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Romhacking => Personal Projects => Topic started by: pocket on January 10, 2020, 09:11:21 pm

Title: Super Mario All-Stars Redrawn
Post by: pocket on January 10, 2020, 09:11:21 pm
Let me preface this by saying I'm extremely new to romhacking and my skillset is pretty limited. I started with just adding music, Some ExGFX, and a bunch of pre-made ASM patches to Super Mario World to make it feel more fresher. It was not that difficult for me since there were so many user friendly tools to help.  reading a lot of the technical stuff though goes right over my head. Hex editing, ASM, coding, it's all way too complex for me, so please keep that in mind when you make suggestions for this project. But onto business...

I started this by wanting to flip Mario and Luigi's overall and shirt colors in SMB2 since that's how Mario looked on the box and most of the art. It was my first time using a graphic editor ( YYCHR ) but after I finished, I realized I could do a lot more than just color swapping. So the project began!

As a kid, I adored the official artwork on the box, in the manuals, and sprinkled through out the Nintendo Power Magazines and Player's guides. I'd pour over them and try to redraw them, wishing they'd make a game in that looked more like the art. A lot of the Mario games in the past looked pretty off the mark from the promo materials. All-Stars in particular was a pretty big step ahead of Super Mario World in the graphics department imo, but they translated some of the sprites a little too faithfully from the NES versions, with weird stuff like bug eyed birdo, white haired Koopalings, and more. It seemed like a real missed opportunity to make the game look the way they were meant to look.  So that's exactly what I'm trying to do here.

Here's what's done ( note, any of these may be altered later on ):


Super Mario Bros.
(https://i.imgur.com/NFIhqad.png)
This has less to do with matching official art and more to do with how bothered I was that they copy pasted SMB3 Mario into SMB1 and just flipped his overall colors. The actual Mario sprite itself will change eventually.
(https://i.imgur.com/QxeCDgZ.png)
The original poison mushroom on the famicom looked the exact same as the super mushroom but just a smidgen darker. But I liked the new look for it in All-Stars too much so I kept the purple and the skull. I could not quite get a good looking toothy grin though.
(https://i.imgur.com/Xldhqjg.png)
(https://i.imgur.com/0aBwyqT.png)
(https://i.imgur.com/aVgV66D.png)
(https://i.imgur.com/2YFzYgW.png)
There's the big man himself, I wasn't sure I was going to do anything to him but I quite like the tweaks I've done. I did contemplate making him look like the "Blue Ox" Bowser from the japanese box art, but I decided against it. Would be nice if I had the ability to make all the "fake" Bowsers to blue while keeping the final Bowser true to his final design.

Super Mario Bros. 2
(https://i.imgur.com/pKKWCF8.png)
(https://i.imgur.com/K74khmS.png)
(https://i.imgur.com/5ZRCCEW.png)
Phanto is an unusual case where the sprite doesn't match the official art not because of a lack of trying, but because they never updated the art from Doki Doki Panic. So instead of basing his art on that, it only took the color scheme.
(https://i.imgur.com/CUQg3aH.png)
(https://i.imgur.com/J5NnR5e.png)
(https://i.imgur.com/OSMyK6r.png)
(https://i.imgur.com/DUVxWui.png)
NOTE: Triclyde is still green in world 6. Thought it would be better than having two of the same color.
There's going to be some cases where characters will barely change, if they change at all. In the case of Fryguy and Clawgrip here, they kinda already match their artwork. All I did with Fryguy was darken his eye mask, narrow his eyes, and make his mouth more animated... Clawgrip... well, aside from squinting eyes, there was nothing to do.
(https://i.imgur.com/31LQmXV.png)


Super Mario Bros. 3
(https://i.imgur.com/UE1tZBU.png)
(https://i.imgur.com/QyGBgCc.png)
(https://i.imgur.com/KLZeS2P.png)
(https://i.imgur.com/ARCA6nJ.png)
(https://i.imgur.com/zkKX0z4.png)
(https://i.imgur.com/Mu5k79H.png)
(https://i.imgur.com/RAib2mQ.png)
(https://i.imgur.com/jdcEDlg.png)

Super Mario Bros.
( Coming Soon, Lost Levels vanilla & Special Edition )

I'm also setting out to restore things that were changed drastically or removed from the original versions of the game ( at least what I feel were changes for the worse ), for example, SMB1's ground tiles are bricks ( From MathUser2929's SMAS NES-ized hack ), and the rustling weed patches were changed back into fluffy bushes. SMB:TLL has updated versions of the unique tilesets from the original game, the Kings in SMB3 will be changed into what they originally were in the NES game instead of random enemies, Yoshi, and DK Junior. Liberties will be taken on things that didn't have artwork.  There may also be tweaks made that have nothing to do with the art but just make sense, such as the King of Grassland, who is dressed like a Sultan, swapping places with the King of Desert Land, who was dressed like a more traditional King.

I want to be clear though, I'm not trying to "modernize" any of these character designs, I want them to look like their official artwork from the time this game came out, so no lanky green haired Iggy, and the SMB2 Bob-ombs will have arms and huge bug-eyes, ect. This project was born from my love of pouring over the old instruction manuals and Nintendo power looking at the games artwork when I was a kid. Emulating the look of the bland New Super Mario Bros series style is the last thing I'd want. 

What's left to do:


If you want to help in any way:
Leave me feed back. Make mockups or edit what i've done to show me how you'd do it differently, and give me some tips ( But be understanding if I don't take every suggestion I get). And encouragement wouldn't hurt either, it really keeps me going when people like what I'm doing.
If you'd like to help in other ways that are more involved, I'm not really knowledgable about hacking beyond spriting, so here's the stuff I'd like to do that is way beyond my skill level, although I don't consider any of it essential ( unless it's marked top priority ), would just be nice ):


( Would appreciate this done for SMAS+W as well as Stand Alone SMW )

If you want to edit the sprites directly, speak up and i'll drop the files into this Mega Link:
https://mega.nz/#F!Deox0QaJ!QzY1h8QMFx-B0x_nO3rADA!OXoTEIpJ

But please understand if I choose not to use what you come up with. So if you work on a large sheet, give me a preview early on. And most importantly, don't forget, this is not a project about modernizing the characters, I want them to look like the artwork from their respective games. I am willing to go as modern as Super Mario Advance in some cases where the original looks really, really bad ( like Nijis in SMB2 for example ) but I would prefer it if we stick to the SNES era.


Now, if you want to criticize, that's fine, but only do so if you can offer a suggestion on how to improve what you are criticizing.  Just telling me that something looks awful or would be better off programmed from scratch in it's own engine is not helpful.

Lastly, I'm going to repeat one more time, I am not a hacker I do pixel art. I don't understand anything about programming and ASM and hex editing. I'm only able to alter palettes thanks to a very helpful step by step walk-through in this thread.  So please keep that in mind when suggesting new additions to the project.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: gamingcat02261991 on January 11, 2020, 06:16:56 am
Looks good so far.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 11, 2020, 10:00:14 am
I don't mind you using my ground tiles. But if you go to the cutting room floor they found actual reimagined smb1 tiles. You should use those. I don't really hack anymore so I never updated my hack.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SpringSonic9187 on January 11, 2020, 12:59:16 pm
Good luck! (https://www.youtube.com/watch?v=9uKIeamPi2Y):thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 11, 2020, 01:05:26 pm
(https://i.imgur.com/h8kS20X.png)
Here's a lot more of what I've done, including some more recent versions of things I already shared, like I just touched up Birdo this morning. And here's Iggy, that's three more Koopalings to go.  I've done mostly Super Mario Bros. 2 stuff so far. There's still a few things I'm sure I forgot to include, I do take these screenshots on a time crunch sometimes. Some of these may be really subtle that you may not notice. Like Hoopster.  Also not pictured, the little hedgehog dude, all I did ( so far ) was change his nose from black to red.

(https://i.imgur.com/3FBaKy5.png)

Phanto is an odd case because it really doesn't match it's official art at all, but the phanto sprite is way better than the art imo, so I don't know if I want to change it. I will change the colors though.  I can't find the non-enemy Phanto graphics for some reason so they're going to stay gold for now. Maybe it's a good thing that you see one sticking out from the others?

(https://i.imgur.com/ohH45kq.png)
I think it would be boring if I made things too uniform so I won't try to copy how an enemy looks in SMB3 to SMB1. These goombas for instance.  Also more updated Mario idle stance.

The Super Mario Wiki has been really helpful in providing references for how these things are meant to look. There are some SMB2 enemies I didn't even know looked radically different from their sprites.

I don't mind you using my ground tiles. But if you go to the cutting room floor they found actual reimagined smb1 tiles. You should use those. I don't really hack anymore so I never updated my hack.

I saw those and tried using them initially but I think what you did looks a lot better. ( also thanks for the blessing, I really should have asked first tho. My bad. )

January 12, 2020, 02:02:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Since we learned today that Wart is apparantly not 100% forgotten by Nintendo and he got a brand new piece of art not related to any games at all, I figure now is as good a time as any to show off what I've done with him. I do wish I could make his robe a darker blue but I'm working with what I've got.  I think at this point i'm all done with SMB2, the only thing that's left is Triclyde and I might save him for last, since I want to see if I can't actually change his pallet ( or find someone who can. )

(https://66.media.tumblr.com/f3da5d279db77a71af5691051a665bdf/7439083c89358f5e-e7/s400x600/4d9d4e768cdb7c49b8b24332c2d0cceea691b92f.png)
(https://66.media.tumblr.com/acdde43a323fa4fc8fe67b59d29237b3/7439083c89358f5e-ec/s400x600/6bbd14fa670d8f1edce4385b579fb6f6f85d052d.png)
(https://66.media.tumblr.com/e120e1d5d4ba725a7b0a616969599354/7439083c89358f5e-29/s400x600/a510a099e04e358c883d266f69b310b38c7d2bc6.png)
(https://66.media.tumblr.com/b3910c81c69f4a6e60630e22d6c6f29f/7439083c89358f5e-ce/s400x600/644b24ecfb8f612c90cdd0aaaf86809895db95c6.png)

Also, i've added the finalized Koopalings in the OP. The only thing I would change about them at this point is making Roy's shades red rimmed.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MandatoryPixel on January 13, 2020, 12:51:02 am
This is a cool idea! It's looking good so far! I especially like Wart's new look - the tweaks give him a lot more personality.

If I can make a quick suggestion, maybe you could add some comparison images between your sprites and the originals to the opening post? It'd make it easy to see the differences at a glance.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pleasejust on January 13, 2020, 06:20:19 am
This is really cool actually. I like it. So.. I remember SMB1 in All-Stars having messed up brick hit detection or something and I noticed you have a brick fix. I didn't even know there was a hack for it, that's great. Is that the only issue between original SMB1 and all-stars version? Or is there any other gameplay difference?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SpringSonic9187 on January 13, 2020, 11:02:16 am
is there any other gameplay difference?
Not quite. Despite the SMB1/LL brick bug, the controls feel natural and accurate enough in comparison to each of the NES originals.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 13, 2020, 12:39:14 pm
This is a cool idea! It's looking good so far! I especially like Wart's new look - the tweaks give him a lot more personality.

If I can make a quick suggestion, maybe you could add some comparison images between your sprites and the originals to the opening post? It'd make it easy to see the differences at a glance.

That's a good idea, I think i'll spend some time today organizing what i've done so far and make some before and after pictures, with the artwork for good measure. I've added a good comparison picture for Wart in the OP, I'll add more as I make them today.

This is really cool actually. I like it. So.. I remember SMB1 in All-Stars having messed up brick hit detection or something and I noticed you have a brick fix. I didn't even know there was a hack for it, that's great. Is that the only issue between original SMB1 and all-stars version? Or is there any other gameplay difference?

Not as far as I know, each game feels pretty faithful to how they originally did on the NES. Even The Lost Levels has it's subtle differences in the way Mario bounces higher off of an enemy, which was different from SMB1.

That always bothered me about TLL, it looks nearly the same as SMB1 but it plays very differently, and it messes with your expectations. I really wish I could give TLL it's own graphics seperate from SMB1 but alas, any changes made to SMB1 are applied to TLL...

Actually, about that. When I started this project, I was working on these as seperated individual roms using Yoshifanatic's disassembly. I thought having the games individually on my SNES Classic edition menu would be neat, I even made mock-up SNES box art for each game. The plan was to have TLL with it's own graphics too. But then I realized I wouldn't be able to share it, and I couldn't figure out how to make the brick fix patch work for SMB1/TLL on their own anyway, so I just decided to hack All-Stars as a whole instead.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 13, 2020, 02:21:05 pm
I think some later levels in lost levels let you use some custom graphics.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pleasejust on January 13, 2020, 04:21:27 pm
Lemmy koopa's ball is supposed to be yellow with blue stars  :P
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: lexluthermiester on January 13, 2020, 05:01:48 pm
I gotta say, this looks good. Well done!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 13, 2020, 05:59:16 pm
Lemmy koopa's ball is supposed to be yellow with blue stars  :P

Good eye, simple enough to fix, i've updated the OP.  I'm glad you pointed it out, I actually realized there's a few issues I didn't catch when I was making screenshots this morning, so it helps to have extra eyes.

Although there are going to be times when the colors are out of my hands, as i've said in this thread before, I don't know anything about changing a character's pallets. All the changes i've made to the Koopalings use their existing pallets. Right now i've got to decide between keeping Triclyde green, or seeing if he looks good bright orange, since Red is off the table.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Noside on January 13, 2020, 06:36:24 pm
Looks fantastic! have to say. :)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 14, 2020, 12:00:58 am
EDIT: The first post is under construction as I organize what I've done up to this point. So if you see me repeating myself or stuff in the wrong spot, that's why.

I'm extremely new to romhacking and my skillset is pretty limited, reading a lot of the technical stuff makes my brains feel like mush, but I still want to get into it. I started by making my idealized version of Super Mario World with a few tweaks here and there with some new music and graphics but I kept it mostly to myself, I started a few other projects but they didn't go very far due to my lack of ASM knowledge.  But recently I took a look at Super Mario All-Stars.  The goal was originally just to flip Mario's overall and shirt colors in SMB2, since it always bothered me that it was red on the box-art but not in-game. 

But then I decided I could do a lot more. So my aim is to make a version of Super Mario All-Stars with sprites that are a lot more faithful to the characters official artwork. Some sprites got translated from the NES a little to faithfully to the SNES when the devs had the chance to really fancy it up, seems like a missed opportunity. So that's what I'm trying to do.
I am already loving your work. Would you make it work with both All-Stars editions? This way it could be hopefully combined with existing projects like Super Mario All-Stars+Super Mario World Redux, which improves things on the Super Mario World game.
https://www.romhacking.net/hacks/2778/ (https://www.romhacking.net/hacks/2778/)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 14, 2020, 01:08:53 am
Okay, as of now, every enemy in SMB2 is done, and examples are in the OP. I may come back to modify some of them later. I have altered some of the items but those can wait. I don't know if I plan to alter any of the player characters, Mario and Luigi seem fine as they are. Peach could maybe use the whites of her eyes and a dark pink waist band. Toad could use less spots, but make the spots he has bigger... we'll see.  Modifying players isn't as easy as the enemies.

I am already loving your work. Would you make it work with both All-Stars editions? This way it could be hopefully combined with existing projects like Super Mario All-Stars+Super Mario World Redux, which improves things on the Super Mario World game.
https://www.romhacking.net/hacks/2778/ (https://www.romhacking.net/hacks/2778/)

I've been thinking about it, but if I was to do a SMAS+W edition, I'd probably end up doing my own sprites for SMW too.  That might render it incompatible with Redux. I'm not really sure about that though, this is all really new to me.
Actually, part of what inspired this idea was how Yoshi looked in the excellent SMW hack, Just Keef Edition. Bensalot did some subtle tweaks that made Yoshi match the box art a lot better, and I loved the result.

I've even got my own head start there, I've already did my own tweak's to Bowser's face.
(https://i.imgur.com/ESAEYut.png)
For now, there aren't any plans for a SMAS+W version, but never say never.


EDIT: Wow, I actually managed to get the Kappa King into the game, I thought that would have been very hard but as it turns out, the pallet for the Dino Rino just happened to have all the colors I needed.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 14, 2020, 04:23:38 am
Really good project you have here.

I like the changes to SMB1 stance.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 14, 2020, 09:11:11 am
Triclyde, lamentably, had no red in his pallet. I don't know how to feel about the orange.  Side note, if anyone who knows how to alter a character's pallet would like to help, red Triclyde is my top priority.

(Step #1) To find the palette in the rom, use a debugging emulator with a palette viewer (I use bsnes-plus (https://github.com/devinacker/bsnes-plus/releases)).
(1) Go to tools > debugger and from there open S-PPU > tile viewer and palette viewer.
(2) Use the tile viewer to find the correct loaded palette and then use the palette viewer to get the raw color values to search for in the rom (a string of 4 values is usually enough to get a match). The SNES is little-endian so flip the values obtained from the palette viewer (ex: 0x2521, 0x39C4, 0x4E69, 0x630E = [2125 C439 694E 0E63]).
(3) Open tools > memory editor and switch it to cartridge rom. Click the binoculars and input the values from the previous step. The bytes highlighted in blue show the triclyde palette was read from 0xA38FC (world 2 boss). Clicking the forward arrow (next the the binoculars) gets one more match. At 0xA397C there is a copy of the triclyde palette (world 6 boss).
(https://i.imgur.com/V79hCul.png)

(Step #2) Now that we know where the palette is stored in the rom, we can edit it. I like to use Tile Molester for this (https://www.romhacking.net/utilities/991/).
(1) First open your rom and change the codec settings:
Code: [Select]
for viewing the graphics:
-------------------------
view > codec > 4bpp planar, composite
view > mode > 1-dimensional

for viewing the palettes:
-------------------------
view > codec > 15bpp BGR
view > mode > 2-dimensional
The canvas width can be adjust with shift+left/right and the height with shift+up/down.
(2) The triclyde graphics are stored at 0xBD800, so hit ctrl+G to quickly go there.
(3) To load the palette, go to palette > import from > this file. For the offset put 0xA38FC (without the '0x' prefix) and for the size put the number of colors in the palette (16), then hit ok.
(https://i.imgur.com/VG7AHOu.png)

(Step #3) Now it's time to actually edit the palette.
(1) At the bottom you'll see the currently loaded palette. Simply double-click a color to edit it.
(2) When done, click file > save as > your edited rom file.
(https://i.imgur.com/EmpVdyb.png)

(Step #4) All done!
(https://i.imgur.com/XjZxVWT.png)

Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 14, 2020, 01:21:09 pm
(Step #1) To find the palette in the rom, use a debugging emulator with a palette viewer (I use bsnes-plus (https://github.com/devinacker/bsnes-plus/releases)).
(1) Go to tools > debugger and from there open S-PPU > tile viewer and palette viewer.
(2) Use the tile viewer to find the correct loaded palette and then use the palette viewer to get the raw color values to search for in the rom (a string of 4 values is usually enough to get a match). The SNES is little-endian so flip the values obtained from the palette viewer (ex: 0x2521, 0x39C4, 0x4E69, 0x630E = [2125 C439 694E 0E63]).
(3) Open tools > memory editor and switch it to cartridge rom. Click the binoculars and input the values from the previous step. The bytes highlighted in blue show the triclyde palette was read from 0xA38FC (world 2 boss). Clicking the forward arrow (next the the binoculars) gets one more match. At 0xA397C there is a copy of the triclyde palette (world 6 boss).
(https://i.imgur.com/V79hCul.png)

(Step #2) Now that we know where the palette is stored in the rom, we can edit it. I like to use Tile Molester for this (https://www.romhacking.net/utilities/991/).
(1) First open your rom and change the codec settings:
Code: [Select]
for viewing the graphics:
-------------------------
view > codec > 4bpp planar, composite
view > mode > 1-dimensional

for viewing the palettes:
-------------------------
view > codec > 15bpp BGR
view > mode > 2-dimensional
The canvas width can be adjust with shift+left/right and the height with shift+up/down.
(2) The triclyde graphics are stored at 0xBD800, so hit ctrl+G to quickly go there.
(3) To load the palette, go to palette > import from > this file. For the offset put 0xA38FC (without the '0x' prefix) and for the size put the number of colors in the palette (16), then hit ok.
(https://i.imgur.com/VG7AHOu.png)

(Step #3) Now it's time to actually edit the palette.
(1) At the bottom you'll see the currently loaded palette. Simply double-click a color to edit it.
(2) When done, click file > save as > your edited rom file.
(https://i.imgur.com/EmpVdyb.png)

(Step #4) All done!
(https://i.imgur.com/XjZxVWT.png)

(https://i.imgur.com/oyG3kIn.png) (https://i.imgur.com/G88Cn7x.png)

You're my hero. I'll have to see what else I can do with this later.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 14, 2020, 07:25:50 pm
About SMAS+SMW...
I encourage you to make a faithful artwork edition for it, please :P
The Koopalings are awful in SMW, and your touch on them would be fantastic!

Also, don't worry about compatibility with SMAS+SMW Redux.
If all you do is sprite/palette work, then your changes should be compatible with Redux without any problem at all.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 14, 2020, 09:27:19 pm
I'll be shifting my focus to SMB1 for now.  As you can see i've posted the first batch of enemies. I'm not sure i'm feeling the blooper. SMB2 is done. The subcons are already faithful to what little artwork they have, there have been a few tweaks to the items, but nothing worth documenting, save for one easter egg for Super Smash Bros. Melee nerds in the battle against wart, but i'll let people find that one for themselves. Right now the only thing left i'm even thinking about tweaking in SMB2 is Toad's spots.

About SMAS+SMW...
I encourage you to make a faithful artwork edition for it, please :P
The Koopalings are awful in SMW, and your touch on them would be fantastic!

Also, don't worry about compatibility with SMAS+SMW Redux.
If all you do is sprite/palette work, then your changes should be compatible with Redux without any problem at all.

I did also apply the brick fix patch but I suppose there is no reason I can't just copy paste to a clean rom. Though i'll have to tweak pallets again.   
Again, we'll see.  I have a little bit of experience with SMW, it's a bit of a big job, and I think the Koopalings would be even harder to fix given the nature of how all of them but Ludwig share graphics.

EDIT: So I actually did open SMAS+W in YY-CHR because I needed to yoink the graphics from a clean rom after a little mishap. And I noticed that I couldn't find any SMW graphics whatsoever, except for the new Luigi graphics. What's the deal with that? If I was to make a SMAS+W edition of this hack, i'd have to leave the SMW portion of the game untouched it seems...??


EDIT: Since I had an easy time changing the King of Water Land back into a Kappa, I thought about changing the other kings. The King of Ice Land went from being a seal to a Monty Mole. IDK how everyone feels about Monty Mole but I always found it to be one of the more boring Mario mooks. It's just a mole, it's not even got a gimmick like it's cooler cousin, Rocky Wrench. The new sprite is too small to turn back into a seal, so I had to make it into something equally small. Maybe a much cooler Mario easter egg? Maybe the size of... a doll?

(https://66.media.tumblr.com/923e5861fc242339215f7591217e34e1/47dbb7eb740f6819-19/s400x600/84d919b087675c3e22e3668cf8d4fd69b8fc5420.gifv)

How do we feel about this? Does it break too far from the theme of artwork accuracy? Can people even recognize it being so small and all? There's no artwork of the Kings besides the Kappa, I just thought a cool little easter egg for another SNES Mario game I really love would be appropriate but if I get enough responses booing it, I'll revert back to Monty Mole ( or maybe try to make a really small seal )
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: TRIFORCE89 on January 15, 2020, 07:34:44 am
For some more inspiration you might want to look at MFGG.net
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 15, 2020, 10:22:47 am
@pocket for Super Mario World on the SMAS+W package, I believe the graphics are compressed (or at least I seem to remember they were when I did Redux). It should be easy to uncompress the graphics, edit them and compress them back into the game.

For this you will need exhal (decompress) and inhal (compress).
It's rather simple, though I don't have the documentation at hand for getting the graphics out of the SMW portion from the SMAS+W ROM.

Let me see if I can find and I'll post it here.

EDIT:
Okay I did a small trip down memory lane, and indeed the graphics are compressed.
However, the process to decompress and inject the graphics back into the game is way simpler.

All you need is Lunar Magic.
Simply open up the SMAS+SMW ROM with Lunar Magic, then search for one of the red mushroom icons, this one extracts ALL of the GFX from Super Mario World into a single .bin file with the name "AllGFX.bin".
This .bin file that Lunar Magic extracts can be opened up with YY-CHR for editing, as with any normal game graphics.
Once you are done editing the graphics with YY-CHR, there's an option to insert the graphics back into the game with Lunar Magic as well.
Do so and then that should be it!

If you have any doubts, please let me know and I'll gladly help :)

NOTE: I suggest you keep two SMAS+SMW ROMs if you are going to hack SMAS and SMW.
Keep one SMAS+SMW ROM ONLY for all your SMAS changes, and another SMAS+SMW ROM ONLY for all the SMW stuff.
This way we can be sure we keep both separate, and avoid any intrusion from one into the other.
Once you are done with both, you can simply make IPS patches of each separate ROM, then patch both of them (combine them) into a single ROM.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 15, 2020, 01:33:33 pm
@pocket for Super Mario World on the SMAS+W package, I believe the graphics are compressed (or at least I seem to remember they were when I did Redux). It should be easy to uncompress the graphics, edit them and compress them back into the game.

For this you will need exhal (decompress) and inhal (compress).
It's rather simple, though I don't have the documentation at hand for getting the graphics out of the SMW portion from the SMAS+W ROM.

Let me see if I can find and I'll post it here.

EDIT:
Okay I did a small trip down memory lane, and indeed the graphics are compressed.
However, the process to decompress and inject the graphics back into the game is way simpler.

All you need is Lunar Magic.
Simply open up the SMAS+SMW ROM with Lunar Magic, then search for one of the red mushroom icons, this one extracts ALL of the GFX from Super Mario World into a single .bin file with the name "AllGFX.bin".
This .bin file that Lunar Magic extracts can be opened up with YY-CHR for editing, as with any normal game graphics.
Once you are done editing the graphics with YY-CHR, there's an option to insert the graphics back into the game with Lunar Magic as well.
Do so and then that should be it!

If you have any doubts, please let me know and I'll gladly help :)

NOTE: I suggest you keep two SMAS+SMW ROMs if you are going to hack SMAS and SMW.
Keep one SMAS+SMW ROM ONLY for all your SMAS changes, and another SMAS+SMW ROM ONLY for all the SMW stuff.
This way we can be sure we keep both separate, and avoid any intrusion from one into the other.
Once you are done with both, you can simply make IPS patches of each separate ROM, then patch both of them (combine them) into a single ROM.

Well I'll be... I just assumed Lunar Magic wouldn't be compatible with SMAS+W this whole time. I never thought to ask or test it.  That'll make things a little easier.

Would other patches and tools from SMWCentral work on SMAS+World? Iggy's hair fix would be crucial to have so he wouldn't share the same hair graphic as Larry.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 15, 2020, 08:57:33 pm
Some might be compatible yeah, but don't expect 1:1 comparisons between vanilla SMW and the All Stars collections.
But if it can be done in SMW, then for sure it can be done in the collection.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 16, 2020, 03:05:15 am
Well, once I'm done with all the original SMAS stuff, I'll look further into SMAS+W. There's a good chance i'll do something for SMW after everything i've done here, i'm having too much fun working on this.

I've almost finished with the enemies of SMB1, check the OP as usual. Actually I AM done with the SMB1 enemies, I'm just trying to decide if I want to make any alterations to Bowser... besides reddening his eyebrows anyway. His Sprites in SMAS are pretty good representations of him but I think i'm shooting for better than "pretty good" at this point.

In the mean time, I'd like some opinions... everyone knows the original NES SMB game just uses the cloud graphic colored green for bushes right?  I couldn't help but notice there's an animated cloud graphic on the preview screen for levels that doesn't actually show up in the levels themselves, I thought I'd see how it looked if I replaced the grass with it to emulate the bushes from the NES game.

(https://i.imgur.com/Iz5s108.gif)

...How does it look? I kinda like it, a little more faithful to the original game I think, but the blowing in the wind animation makes it feel at home on the SNES. My only apprehension is that the original game's story did say something about Bowser turning the Toad's into horsetail grass.


One more thing.
I wasn't planning to alter any of Mario's sprites beyond color but I thought I't give it a little test...
(https://i.imgur.com/Y3jGf1I.png)
Hmmmm...
Let me know if I should proceed. This likely wouldn't be the final version.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 16, 2020, 08:35:31 am
I think this whole project is looking incredible--great job.

As for your most recent post, the animated bushes look good to me, and I totally love that new SMB2 Mario sprite.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 17, 2020, 03:18:50 am
SMB1 is done more or less. I ended up changing Bowser after all. Buzzy Beetle and Hammer Bros were added to existing reference sheets instead of getting their own so check them out.  Toad and the Princess got changed too but I'll screenshot them at a later time.

I have been touching up things I've already done and updating the OP as I go, so you might notice some changes if you look over the OP again. Wart got a somewhat significant facelift today.

I guess Mario 3 is next. The Koopalings are already done, so that's one big hurdle down. After that, I'll look into changing the player characters, and I think that'll be the end of vanilla SMAS. I'll be ready to move onto SMW, but I can at least let people try out SMAS on it's own.

Since i'm moving onto SMB3, I'm going to go ahead and add a poll regarding the transformed Kings.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 17, 2020, 03:38:01 am
In the mean time, I'd like some opinions... everyone knows the original NES SMB game just uses the cloud graphic colored green for bushes right?  I couldn't help but notice there's an animated cloud graphic on the preview screen for levels that doesn't actually show up in the levels themselves, I thought I'd see how it looked if I replaced the grass with it to emulate the bushes from the NES game.

