sheet fom ANN that I missed in my initial run. Will get them posted soon.

Justin
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Post » 12 Jan 2013, 10:17

Hey here's an idea.How about you let us right click on the object to change it's pallete .And you can make your own pallates for blocks and they would be copied into a "changed pallate blocks section of the level editor.Same goes with entities.

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Superjustinbros
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Post » 12 Jan 2013, 16:01

Justin wrote:Hey here's an idea.How about you let us right click on the object to change it's palette.And you can make your own pallates for blocks and they would be copied into a "changed pallate blocks section of the level editor.Same goes with entities.
I don't really see that happening. I do have a tileset that does exactly that, but it has a bunch of tiles and such that are enhanced over SMB's original tiles, with dithering to emulate drop shadows for example. Plus, I find the "right click to change color" thing being somewhat on the annoying side, Not only would it prevent you from quick-selecting every type of tile with the mouse wheel, but it'd also mean custom tilesets would need the whole custom palettes as well, making them harder to insert into the game.

Justin
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Post » 12 Jan 2013, 20:14

Superjustinbros wrote:
Justin wrote:Hey here's an idea.How about you let us right click on the object to change it's palette.And you can make your own pallates for blocks and they would be copied into a "changed pallate blocks section of the level editor.Same goes with entities.
I don't really see that happening. I do have a tileset that does exactly that, but it has a bunch of tiles and such that are enhanced over SMB's original tiles, with dithering to emulate drop shadows for example. Plus, I find the "right click to change color" thing being somewhat on the annoying side, Not only would it prevent you from quick-selecting every type of tile with the mouse wheel, but it'd also mean custom tilesets would need the whole custom palettes as well, making them harder to insert into the game.
When i say right click to select color im assuming it would be from a list of pallites that are like the ones in smb and will work properly.As for the right click thing maybe right click in the selection window.It would allow for more customization options by letting us have new pallets to work with.And it would reduce the number of tiles in the selection window.Look at super mario world's pallates.If you have ever made a romhack of it you knoow that in the map16 editor you can change the pallate of anything.You have 8 different palets to work with.Something like that.Also being able to customize a pallate without inserting it, is it really that difficult?

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renhoek
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Post » 13 Jan 2013, 02:43

rom hacking is completely different to making a game justin (you also forget there's a colour limit)

Justin
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Post » 13 Jan 2013, 06:58

xXxrenhoekxXx wrote:rom hacking is completely different to making a game justin (you also forget there's a colour limit)
My point was to show an example of what it could be like.Focus on the example and how it applies to MariO and not the romhacking aspect.

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Superjustinbros
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Post » 27 Jan 2013, 17:42

Okay, here's something that could prove usefull...
Image
Image

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TurretBot
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Post » 27 Jan 2013, 17:51

You should just rip everything possible from all night nippon smb, original smb, japan smb2, smb deluxe, and smb special and put it into one sheet in all palletes

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Superjustinbros
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Post » 27 Jan 2013, 20:37

Like this?

Image
This items sheet is outdated, but I'm posting it here for the purpose of it having SMBS and SMBDX stuff. If something's in the one on top, use that one.
Image
Take note one frame of the Hammer Bro has the tip of his face cut off, just add it back if used.
Also a lot of custom palettes.

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Superjustinbros
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Post » 07 Feb 2013, 15:49

By this point, I doubt trying to improve the consistency of Mari0 to it's source material is not a thing in Maurice's book (implying he's only played SMB1, and not 2j or any of the bajillion ROM hacks out there).

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