(https://i.imgur.com/Iz5s108.gif)

...How does it look? I kinda like it, a little more faithful to the original game I think, but the blowing in the wind animation makes it feel at home on the SNES. My only apprehension is that the original game's story did say something about Bowser turning the Toad's into horsetail grass.


One more thing.
I wasn't planning to alter any of Mario's sprites beyond color but I thought I't give it a little test...
(https://i.imgur.com/Y3jGf1I.png)
Hmmmm...
Let me know if I should proceed. This likely wouldn't be the final version.
Loving both changes. The SMB2 sprite looks fantastic, and the animated bushes REALLY look amazing and in-line with what you could have expected from a 16-bit remake!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 17, 2020, 04:24:09 am
For the bush, it doesn't feel right:
- the bright color makes it look like it is on the first plan alors with other interactable objects
- the bright color, animation and shape make it look like it is some kind of mutagenic ooze/blob you have to jump over. x)

In SMB2:
- the crab's eyes are not easily readable for afar, which is important
- Birdo looks annoyed rather than charming

Everything else looks great! You're quite skilled!

As you are working on this game, could you maybe make an optional patch whitch would erase Mario's portrait in the background in bonus rooms (in SMB1... don't remember in the other games)? I think it is anti-immersive, and, for real, is the main reason why I still prefer the original Nes game.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: FireWallBarrier on January 17, 2020, 09:57:23 am
Well, its good I guess.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MandatoryPixel on January 17, 2020, 12:49:34 pm
I'm loving that new Mario sprite! Are you planning to re-do Luigi's as well?

I voted on the poll to revert the kings to their NES versions, because that seems like the best way to keep with the project's goal of incorporating the "original" designs of things... but I would also not be mad at all if you took liberties with some of them! I'm in favor of keeping the little Geno king.

Also, I like the idea of animated bushes a lot, but I think they could be touched up a bit. I was thinking something similar to Zimgief - it looks kind of like it's bubbling or something, rather than blowing in the wind.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on January 17, 2020, 01:38:07 pm
Wow, this looks amazing! Keep up the great work. Your sprites are phenominal
ShadowOne333 is a pretty great and well-known hacker. Maybe you two could collab. I know he was looking for a sprite artist to remaster a handful of sprite sheets for Mother/Earthbound too <3
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 17, 2020, 05:18:16 pm
Those SMB2 sprites are excellent, and you should reuse them for Super Mario Bros. 1 as well since the SMB2 USA box art was based on the Famicom box for SMB1.

(http://images.nintendolife.com/1ebba7dbe0b7d/jp.original.jpg)

I'm not much of a fan of the redone stances you made for those sprites anyway, since he's looking off to to the side instead of directly in front of him.

Also, are you going to be able to make the ground tiles different for "The Lost Levels"? In the FDS version it had a different, rocky look instead of the cracked blocky look of the first game. I don't know how the altered engines on All-Stars works and if it's possible to easily separate the graphics from both of those games.

I also made some slight tweaks to your Birdo sprite:
(https://i.imgur.com/5QtqmuX.png)

Mostly the eyes, which the pupils seemed a bit too small in the original, and looking too straight, and maybe above the player's eye level in their big forms, and I made other, minor tweaks to things like the bow and the cheek.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 17, 2020, 08:24:30 pm
So, about the bushes. Does this look any better?

(https://i.imgur.com/8V9BbzA.gif)

Colors are all a shade lighter, and i've animated it myself so it does look more like swaying as opposed to "bubbling", it's still based on the clouds from the original game since I still used the sprite as a base.

Well, its good I guess.
Thanks I guess?  :laugh:

I'm loving that new Mario sprite! Are you planning to re-do Luigi's as well?

Chances are if I go through with changing Mario i'll do something with all the player characters, although I feel the Princess doesn't really need any changing in SMB2.

Wow, this looks amazing! Keep up the great work. Your sprites are phenominal
ShadowOne333 is a pretty great and well-known hacker. Maybe you two could collab. I know he was looking for a sprite artist to remaster a handful of sprite sheets for Mother/Earthbound too <3
Thank you! I have been wondering what I might do once this is all over. I'd really like to do something with Zelda tbh, BS Zelda in particular interests me a lot but there's not a lot I think I COULD do with it. The sprites already look really good, I'd really just be tweaking Link and Ganon and maybe some of the NPCs. I wish I knew how to do more than just sprite editing because I'd kill make BS Zelda into a proper Zelda 1 remake.  EarthBound did cross my mind at one point, the overworld sprites in particular could really use some work imo, could be worth looking into if ShadowOne333 is still looking for someone when SMAS is finished.

Those SMB2 sprites are excellent, and you should reuse them for Super Mario Bros. 1 as well since the SMB2 USA box art was based on the Famicom box for SMB1.

(http://images.nintendolife.com/1ebba7dbe0b7d/jp.original.jpg)

I'm not much of a fan of the redone stances you made for those sprites anyway, since he's looking off to to the side instead of directly in front of him.

Also, are you going to be able to make the ground tiles different for "The Lost Levels"? In the FDS version it had a different, rocky look instead of the cracked blocky look of the first game. I don't know how the altered engines on All-Stars works and if it's possible to easily separate the graphics from both of those games.

I also made some slight tweaks to your Birdo sprite:
(https://i.imgur.com/5QtqmuX.png)

Mostly the eyes, which the pupils seemed a bit too small in the original, and looking too straight, and maybe above the player's eye level in their big forms, and I made other, minor tweaks to things like the bow and the cheek.
I will likely make a new, but very similar sprite for SMB1, I don't want things to look too uniform between all the games, part of the big appeal of Super Mario All-Stars for me is that you had these 3 Mario games on one cart with their own distinct look and feel. I'd still like to go with the original SMB1 stance, it's such a classic, even in Smash Bros he's doing a variation on it, and his idle stance in SMB3 isn't much better with his hands balled up at his chest, but i am open to tweaking it.

As far as I know, there is no way to give Super Mario Bros. The Lost levels it's own sprites, since the game shares all of it's graphics with Super Mario Bros., otherwise I absolutely would. Best I could do is make two different patches for TLL style graphics or SMB style graphics.  Actually if you use Yoshifanatic's disassembly you could have all the All-Stars games as seperate roms, and theoretically I could make Lost Levels with it's own graphics, but unless someone can get the brick fix patch working for the games in seperated form, I'm not going to bother with that.

I like those Birdo tweaks lot.  Birdo was the sprite I started with, so I suppose it could have done with some touching up. I also took the chance to tweak the body a bit too.
(https://i.imgur.com/7E7HXUh.png)


As for the Crab, I agree, I was really dissatisfied with it but I felt there wasn't many changes I could do. I'll do something about him soon.

EDIT:
(https://i.imgur.com/fGWIxYW.png)
"End of the line plumb-scum"

( don't worry, im not keeping this, just did it for a quick laugh. I love how the portrait of the real Bowser is looking hatefully at 'ol "King Koopa" there... but now I'm considering doing a Super Mario Bros. Super Show themed hack someday  :laugh:. )

EDIT: I realized that nobody but the most masochistic type of person will play this on an emulator in windowed mode at it's smallest possible size, I personally plan to play this on my TV when it's "Finished" So I'll be posting my updates in larger sizes and enlarging what i've done.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: julayla on January 17, 2020, 11:51:01 pm
(https://i.imgur.com/fGWIxYW.png)
"End of the line plumb-scum"

( don't worry, im not keeping this, just did it for a quick laugh. I love how the portrait of the real Bowser is looking hatefully at 'ol "King Koopa" there... but now I'm considering doing a Super Mario Bros. Super Show themed hack someday  :laugh:. )

Lol, that is pretty good. Next there's gonna be a Super Show accurate Toad & Princess Toadstool in these hacks.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on January 18, 2020, 12:39:00 am
As far as I know, there is no way to give Super Mario Bros. The Lost levels it's own sprites, since the game shares all of it's graphics with Super Mario Bros., otherwise I absolutely would. Best I could do is make two different patches for TLL style graphics or SMB style graphics.  Actually if you use Yoshifanatic's disassembly you could have all the All-Stars games as seperate roms, and theoretically I could make Lost Levels with it's own graphics, but unless someone can get the brick fix patch working for the games in seperated form, I'm not going to bother with that.

Something to note, is that (at least as far as I could see in my own experimenting) patching Yoshifanatics split patches to All Stars roms that only have graphical changes doesn't break them, they work entirely fine.

So, if you simply included no brick fix versions and a version with Lost Levels style sprites, people could simply patch it together themselves using YF's hack.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 18, 2020, 12:43:09 am
Lol, that is pretty good. Next there's gonna be a Super Show accurate Toad & Princess Toadstool in these hacks.
I'm still waiting for Genesis Sonic hacks with AoSTH Robotnik that's titled "Pingas Edition".
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 18, 2020, 02:04:34 am
Wart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.
(https://i.imgur.com/JNOeGwj.gif)

Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?

Something to note, is that (at least as far as I could see in my own experimenting) patching Yoshifanatics split patches to All Stars roms that only have graphical changes doesn't break them, they work entirely fine.

So, if you simply included no brick fix versions and a version with Lost Levels style sprites, people could simply patch it together themselves using YF's hack.

Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels.  The result? Well, it turned the game into just Lost Levels.  It even removed the brick fix.

What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics.  Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu
 :laugh: )

Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.

I'm still waiting for Genesis Sonic hacks with AoSTH Robotnik that's titled "Pingas Edition".
I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama )  buuuut it's not quite something i'm dying to do.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 18, 2020, 09:44:36 am
I think Clawglip is supposed to be Clawgrip.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 18, 2020, 01:04:14 pm
Amazing work :o with the new SMB.2 sprites, it's practically the same box art and instructions or the Super Mario show on Saturday mornings, your work is spectacular / pocket. :beer:

(https://i.imgur.com/Y3jGf1I.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 18, 2020, 03:13:35 pm
Are you gonna add the vegtable that is in marios hand.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Nuclear3D on January 18, 2020, 04:06:55 pm
Might be a dumb question but will this work on real hardware ?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on January 18, 2020, 05:50:37 pm
Wart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.
(https://i.imgur.com/JNOeGwj.gif)

Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?

Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels.  The result? Well, it turned the game into just Lost Levels.  It even removed the brick fix.

What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics.  Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu
 :laugh: )

Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.
I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama )  buuuut it's not quite something i'm dying to do.

Patching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.

What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Neon Streetlight on January 18, 2020, 06:32:26 pm
I’m excited about the possibility of returning the Kings in SMB3 to their NES counterparts! I had posted a request for that a few months ago as it’s something that has always bugged me. What’s the limitation on the dog exactly? Thanks for working on this!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: WebSlinger on January 18, 2020, 08:29:11 pm
O M G !!!!!!!!!!!This is AMAZING!!  I was laughing at the Super Show King Koopa sprite too!  It was perfect. You did everything perfectly to the instruction manual counterparts, but the Phanto... He needs ta frown a bit and change his eyes,. Everything else is 100% perfect!  :D
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 18, 2020, 10:54:04 pm
https://imgur.com/a/KNjlIBt (https://imgur.com/a/KNjlIBt)

Re: The Red Shades

Why couldn't you just checkerboard the dark pink color in the sprites pallet with another dark, warm color? Black, or brown, you know, in a checkerboard pattern with the dark pink.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Domino089 on January 18, 2020, 11:37:24 pm
Could you put the white gloves on Mario and Luigi's sprites in SMB3?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 19, 2020, 04:10:50 am
Patching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.

What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.

I see. Well When it comes time to make a patch, I'll copy paste everything to a clean rom so it will only be graphical changes. I'll likely make a Lost Levels version. Hopefully someone can either figure out how to combine them through some ASM wizardry, or figure out how to apply the brick fix to the yoshifanatic's split hacks.

Might be a dumb question but will this work on real hardware ?

I have no way of testing that, but I don't see why it wouldn't. I'm not changing anything but graphics.

Are you gonna add the vegtable that is in marios hand.


Perhaps. Might change one of the un-ripened veggies into it.

I’m excited about the possibility of returning the Kings in SMB3 to their NES counterparts! I had posted a request for that a few months ago as it’s something that has always bugged me. What’s the limitation on the dog exactly? Thanks for working on this!

(https://www.mariowiki.com/images/e/ef/GrassLandKing-cobrat.png)(https://www.mariowiki.com/images/b/b9/SMB3_Grass_Land_Dog_King_Sprite.png)

So, the main problem is that the dog was twice as wide as what SMAS replaced him with, and I can't make a sprite bigger than what I'm editing. It has to be same size or smaller. What's more, the Cobrat moves back and fourth across the screen while the dog sat there scratching it's ear. I could improvise and just make the dog walk around but the problem of width is still there. In other words, that dog would have to be very tall and thin.  I just can't think of a solution that would look good.

A lot of the transformed kings are different sizes and moves in different ways than the original NES kings, so that's why i'm not sure i'll be able to change all of them.

O M G !!!!!!!!!!!This is AMAZING!!  I was laughing at the Super Show King Koopa sprite too!  It was perfect. You did everything perfectly to the instruction manual counterparts, but the Phanto... He needs ta frown a bit and change his eyes,. Everything else is 100% perfect!  :D

I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.

https://imgur.com/a/KNjlIBt (https://imgur.com/a/KNjlIBt)

Re: The Red Shades

Why couldn't you just checkerboard the dark pink color in the sprites pallet with another dark, warm color? Black, or brown, you know, in a checkerboard pattern with the dark pink.

I don't really think it would look good, but you did give me another idea. The Dark Pink totally passes for red, so I just took the darkest pink out of Roy's head, put it on his shades, outlined the shades, and presto. Does this look alright?
(https://i.imgur.com/6KL8wj5.png) 
That being said, I still haven't experimented with changing pallets aside from Triclyde ( mostly because BSNES runs unbearably slow on my laptop so getting the pallet info is a pain ) But I'll get around to that eventually. But if I can't redden Roy's shades, we at least won't have to settle for yellow.  I think i'll be tweaking the Koopalings a little more anyway since I worked on them pretty early on and have learned a little bit since then.

Could you put the white gloves on Mario and Luigi's sprites in SMB3?

100% for sure on my agenda, regardless of if I redo Mario and Luigi's sprites or not. SMB3 sprites are just a bit of a confusing mess compared to SMB1 and 2, and player sprites are the biggest part of each game, so it could be a while before I get to that part. 
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SkyLizardGirl on January 19, 2020, 05:42:11 am
.. I like all the changes, 

But the Koopa Troopa and Larry Koopa's hair looks terrible.

Keep Larry's hair as the original game, Just make Larry's hair look more blue is all.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 19, 2020, 06:29:13 pm
Perhaps. Might change one of the un-ripened veggies into it.

I think that would be really odd and confusing to have Mario always look as if he's going around with a veggie in his hand in SMB2. Or am I misunderstanding?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 19, 2020, 06:42:04 pm
(https://i.imgur.com/aBRxTUY.png) (https://i.imgur.com/NVnwG10.png)
(https://i.imgur.com/K64Wr73.png) (https://i.imgur.com/kIBzLCh.png)

Interesting. The images above are from the same rom. Seems Lost levels and SMB1 actually have some graphics they don't share, despite them being identical.  Strangely enough, the tree trunk graphic is in the game twice, yet SMB1 and TLL DO share the same tree trunk graphics despite the tree TOPS using different graphics.So I was able to have SOME of Lost Level's unique BG elements. Just not all of them. I'd like to replace the fence posts with the little brown mushrooms as well but I unfortunately cannot find the top half of the fence post graphics.

Oh, also Lost Levels bush.
(https://i.imgur.com/cjRez9N.gif)

.. I like all the changes, 

But the Koopa Troopa and Larry Koopa's hair looks terrible.

Just make Larry's hair look more blue is all.

Koopa Troopas are hard to work with because the original sprites are so compact and the heads are oddly positioned and really tall and skinny, it looks all wrong compared to the art, so I made their bodies smaller to give more details to their heads.  I'm not sure how else I can change it but I'm open to ideas. I just don't want to revert it to how it looked originally.

As for Larry, i'm not sure what you mean, do you just mean his hair isn't blue enough?  Or that I should change it back to the All Stars version but blue? I don't think his all-stars hair resembles the artwork at all. I could possibly tweak it a bit though, that front spike does curve back a little to far i suppose.

I think that would be really odd and confusing to have Mario always look as if he's going around with a veggie in his hand in SMB2. Or am I misunderstanding?
:laugh: I meant I would change one of the veggies you pluck from the ground so it would resemble the one on the box art, not that Mario would always be carrying it in his hand. Like how I changed the Super Mushroom to resemble the Mushroom Mario is holding on the box art of SMB1 in Japan and Europe.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 19, 2020, 11:38:50 pm
That being said, I still haven't experimented with changing pallets aside from Triclyde (mostly because BSNES runs unbearably slow on my laptop so getting the pallet info is a pain) But I'll get around to that eventually. But if I can't redden Roy's shades, we at least won't have to settle for yellow. I think i'll be tweaking the Koopalings a little more anyway since I worked on them pretty early on and have learned a little bit since then.
Roy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is. :)

So, the main problem is that the dog was twice as wide as what SMAS replaced him with, and I can't make a sprite bigger than what I'm editing. It has to be same size or smaller. What's more, the Cobrat moves back and fourth across the screen while the dog sat there scratching it's ear. I could improvise and just make the dog walk around but the problem of width is still there. In other words, that dog would have to be very tall and thin.  I just can't think of a solution that would look good.

A lot of the transformed kings are different sizes and moves in different ways than the original NES kings, so that's why i'm not sure i'll be able to change all of them.
Should be doable, I'll see what I can do.

I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.
small bg phanto:
pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.
gfx = 0xC4300

large bg phanto:
pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.
pal = 0x9E193 (flashing eye palette cycle)
gfx = 0xEB800

I'd like to replace the fence posts with the little brown mushrooms as well but I unfortunately cannot find the top half of the fence post graphics.
You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:
(https://i.imgur.com/C98PcJQ.png)

----------------------------------------

Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PK

What this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.

The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice. :)

----------------------------------------

In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging. :thumbsup:
Code: [Select]
save slot #1:
$7E00B0 = SMB1: world number
$7E00C0 = SMB1: level number
$7E00B1 = SMBLL: world number
$7E00C1 = SMBLL: level number
$7E00B2 = SMB2: world number
$7E00C2 = SMB2: level number
$7E00B3 = SMB3: world number

save slot #2:
$7E00B4 = SMB1: world number
$7E00C4 = SMB1: level number
etc.

save slot #3:
$7E00B8 = SMB1: world number
$7E00C8 = SMB1: level number
etc.

save slot #4:
$7E00BC = SMB1: world number
$7E00CC = SMB1: level number
etc.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Jeville on January 20, 2020, 01:56:28 am
I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.
The artwork is based on its appearance in Doki Doki Panic anyway, which can be read about here (https://www.mariowiki.com/phanto). "Despite the sprite for Phanto being modified between Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2, artwork for it usually retains its unsmiling appearance from the Japanese title."
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 20, 2020, 02:02:00 am
I don't really think it would look good, but you did give me another idea. The Dark Pink totally passes for red, so I just took the darkest pink out of Roy's head, put it on his shades, outlined the shades, and presto. Does this look alright?
(https://i.imgur.com/6KL8wj5.png)

Presto, intendi adesso? ("Soon, you mean now?") ;)

Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.

The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.

(http://i.imgur.com/wbWnpoq.png) (https://imgur.com/wbWnpoq)

My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 20, 2020, 04:25:58 am
A lot of the SMB2 sprites got re-worked today. Shy guys, Tweeters, Clawgrip, the little hedgehogs, and even Phanto, check out the OP to see them.. Though I'll give special attention to Phanto right now I suppose.

(https://i.imgur.com/Zp58ucG.png)

Since people were pointing it out, I've changed Phanto to match the art. I have no valid excuse anymore not to change it... but I still feel like the original sprite looks better. Seems like such a downgrade to me, so I may change it back while keeping the red and white colors.

Roy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is. :)
Should be doable, I'll see what I can do.
small bg phanto:
pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.
gfx = 0xC4300

large bg phanto:
pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.
pal = 0x9E193 (flashing eye palette cycle)
gfx = 0xEB800
You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:
(https://i.imgur.com/C98PcJQ.png)

----------------------------------------

Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PK

What this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.

The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice. :)

----------------------------------------

In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging. :thumbsup:
Code: [Select]
save slot #1:
$7E00B0 = SMB1: world number
$7E00C0 = SMB1: level number
$7E00B1 = SMBLL: world number
$7E00C1 = SMBLL: level number
$7E00B2 = SMB2: world number
$7E00C2 = SMB2: level number
$7E00B3 = SMB3: world number

save slot #2:
$7E00B4 = SMB1: world number
$7E00C4 = SMB1: level number
etc.

save slot #3:
$7E00B8 = SMB1: world number
$7E00C8 = SMB1: level number
etc.

save slot #4:
$7E00BC = SMB1: world number
$7E00CC = SMB1: level number
etc.

You are my hero. It even still works with the brick fix. Here's a look at what I've done with this. Some of it will likely be tweaked to look better of course.
(https://i.imgur.com/ou4EZLd.png)
At this rate should I bother making graphics only patches? Seems like with brick fix and a graphics seperator, we'll have everything important covered.

I'll admit, navigating all the debug menus and figuring out where each pallet is located is still pretty confusing for me. Hopefully I'll get the hang of it. Though I'm just praying that further pallet modification won't be absolutely necessary  :laugh: Perhaps I'll make a note of what needs pallet tweaking and save it for last.

Speaking of..
(https://i.imgur.com/Lpv5mew.png)

Well, Roy's got the red shades now. I haven't upated the Koopalings in the OP because yet because I think i'm going to tweak them further now that i'm going to be focusing on SMB3. Admittedly, some of them, there's not much I can do. Ludwig was already close to perfect, it was just the white hair and a single pixel of the eyes. Maybe the bodies could use work though.
Presto, intendi adesso? ("Soon, you mean now?") ;)

Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.

The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.

(http://i.imgur.com/wbWnpoq.png) (https://imgur.com/wbWnpoq)

My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.

I couldn't really tell what you did different with her eyes unless I looked really really closely, but you once again gave me another idea... really simple one too. Eyelashes.

(https://i.imgur.com/rguyUPW.png)

Although I only made her look "Scared" in the kneeling pose, because the Princess strikes me as the type to immediately put on a happy face when Mario saves the day...  though really, the scene is so short and the cage obstructs a lot of your view in SMB1/TLL. I think this thinking will come in handy if I modify the Princess's sprite in SMB2 though!


EDIT: Another "just for fun" thing that likely won't be in the final game.
(https://www.mariowiki.com/images/thumb/5/54/MarioBrosFlyer.png/225px-MarioBrosFlyer.png)
(https://i.imgur.com/dtseasJ.png)

You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 20, 2020, 08:50:27 am
It wouldn't make sense in Double Dragon. I'll totally buy it from Mario.

This is a universe in which punching glowing blocks marked with a ? produces Mushrooms, Flowers, and Stars that give plumbers super powers. Making sense can be bent a bit, I think. Live your dream.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MandatoryPixel on January 20, 2020, 12:05:49 pm
EDIT: Another "just for fun" thing that likely won't be in the final game.
(https://www.mariowiki.com/images/thumb/5/54/MarioBrosFlyer.png/225px-MarioBrosFlyer.png)
(https://i.imgur.com/dtseasJ.png)

You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.

Hahaha, those are awesome! I'd keep them, honestly! In Super Mario Odyssey, there's a costume that turns you into N64 Mario in an HD world, so... I think you can get away with it!  ;)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 20, 2020, 02:45:12 pm
Thank you! I have been wondering what I might do once this is all over. I'd really like to do something with Zelda tbh, BS Zelda in particular interests me a lot but there's not a lot I think I COULD do with it. The sprites already look really good, I'd really just be tweaking Link and Ganon and maybe some of the NPCs. I wish I knew how to do more than just sprite editing because I'd kill make BS Zelda into a proper Zelda 1 remake.  EarthBound did cross my mind at one point, the overworld sprites in particular could really use some work imo, could be worth looking into if ShadowOne333 is still looking for someone when SMAS is finished.

If you are interested in some Zelda 1 stuff, I am currently seeking help to make a graphic change for Zelda 1 Redux, to modify the original assets to better fit their original artwork without compromising the design of the sprite itself.
Kind of like a link between the original design and the artwork if that makes sense to you.
Here's a good source for the original artwork that I want the sprites to be based on from both official artworks (including Million Publications):
https://www.zeldadungeon.net/wiki/Gallery:The_Legend_of_Zelda_Enemies
And here's the link to the on-going Zelda 1 Redux project:
https://www.romhacking.net/forum/index.php?topic=29403.0

As for EarthBound, I did finish the project, called MaternalBound Redux.
Although, I am always open to any suggestions or new mockups for the enemy sprites and overworld sprites :)
Those can be found here:
https://github.com/ShadowOne333/MaternalBound-Redux
In the SpriteGroups (overworld sprites) and BattleSprites (Enemy sprites in-battle).

If you are willing to help out on any of those two, I'd be thankful :)
You'd be properly credited as well once the project is out.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 20, 2020, 07:05:39 pm
Good news, I think i've kinda started understanding pallet stuff a little better. I also got BSNES to run at full speed.
I do need to be careful about things that share pallets though, I really don't want to screw anything up. Ludwig and Larry share pallets for instance, but luckily, the changes I wanted to make to them were the same. Here they are with more vibrant blue hair ( and slightly tweaked designs, i'll update the OP when I get around to all the Koopalings )

(https://i.imgur.com/wTDPQdU.png)
(https://i.imgur.com/YNhOZ9j.png)

And, another thing i've done with what I've learned... it's the veggie from the SMB2 Box art! It replaces the tiny unripened turnips which are the most common veggie.
(https://i.imgur.com/JoIPAfq.png)

EDIT: I guess I should hold off on doing further pallet edits though, because i'll have to do them all over again if I decide to do a graphics only version or if I do a SMAS+Super Mario World version.

Sorry for the smaller sizes, I only really enlarge when I'm making an update for the OP.

Regarding the Mario Bros. style battle mode sprites, i'll keep em if a few more people speak up on that.

If you are interested in some Zelda 1 stuff, I am currently seeking help to make a graphic change for Zelda 1 Redux, to modify the original assets to better fit their original artwork without compromising the design of the sprite itself.
Kind of like a link between the original design and the artwork if that makes sense to you.
Here's a good source for the original artwork that I want the sprites to be based on from both official artworks (including Million Publications):
https://www.zeldadungeon.net/wiki/Gallery:The_Legend_of_Zelda_Enemies
And here's the link to the on-going Zelda 1 Redux project:
https://www.romhacking.net/forum/index.php?topic=29403.0

As for EarthBound, I did finish the project, called MaternalBound Redux.
Although, I am always open to any suggestions or new mockups for the enemy sprites and overworld sprites :)
Those can be found here:
https://github.com/ShadowOne333/MaternalBound-Redux
In the SpriteGroups (overworld sprites) and BattleSprites (Enemy sprites in-battle).

If you are willing to help out on any of those two, I'd be thankful :)
You'd be properly credited as well once the project is out.

I was not aware of MB Redux, it looks great! I'll have to replace the version of EB on my SNES Mini with it, because i'm trying to find the most improved versions of every game I can, and MBRedux looks like the one. I love what i'm seeing, and i'd love to edit some sprites. When I get some free time maybe i'll make a few mockups of some overworld sprites.

As for Zelda Redux, I've been peeking at that thread once in a while since Zelda 1 is one of my favorite games. I wouldn't mind contributing to it.

Speaking of Zelda, I did play around just a smidge editing an existing hack of BS Zelda so Link looks closer to the NES game's artwork as opposed to the OOT style it appeared to be based on ( mind the green sleeves, I only really edited the head and a few other tiles )
(https://i.imgur.com/GQoxbUw.png)

I don't want to give my full attention to anything until i'm done with Super Mario All-Stars though, thankfully i'm moving at a pretty brisk pace and the finish line doesn't look that far away. ( though doing Super Mario World for the SMAS+W version is intimidating to me )
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 20, 2020, 07:57:18 pm
Regarding the Mario Bros. style battle mode sprites, i'll keep em if a few more people speak up on that.

I'm totally in favor of it.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 21, 2020, 01:24:58 am
I managed to get the dog in by replacing some (unused as best as I can tell) graphics that get loaded with the throne room sprites. When the new graphics are done for the dog, I'll insert them and modify the sprite assembly further if needed. Then I can post the patch/source code for it.
(https://i.imgur.com/EP6gF98.gif)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 21, 2020, 02:05:01 am
I managed to get the dog in by replacing some (unused as best as I can tell) graphics that get loaded with the throne room sprites. When the new graphics are done for the dog, I'll insert them and modify the sprite assembly further if needed. Then I can post the patch/source code for it.
(https://i.imgur.com/EP6gF98.gif)

Very cool!
Now I'll just have to ponder how the dog should look in a theoretical "artwork accurate" style. There's no official art besides the Kappa, and I certainly don't want to base him off that episode of the Mario 3 cartoon  :laugh:


Well, since I'll be using the dog, I suppose I should show off what I was thinking about using in his place in should he not be possible:

(https://i.imgur.com/qEVhx8R.gif)
It's based on Hisstocrat, from Super Mario 3D World. I know he's a "modern" Mario character but I always felt like his design evoked classic 2D Mario characters... plus, it's a snake in a crown and a cape, it was too perfect.

That is one thing I'd like to incorporate into all the kings, a little cape and crown, since the Kappa also had a cape in his artwork. Even if we don't end up using him, I do like preserving him in gif form.

EDIT: If we ever get a really user friendly Lunar Magic style level editor for Super Mario All-Stars, perhaps I could use them in my own hack someday.

(https://i.imgur.com/CiFkwyW.gif)

EDIT: So, Geno's out. The World 6 King has been turned back into a seal. How does he look? A bit small, but the area I had to work with was the size of the Monty mole, and I had to account for where the crown would be placed.

EDIT AGAIN ( I've been burning that midnight oil lately, haha ): The King of the Pipe maze is Yoshi no more. He's now back to being a piranah plant... probably a lot more detailed than the piranah plant enemies will be in the game when I get around to them.  ( also I notice his pipe is flipping highlights on the bottom after I took the video, i've already corrected it )

(https://i.imgur.com/QKyJU8I.gif)

Since I like sharing cut content so much, I should show that I did end up redrawing Yoshi a tad before I knew what I was going to do with them, because they just kinda slapped the Yoshi's Island sprite into the game but did an awful job of animating it's mouth. ( Also you can see the Kappa here, he got reworked to better match the art. )

(https://i.imgur.com/KcrRzg5.png)



Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 21, 2020, 04:57:16 am
I'd say the seal is too small. I do not think small when I think about seals.
Transformations for the kings however should be a space of free creativity for you as there are no artworks, so it's a good idea that you replace them. :)
I suggest you make use of the small sprite to make something that look really weak and goofy.
In fact, I like there original idea of making references to the extended Mario universe! And maybe Geno is already good. Or a babyfied enemy.

(https://i.imgur.com/ou4EZLd.png)
Why did you put mushrooms instead of fences? If you keep them, maybe you should tweak them so they seem planted in the soil, not laying on the ground.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 21, 2020, 05:46:31 am
I'd say the seal is too small. I do not think small when I think about seals.
Transformations for the kings however should be a space of free creativity for you as there are no artworks, so it's a good idea that you replace them. :)
I suggest you make use of the small sprite to make something that look really weak and goofy.
In fact, I like there original idea of making references to the extended Mario universe! And maybe Geno is already good. Or a babyfied enemy.

(https://i.imgur.com/ou4EZLd.png)
Why did you put mushrooms instead of fences? If you keep them, maybe you should tweak them so they seem planted in the soil, not laying on the ground.

That's how it is in the Lost Levels originally. The game used mostly the same assets from the original SMB but a lot of tiles got reskinned, and the fence posts were reskinned with brown mushrooms. 
This will only appear in Lost levels, and won't affect the original game. I will try out your suggestion to make them look planted though.

(https://gamefaqs1.cbsistatic.com/screen/full/8/3/6/231836.jpg)

As for the seal, I'm open to suggestions. I think the seal fits Ice Land better than a Geno doll, and especially a monty mole. But you're right, it is small, it's the grassland dog all over again.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 21, 2020, 06:10:12 am
I agree the seal would be the best, if only it was bigger. :(

For the mushrooms, we can see that it is planted in the ground in the original screenshot (no outline at the bottom). That was what I meant. :)

EDIT : in the Snes version, light comes from the front, as it seems with the trees and pipes, so the shades should be on the left and right sides of the mushroom? In fact I'm not sure about how source of light are handled. Maybe it's not coherent for all elements. Or it comes from the front but slightly on the left. Which means shades on the left, but more on the right. Sorry if I'm not clear.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 21, 2020, 07:59:42 am

(https://i.imgur.com/CiFkwyW.gif)

EDIT: So, Geno's out. The World 6 King has been turned back into a seal. How does he look? A bit small, but the area I had to work with was the size of the Monty mole, and I had to account for where the crown would be placed.

My issue with the seal is that because of how small and fast it is, I wouldn't have any idea what I was looking at if I didn't already know it was a seal.

Edit: I have a few critiques on various sprites you've showcased in the original post.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 21, 2020, 08:40:14 am
The seal can be made bigger, there's still room in vram. I can easily make it stand in place too, and not move around.

Just give me the new graphics and I'll handle the rest.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 21, 2020, 07:50:39 pm


For the mushrooms, we can see that it is planted in the ground in the original screenshot (no outline at the bottom). That was what I meant. :)

EDIT : in the Snes version, light comes from the front, as it seems with the trees and pipes, so the shades should be on the left and right sides of the mushroom? In fact I'm not sure about how source of light are handled. Maybe it's not coherent for all elements. Or it comes from the front but slightly on the left. Which means shades on the left, but more on the right. Sorry if I'm not clear.

I'll see what I can do.

My issue with the seal is that because of how small and fast it is, I wouldn't have any idea what I was looking at if I didn't already know it was a seal.
I agree, that's why I was apprehensive about using it. Though I guess the same problem existed for the Geno doll.  I just didn't want to stick with Monty Mole. So unfitting.

Edit: I have a few critiques on various sprites you've showcased in the original post.
  • Princess Peach: The solid black line at the bottom of her crown looks odd to me. Perhaps make it less dark?
  • Ostro: Perhaps make the beak just a tad smaller.
  • Porcupo: I suggest making the spines a little more apparent to make it more obvious that the player will be harmed by jumping on this enemy.
  • Thwomp: I'd make him slightly more grey-blue for more of a granite look.

(https://i.imgur.com/UQxLJy2.png)
(https://i.imgur.com/h1CF3Y3.png)
(https://i.imgur.com/VLh0mJj.png)

Better?  As for thwomp, I had the same thought, but i'm going to save pallet work for later. Every I need to change to a new rom ( which so far has been twice, and i'll likely end up doing it a few more times once I patch in the Kings and the eventual Super Mario All-Stars+World Version ) I have to do all the pallet changes over again.  So i'm going to leave notes on what pallets I hope to change on the OP so I can do those once i'm done.
The seal can be made bigger, there's still room in vram. I can easily make it stand in place too, and not move around.

Just give me the new graphics and I'll handle the rest.

You're such a big help to this project, thank you so much!

Well before I send the graphics, I think it's time for some straw polls.

(https://i.imgur.com/s3QbaQL.gif)
I used the King of water land to test my Seal. You can see some issues because my seal is still slightly too big to place over the King of Water, and I didn't account for the crown, but for the most part, you get the idea, and it can be tweaked later.
I don't recall any seals ever showing up in the main Mario series so I had to dig into other spinoffs, and based him on clapper the seal from Donkey Kong Country 2. Extra fittig for the King of Ice Land since Clapper has frost breath.

But before we settle on a Seal, how do we feel about Penguins?

(https://i.imgur.com/Latc01y.gif)
Penguins have been a Mario staple ever since Mario 64, which is what I based it's appearance on. My only apprehension about them is that they were introduced after the SNES era, but that would bother me more if it was an individual character rather than animal. ( The crown being in the same spot is a mistake on my part and the whole design would likely be tweaked in the end anyhow )

And next, we're moving onto the dogs. I have two options.

(https://i.imgur.com/09pcJix.png)

On the right is basically just based on the regular ol' dog from SMB3, just updated a little. And on the left is based on a pretty deep cut, this dog like creature from the Super Mario Bros. Anime movie, which fittingly enough, was actually a Prince transformed into a dog by Bowser.
(https://www.mariowiki.com/images/thumb/e/ed/Kibidango2.png/200px-Kibidango2.png)
It's not a complete likeness, since that thing had a caterpillar like body and a rounder head, I thought that would be for the best since not everyone would recognize it, but at least this way you get across that it's a dog.

So, let me know how you feel.
About the Ice Land King: https://strawpoll.com/1z94z7kx
About the Grass Land King: https://strawpoll.com/z3d6gpka
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 21, 2020, 08:30:25 pm
As for thwomp, I had the same thought, but i'm going to save pallet work for later. Every time I need to change to a new rom (which so far has been twice, and i'll likely end up doing it a few more times once I patch in the Kings and the eventual Super Mario All-Stars+World Version) I have to do all the pallet changes over again.  So i'm going to leave notes on what pallets I hope to change on the OP so I can do those once i'm done.
If you send me a patch of what you have done so far (you can private message me if you don't want to post it publicly in the thread), I can make a build script that inserts all your changes to a clean rom each time you run it so you don't have to keep redoing work manually. It makes life so much easier, and I can't recommend it enough. As an example, you can see the setup I use in the source code folder for the SMBLL unique graphics patch I posted earlier.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 21, 2020, 10:47:43 pm
I'm sorry for wasting so much time on dumb throw away jokes but I'm having too much fun with this.
(https://i.imgur.com/8jAISPp.gif)
...I only wish I could have changed Toad into John Leguizamo's Luigi and replaced his dialogue with a line from the movie, but Pallet alteration is a bit too much work for a throw away joke  :laugh: ( Also I don't know how to change in game text. Not that I need to for the final hack )

If you send me a patch of what you have done so far (you can private message me if you don't want to post it publicly in the thread), I can make a build script that inserts all your changes to a clean rom each time you run it so you don't have to keep redoing work manually. It makes life so much easier, and I can't recommend it enough. As an example, you can see the setup I use in the source code folder for the SMBLL unique graphics patch I posted earlier.

It turns out I'm a bit of a dummy, I didn't realize exactly what was in that last batch of files you sent me and all I did was use the IPS file provided. I didn't realize that what you actually provided would use ASAR to apply the split Lost Levels graphics without undoing my pallet work. Silly me  :laugh:  I'm sure how new I am to all this is painfully obvious.

In any case, I'll send you the patch and the graphics for the new kings once the straw polls have run their course, in the event that I do need to move to a clean rom agian, it would be nice not to have to re-do the pallet work.

I have a question though, would this also work on SMAS+World?  I'm not going to start on SMW until all the work on base SMAS is done but it would be nice to know ahead of time.


One more question I forgot to mention earlier. When I altered Triclydes pallet, he changed in world 2, but not world 6 ( which i'm fine with since a red and a green tiyclyde seems better than two red ones ), then when I applied changes to Larry Koopa's pallet, those same changes applied to Ludwig as well ( which works out fine since I was planning on that anyway )   What's up with that though? Is there a way to tell what objects share a pallet or not? I would have thought for sure both triclydes would have turned red.

I only ask because there's several objects in both SMB1 and 2 I'd like to change pallets for but they very obviously share pallets with other objects and I don't want to mess those unrelated objects up.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 22, 2020, 12:07:15 am
One more question I forgot to mention earlier. When I altered Triclydes pallet, he changed in world 2, but not world 6 ( which i'm fine with since a red and a green tiyclyde seems better than two red ones ), then when I applied changes to Larry Koopa's pallet, those same changes applied to Ludwig as well ( which works out fine since I was planning on that anyway )   What's up with that though? Is there a way to tell what objects share a pallet or not? I would have thought for sure both triclydes would have turned red.
The boss palettes for SMB2 are stored together in world order, so 0xA38FC (triclyde - world 2 boss) and 0xA397C (triclyde - world 6 boss). It's just how they set it up for easy palette loading I guess. There's no real way to tell if objects share a palette other than checking with a vram viewer and some trial and error. If you need to 'split' a palette into 2 non-shared ones, that should be doable (assuming there is room in color ram). Generally, there are 2 reasons to use a shared palette (1) convenience (objects are already similarly colored) or (2) limited space in color ram (objects share a palette so you can load more colors).

I have a question though, would this also work on SMAS+World?  I'm not going to start on SMW until all the work on base SMAS is done but it would be nice to know ahead of time.
Some offsets might be different (I haven't checked), but that can easily be handled by asar. You can even target both roms if you set conditions in you code. You can do something like:
Code: [Select]
; insert graphics to different address depending on game

if !game == 0  ; SMAS
    org $108000
elseif !game == 1  ; SMAS+W
    org $10A000

incbin some_graphics.bin
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 02:42:52 am
(https://i.imgur.com/pKKWCF8.png)

Super Mario Bros. 2 player characters are fully changed. They were a lot of work so I hope you like them.
Toad has a little smirk when he's holding an item, it's a nod to how his super speed is activated when he's holding a baddie or a veggie. ( Not a key though for some reason. How lame. Sure would make outrunning Phanto easier for the little guy. ) I tried to make other little subtle things that hint at a character's stats and abilities but I wasn't sure they would read very well.

I kinda think I'd like Luigi's pallet to be a little darker to match the shade in his art, and Peach's dress could maybe be lighter ( though I think that might mess with Birdo. )

Mario and Luigi will look pretty similar to this in SMB1, but I would like to avoid them being TOO similar, to avoid things being too uniform between all four games.

Mario 3 will be a nightmare thanks to all the powerups and the chaotic arrangement of sprites. But I'm committed now, and i'm probably keeping those Mario Bros. Arcade style battle mode sprites.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: mdtauk on January 22, 2020, 03:09:48 am
(https://i.imgur.com/pKKWCF8.png)

Is it possible for you to change the palette for Toad, so instead of a warm white for his hat, its cool white, to match the artwork.  I think the same applies to the Gloves
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 04:15:25 am
Is it possible for you to change the palette for Toad, so instead of a warm white for his hat, its cool white, to match the artwork.  I think the same applies to the Gloves

You read my mind.

(https://i.imgur.com/pEuHAtu.png)

Mario and Luigi's gloves will have to stay the same though. It just doesn't look good on Mario with his shirt and overall colors flipped. It blends in too much with the blue on his shirt.  Perhaps I'll be able to oblige for SMB3.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 22, 2020, 04:22:58 am
I love the personality you injected for Toad, and how big Mario's nose is. So cute! :)

I think you forgot to recolor Luigi's hair on the three last sprites?

About the Ice Land King: I agree the penguin doesn't exactly fit as it is not an enemy in Mario 64, and can even speak!
About the Grass Land King, I like the idea of the cartoon dog... only if you make it this weird dog-caterpillar creature, or else it would seem a half-baked idea. I'm sure that if you change the strawpoll accordingly, results will be less divisive. :p
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 22, 2020, 07:58:52 am
(https://i.imgur.com/UQxLJy2.png)
(https://i.imgur.com/h1CF3Y3.png)
(https://i.imgur.com/VLh0mJj.png)

Better?

Yes. Great job.

Also, I love the SMB2 player sprites. The only possible critique that comes to mind is I wonder if Toad might look better if his eyes were shifted down one pixel to put a little buffer between his eyes and his mushroom head.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on January 22, 2020, 12:08:15 pm
(https://i.imgur.com/pKKWCF8.png)

Super Mario Bros. 2 player characters are fully changed. They were a lot of work so I hope you like them.
Toad has a little smirk when he's holding an item, it's a nod to how his super speed is activated when he's holding a baddie or a veggie. ( Not a key though for some reason. How lame. Sure would make outrunning Phanto easier for the little guy. ) I tried to make other little subtle things that hint at a character's stats and abilities but I wasn't sure they would read very well.

I kinda think I'd like Luigi's pallet to be a little darker to match the shade in his art, and Peach's dress could maybe be lighter ( though I think that might mess with Birdo. )

Mario and Luigi will look pretty similar to this in SMB1, but I would like to avoid them being TOO similar, to avoid things being too uniform between all four games.

Mario 3 will be a nightmare thanks to all the powerups and the chaotic arrangement of sprites. But I'm committed now, and i'm probably keeping those Mario Bros. Arcade style battle mode sprites.

Is there a way to give the Princess her blue jewel thingy or is that too much detail? It feels a bit weird having the sprite so much closer to the art work while still lacking it.

https://mfgg.net/index.php?act=resdb&param=02&c=1&id=35032
Something like this sheet here
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 22, 2020, 01:06:56 pm
Is there a way to give the Princess her blue jewel thingy or is that too much detail? It feels a bit weird having the sprite so much closer to the art work while still lacking it.

https://mfgg.net/index.php?act=resdb&param=02&c=1&id=35032
Something like this sheet here
Agree
Peach's sprite is in desperate need of a blue colour in her palette.
It could also help to bring some shine to her eyes.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Domino089 on January 22, 2020, 04:47:46 pm
(https://i.imgur.com/pKKWCF8.png)

Is it possible to make Toad's eyes a pixel line farther down for the first two sprites? For others it seems fine because when it has something in his hands it gives the sensation that the mushroom head is lowered by the weight of the vegetable or enemy
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 22, 2020, 05:39:43 pm
(https://i.imgur.com/pKKWCF8.png)

Super Mario Bros. 2 player characters are fully changed. They were a lot of work so I hope you like them.
Toad has a little smirk when he's holding an item, it's a nod to how his super speed is activated when he's holding a baddie or a veggie. ( Not a key though for some reason. How lame. Sure would make outrunning Phanto easier for the little guy. ) I tried to make other little subtle things that hint at a character's stats and abilities but I wasn't sure they would read very well.

I kinda think I'd like Luigi's pallet to be a little darker to match the shade in his art, and Peach's dress could maybe be lighter ( though I think that might mess with Birdo. )

Mario and Luigi will look pretty similar to this in SMB1, but I would like to avoid them being TOO similar, to avoid things being too uniform between all four games.

Mario 3 will be a nightmare thanks to all the powerups and the chaotic arrangement of sprites. But I'm committed now, and i'm probably keeping those Mario Bros. Arcade style battle mode sprites.

Congratulations Pocket, the improvement is very good. :beer:
Nice I love it. :D

you value improving the same as Super Mario Bros. 3 as cartoon type.

(https://www.retrones.net/sites/default/files/fotos-series/300px-Supermario3tv.jpg)

on the Nintendo "NES"
I never liked the original Mario / Luigi sprite on SMB.3 "without the white background of the eyes" just one horrible black dot sprite eye, showed no expression of Mario's face.

Super Mario Bros. 2 had better Mario / Luigi sprites were like more Super Show cartoons.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 06:06:55 pm
Not only will I add the blue to Peach, I'll lighten up her dress and give her the darker edge on the bottom and her sash as well.
As for Toad's eye placement, a little facial restructuring was needed but here it is.

(https://i.imgur.com/UL1NZet.png)

EDIT: Similarly, Luigi's shade of green matches the art better too, and both Bros. have a more vibrant blue shirt.

(https://i.imgur.com/GaDxwCM.png)

It does make Luigi stand out a little less if he's standing in front of those green semi-solid platforms but those aren't common enough in the game for me to feel like it's that big of an issue.

Congratulations Pocket, the improvement is very good. :beer:
Nice I love it. :D

you value improving the same as Super Mario Bros. 3 as cartoon type.

(https://www.retrones.net/sites/default/files/fotos-series/300px-Supermario3tv.jpg)

on the Nintendo "NES"
I never liked the original Mario / Luigi sprite on SMB.3 "without the white background of the eyes" just one horrible black dot sprite eye, showed no expression of Mario's face.

Super Mario Bros. 2 had better Mario / Luigi sprites were like more Super Show cartoons.

I do plan to modify Mario 3 sprites as well, but I won't be looking to the cartoon for reference, i'll be looking more to the game's official art. But that would still entail giving Mario the whites of his eyes.  Mario's overalls will be blue in SMB3 as well since they're blue on the box, as opposed to the cartoon's red. ( Although if I'm being honest here, I always liked the red overalls design more. )


on an unrelated note...

Is it possible to change the poll at the top of the thread?  I feel like the decision to go with NES faithful king transformations is the clear winner and I think I'd like to make a different poll now.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 22, 2020, 07:14:15 pm
(https://i.imgur.com/zqYJbgi.png)

I did this before I noticed you made updated sprites for her, but I still like what I did here. I made the hair a mix of the regular 2 hair and that newer sprite posted earlier, and I think it looks better, and I improved the shading in it to give it more depth, and the shape makes her a bit cuter, and more on model to her artwork of SMB2. I also added the red and blue gems to her crown, which no sprite did.

Also the darker blue works better on her, and I touched up other things like her shoes (they are super light pink on her artwork, but now they might not stand out from her dress enough, so maybe it's best to leave them be?).

I also touched up Mario and Luigi's sprites, since some frames had inconsistencies (Luigi's hair color and the position of certain parts), and I made their climbing sprites overalls more on-model. I did other touch ups like Luigi's hair on the back of his head which was a bit unnaturally placed before (and not accurate to the artwork), and touched up Mario's nose slightly.

Toad was a thing I did. I'll let you handle that though.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Granville on January 22, 2020, 07:16:32 pm
Those new Mario 2 sprites look absolutely lovely! Fantastic job!

Speaking of Mario 3, the original NES game was conceptualized as occurring inside a theater play. Hence the curtains at the beginning. But the level tilesets had some extra visual hints of this as well, such as the drop shadoes of some of the platforms and sprites. Some of which was removed in the SNES port. Does anyone have any artistic ideas or hacking possibilities for editing the SNES graphics to sort of "restore" these stage play elements?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 07:31:50 pm
If I can be totally honest, I'm not the biggest fan of SMB3 being presented as a literal play with shadows being cast on the background and stuff like that ( it bugs the crap out of me that they did this in Mario Maker across all the NES and SNES themes ). If someone wants to make an optional patch that would restore the backdrop shadows once this hack is done, I'm fine with it but I think i'll be keeping the background elements in SMB3 the way they are in All-Stars.

(https://i.imgur.com/zqYJbgi.png)

I did this before I noticed you made updated sprites for her, but I still like what I did here. I made the hair a mix of the regular 2 hair and that newer sprite posted earlier, and I think it looks better, and I improved the shading in it to give it more depth, and the shape makes her a bit cuter, and more on model to her artwork of SMB2. I also added the red and blue gems to her crown, which no sprite did.

Also the darker blue works better on her, and I touched up other things like her shoes (they are super light pink on her artwork, but now they might not stand out from her dress enough, so maybe it's best to leave them be?).

I also touched up Mario and Luigi's sprites, since some frames had inconsistencies (Luigi's hair color and the position of certain parts), and I made their climbing sprites overalls more on-model. I did other touch ups like Luigi's hair on the back of his head which was a bit unnaturally placed before (and not accurate to the artwork), and touched up Mario's nose slightly.

Toad was a thing I did. I'll let you handle that though.

Looks good. I'll take these tweaks into consideration. 
I probably should have shared my progress on the player sprites a lot sooner, lmao.

EDIT: Actually with the new darker bottom half of the dress, her shoes stand out better with your suggestion.

(https://i.imgur.com/ueAXyt0.png)

I do feel like Toad's eyes were a lot smaller in the artwork of early games, buuut your version does make Toad look a lot less like he's going to come kill my family so I'll keep those changes.  Side note, his "throwing" pose was changed pretty drastically from the original to resemble the Wario's Woods Box Art.


(https://i.imgur.com/BxCd1hC.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Neon Streetlight on January 22, 2020, 08:58:33 pm
I managed to get the dog in by replacing some (unused as best as I can tell) graphics that get loaded with the throne room sprites. When the new graphics are done for the dog, I'll insert them and modify the sprite assembly further if needed. Then I can post the patch/source code for it.
(https://i.imgur.com/EP6gF98.gif)

Wow! Nailed it! So excited for this hack.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 09:17:23 pm
Wow! Nailed it! So excited for this hack.

That reminds me...

(https://66.media.tumblr.com/15d2aff5518ade13501e080b5b445bd6/tumblr_mi10bmVD3x1rrftcdo1_500.gifv)

I noticed something about the seven Kings in their true form.  Not all of them are wearing crowns. But all of their transformed forms are wearing crowns. The King of Grassland and Giant Land are wearing turbans, and the King of Pipe Land appears to have a viking helmet. Although if you ask me, the Viking would make more sense in Ice Land and the king of grassland should swap with the king of desert land.

So, question one, should I give their transformed forms the corrects head wear?
And question two, should I swap the position of the king of Desert Land with Grass Land, and the King of Ice Land with Pipe Land?


One annoying thing I've had to deal with when editing the kings is that the crown is for some reason it's own sprite ( although I was able to ignore this for the Kappa. )   I was thinking about deleting the crown sprites to get around that.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Celice on January 22, 2020, 10:24:24 pm
This has got to be one of the coolest hacks I've seen in the last like 15 years I've followed romhacking. The art is great and the intention is awesome.

Thanks for sharing your work with us! It looks amazing.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 22, 2020, 10:29:14 pm
Mario and Luigi's sideburns in the Mario 2 sprites are brown, but their mustaches are black and it's bugging me.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 22, 2020, 10:34:40 pm
Mario and Luigi's sideburns in the Mario 2 sprites are brown, but their mustaches are black and it's bugging me.
Then you must have been bothered by every Mario game and piece of art, since that's always been the case.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 22, 2020, 10:36:45 pm
That can't be right. Am I just losing my mind?

... My God wait a minute you ARE right. :/ Disregard me please
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 22, 2020, 11:16:46 pm
Regarding the Mario Bros. style battle mode sprites, i'll keep em if a few more people speak up on that.
Keep them!  :woot!:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 22, 2020, 11:25:10 pm
Donkey Kong Junior is gone. Feels like a bit of a shame to remove a character that got shafted so bad after the Donkey Kong Country series took off. But this transformation in particular always bothered me because DK Junior is not a species but an individual character ( ...or at least I think he is. Game & Watch Gallery seems to think otherwise.... ) So it didn't really fit for a King to be transformed into him.

And... here's the Dinosaur restored to the throne.
(https://i.imgur.com/tbIZL86.gif)

There have been quite a few Dinosaurs in the Mario series to base this one on. Yoshi, Dino Rino/Torch, Plessie, Rex, Ect. I tried to take a little bit from each while still basing it off the original Dino, being yellow with large, pale dorsal plates.

Side note, this dude's pallet gave me hell. There seems to be a few clones of the DK junior color pallet, when I put this guy in the game, he changed colors on me. Twice.

Keep them!  :woot!:

I've already decided that they're staying  :thumbsup:

This has got to be one of the coolest hacks I've seen in the last like 15 years I've followed romhacking. The art is great and the intention is awesome.

Thanks for sharing your work with us! It looks amazing.
Gosh that's some high praise! Thank you, you're too kind.

EDIT:

(https://i.imgur.com/IyXgEao.gif)

We now have bug. Nothing really special about it.  But the crown placement is bugging me ( heh ) and is another point in favor of me removing the crown sprite and placing them manually.

That just leaves the grassland and ice land kings, and the sky king... I can't tell if it's meant to be a pterodactyl or just a really big bird. Not sure which direction to take it.
(https://www.mariowiki.com/images/1/13/SMB3-NES-SkyKingTransformed.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 23, 2020, 12:15:43 am
We now have bug. Nothing really special about it.  But the crown placement is bugging me ( heh ) and is another point in favor of me removing the crown sprite and placing them manually.
There are x/y coordinates for the crown that can easily be edited (I had to do so when I was testing the dog sprite). I can take care of that when the new graphics are ready for me to insert.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 23, 2020, 12:30:04 am
You guys are literally debugging a bug.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 23, 2020, 01:14:50 am
And here's the bird.

(https://i.imgur.com/G3Ddt9E.gif)

...a bit boring wouldn't you say? And pretty obvious that I just kinda barely edited the albatoss sprite.  That's kind of a mix of Albatoss's sprite being yet another space too small to do anything interesting with, and not really knowing what direction to take the design. I'll be open to suggestion.

There are x/y coordinates for the crown that can easily be edited (I had to do so when I was testing the dog sprite). I can take care of that when the new graphics are ready for me to insert.

Great, I think it's obvious at this point that Seal and ordinary SMB3 dog are the clear winners of the straw poll ( not that there were that many votes ), so i'll go ahead and send them to you now, along with a patch of everything so far.

You guys are literally debugging a bug.
:laugh:


EDIT: I apparantly had a batch of SMB3 enemies I forgot to add to OP. Oops. I'm actually very fond of how Boom Boom came out.
Dry Bones, I decided against taking the same approach I did for SMB1.  I wish I had more room to work on the Koopa type enemies to make them more accurate. I think this explains why they stand upright in later games.

EDIT AGAIN: New poll in relation to a question I asked earlier.
The viking like guy feels like he would be better suited to Iced Land, and The King of Grass Land and Giant Land both kind of look like desert sultans  Note, I would only be swapping their true forms, their changed forms will stay where most of them make thematic sense

EDIT:
(https://www.mariowiki.com/images/e/eb/CapeBowserSMB3.png)
Bowser had a pretty interesting design on the Japanese box and manual. I don't think i'll be using this design for the final battle in SMB3 ( especially since the cape would be too difficult to add ), but I would like to reference it in the portraits on his wall in Bowser's Castle, and maybe the letter he sends after kidnapping Peach.  Maybe in the final battle he can have just the jewel on his collar?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 23, 2020, 09:05:23 am

I understand the basis of the design work is the reference of the original Japanese Artwork handbook of the Nintendo titles "NES" / Famicom. :thumbsup:

(https://i.blogs.es/af737b/screenshot_143/450_1000.jpeg)

I think it's great, an amazing work of art, Pocket. :beer:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 23, 2020, 03:18:07 pm
I think you should change the mario bros like sprites. Keep the game feeling fresh.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: JacobLeBeauREAL on January 23, 2020, 06:49:34 pm
This is looking fantastic! Do you plan on doing something similar to any other game? I love your sprite work, and would love to see you do more like this! :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 23, 2020, 09:08:14 pm
Well there's no backing out of the Super Mario All-Stars + World version now, while I was waiting for the Seal and Dog to get inserted properly, a little bit of work has begun. Here's a preview.

(https://i.imgur.com/sRETnOK.png)

I won't be going all in until base SMAS is finished, but now you know you can expect it.

This is looking fantastic! Do you plan on doing something similar to any other game? I love your sprite work, and would love to see you do more like this! :thumbsup:

Thank you very much! I appreciate your kind words!

I'm not sure what I will do after all this but I do have ideas.

I've considered doing overworld sprites for EarthBound, trying to make Kirby Superstar look more like Super Star Ultra, Doing another "Artwork Faithful" hack but for Pokemon Fire Red and Leaf Green, but based more on the gen 1 art than the gen 3 art, with less saturated colors and redrawn sprites, Maybe some work on A Link to the Past... I'd really like to do something with BS Zelda, but that game looks good enough as it is, it's just Link and Ganon that i'd probably do much work on. 

Actually I would like to make more than just graphic hacks sometime. Super Mario World is the only game where that's realistic for someone of my skill level though, thanks to Lunar Magic, but SMW hacks are a dime a dozen so I know that's not really that exciting.

EDIT: ooh, or maybe an "artwork faithful" version of the SNES homebrew, Classic Kong.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 23, 2020, 11:12:17 pm
That Yoshi is looking really awesome!
I like the more rounded design for him and his eyes, gives him more life and less of a stale stare.

Also, for EarthBound and Zelda 1 NES do let me know if you'll work on those. I'm really curious as to what you might come up for those :)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 23, 2020, 11:28:54 pm
EDIT: I can already tell any editing of pallets in Super Mario World is going to be nigh impossible since everything seems to share pallets with something else in this game. It wouldn't be so bad if we weren't stuck with those awful Koopalings.

That Yoshi is looking really awesome!
I like the more rounded design for him and his eyes, gives him more life and less of a stale stare.

Also, for EarthBound and Zelda 1 NES do let me know if you'll work on those. I'm really curious as to what you might come up for those :)

I actually did tweak Ness as a test, but for some reason he didn't actually appear in game so I couldn't take a screenshot. But here's a zoomed in shot from YYCHR
(https://i.imgur.com/cQrRQqw.png)

Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: lexluthermiester on January 24, 2020, 04:04:09 am
Looks like the vote is almost dead even ATM. The change is a great idea, really makes more sense, culturally.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 24, 2020, 09:04:57 am
pocket values in the future as a project, make minimal improvements to update in the sprites of the original NES Super Mario games.
It would be nice to see. you have talent.
Greetings.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on January 24, 2020, 10:33:57 am
EDIT: I can already tell any editing of pallets in Super Mario World is going to be nigh impossible since everything seems to share pallets with something else in this game. It wouldn't be so bad if we weren't stuck with those awful Koopalings.

I actually did tweak Ness as a test, but for some reason he didn't actually appear in game so I couldn't take a screenshot. But here's a zoomed in shot from YYCHR
(https://i.imgur.com/cQrRQqw.png)
That Ness looks neat!
The images I have in my repo aren't for your normal sprite editor, they're actually png files ready for editing with GraphicsGale, and the whole source in the Redux repo is compiled with a software called CoilSnake, specific for EarthBound hacking.
Can't wait to see what you come up with for Zelda 1 :)

As for the Koopalings and the palette issues.
Have you thought perhaps about editing the palette so that, if many things use the same palette, you can perhaps change the palette to have the 16 colours you need or want, and only adjusting the sprites to account for the new changes?

I have done several hacks in this way before, closest example is in the Castlevania: Portrait of Ruin hack where I changed the palette accordingly to fit what I needed.
What you can do is take note of the enemies that share that same palette, and then start picking which colours from that palette can be changed to free up one colour slot, and accommodate the old color for a new one that can be used for all assets.

Take this for example:
(https://i.imgur.com/uHe7Uls.png)

This are the 16 badges from Gen 2 re-paletted and redesigned for Gen 3.
I know the badges in Gen 3 use 16 colours in greyscale, so I changed the greyscale palette for a new one, and recoloured each badge with the 16 colours I made, so that they all use the same 16 colour palette.

Hopefully this helps carry the point across.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on January 24, 2020, 10:46:55 am
If you are willing to sacrifice as + w compatibility and seperate World, you can also easily use per level (so, per koopaling) pallets using some ASM trickery from Central's amazing asm repository. Go check it out, lots of good stuff there and well worth considering.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MKDSmaster91 on January 24, 2020, 01:50:58 pm
One Question: Is Mario's glove going to be white in SMB3 for this version of Super Mario All-Stars?
I like what I'm seeing for this hack! :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on January 24, 2020, 02:16:16 pm
And here's the bird.

(https://i.imgur.com/G3Ddt9E.gif)

...a bit boring wouldn't you say? And pretty obvious that I just kinda barely edited the albatoss sprite.  That's kind of a mix of Albatoss's sprite being yet another space too small to do anything interesting with, and not really knowing what direction to take the design. I'll be open to suggestion.

Great, I think it's obvious at this point that Seal and ordinary SMB3 dog are the clear winners of the straw poll ( not that there were that many votes ), so i'll go ahead and send them to you now, along with a patch of everything so far.
 :laugh:


EDIT: I apparantly had a batch of SMB3 enemies I forgot to add to OP. Oops. I'm actually very fond of how Boom Boom came out.
Dry Bones, I decided against taking the same approach I did for SMB1.  I wish I had more room to work on the Koopa type enemies to make them more accurate. I think this explains why they stand upright in later games.

EDIT AGAIN: New poll in relation to a question I asked earlier.
The viking like guy feels like he would be better suited to Iced Land, and The King of Grass Land and Giant Land both kind of look like desert sultans  Note, I would only be swapping their true forms, their changed forms will stay where most of them make thematic sense

EDIT:
(https://www.mariowiki.com/images/e/eb/CapeBowserSMB3.png)
Bowser had a pretty interesting design on the Japanese box and manual. I don't think i'll be using this design for the final battle in SMB3 ( especially since the cape would be too difficult to add ), but I would like to reference it in the portraits on his wall in Bowser's Castle, and maybe the letter he sends after kidnapping Peach.  Maybe in the final battle he can have just the jewel on his collar?

on the bird sprite might I suggest opening the mouth, expanding the white of the eye and reducing the pupil? Maybe a couple white dots for panic? These arent things I necessarily assume will improve it but you mentioned you felt it was a bit blah so i tried to think of simple methods to make it a little more expressive.

January 24, 2020, 02:40:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
also noticed that when you changed the phanto in your previous pictures that he changed but the ornamental phantos did not... maybe keep all of them in static glum pose until the key is picked up? then phanto goes manic? Or the other way around
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Fire-WSP on January 24, 2020, 03:05:14 pm
Normaly I'am not a big friend of modifications in Mario Games but this is cool :)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 25, 2020, 12:56:42 am
I'm at my wits end trying to figure out how I can make the Koopalings colors look right in SMW so I think I might have to forfeit that notion.  I can re-draw them to look closer to their artwork, but they're still going to have to be miscolored.  Though honestly, the Koopalings are the only things in the game that even have super inaccurate palettes.  ...That and Thwomp. No way to turn it blue as far as I can tell. So if we can live with the Koopalings being the wrong color, I'll push forward with the SMAS+World version of the game. Also the Iggy Hair fix patch doesn't work on SMAS+W so that's another bummer.

I spent so long trying to make headway on this and I kinda sorta a little bit did something with Lemmy Koopa but he's the only one and his shell is still yellow, and his hair could use more color.
(https://i.imgur.com/f6yzM9e.png) (https://i.imgur.com/W4w2Kmf.png)

This lack of progress has put me in such a grumpy mood.

EDIT: Well... Actually I finally did get Lemmy right. Turns out his boss room was in the game 3 times but only one of them was the "right" one. The Fireball guy turned green in the process but I can address that later.

(https://i.imgur.com/2kzCaYi.png)

EDIT: However, I happen to know Lemmy and Wendy Koopa are acceptions and actually CAN be edited, while the other Koopalings aren't so easy.  I've edited their palettes, but the changes don't stick to the actual game.

pocket values in the future as a project, make minimal improvements to update in the sprites of the original NES Super Mario games.
It would be nice to see. you have talent.
Greetings.

If I understand what you're saying right, you want to know if I plan to make NES versions of this?  I don't think so. A lot of what I've done here is only possible thanks to the SNES's ability to have more colors per sprite. NES colors are way too restrictive for my liking. But if someone else wants to do some NES Mario hacks using what I've done here as a guide, they have my blessing.  But thank you for your interest in this project.

That Ness looks neat!
The images I have in my repo aren't for your normal sprite editor, they're actually png files ready for editing with GraphicsGale, and the whole source in the Redux repo is compiled with a software called CoilSnake, specific for EarthBound hacking.
Can't wait to see what you come up with for Zelda 1 :)

As for the Koopalings and the palette issues.
Have you thought perhaps about editing the palette so that, if many things use the same palette, you can perhaps change the palette to have the 16 colours you need or want, and only adjusting the sprites to account for the new changes?

I have done several hacks in this way before, closest example is in the Castlevania: Portrait of Ruin hack where I changed the palette accordingly to fit what I needed.
What you can do is take note of the enemies that share that same palette, and then start picking which colours from that palette can be changed to free up one colour slot, and accommodate the old color for a new one that can be used for all assets.

Take this for example:
(https://i.imgur.com/uHe7Uls.png)

This are the 16 badges from Gen 2 re-paletted and redesigned for Gen 3.
I know the badges in Gen 3 use 16 colours in greyscale, so I changed the greyscale palette for a new one, and recoloured each badge with the 16 colours I made, so that they all use the same 16 colour palette.

Hopefully this helps carry the point across.

I think I get what you're saying. Though I'm having a devil of a time even editing the palettes at all, much less identifying them.  I cant see the graphics in tile molester so I can't know if the palettes are right. I can edit palettes in Lunar Magic, and I can even assign a unique palette for each room, nullifying any problems I might encounter with things sharing palettes with the Koopalings, but Boss rooms can't be rendered in Lunar Magic.  I can't even look at the Koopalings in BSNES's tile viewer, in Morton's Room, it just displays stuff from Bowser's fight but Morton Himself is just not there.

If you are willing to sacrifice as + w compatibility and seperate World, you can also easily use per level (so, per koopaling) pallets using some ASM trickery from Central's amazing asm repository. Go check it out, lots of good stuff there and well worth considering.
I was planning to release the SMW portion as a seperate hack in addition to the SMAS+W version, but if it becomes too much of a hassle, I might just make SMW stand alone only. That being said, I have been looking at what SMW has to offer, but as someone who's understanding of rom-hacking is extremely limited, knowing exactly what to use and how to use it is not always easy for me.

on the bird sprite might I suggest opening the mouth, expanding the white of the eye and reducing the pupil? Maybe a couple white dots for panic? These arent things I necessarily assume will improve it but you mentioned you felt it was a bit blah so i tried to think of simple methods to make it a little more expressive.

The bird is definitely a placeholder, i'm very dissatisfied with it, I'm holding off on working on the Kings any further until the Dog and Seal are inserted though. But I'll take note of your suggestions, opening the beak did cross my mind initially.
also noticed that when you changed the phanto in your previous pictures that he changed but the ornamental phantos did not... maybe keep all of them in static glum pose until the key is picked up? then phanto goes manic? Or the other way around
Bruh, I WISH I knew how to do that kind of stuff because that sounds like an amazing idea.   I only know how to edit existing frames of animation, not add new ones.  I'd welcome someone who knows how to add extra frames of animation to help with that.

One Question: Is Mario's glove going to be white in SMB3 for this version of Super Mario All-Stars?
I like what I'm seeing for this hack! :thumbsup:
Absolutely. I'm probably going to re-do all the Mario sprites, and it wouldn't be very artwork accurate if I left his hands bare now would it?

EDIT: Since Lemmy and Wendy are both apparantly possible to hack, I went ahead with editing Wendy.

(https://i.imgur.com/Z3CFJzv.png)

January 25, 2020, 09:15:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think I might start working on Super Mario Bros. 1 player sprites but before I press on I wanted some opinions.

In both the original NES game, the sprites had no outlines. This mostly carried over to the All-Stars remake, but for whatever reason, Mario, and one or two other objects in the game suddenly had black outlines that kind of made them look like they were copy pasted from a different game ( And they kinda were since they were mostly just the Mario 3 sprites with overalls and shirt colors flipped. )

So, should I do away with the outlines?  Or does it make Mario stand out way more with them?

If I can't get some replies, it might be time for a new poll since, despite it being fairly even, I think the winner is obvious.

Here's the idle stance ( the only sprite i've done so far) with, and without the outlines.

(https://i.imgur.com/Fw8XWHX.png)

Keep in mind, I want Lost Levels to look kinda different from SMB1 beyond just platforms, so maybe I can keep the version with outlines for Lost Levels?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: JacobLeBeauREAL on January 25, 2020, 09:43:06 pm
I'm at my wits end trying to figure out how I can make the Koopalings colors look right in SMW so I think I might have to forfeit that notion.  I can re-draw them to look closer to their artwork, but they're still going to have to be miscolored.  Though honestly, the Koopalings are the only things in the game that even have super inaccurate palettes.  ...That and Thwomp. No way to turn it blue as far as I can tell. So if we can live with the Koopalings being the wrong color, I'll push forward with the SMAS+World version of the game. Also the Iggy Hair fix patch doesn't work on SMAS+W so that's another bummer.

I spent so long trying to make headway on this and I kinda sorta a little bit did something with Lemmy Koopa but he's the only one and his shell is still yellow, and his hair could use more color.
(https://i.imgur.com/f6yzM9e.png) (https://i.imgur.com/W4w2Kmf.png)

This lack of progress has put me in such a grumpy mood.

EDIT: Well... Actually I finally did get Lemmy right. Turns out his boss room was in the game 3 times but only one of them was the "right" one. The Fireball guy turned green in the process but I can address that later.

(https://i.imgur.com/2kzCaYi.png)

EDIT: However, I happen to know Lemmy and Wendy Koopa are acceptions and actually CAN be edited, while the other Koopalings aren't so easy.  I've edited their palettes, but the changes don't stick to the actual game.

If I understand what you're saying right, you want to know if I plan to make NES versions of this?  I don't think so. A lot of what I've done here is only possible thanks to the SNES's ability to have more colors per sprite. NES colors are way too restrictive for my liking. But if someone else wants to do some NES Mario hacks using what I've done here as a guide, they have my blessing.  But thank you for your interest in this project.

I think I get what you're saying. Though I'm having a devil of a time even editing the palettes at all, much less identifying them.  I cant see the graphics in tile molester so I can't know if the palettes are right. I can edit palettes in Lunar Magic, and I can even assign a unique palette for each room, nullifying any problems I might encounter with things sharing palettes with the Koopalings, but Boss rooms can't be rendered in Lunar Magic.  I can't even look at the Koopalings in BSNES's tile viewer, in Morton's Room, it just displays stuff from Bowser's fight but Morton Himself is just not there.
I was planning to release the SMW portion as a seperate hack in addition to the SMAS+W version, but if it becomes too much of a hassle, I might just make SMW stand alone only. That being said, I have been looking at what SMW has to offer, but as someone who's understanding of rom-hacking is extremely limited, knowing exactly what to use and how to use it is not always easy for me.

The bird is definitely a placeholder, i'm very dissatisfied with it, I'm holding off on working on the Kings any further until the Dog and Seal are inserted though. But I'll take note of your suggestions, opening the beak did cross my mind initially.Bruh, I WISH I knew how to do that kind of stuff because that sounds like an amazing idea.   I only know how to edit existing frames of animation, not add new ones.  I'd welcome someone who knows how to add extra frames of animation to help with that.
Absolutely. I'm probably going to re-do all the Mario sprites, and it wouldn't be very artwork accurate if I left his hands bare now would it?

EDIT: Since Lemmy and Wendy are both apparantly possible to hack, I went ahead with editing Wendy.

(https://i.imgur.com/Z3CFJzv.png)

January 25, 2020, 09:15:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think I might start working on Super Mario Bros. 1 player sprites but before I press on I wanted some opinions.

In both the original NES game, the sprites had no outlines. This mostly carried over to the All-Stars remake, but for whatever reason, Mario, and one or two other objects in the game suddenly had black outlines that kind of made them look like they were copy pasted from a different game ( And they kinda were since they were mostly just the Mario 3 sprites with overalls and shirt colors flipped. )

So, should I do away with the outlines?  Or does it make Mario stand out way more with them?

If I can't get some replies, it might be time for a new poll since, despite it being fairly even, I think the winner is obvious.

Here's the idle stance ( the only sprite i've done so far) with, and without the outlines.

(https://i.imgur.com/Fw8XWHX.png)

Keep in mind, I want Lost Levels to look kinda different from SMB1 beyond just platforms, so maybe I can keep the version with outlines for Lost Levels?
Keep the outlines for Lost Levels, ditch them from SMB1. That's what I think you should do.

Unrelated, but how will you do Luigi's sprites in SMW?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: triforce141 on January 25, 2020, 11:49:11 pm
Personally, I'd go without the black outlines to keep Mario and Luigi's art consistent with the other characters, but with a darker brown for contrast.

Maybe for Super Mario Bros and Lost Levels looking different, have a unique idle stance for each game, left arm lowered in Mario 1 and rasied up for Lost Levels.

(https://cdn.discordapp.com/attachments/491454402440462368/670849982257168384/unknown.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 25, 2020, 11:58:30 pm
Personally, I'd go without the black outlines to keep Mario and Luigi's art consistent with the other characters, but with a darker brown for contrast.

Maybe for Super Mario Bros and Lost Levels looking different, have a unique idle stance for each game, left arm lowered in Mario 1 and rasied up for Lost Levels.

(https://cdn.discordapp.com/attachments/491454402440462368/670849982257168384/unknown.png)

Oh for sure if I go without outlines, i'll make the brown darker, what I posted was just a bit of an example. I didn't want to do any pallet editing until after I made my decision.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: lexluthermiester on January 26, 2020, 12:36:17 am
IMHO, the outlines look better.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 26, 2020, 01:48:22 am
Personally, I'd go without the black outlines to keep Mario and Luigi's art consistent with the other characters, but with a darker brown for contrast.

Maybe for Super Mario Bros and Lost Levels looking different, have a unique idle stance for each game, left arm lowered in Mario 1 and rasied up for Lost Levels.

(https://cdn.discordapp.com/attachments/491454402440462368/670849982257168384/unknown.png)
I share this opinion. The outline looks nice, but to me it loses too much of the cool coloring in the overall character sprite.

Awesome work, pocket.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 26, 2020, 02:44:12 am
I'll leave the outline up to a new poll. Though I don't want to wait too long before I start working further on the SMB1 sprites so please don't wait to vote.

In other news, SMB3 Bowser is done and I think I did pretty good. Even better than SMB1 Bowser!

(https://i.imgur.com/jdcEDlg.png)

Although... Remember how I shared Bowser in that neat cape from the Japanese Box-Art and guides? Well I just wanted to try it out. See what we think.

(https://i.imgur.com/zhDo37Y.png)

Didn't think the Black eyebrows and Blond hair would look good so I just stuck with the cape and neck jewlery.

EDIT:  So the King of Grass Land and the King of Desert Land have swapped places, as per the result of the last poll. They share a palette so that all went fine. Decided King of Giant Land looks like a pretty heavy set guy so he's kinda fitting for his location. But it looks like the King of Iced Land is to small to replace with the Viking fellow, so that's disappointing.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MandatoryPixel on January 26, 2020, 03:17:41 am
I'll leave the outline up to a new poll. Though I don't want to wait too long before I start working further on the SMB1 sprites so please don't wait to vote.

In other news, SMB3 Bowser is done and I think I did pretty good. Even better than SMB1 Bowser!

(https://i.imgur.com/jdcEDlg.png)

Although... Remember how I shared Bowser in that neat cape from the Japanese Box-Art and guides? Well I just wanted to try it out. See what we think.

(https://i.imgur.com/zhDo37Y.png)

Didn't think the Black eyebrows and Blond hair would look good so I just stuck with the cape and neck jewlery.

EDIT:  So the King of Grass Land and the King of Desert Land have swapped places, as per the result of the last poll. They share a palette so that all went fine. Decided King of Giant Land looks like a pretty heavy set guy so he's kinda fitting for his location. But it looks like the King of Iced Land is to small to replace with the Viking fellow, so that's disappointing.

The cape version looks really nice! It makes him stand out from his other appearances quite a bit. I'd go for that one, myself!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 26, 2020, 03:40:59 am
Without the outline, please... It does look consistent that way.

As already mentioned, just darker brown.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: CanoeFan on January 26, 2020, 04:50:25 am
I don't think that's going to be technically possible, but since there are two different Bowser fights in the SMB3 final level it would be cool if you could fight caped and uncaped Bowser depending on which room you fight him.
The shuffling around of kings to different worlds is something I really don't like at all and think that's going to far and has no basis in artworks as far as I know. 
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on January 26, 2020, 06:02:01 am
There are two rooms that are distinct from one another where bowser has the final fight... one accesible above and one below.

Is it possible to have both incarnations? And if so... should you use the cape may I suggest using another color for the cape? If you use color theory a dark blue might be more fitting. Or grey even.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 26, 2020, 07:28:31 am

Super Mario Bros. 1
I would run out of black contours to keep the art in harmony with the entire game. :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 26, 2020, 07:51:22 am
Here's the idle stance ( the only sprite i've done so far) with, and without the outlines.

(https://i.imgur.com/Fw8XWHX.png)

I think that if people are voting based on this comparison alone, then the votes will likely favor black outlines. However, if you were to compare the black outline Mario to the image that Triforce posted giving Mario darker brown for contrast, then I think it would be a much closer race (while also being more indicative of your actual intent).

(https://cdn.discordapp.com/attachments/491454402440462368/670849982257168384/unknown.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Neon Streetlight on January 26, 2020, 09:33:37 am
I'll leave the outline up to a new poll. Though I don't want to wait too long before I start working further on the SMB1 sprites so please don't wait to vote.

In other news, SMB3 Bowser is done and I think I did pretty good. Even better than SMB1 Bowser!

(https://i.imgur.com/jdcEDlg.png)

Although... Remember how I shared Bowser in that neat cape from the Japanese Box-Art and guides? Well I just wanted to try it out. See what we think.

(https://i.imgur.com/zhDo37Y.png)

Didn't think the Black eyebrows and Blond hair would look good so I just stuck with the cape and neck jewlery.

EDIT:  So the King of Grass Land and the King of Desert Land have swapped places, as per the result of the last poll. They share a palette so that all went fine. Decided King of Giant Land looks like a pretty heavy set guy so he's kinda fitting for his location. But it looks like the King of Iced Land is to small to replace with the Viking fellow, so that's disappointing.

I have to say, that redrawn Bowser is a perfect improvement on the original without losing anything in the process. Really well done! That being said... that purple cape looks AWESOME and it sticks more closely to the point of this particular hack. Are you going to make some optional patches for things like that?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 26, 2020, 10:43:53 am
So the King of Grass Land and the King of Desert Land have swapped places, as per the result of the last poll. They share a palette so that all went fine. Decided King of Giant Land looks like a pretty heavy set guy so he's kinda fitting for his location. But it looks like the King of Iced Land is to small to replace with the Viking fellow, so that's disappointing.

You can just change the sprite assembly index values to easily switch the kings around:
Code: [Select]
; king sprite assembly indexes
org $21F3B8 ; 0x10F3B8
    db $00  ; world 1
    db $08  ; world 2
    db $10  ; world 3
    db $18  ; world 4
    db $20  ; world 5
    db $28  ; world 6
    db $30  ; world 7

----------------------------------------

I'll be starting work on converting your graphical changes into a build script with support for SMAS and SMAS+W today. I was going to start the other day, but wasn't feeling good, so that caused a delay.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: acediez on January 26, 2020, 02:14:18 pm
(https://i.imgur.com/zqYJbgi.png)
These are great!  :woot!:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ASR_94 on January 26, 2020, 02:26:38 pm
Wow this new sprites look fantastic  ;D
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 26, 2020, 02:32:53 pm

Super Mario Bros. 3 :)

pocket ... you value restoring the original Japanese dialogues of the Famicom version.

- No joke -
The Japanese SMB3 features a more serious Princess Toadstool. In the original Japanese version, Princess Toadstool originally said, "Thank you! Finally, peace returns to the Mushroom World. The end!"

USA version ( heavy joke )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_us.png)

Japanese version ( original )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_jp.png)
"Thank you! Finally, peace returns to the Mushroom World. The end!"


Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Noside on January 26, 2020, 04:36:39 pm
I hope the original famicom ending script makes it into this edition, would be great. ;)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: CoolCatBomberMan on January 26, 2020, 05:33:04 pm
Super Mario Bros. 3 :)

pocket ... you value restoring the original Japanese dialogues of the Famicom version.

- No joke -
The Japanese SMB3 features a more serious Princess Toadstool. In the original Japanese version, Princess Toadstool originally said, "Thank you! Finally, peace returns to the Mushroom World. The end!"

USA version ( heavy joke )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_us.png)

Japanese version ( original )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_jp.png)
"Thank you! Finally, peace returns to the Mushroom World. The end!"

The GBA version actually rewrote that final line to be closer to the original. Maybe the retranslated line could be backported?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 26, 2020, 06:47:39 pm
Altered the OP quite a bit but it's just the text.  Hopefully that makes things more cohesive. It also has a list of things I have left to do, and things I would like help with that are beyond my skill level. It's mostly things that aren't important though.

I think that if people are voting based on this comparison alone, then the votes will likely favor black outlines. However, if you were to compare the black outline Mario to the image that Triforce posted giving Mario darker brown for contrast, then I think it would be a much closer race (while also being more indicative of your actual intent).

It looks like the dark colored outlines are winning in the poll by a landslide anyway  :laugh: Which is good because it means I can start working sooner rather than later.

I don't think that's going to be technically possible, but since there are two different Bowser fights in the SMB3 final level it would be cool if you could fight caped and uncaped Bowser depending on which room you fight him.
The shuffling around of kings to different worlds is something I really don't like at all and think that's going to far and has no basis in artworks as far as I know. 


There's likely going to be some changes made that some people might not be happy with, sorry, but the kings are such a small part of the game, so I hope it won't prevent you from playing.
As for the Bowser thing, I would have no idea how to do that, but if I could, I think this is a "one or the other" situation.

There are two rooms that are distinct from one another where bowser has the final fight... one accesible above and one below.

Is it possible to have both incarnations? And if so... should you use the cape may I suggest using another color for the cape? If you use color theory a dark blue might be more fitting. Or grey even.

As I said, I wouldn't know how and I think it should be one or the other anyway. But if I WAS to use the caped Bowser, I think maybe grey would be a good idea... it would be consistent with the caped Bowser Easter Egg I'm planning in the portraits of Bowser's Castle:

(https://i.imgur.com/PIVVSrB.png)

I have to say, that redrawn Bowser is a perfect improvement on the original without losing anything in the process. Really well done! That being said... that purple cape looks AWESOME and it sticks more closely to the point of this particular hack. Are you going to make some optional patches for things like that?
Perhaps. More people seem to like the caped Bowser than I expected so I might just make it the default. I'd need to make the sideways facing sprite look better... almost time for another poll I suppose.  I want to avoid having to make too many "optional patches" by the time the final version is ready.


You can just change the sprite assembly index values to easily switch the kings around:
Code: [Select]
; king sprite assembly indexes
org $21F3B8 ; 0x10F3B8
    db $00  ; world 1
    db $08  ; world 2
    db $10  ; world 3
    db $18  ; world 4
    db $20  ; world 5
    db $28  ; world 6
    db $30  ; world 7

----------------------------------------

I'll be starting work on converting your graphical changes into a build script with support for SMAS and SMAS+W today. I was going to start the other day, but wasn't feeling good, so that caused a delay.

Sorry for my ignorance, but I haven't really done this kind of thing before.  Do I just copy paste this into notepad, swap the numbers at world 6 and 7, and save it in the code folder?

The GBA version actually rewrote that final line to be closer to the original. Maybe the retranslated line could be backported?
Super Mario Bros. 3 :)

pocket ... you value restoring the original Japanese dialogues of the Famicom version.

- No joke -
The Japanese SMB3 features a more serious Princess Toadstool. In the original Japanese version, Princess Toadstool originally said, "Thank you! Finally, peace returns to the Mushroom World. The end!"

USA version ( heavy joke )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_us.png)

Japanese version ( original )
(https://themushroomkingdom.net/images/j-e/smb3_princess_rescued_jp.png)
"Thank you! Finally, peace returns to the Mushroom World. The end!"

All I can do is alter existing graphics, I don't have a good understanding of how to do anything beyond that. If someone else wants to volunteer alter the text before the final version is released, I'm all for it. ( I also need someone to change Clawgrip's name in the end credit's sequence. )

Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on January 26, 2020, 07:21:37 pm
Sorry for my ignorance, but I haven't really done this kind of thing before.  Do I just copy paste this into notepad, swap the numbers at world 6 and 7, and save it in the code folder?
Then you need to go to 'MAIN.asm' and add an 'incsrc' to include the new asm file you just created (ex: incsrc code/smb3_kings.asm). However, I already added it to my build script, so you don't need to worry about it. I just wanted to mention I figured out how to switch the kings around. :)

If you want to try it out though, swap the values at 0x10F3BD (world 6) and 0x10F3BE (world 7).
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pleasejust on January 27, 2020, 01:14:09 am
I always thought the ending to SMB3 was too abrupt. If feasible, maybe the Princess can say a combination of the NA and JP versions?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 27, 2020, 01:21:42 am
As I said, I wouldn't know how and I think it should be one or the other anyway. But if I WAS to use the caped Bowser, I think maybe grey would be a good idea... it would be consistent with the caped Bowser Easter Egg I'm planning in the portraits of Bowser's Castle:
Could you please make it optional? Bowser's spiky shell looks more menacing than a covered one  >:D
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 27, 2020, 01:32:52 am
I think that if people are voting based on this comparison alone, then the votes will likely favor black outlines. However, if you were to compare the black outline Mario to the image that Triforce posted giving Mario darker brown for contrast, then I think it would be a much closer race (while also being more indicative of your actual intent).
To be honest... I'm not really a fan of that Mario sprite. There is no light source to the shading, so it looks kinda flat and pillow-shaded (though, the black-outlined one has shading more in line with the vanilla All-Stars sprite). I'm not a fan of the shapes in general, with his eyes being too big and his nose being squared, and it's all just kind of stiff and blocky looking. The shape of the hat is further away from the art than the SMB2 custom sprites Pocket made as well.

 I think those are all superior to this, so I'm not trying to be condescending or insulting, I'm just offering constructive criticism for what I see as flaws.

I hope you don't mind, but in my time I had today, I whipped these up:
(https://i.imgur.com/85kjha4.png)
(https://i.imgur.com/vsNkJMO.gif)

 There are still a few things I need to tidy up, but I referenced the available SMB1 artwork as best I could (this one especially (https://www.mariowiki.com/images/f/ff/Super_Mario_Running_Artwork.jpg)), and I even did some things the original sprites didn't, like using darker shades as anti-aliasing, which helped me define the mustache better than Nintendo did in any of their 16 bit entries (the M&L games did similar anti-aliasing pixels in their pixel art), and I faithfully recreated all of Mario's standing and walking frames from the NES sprites.

Of course, that's if you even wanted to use these. If you want it to be your own personal art project, then I understand.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 27, 2020, 01:59:04 am


To be honest... I'm not really a fan of that Mario sprite. There is no light source to the shading, so it looks kinda flat and pillow-shaded (though, the black-outlined one has shading more in line with the vanilla All-Stars sprite). I'm not a fan of the shapes in general, with his eyes being too big and his nose being squared, and it's all just kind of stiff and blocky looking. The shape of the hat is further away from the art than the SMB2 custom sprites Pocket made as well.

 I think those are all superior to this, so I'm not trying to be condescending or insulting, I'm just offering constructive criticism for what I see as flaws.

I hope you don't mind, but in my time I had today, I whipped these up:
(https://i.imgur.com/85kjha4.png)
(https://i.imgur.com/vsNkJMO.gif)

 There are still a few things I need to tidy up, but I referenced the available SMB1 artwork as best I could (this one especially (https://www.mariowiki.com/images/f/ff/Super_Mario_Running_Artwork.jpg)), and I even did some things the original sprites didn't, like using darker shades as anti-aliasing, which helped me define the mustache better than Nintendo did in any of their 16 bit entries (the M&L games did similar anti-aliasing pixels in their pixel art), and I faithfully recreated all of Mario's standing and walking frames from the NES sprites.

Of course, that's if you even wanted to use these. If you want it to be your own personal art project, then I understand.

Well, no offense taken.  I only wish you coulda showed me this sooner because I've been spending the whole day working on the SMB1 player sprite, nearly finished even. I even tweaked the palette to give better contrast. ( Fire Mario really needed it )

(https://i.imgur.com/m7HfZQt.png)

I like your sprite much better, it reminds me much more of SMB1 on the NES while still being in line with this project. Would you mind if I used them, and if so, could you send what you've done to me?

I still quite Like the sprites I did but I can just use them for Lost Levels ( and make some tweaks to it based on what you've done. because as you said, the lighting could be better.  ) 

I always thought the ending to SMB3 was too abrupt. If feasible, maybe the Princess can say a combination of the NA and JP versions?
That would be a neat idea, but it's not something I know how to do. If someone else could make this change, I would welcome them to do so before the final release.

Could you please make it optional? Bowser's spiky shell looks more menacing than a covered one  >:D
I agree which is why I'm hesitant to include the cape at all. If I could make the cape flow so his shell was still visible, I totally would but sadly, it's not within my ability. I think I'm likely just going to go without the cape, but add that jewel on his neck wear to the normal sprite as a sort of in-between.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 27, 2020, 02:22:19 am
Those frames are all I have so far, and I made them in a single day (yesterday), but later on when I wake up, I'll put them together on a sheet for you. If you want, I can make the rest of the poses as well, but that would probably take at least a week.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on January 27, 2020, 02:33:26 am
That would be a neat idea, but it's not something I know how to do. If someone else could make this change, I would welcome them to do so before the final release.

I agree which is why I'm hesitant to include the cape at all. If I could make the cape flow so his shell was still visible, I totally would but sadly, it's not within my ability.
Love both ideas, hope someone skilled in that department can chime in, those little touches are shaping your project into awesomeness.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 27, 2020, 02:43:44 am
Those frames are all I have so far, and I made them in a single day (yesterday), but later on when I wake up, I'll put them together on a sheet for you. If you want, I can make the rest of the poses as well, but that would probably take at least a week.

If you wouldn't mind, I'd love if you could do the rest of the poses. I actually appreciate any help I could get on this project. As long as it's in line with the goal of making things look more like the artwork.

EDIT: I'm temporarily turning my attention toward Lost Levels, as this is where I'll be re-homing the Mario sprites I'm working on ( mind the palette, I won't be editing TLL palettes until i'm nearing completion ) and the only things I want to work on until the SMB3 Kings can be inserted are SMW and TLL.

(https://i.imgur.com/jeryAQB.png)

So i've further edited the tiles to look different from SMB1 and closer to the source game. I basically copy pasted the NES ground tiles, but made the top look more solid, since it looked too messy on the SNES. I think there's still room for improvement though. Sticking too close to the NES was one of the reasons I'm even doing this, hah. But I still want to keep the gravelly look.

The trees have a different texture loosely based on the NES version of the game, and the bridges look closer to the NES version as well. The bricks have a slight tweak to differentiate from SMB1. A minor change, but the castles have little indents on the top bits, like the NES version.  I'd like to make them look even more different, but I haven't any ideas on that.

Any other ideas would be appreciated. I still have more Lost Levels exclusive stuff to bring over.   

I'd also like to re-do the backgrounds. But that's not as easy as a small sprite.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 27, 2020, 08:01:34 am
I couldnt resist and tried something too... I tried to make a mix of both of your sprites, maintaining the old school pose of SMB1 but less static, aiming for a bit more natural look and as I said, trying to mix both ideas.

I did an smaller Mario, one a little edited with open mouth since he appears like that in most of the artworks, and the first one again but 1 pixel taller.

I also tried to make his nose like in the art, mostly kinda shinny.

Hope this can help you if you want to edit further or use them, feel free to use or modify them.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/dccac6c0-e32f-489e-a601-4bbfe45fa1a7/ddp723q-022de476-9e74-4536-a95a-9519ba006d53.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RjY2FjNmMwLWUzMmYtNDg5ZS1hNjAxLTRiYmZlNDVmYTFhN1wvZGRwNzIzcS0wMjJkZTQ3Ni05ZTc0LTQ1MzYtYTk1YS05NTE5YmEwMDZkNTMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.cpl1XM2v9q3UAwoS7zTWD-6oFZr5riv4O-iFUgflEYY)

https://imgbbb.com/image/LkrKFn

If you need the 1x picture let me now, I had to use DA because no other site was working for me.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on January 27, 2020, 10:45:55 am
I regret putting snow on top of the blocks. Right now I wish I turned the blocks white instead. Maybe you could consider doing that.

January 27, 2020, 11:50:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
or just let some of the levels with white blocks and some with snow on top. Wouldn't hurt to have some variety.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: julayla on January 27, 2020, 02:57:25 pm
And next, we're moving onto the dogs. I have two options.

(https://i.imgur.com/09pcJix.png)

On the right is basically just based on the regular ol' dog from SMB3, just updated a little. And on the left is based on a pretty deep cut, this dog like creature from the Super Mario Bros. Anime movie, which fittingly enough, was actually a Prince transformed into a dog by Bowser.
(https://www.mariowiki.com/images/thumb/e/ed/Kibidango2.png/200px-Kibidango2.png)
It's not a complete likeness, since that thing had a caterpillar like body and a rounder head, I thought that would be for the best since not everyone would recognize it, but at least this way you get across that it's a dog.

Yeah, the blue one obviously does remind me of Kibidango (though I rather call this one a Pupper, kinda like how there's a Wiggler & Flutter). Also, I wonder if the art accurate hack can work on the GBA versions?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: zarkon on January 27, 2020, 03:19:20 pm
This is absolutely fantastic.

For Phanto, I think the combination of the SMAS sprite and the illustration's colour scheme would look the best.  Both your new SMB3 Bowsers look great.  Maybe the poison mushroom could lose the top right pixel from the left eye and the top left pixel from the right eye to make it look a bit more sinister per the illustration?  The only sprite I'm not sold on is the angry sun one - I think the SMAS one captures its eyes and weird monobrow thing better - the pupils look to me a bit small in yours.

From what I understand this is probably way out of the scope of what you want to do, but one thing that's always bugged me about the SMB3 remake in SMAS is the dark world level backgrounds:

(https://i.imgur.com/N27hxLi.png)

they just kinda totally killed the dark world vibe when remaking their backgrounds.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 27, 2020, 06:12:59 pm
I couldnt resist and tried something too... I tried to make a mix of both of your sprites, maintaining the old school pose of SMB1 but less static, aiming for a bit more natural look and as I said, trying to mix both ideas.

I did an smaller Mario, one a little edited with open mouth since he appears like that in most of the artworks, and the first one again but 1 pixel taller.

I also tried to make his nose like in the art, mostly kinda shinny.

Hope this can help you if you want to edit further or use them, feel free to use or modify them.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/dccac6c0-e32f-489e-a601-4bbfe45fa1a7/ddp723q-022de476-9e74-4536-a95a-9519ba006d53.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RjY2FjNmMwLWUzMmYtNDg5ZS1hNjAxLTRiYmZlNDVmYTFhN1wvZGRwNzIzcS0wMjJkZTQ3Ni05ZTc0LTQ1MzYtYTk1YS05NTE5YmEwMDZkNTMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.cpl1XM2v9q3UAwoS7zTWD-6oFZr5riv4O-iFUgflEYY)

https://imgbbb.com/image/LkrKFn

If you need the 1x picture let me now, I had to use DA because no other site was working for me.

I'll take some of these tweaks into consideration, I think Mario would look strange with an open mouth at all times but in his jumping animation and victory poses it works really good. I still need to think about how I want Mario and Luigi to look in the story mode of SMB3, so I could possibly use some ideas from this there too, although considering SMB3 uses black outlines on everything it might not work.

I regret putting snow on top of the blocks. Right now I wish I turned the blocks white instead. Maybe you could consider doing that.

January 27, 2020, 11:50:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
or just let some of the levels with white blocks and some with snow on top. Wouldn't hurt to have some variety.

I quite like the snow on top of the bricks, it makes sense to me. That being said, I did consider changing the brown parts of the snow palette to a cool blue color so it didn't look exactly the same as the regular ground setting. It was another thing I was going to run a poll on once I could make a mockup.

Yeah, the blue one obviously does remind me of Kibidango (though I rather call this one a Pupper, kinda like how there's a Wiggler & Flutter). Also, I wonder if the art accurate hack can work on the GBA versions?

It's a shame that it won't end up in the final game. If we ever get a decent SMAS level hacking tool, maybe someday I can make my own hack that uses him. I can even have him change back into Prince Haru proper. 

As for if this will work with the Super Mario Advance games, it most certainly won't be compatible, but it should be easy enough to copy what i've done here over to Super Mario Advance, though if any character has new poses, a new one would have to be drawn.  I have no plans to make Advance versions of these games but if osmeone else would like to use my sprites for such a project, they have my blessing.

This is absolutely fantastic.

For Phanto, I think the combination of the SMAS sprite and the illustration's colour scheme would look the best.  Both your new SMB3 Bowsers look great.  Maybe the poison mushroom could lose the top right pixel from the left eye and the top left pixel from the right eye to make it look a bit more sinister per the illustration?  The only sprite I'm not sold on is the angry sun one - I think the SMAS one captures its eyes and weird monobrow thing better - the pupils look to me a bit small in yours.

From what I understand this is probably way out of the scope of what you want to do, but one thing that's always bugged me about the SMB3 remake in SMAS is the dark world level backgrounds:

(https://i.imgur.com/N27hxLi.png)

they just kinda totally killed the dark world vibe when remaking their backgrounds.

I'd be all for adding new backgrounds that better match the world a level appears in but I'm not sure that's something I can do.  I can do it in Super Mario World thanks to Lunar Magic but all I can do in SMAS is edit existing graphics.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 27, 2020, 06:37:21 pm
Okie dokie, but it was intended for the SMB1 idle :p

Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 27, 2020, 07:06:10 pm
Okie dokie, but it was intended for the SMB1 idle :p
Oh, I figured, I made adjustments to my Lost Levels sprite based on what you did.

(https://i.imgur.com/aBXcv77.png)
( nose shine will have to come later since I'd need to alter palettes for it )

I was just thinking out loud about using ideas people present for SMB3 since I don't know how i'm going to approach the player sprites there yet.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 27, 2020, 08:25:36 pm
Oh, I figured, I made adjustments to my Lost Levels sprite based on what you did.

(https://i.imgur.com/aBXcv77.png)
( nose shine will have to come later since I'd need to alter palettes for it )

I was just thinking out loud about using ideas people present for SMB3 since I don't know how i'm going to approach the player sprites there yet.

I like it, it looks faithful to source but also cartoony as the artwork.

The one made by Metalwario64 is good but too much 2D'ish in some way, thats why I tried to make a mix of both.

What are the rules you have for the SMB3 sprites?

To be honest I really like those sprites on NES, but didnt like them on SNES because as already mentioned, they look like a downgraded version from SMB2 and 3.

Maybe getting a free time I could try something again to help a bit.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 27, 2020, 08:42:40 pm
I like it, it looks faithful to source but also cartoony as the artwork.

The one made by Metalwario64 is good but too much 2D'ish in some way, thats why I tried to make a mix of both.

What are the rules you have for the SMB3 sprites?

To be honest I really like those sprites on NES, but didnt like them on SNES because as already mentioned, they look like a downgraded version from SMB2 and 3.

Maybe getting a free time I could try something again to help a bit.

I like the MetalWario64 sprites specifically because they feel a lot more like "upgraded" SMB1 sprites, while still being more faithful to Mario's art, so I plan to use them for SMB1 while using the sprites I've been working on for Lost Levels.  As I've said before, it bugs me that Lost Levels has the same exact look as SMB1, even though the physics were slightly different.  I want to tweak all the enemy sprites to look a little different from the SMB1 versions too.

As for SMB3, besides looking more like the official art, the main thing is that Mario and Luigi have to look like they fit with the rest of the game, so, keeping the black outlines. Or at least most of the outlines.

I'll admit, the black outlines have been a bit of a hurdle in making some enemy sprites look better. Spike here, for instance.

(https://i.imgur.com/sQ1xBdy.png)

( although it doesn't help that making him smaller wasn't permitted because his spike ball was loaded behind him and risked being exposed )
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 27, 2020, 10:14:38 pm
I don't actually have anything meaningful to add to this thread at this time, I am only posting because I am just super-enthusiastic about this particular project. I want you to know that this is generating real emotions in me.

I want to play this, and I wish I could help more, but my energy is being gulped down like sodas by a 15 year old by life at this time.

Mario Bros. Plumbing, you clog em, we clear em... GO AND SAVE THE CITY
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 28, 2020, 02:01:08 am
Here's a look at how some of the SMB1 enemies will look differently in Lost Levels.  ( Also Koopas in SMB1 got an update. I still hate how narrow their sprite is so I might have to edit them further. )

(https://i.imgur.com/eeWycy6.png)

I'll be updating the OP with images similar to this instead of creating a whole new section for Lost Levels.

Also:

(https://i.imgur.com/gR0GsLe.png)

We now have mushroom platforms from the NES version of Lost Levels.

I don't actually have anything meaningful to add to this thread at this time, I am only posting because I am just super-enthusiastic about this particular project. I want you to know that this is generating real emotions in me.

I want to play this, and I wish I could help more, but my energy is being gulped down like sodas by a 15 year old by life at this time.

Mario Bros. Plumbing, you clog em, we clear em... GO AND SAVE THE CITY

Wow, thank you for the kind words, I'm glad something I've been working on can give someone such a strong reaction. It's alright if you can't be more hands on help, your encouragement is a pretty great form of help as well. I get really discouraged when something I work on doesn't get much of a response, so it's a really nice change of pace that so many people are not only showing lots of interest but are wanting to get involved with the project as well.  Thank you for your support!


EDIT:  Spriting Mario games is in my wheelhouse because they're not too big and detailed but at the same time, the smaller the sprite is the harder it gets to fit all the necessary details in, so the small player sprites have been some of the hardest to work with. I really think my SMB2 small Mario and Luigi sprites could use work for instance. Same for the Mario Bros. Arcade style sprites.  But I finished the standing pose for Lost Levels Small Mario and I think i'm finally satisfied.  Although I only have the one pose.

(https://i.imgur.com/kGcqNR3.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 28, 2020, 03:48:16 am
(https://i.imgur.com/aBXcv77.png)
His nose seems to be pointing too much downward to me (à la villagers in Minecraft). Otherwise, great!

I'm somewhat ambivalent about changing the enemy sprites in Lost Levels. Some of them look better because you iterated on them one more time (piranha plants), and other changed for the sake of change, and arguably less good (koopa troopas' legs).
Lost Levels on Famicom is an expansion of SMB, so it makes sense that it uses the same ressources (which helpes producing such expansions).
Immersion-wise, it also makes sense that background are differents as we are in another part of the kingdom, but not the enemies and items.
Fidelity would be restoring changes that disappeared between Famicom and Snes? :)
Just my thoughts, if that helps. :)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 28, 2020, 04:38:37 am
(https://i.imgur.com/aBXcv77.png)
His nose seems to be pointing too much downward to me (à la villagers in Minecraft). Otherwise, great!

I'm somewhat ambivalent about changing the enemy sprites in Lost Levels. Some of them look better because you iterated on them one more time (piranha plants), and other changed for the sake of change, and arguably less good (koopa troopas' legs).
Lost Levels on Famicom is an expansion of SMB, so it makes sense that it uses the same ressources (which helpes producing such expansions).
Immersion-wise, it also makes sense that background are differents as we are in another part of the kingdom, but not the enemies and items.
Fidelity would be restoring changes that disappeared between Famicom and Snes? :)
Just my thoughts, if that helps. :)

I think I get what you mean about the nose, and I hope this makes it look better:

(https://i.imgur.com/fq7rpyY.png)

The Lost Levels stuff was kind of a personal decision on my part because A. The games have slight differences in physics ( especially when playing as Luigi ) and having the exact same sprites really screws with my expectations. And B. One of Modern 2D Mario's biggest problems is that the sequels don't do enough visual changing and the series has a pretty stale look to it because of it, I thought giving more visual distinctions than the original NES release had would make it a more appealing game.

That being said... after testing the game, I think the mechanical differences were toned down for the All-Stars version. ( At least when playing as Mario. Which is kind of a bad thing since some jumps require that extra boost from bouncing on an enemy that the original SMB2J had. )   And, as you said, some of my new sprites are worse.  Koopa troopas are always really difficult to work with.

So, I think it's time for a new poll, see if anyone else feels like Lost Levels having different enemy sprites is a good idea or not.


That being said, I'm still going to try and make and retain the tileset changes. I'd do background changes too if I could.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 28, 2020, 11:36:43 am
great contribution, Metalwario64 and NiO  :beer:

These sprite models are amazing for Super Mario Bros. 1
I hope they can be reused in other Super Mario projects in a patch on Nintendo "NES" or SuperNes.

(https://i.imgur.com/vsNkJMO.gif)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/dccac6c0-e32f-489e-a601-4bbfe45fa1a7/ddp723q-022de476-9e74-4536-a95a-9519ba006d53.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RjY2FjNmMwLWUzMmYtNDg5ZS1hNjAxLTRiYmZlNDVmYTFhN1wvZGRwNzIzcS0wMjJkZTQ3Ni05ZTc0LTQ1MzYtYTk1YS05NTE5YmEwMDZkNTMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.cpl1XM2v9q3UAwoS7zTWD-6oFZr5riv4O-iFUgflEYY)



The last original SMB.3 sprite with full eyes, I always wanted to see it in the NES 8-bit, and with better colors than just black and reddish brown.
(https://i.imgur.com/85kjha4.png)


Pocket could improve the Princess Toadstool "Peach" in SMAS.
adding original blue eyes sprites to Peach.
(https://statici.behindthevoiceactors.com/behindthevoiceactors/_img/chars/princess-peach-super-mario-advance-4-super-mario-bros-3-4.64.jpg)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: CoolCatBomberMan on January 28, 2020, 03:22:05 pm
Well, I finally discovered this project, and I'm impressed. One of my childhood fears was Dry Bones in SMB3 (NES), and your version brings the enemy surprisingly close to 5-year-old me's perception of it, to the point where I actually remembered being afraid of it in the first place. I was a little on the fence about changing the transformed kings, but thinking about it, it does make them stand out a bit more, and assuming the Koopalings decide the form the kings turn into, this makes them a little more creative than just looking at their father's minions and saying "this'll work." Though I really don't like the new Phanto. I did some digging, and it turns out the docile-looking Phanto actually comes from Yume Koujou: Doki Doki Panic, which SMB2 is essentially a ROM hack of. The conversion from DDP to SMB2 changed the sprite to be more menacing, but left the artwork untouched. Still, if you really want to be a stickler for original artwork, the Super Mario Bros. Super Show had its own version of Phanto that incorporated elements from both the Japanese artwork and the American sprite, pictured below.



(https://www.mariowiki.com/images/0/02/SMBSSPhanto.jpg)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 28, 2020, 03:28:55 pm
I would say just change some or make minimum changes in some enemies (about smb and smb lost leves)

Because, for example, the Koopas, changing their wings and maybe their eyes is enough too, it doesnt have to be super different.

Same with goombas, it could be the same face just different eyes, maybe lookig more towards Mario for example.

My suggestion would be that one, do small changes to those that you like a lot and keep a few untouched, try to add a personality that distinct them from one game to another without being too drastic about it.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on January 28, 2020, 05:23:27 pm
(https://i.imgur.com/YJgJ9DJ.gif)

Tweaked this a bit more. I made his head rotate with his body (like in the remade sprites and future games). Someone commented that my previous one looked flat, and I think this solves it, while still being super faithful to the original. I actually kind of wish they had kept this type of walk cycle in the later 2D games instead of just making him kind of waddle.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 28, 2020, 06:31:55 pm
(https://i.imgur.com/YJgJ9DJ.gif)

Tweaked this a bit more. I made his head rotate with his body (like in the remade sprites and future games). Someone commented that my previous one looked flat, and I think this solves it, while still being super faithful to the original. I actually kind of wish they had kept this type of walk cycle in the later 2D games instead of just making him kind of waddle.

It was me... And yes, that does help a lot to give him shape.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 28, 2020, 09:57:31 pm
Thought I'd start seeing what I could come up with for Mario 3's sprite.
I managed to make the frame of his walk cycle that they use for his idle stance look a little more natural when he's not moving while still looking like a natural part of the walk cycle.  I hope it looks alright.

(https://i.imgur.com/4I7zqgX.png)

And since some things look better in motion than they do as static images...

(https://i.imgur.com/ebLMs8X.gif)

I hope it looks good. I've been trying to take everyone's criticisms into account so it will look as good as possible.

Well, I finally discovered this project, and I'm impressed. One of my childhood fears was Dry Bones in SMB3 (NES), and your version brings the enemy surprisingly close to 5-year-old me's perception of it, to the point where I actually remembered being afraid of it in the first place. I was a little on the fence about changing the transformed kings, but thinking about it, it does make them stand out a bit more, and assuming the Koopalings decide the form the kings turn into, this makes them a little more creative than just looking at their father's minions and saying "this'll work." Though I really don't like the new Phanto. I did some digging, and it turns out the docile-looking Phanto actually comes from Yume Koujou: Doki Doki Panic, which SMB2 is essentially a ROM hack of. The conversion from DDP to SMB2 changed the sprite to be more menacing, but left the artwork untouched. Still, if you really want to be a stickler for original artwork, the Super Mario Bros. Super Show had its own version of Phanto that incorporated elements from both the Japanese artwork and the American sprite, pictured below.



(https://www.mariowiki.com/images/0/02/SMBSSPhanto.jpg)

It's nice to hear you like Dry Bones. I had some doubts about how it came out. Those darned koopa shaped enemies are the bane of my existence. I still think it needs tweaking.

I don't think i'll be taking any inspiration from the Mario cartoons, although I have secretly wanted to make a hack based on the Mario cartoons. But I wouldn't be satisfied with just a simple reskinning. Hopefully the people working on MushRoms can make some progress by the time this project is done so I can not only make more Mario All-Stars hacks, but people will be able to use my sprites in their projects if they'd like.

As for Phanto, I'm so conflicted about it. I really do think the original sprite looks much better and as you said, the artwork was based on Doki Doki Panic. That being said, when it came time to draw new art for Mario All-Stars, they still based it on the original sprite, so I don't know. I think that's going to be another thing for the polls to decide before I finish this project.

(https://i.imgur.com/YJgJ9DJ.gif)

Tweaked this a bit more. I made his head rotate with his body (like in the remade sprites and future games). Someone commented that my previous one looked flat, and I think this solves it, while still being super faithful to the original. I actually kind of wish they had kept this type of walk cycle in the later 2D games instead of just making him kind of waddle.

Looking good!
And I agree with you, the waddle is so strange and has been a real obstacle in making new Mario sprites with natural looking movements. It basically forced me to make minimal changes to the bodies of Mario and Luigi in SMB2, and will probably be an obstacle if I decide to power through Super Mario World.  I hope my experimenting with Mario 3's walk cycle looks decent.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on January 28, 2020, 10:24:02 pm
Thought I'd start seeing what I could come up with for Mario 3's sprite.
I managed to make the frame of his walk cycle that they use for his idle stance look a little more natural when he's not moving while still looking like a natural part of the walk cycle.  I hope it looks alright.

(https://i.imgur.com/4I7zqgX.png)

And since some things look better in motion than they do as static images...

(https://i.imgur.com/ebLMs8X.gif)

I hope it looks good. I've been trying to take everyone's criticisms into account so it will look as good as possible.

It's nice to hear you like Dry Bones. I had some doubts about how it came out. Those darned koopa shaped enemies are the bane of my existence. I still think it needs tweaking.

I don't think i'll be taking any inspiration from the Mario cartoons, although I have secretly wanted to make a hack based on the Mario cartoons. But I wouldn't be satisfied with just a simple reskinning. Hopefully the people working on MushRoms can make some progress by the time this project is done so I can not only make more Mario All-Stars hacks, but people will be able to use my sprites in their projects if they'd like.

As for Phanto, I'm so conflicted about it. I really do think the original sprite looks much better and as you said, the artwork was based on Doki Doki Panic. That being said, when it came time to draw new art for Mario All-Stars, they still based it on the original sprite, so I don't know. I think that's going to be another thing for the polls to decide before I finish this project.

Looking good!
And I agree with you, the waddle is so strange and has been a real obstacle in making new Mario sprites with natural looking movements. It basically forced me to make minimal changes to the bodies of Mario and Luigi in SMB2, and will probably be an obstacle if I decide to power through Super Mario World.  I hope my experimenting with Mario 3's walk cycle looks decent.

Im so impressed with your work its not even funny. So I hate tossing out any criticism at all because its just been a brilliant treat to behold.

The Mario 3 sprite looks off. It might be I never noticed how out of proportion his head size was to his body, but because his head is so big it is making him look alot squatter than any of my memories serve. Im not sure if there is anything to be done.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 28, 2020, 10:46:29 pm
Im so impressed with your work its not even funny. So I hate tossing out any criticism at all because its just been a brilliant treat to behold.

The Mario 3 sprite looks off. It might be I never noticed how out of proportion his head size was to his body, but because his head is so big it is making him look alot squatter than any of my memories serve. Im not sure if there is anything to be done.

There's not much I can do without risking losing too much detail in the face, I still have "Small Mario" to consider. Besides, '85 - '95 Mario was much more squat than what we're used to now.

(https://www.mariowiki.com/images/9/9b/RaccoonMario_GreenShell_SMB3.png)

There was also was a bit of lack of consistency with his proportions as well because for the same game they released this promo art.

(https://www.mariowiki.com/images/5/56/Raccoon_Mario_%28alt%29_-_Super_Mario_Bros_3.png)

You will find more often than not though that his head is quite large in early artwork from the series.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on January 28, 2020, 11:11:54 pm
 thought id try, i screwed up your colors but look at this

(https://i.imgur.com/9bIyNVA.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 29, 2020, 03:30:53 am
Unless my internet isnt showing the .gif at the correct speed, there is something strange with SMB3 walking cycle there.

I see the problem on the legs, it doesnt look like he walks, maybe adding more shadow to the leg behind or editing the legs, I dont know yet.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 29, 2020, 06:06:22 am
Unless my internet isnt showing the .gif at the correct speed, there is something strange with SMB3 walking cycle there.

I see the problem on the legs, it doesnt look like he walks, maybe adding more shadow to the leg behind or editing the legs, I dont know yet.

I hope this looks better.

(https://i.imgur.com/61dByxq.gif)
(https://i.imgur.com/abAfhQM.png)

I wanted to gif his iconic airplane running too but his legs move so fast it didn't look the way it did in the game. Kind of like a fan going so fast it's blades appear to be moving slow. I spent all day on the Mario 3 sprites so it's important to get them right.

Hopefully when it comes time to do the power-ups, and Luigi, it all comes down to simple edits though because the player sprites are really exhausting.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on January 29, 2020, 07:01:02 am
I think the latest Mario 3 sprites look incredible. Looking forward to seeing the powered-up variations.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on January 29, 2020, 10:25:48 am
About enemis' sprites in Lost Levels.
You could take a cue from Super Mario World when we finish Special Stages: only iconic enemies change, i.e. goomba, koopa troopa, and piranha plant.. .. and change completely.. :)
According to this, I would vote for "some" instead of "none".
It would bring a new coat of paint  without changing everything, and the changes would be radical enough to make it feel "special".
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Spooniest on January 29, 2020, 07:26:46 pm
Gosh. I dunno what to say. I spend my day working at a bowling alley and bussing to and from said bowling alley. Now I've gotta cook dinner, go shopping, etc

I wish I was doing work on this with y'all :| I'll be happy to playtest when it's ready, though.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 30, 2020, 03:14:07 am
Nothing too interesting to share today, just a few enemy updates.

(https://i.imgur.com/ARCA6nJ.png)

I'm actually pretty happy with how the spinies came out. I should go back and re-do my SMB1 spines similar to that. ( But not soo similar. ) If I can alter the palette without ruining some other part of the game, I'd like to change the bob-ombs to black ( by which I mean really dark grey )  Not sure what to do about the key-less Bob-ombs in Dark Land. Lakitu works really different than it does in SMB1 so I had to make it symmetrical. And I could not make the cloud round, but I tried to at least give sort of an illusion of it.

Side note, Mario 3 has so many variants on it's power-ups and even some of it's enemies, it's hard to tell what something is used for when I look at it in YYCHR. Some of them even appear to be unused but I can't be sure since they're indistinguishable from the in-game version. There's no new artwork of the old power-ups for SMB3, so I was going to base the power-ups more on how the giant super detailed sprites look in the spade panel mini-games.  But god, it's tough to track what's what. There's a sprite for what comes out of the power-up blocks, a sprite for the toad houses, a sprite for inventory, a sprite for hammer bros. boxes, a sprite for the end level roulette, a sprite for the card that you win from said roulette, and more presumably. 

I think the latest Mario 3 sprites look incredible. Looking forward to seeing the powered-up variations.

I'm dreading them frankly but wish me luck. Hopefully they'll be easy once I get the regular Mario sprites out of the way.  Raccoon Mario will hopefully be as simple as adding ears and tails onto what i've already done.

Mario's DMB3 sprite is coming along nicely, I got a little to caught up fretting over the walk cycle today, but three frames, and one has to be the idle stance, I think I should stop overthinking it so I can move on. I will be happy to let others take a whack at a better walk cycle if they want.

About enemis' sprites in Lost Levels.
You could take a cue from Super Mario World when we finish Special Stages: only iconic enemies change, i.e. goomba, koopa troopa, and piranha plant.. .. and change completely.. :)
According to this, I would vote for "some" instead of "none".
It would bring a new coat of paint  without changing everything, and the changes would be radical enough to make it feel "special".

I actually wasn't a fan of how the enemies changed in SMW, the Mario Masked Koopas and pidgit bullet bills just looked too weird for me so I would avoid beating that final level in the special zone  :laugh:.  I think i'll just try to be a little more subtle in my variations from the original sprites.   Nothing too off-beat.

Gosh. I dunno what to say. I spend my day working at a bowling alley and bussing to and from said bowling alley. Now I've gotta cook dinner, go shopping, etc

I wish I was doing work on this with y'all :| I'll be happy to playtest when it's ready, though.

Your support means a lot anyway!
The finish line is a long ways away and it seems to keep slipping further away but I hope you'll enjoy it when it's ready.

I totally should have anticipated this, but the player sprites are causing quite a bit of frustration, although I think what I have so far does look nice. Always room for improvement though.  I might even take some of the feedback i've gotten on the Lost Levels and SMB3 sprites and try to touch up the Mario 2 sprites.

EDIT: It's not a landslide but I think the current poll is sorted. I'll have to come up with the next one soon.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 30, 2020, 06:03:16 am
Nothing too interesting to share today, just a few enemy updates.

(https://i.imgur.com/ARCA6nJ.png)

I'm actually pretty happy with how the spinies came out. I should go back and re-do my SMB1 spines similar to that. ( But not soo similar. ) If I can alter the palette without ruining some other part of the game, I'd like to change the bob-ombs to black ( by which I mean really dark grey )  Not sure what to do about the key-less Bob-ombs in Dark Land. Lakitu works really different than it does in SMB1 so I had to make it symmetrical. And I could not make the cloud round, but I tried to at least give sort of an illusion of it.

Side note, Mario 3 has so many variants on it's power-ups and even some of it's enemies, it's hard to tell what something is used for when I look at it in YYCHR. Some of them even appear to be unused but I can't be sure since they're indistinguishable from the in-game version. There's no new artwork of the old power-ups for SMB3, so I was going to base the power-ups more on how the giant super detailed sprites look in the spade panel mini-games.  But god, it's tough to track what's what. There's a sprite for what comes out of the power-up blocks, a sprite for the toad houses, a sprite for inventory, a sprite for hammer bros. boxes, a sprite for the end level roulette, a sprite for the card that you win from said roulette, and more presumably. 

I'm dreading them frankly but wish me luck. Hopefully they'll be easy once I get the regular Mario sprites out of the way.  Raccoon Mario will hopefully be as simple as adding ears and tails onto what i've already done.

Mario's DMB3 sprite is coming along nicely, I got a little to caught up fretting over the walk cycle today, but three frames, and one has to be the idle stance, I think I should stop overthinking it so I can move on. I will be happy to let others take a whack at a better walk cycle if they please.

In fact, if someone really wants to see if they can improve on something i've done, I can send them a .bin file of my progress on a particular sprite. I think this has become a semi-collaborative effort at this point anyway.

I actually wasn't a fan of how the enemies changed in SMW, the Mario Masked Koopas and pidgit bullet bills just looked too weird for me so I would avoid beating that final level in the special zone  :laugh:.  I think i'll just try to be a little more subtle in my variations from the original sprites.   Nothing too off-beat.

Your support means a lot anyway!
The finish line is a long ways away and it seems to keep slipping further away but I hope you'll enjoy it when it's ready.

I totally should have anticipated this, but the player sprites are causing quite a bit of frustration, although I think what I have so far does look nice. Always room for improvement though.  I might even take some of the feedback i've gotten on the Lost Levels and SMB3 sprites and try to touch up the Mario 3 sprites.

EDIT: It's not a landslide but I think the current poll is sorted. I'll have to come up with the next one soon.


Pocket you know this work of DarkSamus993 and IceGoom.

I could give ideas for art designs. ;)

Super Mario World Redrawn
(https://www.romhacking.net/hacks/snes/images/2919screenshot3.png)
(https://www.romhacking.net/hacks/snes/images/2919screenshot2.png)
(https://www.romhacking.net/hacks/snes/images/2919screenshot1.png)

https://www.romhacking.net/hacks/2919/ (https://www.romhacking.net/hacks/2919/)

https://www.youtube.com/watch?v=JeP46e15Mq8 (https://www.youtube.com/watch?v=JeP46e15Mq8)


another suggestion Pocket, comments on the possible improvement of the sprite eyes of "Peach" changing to original blue in Mario 3.
(https://i.dlpng.com/static/png/5427416-free-download-super-mario-advance-4-super-mario-bros-3-png-princess-peach-3png-260_360_preview.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 30, 2020, 11:36:35 pm
One minor "complain"

With all the shell enemies there, you used a black outline in their bottom/shell that separates their body but it was not added on the Spinies, so probably you should add it too, for the sake of consistency.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on January 31, 2020, 01:17:02 am
Revisiting SMB2 to apply what i've recently learned and touch up certain sprites,  I completely re-did Shyguys and I think they may be my new favorites. 

(https://i.imgur.com/BaMQ4OA.gif)
( you can also peep Mario in the corner who's gotten a slight touch up based on what i've been doing with SMB3 and TLL )

But my main reason for making a new post, it's time for the new poll.

Ever since the beginning i've been really conflicted about Phanto.   They based the SNES/GBA era artwork of Phanto on the original Doki-Doki Panic version, which was wildly different than what appeared in game in SMB2. Normally, I'd absolutely stick with the artwork for this, but Phanto is such an anomaly.
A. The artwork is based off the wrong version of the game
B. The SMB sprite is, imo, a vast improvement on the Doki Doki Panic version.
C. The SMB2 version of Phanto is also a background element, like the giant one with glowing eyes, and backgrounds are very troublesome to edit.

So, let's have a poll. Which version of Phanto should be in the final version of the hack?

(https://i.imgur.com/3IOUA7F.png)

For reference, this is the artwork.

(https://www.mariowiki.com/images/thumb/0/09/SMA_Phanto_Artwork.png/110px-SMA_Phanto_Artwork.png)

There is this Nintendo power illustration, but I don't really consider Nintendo Power art to be 100% official. Let's just say you won't ever see that sort of thing as a sticker or spirit in a Super Smash Bros. game.

(https://www.mariowiki.com/images/4/43/Mariophanto.jpg)

And lastly, here' the giant Phanto in the background of key rooms who's eyes glow when you pick up a key.

(https://www.mariowiki.com/images/6/69/Smas_phanto.png)

Since i'll be basing the SMB3 power-ups on the Spade Panel Mini-games, I think it's fair to take this thing into consideration when voting.



Pocket you know this work of DarkSamus993 and IceGoom.

I could give ideas for art designs. ;)

Super Mario World Redrawn
(https://www.romhacking.net/hacks/snes/images/2919screenshot3.png)
(https://www.romhacking.net/hacks/snes/images/2919screenshot2.png)
(https://www.romhacking.net/hacks/snes/images/2919screenshot1.png)

https://www.romhacking.net/hacks/2919/ (https://www.romhacking.net/hacks/2919/)

https://www.youtube.com/watch?v=JeP46e15Mq8 (https://www.youtube.com/watch?v=JeP46e15Mq8)


another suggestion Pocket, comments on the possible improvement of the sprite eyes of "Peach" changing to original blue in Mario 3.
(https://i.dlpng.com/static/png/5427416-free-download-super-mario-advance-4-super-mario-bros-3-png-princess-peach-3png-260_360_preview.png)


SMW redrawn is a very good looking hack, studying it for one or two ideas might not be a terrible idea, although it seems to be more about modernizing SMW than looking closer to the art.

As for SMB3 Peach, I have not gotten to her yet, but you can expect she will look very similar to what i've done in Super Mario Bros. 2

One minor "complain"

With all the shell enemies there, you used a black outline in their bottom/shell that separates their body but it was not added on the Spinies, so probably you should add it too, for the sake of consistency.
(https://i.imgur.com/5AvOEHG.png)

Better?

Side note, I think if I can't find a way to color correct the bosses in Super Mario World besides Lemmy and Wendy, I'm just going to scrap redrawing a SMAS+W version or even the stand-alone SMW.

EDIT: I made a lot of changes to the SMB2 enemies today. I started with SMB2 so they were starting to look a little rough to me. I'm going to hold off on updating the OP, I have a much better idea for how to approach the OP. For now, enjoy the new sprites. I think Cobrat is an especially big improvement.

(https://i.imgur.com/tPLwqkI.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Nuclear3D on January 31, 2020, 02:59:10 am
I really hope you consider still making the world version even if you cant change the bosses around we all really like what your doing with all stars and it be a real shame to see it end there.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: cartridge_rom on January 31, 2020, 07:23:34 am
I would opt for the original version of the "sprite" Phanto.
from the original Super Mario Bros. 2 for Nintendo "NES".

his "noseless" appearance and his profiled eyes next to his evil smile make him much more feared as an enemy in the phases of the keys.

(https://vignette.wikia.nocookie.net/mario/images/2/21/Phanto.jpg/revision/latest/scale-to-width-down/310?cb=20121104011402&path-prefix=es)

another suggestion about the Pocket project

Super Mario Bros. 2
I never liked the exchange of the original hexagons for hearts on the life screen of the All-Stars version.
Do you value restoring hexagons with a new sprite art ?
thanks.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Uberdubie on January 31, 2020, 11:21:39 am
I would opt for the original version of the "sprite" Phanto.
from the original Super Mario Bros. 2 for Nintendo "NES".

his "noseless" appearance and his profiled eyes next to his evil smile make him much more feared as an enemy in the phases of the keys.

(https://vignette.wikia.nocookie.net/mario/images/2/21/Phanto.jpg/revision/latest/scale-to-width-down/310?cb=20121104011402&path-prefix=es)

I agree with this -- the original sprite from SMB2 looked like this one.^^^

The other smile-less version I've seen a number of times in this thread is from it's appearance Doki Doki Panic, rather than Mario 2 USA proper.  The spritework in SMB2 always had the smile.  Not sure about SMB2's official art work per se -- but if it's smile-less, it's a hold-out from Doki Doki Panic regardless... which I don't believe is in-theme here.

(https://themushroomkingdom.net/images/remakes/ddp/ddp_phanto_w3-3.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on January 31, 2020, 02:58:49 pm
Yeah, Spinies look a lot better now.

About Phanto, I voted the smiling one.

Your SMB2 sprites are looking great!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: zarkon on January 31, 2020, 03:58:45 pm
For Phanto, I went with C as it is the closest to the NES one (although perhaps the mouth could be bigger to make it look more evil as per the NES version).  Sinister phanto is my childhood lol
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 01, 2020, 06:05:52 am
OP is updated with all the new versions of every SMB2 enemy. Every non-boss enemy was updated except Pokey and Hoopster. I'm so close to being 100% satisfied with the enemies but Hoopster and Bob-omb still feel off to me. 

Bosses haven't been touched just yet. Fryguy and Clawgrip probably never will be, there's just nothing to do with them except maybe adding some yellow into Clawgrip's Palette.  Maybe Mouser and Triclyde could use some tweaks, and Wart still needs a dark blue coat.

With all that said, I think SMB2 is the closest to being completed between the four games.

I know I said I was going to come up with a new way to present the images on the OP but what I had in mind would have been too big, and too tedious to put together ( not that my current methods aren't tedious  :laugh: )

I really hope you consider still making the world version even if you cant change the bosses around we all really like what your doing with all stars and it be a real shame to see it end there.

I'll consider it, but not being able to fix the bosses makes me feel like I couldn't really call it an "Artwork Faithful" hack. It would feel dishonest to call it that. The palette in SMW is really restrictive in general as well making it harder to make things look as good as they do in All-Stars.

I would opt for the original version of the "sprite" Phanto.
from the original Super Mario Bros. 2 for Nintendo "NES".

his "noseless" appearance and his profiled eyes next to his evil smile make him much more feared as an enemy in the phases of the keys.

(https://vignette.wikia.nocookie.net/mario/images/2/21/Phanto.jpg/revision/latest/scale-to-width-down/310?cb=20121104011402&path-prefix=es)

another suggestion about the Pocket project

Super Mario Bros. 2
I never liked the exchange of the original hexagons for hearts on the life screen of the All-Stars version.
Do you value restoring hexagons with a new sprite art ?
thanks.

I can start a poll about the hexagons but it's not really a priority for me. I think the hearts make more sense personally, you pick up floating hearts to restore your health, hearts are used to represent health all over the world, ect. But if enough people vote in favor of the hexagons, then I'll change it, it's not something i feel that strongly about.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: JacobLeBeauREAL on February 01, 2020, 09:51:00 am
When do you think a demo/beta will release?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: sics on February 01, 2020, 10:26:29 am
At first I was not convinced by the idea, but now that this project is taking shape I love it, I think I finally have a good reason to play Mario Usa, great job!!! :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 01, 2020, 11:11:58 pm
Mouser and Triclyde got an update, see them in the OP, but the short of it is that Mouser is rounder and is a more solid grey instead of having that green hue, and Triclyde's head was rounded to better match the art. He also looks more fierce when opening his mouth.      I also gave Tweeter a more bat-like wing since I felt like it's wing went off.

What I really wanted to show off was this.

(https://i.imgur.com/MopQUXc.png)

They basically made the Snifit in the bonus game a larger version of the sprite they made, I tried my best to convert the official art here. I also made the turnip more accurate to the art. ( don't mind the characters on the bonus screen, i haven't updated their palettes yet )

(https://www.mariowiki.com/images/thumb/3/3a/SMB2_Snifit.jpg/120px-SMB2_Snifit.jpg)
(https://www.mariowiki.com/images/thumb/d/d6/SMB2_Vegetable.jpg/80px-SMB2_Vegetable.jpg)
Also we have a new poll because there was a clear winner in the phanto contest.


When do you think a demo/beta will release?

I don't know, I didn't really have a plan for a demo, but if I was to release one, I'd reckon it would still be a month or two away. Maybe I can release a demo of SMB2 as a stand-alone sooner than that since it's closer to being done than the other games.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on February 02, 2020, 03:52:54 am

(https://i.imgur.com/MopQUXc.png)

(https://www.mariowiki.com/images/thumb/d/d6/SMB2_Vegetable.jpg/80px-SMB2_Vegetable.jpg)



Since you have proven you really listen to feedback I would make a suggestion there.

Making his face 1 or 2 pixels lower may be more accurate, your sprite seems to have the face too high while in the art is more centered.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 02, 2020, 05:35:18 am
Since you have proven you really listen to feedback I would make a suggestion there.

Making his face 1 or 2 pixels lower may be more accurate, your sprite seems to have the face too high while in the art is more centered.

I actually had the same thought as you after I posted, and could have sworn I made an edit. But apparently not. Here is what it looks like now.

(https://i.imgur.com/DlDo69G.png)

Also while i'm at it, I got the character select screen done.

(https://i.imgur.com/ve3h89W.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: DarkSamus993 on February 02, 2020, 12:09:39 pm
Haven't really had much time to do romhacking the past few days, but I'm currently working on setting up a hijack in the koopalings' loading routines so custom palettes can be injected shortly before the palette block gets uploaded to Color RAM.

Here's the general idea of my plan:
(https://i.imgur.com/BO2txfx.png)
This setup will allow for custom palettes without breaking the colors of any fireballs in the boss rooms.

For reference:
Code: [Select]
4bpp bosses are Iggy/Larry and Lemmy/Wendy.
mode 7 bosses are Morton, Ludwig, and Roy.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: julayla on February 02, 2020, 06:55:16 pm
Huh, how very interesting. Seems like a good idea.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 03, 2020, 04:18:49 am
(https://i.imgur.com/q6MIsGN.png)

The Castles in SMB1 now look a lot closer to how they were in the NES version, although not brick-for-brick because I like the "outline" of the main path and the different looking bricks for thin paths.  I'd really like to change the porous looking giant bricks they used for the ceiling into something else but I have no ideas for it.   They Castles in Lost Levels will just use the original all-stars tileset for castles with the diagonal brick patterns.

SMB2 Luigi got a little facelift too, was not quite satisfied with my original sprite of him and noticed my character select screen sprite for him was a bit better than the player sprite, and that won't do.
(https://i.imgur.com/AfdsTxr.png)

Lastly, updated Koopa Troopas for SMB1. I really hope these look good because i'm at my wits end trying to make these guys look any better.  I don't know what i'll do for Lost levels.

(https://i.imgur.com/T2g3drP.png)

Haven't really had much time to do romhacking the past few days, but I'm currently working on setting up a hijack in the koopalings' loading routines so custom palettes can be injected shortly before the palette block gets uploaded to Color RAM.

Here's the general idea of my plan:
(https://i.imgur.com/BO2txfx.png)
This setup will allow for custom palettes without breaking the colors of any fireballs in the boss rooms.

For reference:
Code: [Select]
4bpp bosses are Iggy/Larry and Lemmy/Wendy.
mode 7 bosses are Morton, Ludwig, and Roy.

Ooh, sounds promising. Best of luck, if you can do this then a SMAS+W version ( and stand-alone SMW ) will be back on the table.  All that would be left is figuring out how to get Iggy's hair fix patch working with the SMAS+W version of SMW so I can give Larry his blue hair and Iggy his rainbow mohawk.


EDIT:  I think this hack needs a better name, because "Artwork Faithful" doesn't roll off the tongue very well, and while the main goal of this hack is to make the pixel art to match the art better, it's also become about restoring things they took out of the original games, and improving in other areas.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on February 03, 2020, 06:30:16 am
Nice and yeah the Koopa Troopas look great so rest assured that your hard work paid off.

If Artwork Faithful doesn't roll off the tongue, you could go with Faithful Edition, Enhanced, Redrawn, Reworked, Remastered, etc
I like Faithful edition since the point is to be faithful to the art
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on February 03, 2020, 08:33:40 am
what about something like "Mario All Stars Designers Cut" or something silly like "Turbo Mario All Stars"
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on February 03, 2020, 09:41:12 am
Something Art related maybe.

Or just something that sounds familiar but new, Like SMBAS Plus, or SMBAS Cartoon World, I dont know.

Maybe "The Real Super Mario Bros All Stars", adding the real like Ghostbusters did to separate the ome with the Gorilla and the one with Slimmer.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on February 03, 2020, 11:13:47 am
Super Mario Al-Stars: Picturebook Edition!

With the exclamation marks, but I digress, Im a big child.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on February 03, 2020, 11:15:56 am
I would go for SMAS+SMW Redesigned or Redrawn.
Those sound kinda nice. Or adding Faithful before those words could work too.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: BlazeHeatnix on February 03, 2020, 12:27:18 pm
I love every change in this hack so far...except for the SMB1 idle stance.
(https://i.imgur.com/NFIhqad.png)
I know you said the sprite will change eventually from this mockup, but still...I think the reason the original stance works is because it looks so flat. It somehow has an air of "heroic determination" to it despite its flatness. Once you make it less flat though, Mario suddenly looks like he walked outside and can't remember why. It doesn't look very dynamic. I don't think the original stance is something you can truly replicate in 16-bit, and I think the SMB3 stance looks better overall.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on February 03, 2020, 02:35:39 pm
I love every change in this hack so far...except for the SMB1 idle stance.
(https://i.imgur.com/NFIhqad.png)
I know you said the sprite will change eventually from this mockup, but still...I think the reason the original stance works is because it looks so flat. It somehow has an air of "heroic determination" to it despite its flatness. Once you make it less flat though, Mario suddenly looks like he walked outside and can't remember why. It doesn't look very dynamic. I don't think the original stance is something you can truly replicate in 16-bit, and I think the SMB3 stance looks better overall.
I've already made an improved update of the SMB1 stance:
(https://i.imgur.com/85kjha4.png)

In addition to the SMB1 walk cycle:
(https://i.imgur.com/YJgJ9DJ.gif)

I'm still tweaking the proportions, but I think they work pretty well.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 03, 2020, 09:04:19 pm
Changed the Lost Levels ground tiles, I originally just copy pasted the NES tiles and added the shading but they looked really rough.  While I do want things to be more faithful to the sources, I still want them to look better, so I figure as long as it's still rocky and earthy looking, it should be fine.

(https://i.imgur.com/zC10PlH.png)

Also, it looks like the health in SMB2 is going to stay heart shaped. So i'm going to start a new poll.

The original snow theme just layered snow on top of the existing ground tiles, how do we feel about them being a cool white-ish grey?

(https://i.imgur.com/o4D0QOG.png) (https://i.imgur.com/Chge13C.png)

Side note, I really want to get rid of the smiley faces on the clouds in SMB1 since background elements didn't have faces until Lost Levels, but for the life of me I cannot find where the smiley face is located in YYCHR.


As for the title of the hack, I think i'll come up with a list of titles and make that another subject for yet another poll.   Apparently this year is the 35th anniversary of the Super Mario Bros. series, maybe I could do something with that?


EDIT:

(https://i.imgur.com/vZGpcmr.png)

Phew, I think Wart has reached his finalized form. I reckon there's nothing I could do to make him look closer to his art. Makes my first effort at him on reply #4 look like a joke.  His palette isn't actually changed yet, he still has a super light blue coat in game, which is why this isn't a screenshot from the game, but this is essentially how he'll look in the finished hack. Perhaps I should make him a darker green as well.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on February 03, 2020, 10:52:47 pm
As for the title of the hack, I think i'll come up with a list of titles and make that another subject for yet another poll.   Apparently this year is the 35th anniversary of the Super Mario Bros. series, maybe I could do something with that?
That could be cool.  :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on February 04, 2020, 03:44:29 am
35th Anniversary Edition does have a pretty great ring to it  :thumbsup:
Redesign, Reworked, ReDrawn all imply art change. Faithful implies you're being faithful to something, in this case, the original art.

I love the dirt and snow ground tiles, you did really well ^_^
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pleasejust on February 04, 2020, 05:35:42 am
I liked the Mario 1 sprites you initially made for Mario at the beginning better.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on February 04, 2020, 06:34:43 pm
I liked the Mario 1 sprites you initially made for Mario at the beginning better.

My only criticism on the new sprite is the height of the hat in the back. zit makes Mario look like hes missing a partof his head.

However, the art for Mario 1 is pretty distorted.

But if there is an improvement to be made 1 or 2 pixels up should fix that.

Marios pose might be way off...but so was his SMB1 sprite.Since this is about faithfulness its pretty good!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 04, 2020, 07:04:46 pm
I liked the Mario 1 sprites you initially made for Mario at the beginning better.
You'll have to be more specific, I don't know if you're talking to me or Metal Wario or if you're referring to the sprites in the OP vs the ones I was designing for SMB1 before I had Metal Wario take over.  In either case i'm sorry to disappoint you, but I won't be using the OP sprites as I'm no longer leaving any of the original sprites in the game unless I truly feel like they can't be improved, and I very much prefer Metal Wario's sprites over what I made, but the silver lining of you meant the latter, I'm revamping what I made to be used in Lost Levels.

My only criticism on the new sprite is the height of the hat in the back. zit makes Mario look like hes missing a partof his head.

However, the art for Mario 1 is pretty distorted.

But if there is an improvement to be made 1 or 2 pixels up should fix that.

Marios pose might be way off...but so was his SMB1 sprite.Since this is about faithfulness its pretty good!

It's like you said, the project is about faithfulness. And that's just how Mario's hat was during the early years. Puffy in the front, smaller in the back.

(https://www.mariowiki.com/images/5/5e/MarioSMB2NES2.png)




Anyways, this has nothing to do with Super Mario All-Stars unless I can magically insert a new game into the collection as a part of this hack ( not likely ), but I'm messing around with the homebrew SNES Donkey Kong remake (https://www.romhacking.net/homebrew/62/). DK himself is almost done. All I'd need to change after that is Mario, Pauline, and changing the green girders back to pink. Only thing I'd want to do after that is changing the title screen to say "Donkey Kong" instead of the legally safe "Classic Kong" but that's a bit out of my league.

(https://i.imgur.com/WPkMeMx.png)

Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on February 04, 2020, 07:42:18 pm
If I may suggest, as you work on other revamps for fun, Actraiser direly need one, because:
1) it's one of the first released third party games, and as such, not very advanced, yet iconic
2) the japanese art direction is downright awful.

In the japanese cover, the hero looks like this: https://www.argusjeux.fr/medias/actraiser-jap-e115814.jpg
But in the occidental manual, he looks like this: https://playingwithsuperpower.com/wp-content/uploads/2017/12/Actraiser-pic-5.png and http://playingwithsuperpower.com/wp-content/uploads/2012/04/Actraiser-picture-1.png
Which is far more interesting, taking cue from greek/roman statuary. :)

EDIT: also in Nintendo Power 31, an artwork in a more medieval style: https://comiconlinefree.com/nintendo-power/issue-31/25
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: NiO on February 04, 2020, 09:14:53 pm
I used to sprite for that project for Piko (changing the Kong for a Thor like character) and iirc the game was done by Shiru, contacting him would be helpful because maybe it would make things easier for you, but the legal issues could be a problem there.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 05, 2020, 01:10:32 am
(https://i.imgur.com/UE1tZBU.png)
(https://i.imgur.com/zkKX0z4.png)

Another batch of SMB3 enemies. Koopas weren't as hard to work with this time because I actually had more shades of color to work with. ( In SMB1, half of the colors in their palette change depending on their location and if they have a red or green shell ) 

There wasn't really any new art made for Goombas in SMB3, but they did give art to Paragoombas, and they were a lot lighter in color and had an overbite as opposed to their usual underbite. As a side-effect, the red ones lightened up too, making them look a little more pinkish. I wouldn't call that a major issue but it would be nice to be able to darken the red ones back to normal.

Spike was really hard to improve at first, sometimes the trick is to make the sprite a little smaller, but Spike always has the spike ball loaded behind him at all times. I kept trying to find ways around that without thinking to shrink the ball itself.

And lastly, the Hammer/Boomerang/Fire/Sledge bros. Obviously, Boomerang and Fire Bros. are not the same color as their art ( And Hammer Bro didn't even get SMB3 art but I think we can all guess how they'd look ), but I think having different colors for each one was a change for the better. Gotta be able to tell them apart before they make a move afterall. I'd really like to give the Sledge Bros their own overworld sprites instead of just using the hammer bros colored green, but idk if that would be possible. Side note, I wish these designs stuck. I like the black helmets and shells and i'm not a fan of their pronounced beaks in other games. At least these designs stuck around for Mario RPG, eh?

With this i'm nearly done with SMB3 enemies. Just a few underwater enemies, airship enemies, and I need to find a satisfying way to do Piranha plants and Fire plants. They're suprisingly troublesome.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on February 05, 2020, 04:07:34 am
Dude, you're fast becoming one of my favorite hackers here. YOur passion translates straight into highly polished sprite work.

I'm just gonna say now, amongst the HD graphic hacks of NES games, you'd be a hero. If you got into stuff like this https://www.romhacking.net/forum/index.php?topic=26811.0 at some point down the line, it might really get your name out there after an amazing project like this one ^_^

Still, i'd love to see you redo the 16 or so sprite sheet replacements needed for Mother 2: Faithful Edition that ShadowOne333 was working on. I'm pretty sure that was mainly what was holding the project up from a full release but that also has a large cult following so might get you some more notoriety. Still, focus on the projects that make you passionate because you're smashing it outta the park.

Loving the look of Classic Kong. I actually just played that again the other day XD
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: ShadowOne333 on February 05, 2020, 11:43:08 am
Anyways, this has nothing to do with Super Mario All-Stars unless I can magically insert a new game into the collection as a part of this hack ( not likely ), but I'm messing around with the homebrew SNES Donkey Kong remake (https://www.romhacking.net/homebrew/62/). DK himself is almost done. All I'd need to change after that is Mario, Pauline, and changing the green girders back to pink. Only thing I'd want to do after that is changing the title screen to say "Donkey Kong" instead of the legally safe "Classic Kong" but that's a bit out of my league.

(https://i.imgur.com/WPkMeMx.png)

Don't know if you're aware or not, but Classic Kong is actually open source:
https://github.com/nathancassano/classickong

You can pretty much just grab the assets and make a fork of your own, you can see the whole sprites and tilesets inside the gfx/ folder. From there, you can edit at your heart's content, and play around with the graphics.

Once you are done, you can simply compile the ROM and that's pretty much it :P
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 05, 2020, 08:14:41 pm
Dude, you're fast becoming one of my favorite hackers here. YOur passion translates straight into highly polished sprite work.

I'm just gonna say now, amongst the HD graphic hacks of NES games, you'd be a hero. If you got into stuff like this https://www.romhacking.net/forum/index.php?topic=26811.0 at some point down the line, it might really get your name out there after an amazing project like this one ^_^

Still, i'd love to see you redo the 16 or so sprite sheet replacements needed for Mother 2: Faithful Edition that ShadowOne333 was working on. I'm pretty sure that was mainly what was holding the project up from a full release but that also has a large cult following so might get you some more notoriety. Still, focus on the projects that make you passionate because you're smashing it outta the park.

Loving the look of Classic Kong. I actually just played that again the other day XD

You're too kind.  I'm not really doing this for notoriety though, I'm just a dumb Nintendo Fanboy that wants one of my favorite games to look like the pictures I looked at as a kid. ( Also I'm mostly interested in hacking things I can play on real hardware, or at least one of those modded mini consoles, so HD packs for NES games aren't really in my crosshairs )

Don't know if you're aware or not, but Classic Kong is actually open source:
https://github.com/nathancassano/classickong

You can pretty much just grab the assets and make a fork of your own, you can see the whole sprites and tilesets inside the gfx/ folder. From there, you can edit at your heart's content, and play around with the graphics.

Once you are done, you can simply compile the ROM and that's pretty much it :P

It's embarrassing for me to have to flaunt my ignorance like this, but I don't really know how to use anything in that download besides the rom itself. But it's not really an issue since I can simply edit the game's graphics in YYCHR.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SkyLizardGirl on February 05, 2020, 09:16:36 pm
The koopa troopa feet kinda stick out a pixal or 2 too wide horizontally.

But much better looking Koopa troopa's than originally seen.

Did You make Larry's Hair more Spike- puffy than just a comb over though?

Also, did you consider changing out the bosses of Level 3 and 6 with 2 Completely New bosses like in the game
SMB-2 for the Gameboy Advance? Because it's just Mouser and Tri-clyde Repeated again.

Is that possible maybe? For SMB USA?

(https://i.ibb.co/R6G4KCx/fhguhgurhgui.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 05, 2020, 09:56:39 pm
The koopa troopa feet kinda stick out a pixal or 2 too wide horizontally.

But much better looking Koopa troopa's than originally seen.

Did You make Larry's Hair more Spike- puffy than just a comb over though?

Also, did you consider changing out the bosses of Level 3 and 6 with 2 Completely New bosses like in the game
SMB-2 for the Gameboy Advance? Because it's just Mouser and Tri-clyde Repeated again.

(https://i.ibb.co/R6G4KCx/fhguhgurhgui.png)

Which Koopa Troopas are you talking about, there's SMB1, Lost Levels, and SMB3 Koopas now.  Lost Levels Koopas are outdated though.

I updated Larry a while back, I just haven't updated the Koopaling's OP image because I am probably going to tweak him a little more, as well as the rest of the Koopalings.

(https://i.imgur.com/wTDPQdU.png)


I would love to add Robirdo and other GBA exclusive content ( and SMB Deluxe as well ) but I'm the last person to ask about that, as I've said, I'm not a hacker, I just do pixel art. That's why there's a long list of things in the OP that I would like help with. I can't imagine it's easy to import things from the GBA version of these games or it probably would have been done by someone else by now.

At least in my version of the game, World 2 Triclyde is red, and World 6 Triclyde is dark green, so there is some difference... the Mousers are the same though.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on February 06, 2020, 09:46:24 am
You're too kind.  I'm not really doing this for notoriety though, I'm just a dumb Nintendo Fanboy that wants one of my favorite games to look like the pictures I looked at as a kid. ( Also I'm mostly interested in hacking things I can play on real hardware, or at least one of those modded mini consoles, so HD packs for NES games aren't really in my crosshairs )

My favourite part of this comment is my later plans to put this version of All Stars on a SNES Mini XD
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on February 06, 2020, 09:56:50 am
Which Koopa Troopas are you talking about, there's SMB1, Lost Levels, and SMB3 Koopas now.  Lost Levels Koopas are outdated though.

I updated Larry a while back, I just haven't updated the Koopaling's OP image because I am probably going to tweak him a little more, as well as the rest of the Koopalings.

(https://i.imgur.com/wTDPQdU.png)


I would love to add Robirdo and other GBA exclusive content ( and SMB Deluxe as well ) but I'm the last person to ask about that, as I've said, I'm not a hacker, I just do pixel art. That's why there's a long list of things in the OP that I would like help with. I can't imagine it's easy to import things from the GBA version of these games or it probably would have been done by someone else by now.

At least in my version of the game, World 2 Triclyde is red, and World 6 Triclyde is dark green, so there is some difference... the Mousers are the same though.

An Advance to Snes hack of Allstars is something I've wanted for a hell of long time, and now that the game is disassembled it seems more feasible then ever. If you can find someone to do this, please do.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: MathUser2929 on February 06, 2020, 10:38:46 am
In the NES SMB3, when you beat the game you get a full supply of P wings when you play again. You should see if you can make that happen.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 07, 2020, 01:32:49 am
(https://i.imgur.com/VBEqRpb.png)

I think i've more or less decided on my direction for Lost Levels enemy sprites, mostly just subtle tweaks to the originals... if some of them are rough, i'll work on them. SMB1 and TLL are a lot harder to work with than the other games because of all the shared palettes and the palettes changing between level themes.

Bullet Bill and Piranha plant are actually based on new art they made for Lost Levels.
(https://www.mariowiki.com/images/b/b9/SMB2_Bullet_Bill.png) (https://www.mariowiki.com/images/thumb/5/51/SMBLL_Piranha_Plant_Artwork.png/120px-SMBLL_Piranha_Plant_Artwork.png)

And Cheep Cheep is based on variations of of the original art made for Super Mario Land 2.
(https://www.mariowiki.com/images/thumb/7/7f/SML2_Artwork_-_Cheep_Cheep.png/120px-SML2_Artwork_-_Cheep_Cheep.png)


But I sometimes feel like some of the changes are a little TOO subtle. So I considered someone's suggestion a few pages back where I alter the sprite's a lot more heavily, like the enemies in Super Mario World once you beat the special zone.  Their approach of changing Koopas into Mini Marios and Piranha Plants into jack-o-lanterns is a little too weird for me so instead, I thought I might try some off-beat designs that exist elsewhere in the series.

(https://i.imgur.com/gwlv4TI.png)

The Goomba comes from The Legend of Zelda: Link's Awakening, the Buzzy Beetle from Super Mario Land 2, the Spiny, from Super Mario RPG, and the Blooper from Super Mario Sunshine. I'm open for suggestions on designs to use for the rest of the enemies, but I think i'll be keeping Bullet Bill and Piranha Plant the same since they're actually based on Lost Levels Art.

This will be an optional version since I know this could give some purists an aneurysm. I'll be using this version personally because I want TLL to feel as different from SMB1 as possible.

With that said, I really wish I could change the backgrounds and add new music for the optional patch, because I've found 16-bit versions of Super Mario Maker 2 assets that would go a long way in selling that illusion while still sharing it's blood with SMB1.


My favourite part of this comment is my later plans to put this version of All Stars on a SNES Mini XD
(https://static.tumblr.com/521de453d4c00c37469f5f896dc7e7df/lymmtrj/CpDpgwkwd/tumblr_static_tumblr_static_1142387643-content_640.jpg)

An Advance to Snes hack of Allstars is something I've wanted for a hell of long time, and now that the game is disassembled it seems more feasible then ever. If you can find someone to do this, please do.

It's not within my skillset, but if someone is able to import it, i'd happily let them implant it into the hack.  Although I think it would be for the best that first someone makes a Super Mario All-Stars with Advanced and Deluxe exclusive content as a stand alone project seperate from this hack. That would make purists really happy and it could be used in future projects, I could update this one later... ( with help of course because I wouldn't know how to do it myself. )

In the NES SMB3, when you beat the game you get a full supply of P wings when you play again. You should see if you can make that happen.
I think it should stay the same to be honest, thanks to SMAS's save feature, you get to keep all of your inventory between sessions, so as long as you remember what you haven't used before you save and quit, you could build your own inventory.  I've grinded world 4 to get a whole bunch of P-wings and those clouds that skip levels, it's made testing SMB3 a lot less painful... just remember to reset instead of save and quit.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on February 07, 2020, 05:04:00 am
Quote
But I sometimes feel like some of the changes are a little TOO subtle. So I considered someone's suggestion a few pages back where I alter the sprite's a lot more heavily, like the enemies in Super Mario World once you beat the special zone.  Their approach of changing Koopas into Mini Marios and Piranha Plants into Birds is a little too weird for me so instead, I thought I might try some off-beat designs that exist elsewhere in the series.

The Goomba comes from The Legend of Zelda: Link's Awakening, the Buzzy Beetle from Super Mario Land 2, the Spiny, from Super Mario RPG, and the Blooper from Super Mario Sunshine. I'm open for suggestions on designs to use for the rest of the enemies, but I think i'll be keeping Bullet Bill and Piranha Plant the same since they're actually based on Lost Levels Art.
It was me, and I like your own approach a lot!  :thumbsup:
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SkyLizardGirl on February 07, 2020, 01:09:34 pm
Lol, .. When i meant change out the bosses with the Gameboy Advance SMB USA - i meant Just replace the Pixal Sprites is all.
You don't have to program in an entirely new boss, just change out how the stages 3 and 6 bosses look, they could use the same engine as Mouser and Tri-clyde.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 07, 2020, 06:57:26 pm
Lol, .. When i meant change out the bosses with the Gameboy Advance SMB USA - i meant Just replace the Pixal Sprites is all.
You don't have to program in an entirely new boss, just change out how the stages 3 and 6 bosses look, they could use the same engine as Mouser and Tri-clyde.

Oh, I see.  I can't really do that either though since they use the same sprite for those battles. Best I can do is give them different color palettes, which I've done for Triclyde.  Mouser is the same in both worlds, but I can give Mouser that greenish-hue the original sprite had in world 3 while keeping the artwork accurate darker grey for world 1.

Someone might be able to figure out how to give world 3 and 6 bosses their own sprites but I don't really think it would make much sense to have a new boss behaving like Mouser or Triclyde. I'd probably make them into more drastic variants of those bosses instead, like going from Bowser to Dry Bowser.  Mecha-Mouser and Dry-clyde maybe? Hah.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: SkyLizardGirl on February 07, 2020, 09:46:28 pm
Oh, I see.  I can't really do that either though since they use the same sprite for those battles. Best I can do is give them different color palettes, which I've done for Triclyde.  Mouser is the same in both worlds, but I can give Mouser that greenish-hue the original sprite had in world 3 while keeping the artwork accurate darker grey for world 1.

Someone might be able to figure out how to give world 3 and 6 bosses their own sprites but I don't really think it would make much sense to have a new boss behaving like Mouser or Triclyde. I'd probably make them into more drastic variants of those bosses instead, like going from Bowser to Dry Bowser.  Mecha-Mouser and Dry-clyde maybe? Hah.


Oh my God DRY-CLyde & Mecha Mouser would be awesome.*

I understand though if it can only switch the colors, was just a thought.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 07, 2020, 11:49:34 pm

Oh my God DRY-CLyde & Mecha Mouser would be awesome.*

I understand though if it can only switch the colors, was just a thought.

I reckon they would look something like this.

(https://i.imgur.com/Pz3xDuj.png)

Now I've gone and made myself sad that I don't know how to put them in the game without overwriting the world  1 and 2 bosses.  Super Mario All-Stars hacking really needs to hurry up and take off in the same way that Super Mario World did so I can make a bunch of original hacks with these kinds of things in it.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on February 08, 2020, 02:15:08 am
(https://i.imgur.com/gwlv4TI.png)
How about using the sprites of the Tatori Jr. (https://metroid.fandom.com/wiki/Tatori,_Jr.) from Super Metroid?

(https://vignette.wikia.nocookie.net/metroid/images/c/c6/BabyTatori.png/revision/latest?cb=20080212210456)
They're basically six legged Buzzy Beetles with a greenish shell.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 08, 2020, 04:11:39 am
Hammer Bros. have been very challenging for me. I felt like the original sprite for SMB1 Hammer Bros. were the worst looking sprites in the game. But I think I've finally done a decent job with them.

(https://i.imgur.com/glJV1nX.png)

...Actually these came about because I was trying to figure out how make a Lost Levels Variant ( a non-special one that is). I thought it was such an improvement that I moved it into the SMB1 position. Now I still have to come up with a Lost Levels variant.  ( I think my SMB3 Hammer Bros could use some improvements too tbh )

You can also see that i've slightly tweaked the snow tiles in that screenshot, so that the SMB1 version will have lighter lines.  I think the poll makes it clear the white blocks are staying.

SMB1 Castles also got tweaked based on a tile from Super Mario Maker. I still need to tweak the lower corners.

(https://i.imgur.com/j1Rmd0x.png)

And, the bridges you fight Bowser on in SMB1 now resemble the ones in the NES version. Here's a gif to show it's destruction in action.  ( Mind my slip-up, keyboard controls plus lag from video recording throws me off. ) 

(https://i.imgur.com/erEVDjL.gif)

( Also, I feel like I should also remind everyone that this Mario sprite is a placeholder. I'm only showcasing the environment )

How about using the sprites of the Tatori Jr. (https://metroid.fandom.com/wiki/Tatori,_Jr.) from Super Metroid?

(https://vignette.wikia.nocookie.net/metroid/images/c/c6/BabyTatori.png/revision/latest?cb=20080212210456)
They're basically six legged Buzzy Beetles with a greenish shell.

I've already chosen the buzzy beetle replacement and I'd like to try to keep it inside the Mario series, or at least Mario cameos. But that would be a really good choice to make a Metroid themed Mario hack... more reasons why SMAS hacking really needs to get rolling so I or someone else can make Mario on Zebes hack for SNES.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on February 08, 2020, 12:21:58 pm
EDIT: I redrew Mario 1 Bowser a little more professionally. On mobiel so I cant embed the photo but here is the link.


http://imgur.com/gallery/8McECTu

Seeing these in action pocket really highlight your vision well.

Most of the individual sprites look fantastic. and I know Mario is a wip, but with him and bowser remade, I have to say they look great together. Like it belongs together instead of random edits.

Phenomenal work.

If I can issue a challenge to you at all, if you get inspiration only, I wonder if you can make the Ox bowser for lost levels.Im not sure if its like so many other sprites here wherethe files are duplicated but if so I think itd be really interesting. I wonder if we ever got a full body shot of that version of him.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Shade Aurion on February 08, 2020, 01:19:11 pm
I reckon they would look something like this.

(https://i.imgur.com/Pz3xDuj.png)
Duuuuuuuude!!! <3
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 08, 2020, 09:01:40 pm
EDIT: I redrew Mario 1 Bowser a little more professionally. On mobiel so I cant embed the photo but here is the link.


http://imgur.com/gallery/8McECTu

Seeing these in action pocket really highlight your vision well.

Most of the individual sprites look fantastic. and I know Mario is a wip, but with him and bowser remade, I have to say they look great together. Like it belongs together instead of random edits.

Phenomenal work.

If I can issue a challenge to you at all, if you get inspiration only, I wonder if you can make the Ox bowser for lost levels.Im not sure if its like so many other sprites here wherethe files are duplicated but if so I think itd be really interesting. I wonder if we ever got a full body shot of that version of him.

Here's what I came up with.

(https://i.imgur.com/tbY3qIZ.png)

I tried to dig up as much reference for Ox Bowser as I could. Aparantly he appeared on the cover of some kind of music album, much friendlier looking and with ears, but I stuck with the box-art style. There was also an unpainted figurine made of "Ox Bowser" that shows off his body but it's not much help since the details are hard to make out and it's a frontal view of a sprite that's meant to be seen from the side.  I think the best approach would be to fuse designs for Ox Bowser and True Bowser.

Also, funny thing, when I searched for "Ox Bowser" reference, some old artwork of mine popped up in the search results in which I drew the seven "Fake Bowsers" from SMB1 based on designs from serveral official or semi-official sources over the years.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7022984a-a243-452b-b2b5-ad1f80d95395/d7vd5bo-51ee64eb-7597-4d11-9b3e-04f481643b80.png/v1/fill/w_1024,h_267,q_80,strp/false_bowser_by_pocket_arsenal_d7vd5bo-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjY3IiwicGF0aCI6IlwvZlwvNzAyMjk4NGEtYTI0My00NTJiLWIyYjUtYWQxZjgwZDk1Mzk1XC9kN3ZkNWJvLTUxZWU2NGViLTc1OTctNGQxMS05YjNlLTA0ZjQ4MTY0M2I4MC5wbmciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.PwGy_vEXVyjOLpwDIuYi0lapsxOiVdVwOTeKzQ9nv3M)

Can you identify them all? ( Pardon the roughness, it's from like 5 years ago )

I really wanted to include Ox Bowser in this hack from the very beginning, but I also wanted to keep the original Bowser in the game. The ideal scenario for me would have been to use him for the "Fake bowsers" but keep the World 8 Bowser as his final green and orange design. Failing that, my consolation prize would have been using him for Bowser's Brother  in Lost Levels ( ...if you don't know about that, take a look at this: https://weirdmarioenemies.tumblr.com/post/180590248059/name-blue-bowser-debut-super-mario-bros-the )

I think what I'll end up doing is using this design for the "Special sprites" version of Lost Levels. But maybe with some help he can make it into the regular veresion.  ( I also quite like the chap with the horn on his nose. Strange as it sounds, he was in one of my world history books in school. )
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Zimgief on February 09, 2020, 07:13:27 am
Using it in Lost Levels would be the perfect fit.
It's perfect as a place for all the misfits. :p

But using it as Bowser's Brother, which I was not aware of, seems really promising.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on February 09, 2020, 10:26:54 am
Here's what I came up with.

(https://i.imgur.com/tbY3qIZ.png)

I tried to dig up as much reference for Ox Bowser as I could. Aparantly he appeared on the cover of some kind of music album, much friendlier looking and with ears, but I stuck with the box-art style. There was also an unpainted figurine made of "Ox Bowser" that shows off his body but it's not much help since the details are hard to make out and it's a frontal view of a sprite that's meant to be seen from the side.  I think the best approach would be to fuse designs for Ox Bowser and True Bowser.

Also, funny thing, when I searched for "Ox Bowser" reference, some old artwork of mine popped up in the search results in which I drew the seven "Fake Bowsers" from SMB1 based on designs from serveral official or semi-official sources over the years.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7022984a-a243-452b-b2b5-ad1f80d95395/d7vd5bo-51ee64eb-7597-4d11-9b3e-04f481643b80.png/v1/fill/w_1024,h_267,q_80,strp/false_bowser_by_pocket_arsenal_d7vd5bo-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjY3IiwicGF0aCI6IlwvZlwvNzAyMjk4NGEtYTI0My00NTJiLWIyYjUtYWQxZjgwZDk1Mzk1XC9kN3ZkNWJvLTUxZWU2NGViLTc1OTctNGQxMS05YjNlLTA0ZjQ4MTY0M2I4MC5wbmciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.PwGy_vEXVyjOLpwDIuYi0lapsxOiVdVwOTeKzQ9nv3M)

Can you identify them all? ( Pardon the roughness, it's from like 5 years ago )

I really wanted to include Ox Bowser in this hack from the very beginning, but I also wanted to keep the original Bowser in the game. The ideal scenario for me would have been to use him for the "Fake bowsers" but keep the World 8 Bowser as his final green and orange design. Failing that, my consolation prize would have been using him for Bowser's Brother  in Lost Levels ( ...if you don't know about that, take a look at this: https://weirdmarioenemies.tumblr.com/post/180590248059/name-blue-bowser-debut-super-mario-bros-the )

I think what I'll end up doing is using this design for the "Special sprites" version of Lost Levels. But maybe with some help he can make it into the regular veresion.  ( I also quite like the chap with the horn on his nose. Strange as it sounds, he was in one of my world history books in school. )

Thats great! I think if there is room on the sprite area to bring the orange hair forward a couple pixels itll match the original artwork better.

As far as naming them the first looks like a redraw of the pixel art of bowser from smb1, supershow bowser (really loved yours btw) i know ive seen the third, was that the OVA? then i think thats the ceo bowser right? you got ox bowser, the mecha bowsers are they the ones from SMW? And then of course Mario 3 Bowser.

Drawing him out yestersay im pretty surprised by how many of his Ox design cues were used for for the supershow... uncolored they share alot in common.I almost wonder if they used it for reference and the pixel art and did essentially what I did, narrowing the eyes some, hunching him over and just giving him a crown and a fresh coat of paint.

As a kid, I actually remember prefering it over the real bowser. It took me some time to warm up to Ginger Bowser. But by Mario 64 I couldnt see him any other way.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: PresidentLeever on February 09, 2020, 02:37:36 pm
That's a lot of sprites! Just based on the OP some of them (maybe most) look quite nice, while others don't have the right proportions or just don't work at such a low res. I know you've done a lot already but I think the best way to do this is a Sonic HD-style fan game (is there an HD mod for any SNES emulator?) where you can actually squeeze in all those details.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Razieldemon on February 09, 2020, 03:52:56 pm
side note id kill for something like mesen for snes and original gameboy
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 09, 2020, 05:00:15 pm
As far as naming them the first looks like a redraw of the pixel art of bowser from smb1, supershow bowser (really loved yours btw) i know ive seen the third, was that the OVA? then i think thats the ceo bowser right? you got ox bowser, the mecha bowsers are they the ones from SMW? And then of course Mario 3 Bowser.

Most of those are right, the third one, i'm not sure of the origin, but I've seen it in a lot of old merch, most notably the "How to Win at Super Mario Bros." book. The 5th one is Dennis Hopper's King Koopa from the Super Mario Bros. Movie. Mecha Bowser is actually from Super Mario Sunshine, and then the last one is a mix of Mario 3 and Super Mario World.

That's a lot of sprites! Just based on the OP some of them (maybe most) look quite nice, while others don't have the right proportions or just don't work at such a low res. I know you've done a lot already but I think the best way to do this is a Sonic HD-style fan game (is there an HD mod for any SNES emulator?) where you can actually squeeze in all those details.


Well those are some pretty discouraging words  :-[ .  I know nothing about programming so I can't make a Sonic 2 HD style game. Even if I did have the skill though, I have no interest in making something I can't play on SNES hardware. Besides, those types of projects almost never get finished. So even if some sprites are less than ideal i'm going to go ahead and push forward with this project.  I'm open to hearing ideas on how some sprites can be improved, but I still have to work within the limits of SNES, and I wouldn't change platforms even if I could.

And for the record a lot of the sprites in the OP are out of date.  I've updated it after I made this post, but nearly everything has gone through at least one revision and will go through more.

(https://i.imgur.com/7qb86DV.png)

EDIT: Well i've gone back to the drawing board on Lost Levels Mario's sprite. I've made his head smaller so his proportions will look a little more natural. The body is mostly the same... not for a lack of trying though.  It's really frustrating how something looks really good when it's a still image looks like trash when it's animated. And his head turning during the walk cycle is the bane of my existence.

I might do something similar for SMB2 Mario, but he's a lot easier to work with.


EDIT: Am I crazy.. or did they change world 4-1 in SMB1?  On the NES you can get through it be just running as fast as possible and jumping over the piranha plants, but I cannot do that in All-Stars, I always get hit by the piranha plant or I have to wait for them. Did they make the pipes slightly taller??  I wonder if that could be fixed.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: triforce141 on February 10, 2020, 02:33:26 am
Am I crazy.. or did they change world 4-1 in SMB1?  On the NES you can get through it be just running as fast as possible and jumping over the piranha plants, but I cannot do that in All-Stars, I always get hit by the piranha plant or I have to wait for them. Did they make the pipes slightly taller??  I wonder if that could be fixed.

Piranha Plant's hitboxes cover the entire sprite in All-Stars, the NES originals had hitboxes for the stem only
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: niuus on February 10, 2020, 08:51:01 am
That's a lot of sprites! Just based on the OP some of them (maybe most) look quite nice, while others don't have the right proportions or just don't work at such a low res. I know you've done a lot already but I think the best way to do this is a Sonic HD-style fan game (is there an HD mod for any SNES emulator?) where you can actually squeeze in all those details.
No, not really... we'd really rather play on original SNES hardware. The sprite work done here is simply fantastic.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on February 10, 2020, 12:37:44 pm
(https://i.imgur.com/7qb86DV.png)
I'm not going to lie, I feel like you made some serious downgrades here. He looks very blocky and scraggly, and in the "standing" frame of the walk cycle, he looks hunch backed, and in the second frame his nose sticks out so far that the top half of his head looks super thin, making his head look pear shaped. The jumping frame now has smaller hands and feet than everything else too.

Really, I think with some tweaks, your previous ones were better. I'm not trying to insult you, just offer constructive criticism on how to improve your work. Here is something I've been working on for the past couple of days (mostly because I've been so busy):
(https://i.imgur.com/39n38k3.gif)

From the previous set, I lowered his arms (he looked so stiff), and made tweaks to the proportions and animation of his face. I also rounded out his stomach. I still need to fix the positioning of the overall buttons though.

I also have made these adjustments for all of the other frames, and later today or tomorrow I'll post them here if you're happy with this.

Also, I don't know how much experience you have with animation (I know you do in drawing, at least, from that series of Bowser drawings you posted), but here's a tip I've learned while experimenting on my own: for animating something rotating (i.e. Mario's head here), references don't hurt. I know this is a new art project, but when making my edits, I referred to the original All-Stars sprites for aid. Also, in general, when animating, you need to be able to visualize, in a 3D space, where the parts of the objects/characters will be in which pose. After studying things like that for a while you will develop more of an understanding for that sort of thing. Basically like anything as long as you just keep at it.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 10, 2020, 08:58:46 pm
I'm not going to lie, I feel like you made some serious downgrades here. He looks very blocky and scraggly, and in the "standing" frame of the walk cycle, he looks hunch backed, and in the second frame his nose sticks out so far that the top half of his head looks super thin, making his head look pear shaped. The jumping frame now has smaller hands and feet than everything else too.

Really, I think with some tweaks, your previous ones were better. I'm not trying to insult you, just offer constructive criticism on how to improve your work. Here is something I've been working on for the past couple of days (mostly because I've been so busy):
(https://i.imgur.com/39n38k3.gif)

From the previous set, I lowered his arms (he looked so stiff), and made tweaks to the proportions and animation of his face. I also rounded out his stomach. I still need to fix the positioning of the overall buttons though.

I also have made these adjustments for all of the other frames, and later today or tomorrow I'll post them here if you're happy with this.

Also, I don't know how much experience you have with animation (I know you do in drawing, at least, from that series of Bowser drawings you posted), but here's a tip I've learned while experimenting on my own: for animating something rotating (i.e. Mario's head here), references don't hurt. I know this is a new art project, but when making my edits, I referred to the original All-Stars sprites for aid. Also, in general, when animating, you need to be able to visualize, in a 3D space, where the parts of the objects/characters will be in which pose. After studying things like that for a while you will develop more of an understanding for that sort of thing. Basically like anything as long as you just keep at it.

Go ahead and post them.

I'm totally fine with criticism as long as a suggestion or solution is offered. I hope I don't come off as taking poorly to criticism. If I do, it's because I've been devoting most of my free time to this project and it can sometimes feel like a whole day was wasted when something I worked on didn't come out right.

I actually appreciate the help a lot, I do want this to be the best it can be, but I'm still an amateur in art and especially animation. I'm doing the best I can here but I think it's for the best that people with a little more skill than me go over what i've done and refine it.

In fact, Mario 1 and 2 are practically complete ( besides the Mario and Luigi sprites in SMB1 ).  I'm primarily focusing on Lost Levels and SMB3 now. So I was thinking about inviting people to demo SMB1 and 2, but only if they could offer to refine things that they think are a little rough looking. I don't know if that's something anyone would be interested in.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Metalwario64 on February 10, 2020, 09:46:08 pm
No, it's not you, I just always get bad reactions from people when I offer constructive criticism, so I always err on the side of caution now when doing so (and even then I still sometimes get people up in arms at my doing so).

I would say I'm still an amateur as well. The things I do know have been learned solely through years of observation and perseverance.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 10, 2020, 11:40:49 pm
(https://i.imgur.com/B4gpAZD.png)

SMB1 Bowser got a bit of an update today, his horns and spines now have their yellow color from the art, and his horns curve up more. They looked like they were pointing backward to me.

I'm having trouble deciding how to differentiate him from his Lost Levels incarnation ( vanilla version ), a more fierce face is the easy way but I wonder if maybe I should give him his yellow hair from the older artwork in one version and red hair in the other.

EDIT:

(https://i.imgur.com/Wp724Qt.png)

All the "Special" versions of Lost Levels enemies so far. Goombas are based on the Legend of Zelda, Link's Awakening, Buzzy Beetle is based on an explosive cousin of theirs from Super Mario Land 2, Spinies are based on their appearance in Super Mario RPG, Lakitu is based on the Legend of Zelda: The Minish Cap, Cheep Cheep is replaced by Trouter, whom we see from the side in their artwork in SMB2, but in the actual game, we only see them from the top. I figure this is a way I can squeeze in another "Art Faithful" thing in the game ( Though I should probably shorten their faces a bit ), Bloopers are from Super Mario Sunshine, and the Podoboo are just copy pasted fireballs from the final battle of Super Mario World.

I really don't know what I want to do with Koopa troopas, the easy answer is to base them on the electro Koopas or the yoshi egg Koopas from Mario Sunshine but I was hoping to avoid using more than one Sunshine design, and those enemies behave very differently than regular Koopas ( which is a flimsy excuse when I used exploding Buzzy Beetles but ehh... )   I did say Piranha Plants and Bullet Bills wouldn't change in this version but now they seem out of place next to their crazier looking peers. And I've got nothing for Hammer Bros. Ideas?

I need to reiterate this is a special optional patch and the default option will mostly use touched up SMB1 sprites.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: AdamDravian on February 11, 2020, 04:28:30 am
I need to reiterate this is a special optional patch and the default option will mostly use touched up SMB1 sprites.

Before reading this sentence, I was going to say that the only one I take any issue with is trouter, as it feels wrong to mix a Doki-Doki enemy into the "real" Mario 2, but since it's an optional patch, why not?

Also, please don't get discouraged by unhelpful criticisms (not talking about Metalwario64). Obviously, the majority here seem to greatly appreciate what you're doing and think you're doing a fantastic job. I'm sure I speak for many of us when I say I'm eagerly looking forward to playing this once it's ready.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Da_GPer on February 11, 2020, 06:34:27 am
For the Piranha Plants, maybe replace them with the hands from the last level of Super Mario Land, Wario's Castle from Super Mario Land 2, or the Dark Land map screen from Super Mario Bros 3. The Goombas or the Koopas can be the Goombas from Super Mario World. Bullet Bills can be Pidgets from Super Mario Bros 2 or Super Mario World. I hope that can help you.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Tyrantnyx on February 11, 2020, 11:15:09 am
In the optional patch, you could base the koopas off of the Bombshell Koopas from Super Mario Land.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: Ar8temis008 on February 11, 2020, 11:24:11 am
https://i.imgur.com/1Y0CVRV.png

Koopas could be designed closer to these variants from SML1

and for hammer bros

https://i.imgur.com/8xxYfxE.jpg

maybe something like this but with less spikes?
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: jimstrom on February 11, 2020, 05:15:10 pm
That Bowser sprite looks awesome, i'm so exited for this project!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: PresidentLeever on February 11, 2020, 05:25:50 pm
@pocket: OK, is it fully up to date now? I'll have another look.

Well that wasn't my intention, I just gave a general opinion based on the OP and you seem to have fans of the project so there's certainly an audience for it. I guess there is no "hd graphics" emulator option for SNES yet like there is for NES, well fair enough.

To be more constructive I can make a couple of suggestions:
-Try blowing up each sprite on top of the artwork but on a separate layer in photoshop or whatever. You'll see more easily where things are off proportion. One example is mario and luigi's noses which are too big in your version. They might be a tad small in the original but with such a low res one pixel makes a big difference.
-Look at the shading on the red mushroom, then the poison mushroom. See how the light source is different? I think everything would look better with a consistent light source, at least stuff in the same category of items or enemies like mushrooms/flowrs/stars, koopas, etc.
-For animations, try posting the gif as well as the frames so people can more easily see if there's a flaw.
-Looking at the bombs in SMB2 (this is the case for a couple of other sprites too), you've made them look flatter by removing the brighter shades, and non-shiny as well.

I could make some edits for these and various other things since that would be easiest to understand I think, but you'd have to post the sprite sheets.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 12, 2020, 01:44:43 am
https://i.imgur.com/1Y0CVRV.png

Koopas could be designed closer to these variants from SML1

and for hammer bros

https://i.imgur.com/8xxYfxE.jpg

maybe something like this but with less spikes?

I like that idea for Hammer Bros.
(https://i.imgur.com/O43YdFX.png)
Since they're supposed to be pirate Koopas, I was going to make their hammers into cutlasses, but they didn't quite look right when they were thrown in-game.

@pocket: OK, is it fully up to date now? I'll have another look.

Well that wasn't my intention, I just gave a general opinion based on the OP and you seem to have fans of the project so there's certainly an audience for it. I guess there is no "hd graphics" emulator option for SNES yet like there is for NES, well fair enough.

To be more constructive I can make a couple of suggestions:
-Try blowing up each sprite on top of the artwork but on a separate layer in photoshop or whatever. You'll see more easily where things are off proportion. One example is mario and luigi's noses which are too big in your version. They might be a tad small in the original but with such a low res one pixel makes a big difference.
-Look at the shading on the red mushroom, then the poison mushroom. See how the light source is different? I think everything would look better with a consistent light source, at least stuff in the same category of items or enemies like mushrooms/flowrs/stars, koopas, etc.
-For animations, try posting the gif as well as the frames so people can more easily see if there's a flaw.
-Looking at the bombs in SMB2 (this is the case for a couple of other sprites too), you've made them look flatter by removing the brighter shades, and non-shiny as well.

I could make some edits for these and various other things since that would be easiest to understand I think, but you'd have to post the sprite sheets.

I'll take these into consideration when I return to tweak some of these sprites but I don't think I can do all of it. I can't just trace the art in photoshop since I still have to work within the game's limitations. For example, I'd love to have Birdo hunch forward in a more dinosaur like pose like her artwork, but unfortunately, the game has her standing straight up, and since I don't know how to widen a sprite, I have no choice.  There is simply no way to be 100% accurate to the art ( Which is a big part of why I think this project should have a different name ), but I would like to get a s close as I can.

What is it you'd want to edit? I was actually thinking of making .bin files of completed sheets publicly available in a MEGA link so people could help out and edit if they wanted to.

To be honest I'm kind of counting on getting a little extra help on this project, I'm fine editing enemies but the Mario sprites for TLL and SMB3 are starting to become a source of stress for me, and I haven't even started on Luigi, and as a result i've been having a lot less fun with this project.

EDIT:  I've started a new poll to re-name this project. I've narrowed it down to 5 choices. 

This project started with the goal to make everything look more accurate to it's artwork, and that's still the main goal, but I have a lot more I want to do now, like restoring elements that were removed or changed from the NES and famicom versions, making Lost Levels stand apart from SMB1, possibly adding some other interesting stuff ( hint: Mecha-Mouser and Dryclyde might not be totally off the table after-all ), and i'm open ears for other things I could do to make this hack interesting as long as there's someone with the ability to make it happen.

Because of this, I think a new name is necessary, it's not just about artwork accuracy anymore and I think advertising it as such might send the wrong message.

So we have SMAS: Deluxe... just a simple and very common suffix to add to something to imply an upgrade ( though I feel a lot of people might not see what I've done as an upgrade. )

35th anniversary edition, since SMB series will turn 35 this year. The franchise as a whole will be 40 next year, but I don't see that hack taking this long ( although, if someone could insert Classic Kong into the game, I'd feel obligated to rename it 40'th anniversary instead. Not likely. )

SMAS Redrawn, gets the point across pretty well but a little derivative of SMW Redrawn, which is pretty different from what i'm trying to acheive here and will be even more confusing when I get around to the SMAS+W version of the game.

SMAS 2020 ...pretty obvious. That's the year this Hack will hopefully be finished in.

And lastly, SMAS, classic edition, which is mostly in reference to the way this hack is trying to re-create the classic look of the games as well as the classic artwork ( as opposed to the modern, NSMB style stuff ), but also just a nod to the SNES classic edition, which I really want to put this game on once i'm finished.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: CoolCatBomberMan on February 12, 2020, 03:34:10 am
If you really want to go crazy with funky enemy designs, then how about referencing the All Night Nippon version of SMB1, somehow? Just a thought.......
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Domino089 on February 12, 2020, 03:13:35 pm
It would be great if these possibilities are included for both SMAS and SMAS + SMW

Super Mario All Stars and Super Mario All Stars + Super Mario World:

• Super Mario Bros 1, Super Mario Bros 3 and Super Mario World: when we only play with player 1 have the possibility to choose whether to play with Mario or Luigi
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Razieldemon on February 12, 2020, 06:46:30 pm
@pocket

I have done some pixel art in the past. If you got a set of background details or character sprites youd like to skip for now let me know and I can give them a shot. I dont expect my work to be in the final build but I can certainly try and see what you think.

I did have some artwork for powerups a long time ago as an example and they were all based on artwork.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Spooniest on February 12, 2020, 08:14:40 pm
I chose SMAS 2020, so stomp me. :D

I don't actually think any of the names are quite right, though, as is typical of me with situations like this.

SMAS: Mario-Painted would have been my choice. But when stuff like this happens, I remember what Nicholas Meyer said, of the changing of Star Trek II's name (without his permission) from "The Undiscovered Country" to "The Vengeance of Khan." He got on the phone to Frank Mancuso (Paramount's head of marketing) in New York and had what he described as the world's most polite argument with him about it, and then it got changed (who knows why) to "The Wrath of Khan."

Nicholas Meyer later recalled being in a marketing meeting with another bigwig who was fuming about it "Nobody knows what the word 'WRATH' means!! How did we wind up with this stupid, stupid title" and so on and so forth, "the WRATH, the WRATH, the WRATH," etc. Meyer reflected that his philosophy of creative works is that nobody cares what the work is called, nobody cares who's in the work, nobody cares what the work's about, they only care about one thing: "Is the work good?"
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: PresidentLeever on February 13, 2020, 02:25:11 pm
What is it you'd want to edit? I was actually thinking of making .bin files of completed sheets publicly available in a MEGA link so people could help out and edit if they wanted to.

Well how about the SMB1 sprites and the bomb from SMB2 to start with?

I like Redrawn. Artwork Inspired or Artwork Accurate would also work.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: pocket on February 13, 2020, 08:33:24 pm
Looks like "redrawn" is winning.  It's my least fave of the options tbh but i'll honor the poll. However, i'm going to let it run for a while, I currently have no other polls in mind anyway.

If you really want to go crazy with funky enemy designs, then how about referencing the All Night Nippon version of SMB1, somehow? Just a thought.......

That's a little TOO funky for my liking  :laugh:  While I want Lost Levels Special Edition to be a bit more "out there", I still want the foes to be believable as Mario enemies. Japanese Radio Show celebrities don't really fit the bill imo. I was thinking something more like Super Mario Land.

It would be great if these possibilities are included for both SMAS and SMAS + SMW

Super Mario All Stars and Super Mario All Stars + Super Mario World:

• Super Mario Bros 1, Super Mario Bros 3 and Super Mario World: when we only play with player 1 have the possibility to choose whether to play with Mario or Luigi

I'd love to include that but I feel like if it was possible it would be done by now. You can likely only achieve the ability to choose between Mario and Luigi by disabling 2-player mode. At least that's how the Super Mario World hacking community does things.

@pocket

I have done some pixel art in the past. If you got a set of background details or character sprites youd like to skip for now let me know and I can give them a shot. I dont expect my work to be in the final build but I can certainly try and see what you think.

I did have some artwork for powerups a long time ago as an example and they were all based on artwork.

Right now, it's the player sprites that are stressing me out the most, Hammer Bros and Special Version of Koopa Troopa are a pain in the butt too but I could manage those.

What do you mean with background detail, could you edit backgrounds? Because I'm kind of interested in changing the cave interior of SMB3 to look more like it did on the NES, and possibly changing as much of the Lost Levels Backgrounds as I can, i'm just not confident in my ability to edit background tiles without completely screwing them up, they seem to be arranged in very particular ways that I can't parse.

Well how about the SMB1 sprites and the bomb from SMB2 to start with?

I wasn't sure if you meant the SMB1 sprites for Mario or the SMB1 sprites in general. I'm letting Metal Wario handle SMB1 Mario, what I've been working on is going to be used in Lost Levels.  Keep in mind the sheet is incomplete I only have one frame for Small Mario and a lot of the frames that look different from the walk cycle and idle stance are left-overs from my first attempt at SMB1 Mario.

Here's a link to the sprites:

https://mega.nz/#F!Deox0QaJ!QzY1h8QMFx-B0x_nO3rADA

If someone wants to request a specific sprite to attempt to make their own tweaks, let me know.  But please understand if I decide not to use your version.  And please keep in mind that above all, this project is not about modernizing the sprites. I don't want this to look closer to New Super Mario Bros. That sounds incredibly boring. I want this to look closer to the artwork for these particular games. Super Mario Advance is as modern as I'm willing to go but I prefer we stay in the SNES era.

As for me, I might slow down on updating this thread, i've tried to update at least once a day but I've been neglecting a few obligations to work on this project, and, as I've said, the player sprites have made this project more stressful than fun recently, so I could use a little bit of a breather. This doesn't mean i'm stopping, i'm probably going to tinker a few hours a day and only update the thread when I feel it's worth it, or to reply to someone. I'll probably pick up the pace again once I get the SMB1 sprites and DarkSamus339's build script.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Razieldemon on February 13, 2020, 09:39:46 pm
So the pixel art is more of what I know but I do at least have a logical understanding of pixelediting using mesen.

Only problem I see running into with thatidea for the underground areas in mario 3 is im not confident with palettes.

I assume SNES also uses 8*8tiles and it stands to reason redrawing those floor tiles wouldn't bevery challenging. There are just a couple rounded edges that can be duplicated for them to work.

Ill play through SMB3 on all stars tomorrow and take a look. Only thing is if the udnerground details share the same sprite as other ares might have unintended consequences. Doesnt hurt to take a look.

Im down to work on enemies as well.Igot a good handle on what you are doing and own the SMEncyclopedia, so I have access to alot of the original art. (Nothing we havent seen before.)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 13, 2020, 10:26:45 pm
For the record, I'm only talking about the background of the caves. I like the starry look from the NES version, I like to imagine it's sparkling ore of some kind.  But I 'm not a fan of those two tone blue squares they used in the floor tile.

(https://selectbutton.s3.dualstack.us-west-2.amazonaws.com/original/3X/9/f/9f002d75fd57be87a5619490f996af24a5347094.png)

I'd be more open to the NES floor tiles if they could be made to look more like natural rock formations.

Don't worry too much about it if the idea doesn't work, I personally don't mind the way the SMB caves look in All-Stars, but I know a lot of the game's critics bring it up.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition
Post by: PresidentLeever on February 14, 2020, 05:58:17 am

Here's a link to the sprites:

https://mega.nz/#F!Deox0QaJ!QzY1h8QMFx-B0x_nO3rADA

Ok but how do I extract these? I tried changing the file extension to zip but then it says the archive is damaged.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 14, 2020, 12:48:25 pm
Ok but how do I extract these? I tried changing the file extension to zip but then it says the archive is damaged.


You just open them in an editing program like YYCHR.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: UltraEpicLeader100 on February 14, 2020, 03:18:11 pm
I gotta say. This hack looks amazing! I can't wait to see the final product.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 14, 2020, 04:37:01 pm
You just open them in an editing program like YYCHR.

And where can I get that? Not on this site or findable on google
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 14, 2020, 04:49:02 pm
https://www.romhacking.net/utilities/119
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 14, 2020, 05:15:12 pm
Ok, and then what? It won't load the english language file and the tiles are just a brown and black mess of random pixels it looks like. How do I extract your work as sprite sheets so it's easier to work with?


Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 14, 2020, 06:03:21 pm
I'm sorry, I'm not making this difficult on purpose, I'm new to hacking and I thought YYCHR was a common tool for editing graphics, and I thought supplying the .bin files as they are within the rom would be the best way to ensure that it uses all the right colors and is the right size so it works when inserted into the game.

I actually used this tutorial to learn how to use YYCHR https://www.smwcentral.net/?p=viewthread&t=88328 ...although this is mostly how to use it for Super Mario World specifically. I had to google how to get palettes for other games ( you actually have to use ZSNES of all things and make save states. )

But I think I completely misunderstood what you were asking for, it sounds like you just wanted a PNG image to edit in MS paint or photo shop? I can give you bob-omb right now, but a complete Mario sheet will take a little time. I'll edit this post when it's done.

(https://i.imgur.com/kR9WeaJ.png)

EDIT: Here's Mario.

(https://i.imgur.com/OkIoP0k.png)

Things to keep in mind:  Mario's face looks different in some poses because they're still unedited from my first few attempts at SMB1 Mario, and there's obviously still some sprites I never got around to editing like his "shrinking/growing" sprite, and most of small Mario.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 14, 2020, 08:02:42 pm
Thanks, you know it might be. I'm just a noob when it comes to the SNES scene so the tools are all new to me. :)

Anyway here's what I'd to for the bobomb from SMB2 - light source from above with more of a shine to it, and it also attempts to use the secondary light source thing they do in a lot of the mario artwork.

(https://i.imgur.com/aZpkWTT.png)
(https://www.mariowiki.com/images/3/3d/BobOmbSMA.png)

This is 3x. It's a shame you can't just click an image to make it bigger here like you can on pixeljoint for example.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Razieldemon on February 14, 2020, 09:44:17 pm
I'm sorry, I'm not making this difficult on purpose, I'm new to hacking and I thought YYCHR was a common tool for editing graphics, and I thought supplying the .bin files as they are within the rom would be the best way to ensure that it uses all the right colors and is the right size so it works when inserted into the game.

I actually used this tutorial to learn how to use YYCHR https://www.smwcentral.net/?p=viewthread&t=88328

But I think I completely misunderstood what you were asking for, it sounds like you just wanted a PNG image to edit in MS paint or photo shop? I can give you bob-omb right now, but a complete Mario sheet will take a little time. I'll edit this post when it's done.

(https://i.imgur.com/kR9WeaJ.png)

EDIT: Here's Mario.

(https://i.imgur.com/OkIoP0k.png)

Things to keep in mind:  Mario's face looks different in some poses because they're still unedited from my first few attempts at SMB1 Mario, and there's obviously still some sprites I never got around to editing like his "shrinking/growing" sprite, and most of small Mario.

thats helpful for me too thank you
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 15, 2020, 01:16:01 am
Thanks, you know it might be. I'm just a noob when it comes to the SNES scene so the tools are all new to me. :)

Anyway here's what I'd to for the bobomb from SMB2 - light source from above with more of a shine to it, and it also attempts to use the secondary light source thing they do in a lot of the mario artwork.

(https://i.imgur.com/aZpkWTT.png)
(https://www.mariowiki.com/images/3/3d/BobOmbSMA.png)

This is 3x. It's a shame you can't just click an image to make it bigger here like you can on pixeljoint for example.

I don't think the secondary light source technique works with these little sprites to be frank. The area it effects is pencil thin on the artwork, and if I were to try to emulate that on one sprite, and some of them don't have enough real-estate to spare on that kind of thing.

I do think you're on to something with the top half of the sprite though.

(https://i.imgur.com/eK28r5d.png)

Now I know I said I'd be slowing down with this thread unless I had anything major, but I couldn't stop myself and did a full reworking of the Koopalings, they all got changed ( some more than others ) ...except Ludwig. Honestly, besides the white hair, his sprite from the original game was mostly fine.

(https://i.imgur.com/rVcOtWA.png)

Some things to note, Iggy is still blue instead of green, i'm not doing any changes to the game's palette until after I get DarkSamus's build script ( Which is also why I haven't updated them in the OP yet ). I'm going to change the blue in his palette to green and change the unused grey to blue so he can keep the blue highlights in his mohawk.   Next, Lemmy's missing lower jaw in his third pose puzzled me until I realized that his third pose is actually unused in the game, so i'm not going to worry about it.  And lastly, any instances where there's just a little bit of outline cut off was present in the original game as well, you won't notice it in the original game as you're fighting in a pretty dark room.

Iggy has to be the biggest improvement here, look at the potato headed monstrosity that was my first attempt.

(https://i.imgur.com/nJNpZT4.png)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 15, 2020, 06:18:12 am
Alright cool, glad I could help! Yeah I suppose that's fair. Although those highlights tend to be about as thick as the black outlines are, it might be impossible to do the secondary light source consistently for some sprites anyway.

Nice, so do the kids all have to share the same subpalette of 15+1? a nice last touch, would be having the lower half of their faces be the more light pink/peach like in the art.

For Larry's hair, it could have more contrast and a cyan-ish highlight if that's possible.
And for Ludwig's hair, you're now doing the secondary light source thing on the lower part of it whereas before (and in the original) it's shaded darker there as if lit from above.

I think I prefer the star on Morton's face being larger like you did before honestly, it doesn't quite register as a star shape now.

Lemmy's mouth seems wrong, it's not supposed to be elongated out from his face like that, it's supposed to be wide and just a bit longer for the upper half. It now looks a bit like a duck.
https://vignette.wikia.nocookie.net/villains/images/7/74/Lemmy_SSBU.png/revision/latest?cb=20181206161616
https://pbs.twimg.com/profile_images/827959740214964225/36nko_Cz_400x400.jpg

Wendy and the others look great to me, nice work on the red glasses.

Edit:
Could you also share your .pal file for yychr? I assume the SMW one mentioned in the guide is different.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 15, 2020, 08:09:33 pm
Alright cool, glad I could help! Yeah I suppose that's fair. Although those highlights tend to be about as thick as the black outlines are, it might be impossible to do the secondary light source consistently for some sprites anyway.

Nice, so do the kids all have to share the same subpalette of 15+1? a nice last touch, would be having the lower half of their faces be the more light pink/peach like in the art.

For Larry's hair, it could have more contrast and a cyan-ish highlight if that's possible.
And for Ludwig's hair, you're now doing the secondary light source thing on the lower part of it whereas before (and in the original) it's shaded darker there as if lit from above.

I think I prefer the star on Morton's face being larger like you did before honestly, it doesn't quite register as a star shape now.

Lemmy's mouth seems wrong, it's not supposed to be elongated out from his face like that, it's supposed to be wide and just a bit longer for the upper half. It now looks a bit like a duck.
https://vignette.wikia.nocookie.net/villains/images/7/74/Lemmy_SSBU.png/revision/latest?cb=20181206161616
https://pbs.twimg.com/profile_images/827959740214964225/36nko_Cz_400x400.jpg

Wendy and the others look great to me, nice work on the red glasses.

Edit:
Could you also share your .pal file for yychr? I assume the SMW one mentioned in the guide is different.

I'm not really sure what a subpalette is. Ludwig and Larry are the only ones to share a palette, They all have 16 colors. Unfortunately, I don't think making their muzzles lighter will be an option. Perhaps if I change the grey parts of their palettes into a light flesh color it could work, i'll have to see when I get the ability to edit palettes again.

Speaking of, I had the same thought about Ludwig and Larry's hair. But like I said earlier, I'm not doing palette edits until I get the build script DarkSamus has been working on. I can however make a mock-up by altering the colors in YYCHR. I'll post that later down the line.  I haven't done much tweaking to Ludwig's original sprite so the light colors on the bottom slipped by me.

Lemmy is an odd one.  I'm trying not to reference modern Mario artwork here, but it's not like there's any good official artwork of the Koopalings in profile, so I think it's okay to take a peek at modern Lemmy art... that being said, there's not a lot of consistency here. Like, this was made for Mario Kart 8.

(https://www.mariowiki.com/images/thumb/2/25/MK8_Lemmy_Artwork.png/79px-MK8_Lemmy_Artwork.png)

But so was this.

(https://www.mariowiki.com/images/thumb/8/86/StampLemmyKoopaSmoothMK8.jpg/120px-StampLemmyKoopaSmoothMK8.jpg)

And I don't even know what to say about this.

(https://www.mariowiki.com/images/9/9e/Lemmy_vector_art.svg)

More than anything, I want to avoid referencing the 3D models since they are, in my opinion, the most boring and rigid versions of the characters to look at. But on top of that, they don't match even some of the modern 2D art. Larry's nose in 3D is really big and rounded like Bowser Jr, lacking the little button like bump where his nose should be.

With all that said, I've taken your suggestion and applied it to Lemmy because I wasn't really satisfied with him. He just has such an oddly shaped face compared to the rest of the Koopalings... but I did realize he's actually pretty similar to the King of Water Land's Kappa form, who also went through a similar change ( his picture in the OP is outdated, waiting till I can get the Dog and the Seal into the game before updating it )

Here's how they look now.

(https://i.imgur.com/dVHLi3b.png)

Looking at Ludwig again, maybe I will take another whack at him. He might look better with his head tilted a little more down but that hair is a doozy to work with since it takes up all of my real-estate for that sprite.


Ah, that tutorial I shared is actually meant just for Super Mario World. They have the advantage of having Lunar Magic to extract pal files and other things. I have no idea how to obtain .pal files from other games.  What I actually have to do is make save states in ZSNES when what I want to edit is on the screen. Best to re-name them immediately after you make them so you know what they are and don't accidentally over write them.

I can share the save states I have, but keep in mind, if you test them out in the game, a few things might not look the same since I've done palette editing work on some things ( specifically Triclyde in world 1 of SMB2, Player sprites in SMB2, Larry, Wendy, Roy, and Ludwig in SMB3 )    Here's all my save states so far: https://mega.nz/#F!WeQhyIiQ!1PZR31_M3sMMKSfcTjbJeA 
It might appear to not have everything but some of the palettes are a bit more global and you can use any of the palettes from their respective games to edit them. Although in the case of SMB1 and TLL it's good to keep in mind some things change color depending on their environment.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 16, 2020, 11:27:50 am
Ah I see, sounds like it's a bit of a hassle currently. Well these most recent ones look pretty nice I think, so good job! :thumbsup:

Sub palettes are what the sprites and tiles are divided up between for the full image (256+ colors) at any point - afaik you can use one per sprite or tile unless you use two overlapping ones which I don't think All-Stars does. I don't remember how many there are on SNES, just that there are more than on Genesis for example.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: JacobLeBeauREAL on February 17, 2020, 10:55:04 am
Honestly, I think that if you collabed with someone who is skilled at coding, you and that person could make the definitve SMAS experience.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 17, 2020, 07:48:18 pm
Honestly, I think that if you collabed with someone who is skilled at coding, you and that person could make the definitve SMAS experience.

I am collabing, with DarkSamus993. So far they've made it possible for me to use separate graphics for SMB: The Lost Levels, they're still working on a few other things you can see for yourself elsewhere in the thread.  I'm open to other people volunteering to help with things I can't do as well, but I don't like to pester so those people would have to come to me if they wanted to help.

What exactly do you have in mind that would make this the definitive experience besides the graphical changes and the brick fix for SMB1/TLL? It might not something I can do personally, but I could add it to the list of things I wouldn't mind outside help with in the OP.

EDIT: Also, I know I sound like a broken record, but I've taken a break from Lost Levels and gone back to look at Super Mario World and I cannot overstate how much the color palette for that game sucks. It's somehow worse than Super Mario Bros. 1 on All-Stars because it has so many sprites that use less than 16 colors. I tried changing the extra pitch black slots to expand some palettes in Lunar Magic but they keep saying those colors are hardcoded by ASM.  On a more positive note, i've finally organized all the SMW enemies into their own sheets to make them easier to work with ( at least as much as I could. Some of the poses are really scattered across several different files. )
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Metalwario64 on February 18, 2020, 01:12:36 am
Here's my finalized LL walking animation:
(https://i.imgur.com/izVMecE.gif)

Here's the sheet of the corrections to your sheet:
(https://i.imgur.com/Uz87F7Y.png)

I basically reverted the victory pose to the All-Stars one to make it more in line with the Lost Levels/SMB2 FDS cover artwork's pose.

[EDIT- fixed a slight oversight with his hat.]
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 18, 2020, 03:48:52 am
Here's my finalized LL walking animation:
(https://i.imgur.com/izVMecE.gif)

Here's the sheet of the corrections to your sheet:
(https://i.imgur.com/Uz87F7Y.png)

I basically reverted the victory pose to the All-Stars one to make it more in line with the Lost Levels/SMB2 FDS cover artwork's pose.

[EDIT- fixed a slight oversight with his hat.]

Thanks, they look great in motion. I'm actually a little more excited to work on the rest of the poses now, I hope I can make them look as good as these.

Actually, after testing them, I actually made some edits to what you did to finally get the ball rolling on Luigi.

(https://i.imgur.com/TkAlbvu.png)

Keep in mind this is the first attempt, I gotta figure out his idle pose a little more, it looks fine to me on the sheet but something about it in game feels off.

Since Lost Levels was the first game to implement some the mechanical difference between Mario and Luigi, i'm going to try to inject a little bit of extra personality into Luigi's poses instead of just copying Mario completely. His jumping stance is more like that of Mario 2, I wanted his skidding animation to really look like he's having trouble stopping, he's a little more nervous about shooting fire, and he takes more cover when ducking.  Was thinking he'd throw up two peace signs or maybe a thumbs up instead, not quite sure yet. I'll likely have Mario and Luigi use the same poses in SMB1 though.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: JacobLeBeauREAL on February 18, 2020, 07:12:30 am
I am collabing, with DarkSamus993. So far they've made it possible for me to use separate graphics for SMB: The Lost Levels, they're still working on a few other things you can see for yourself elsewhere in the thread.  I'm open to other people volunteering to help with things I can't do as well, but I don't like to pester so those people would have to come to me if they wanted to help.

What exactly do you have in mind that would make this the definitive experience besides the graphical changes and the brick fix for SMB1/TLL? It might not something I can do personally, but I could add it to the list of things I wouldn't mind outside help with in the OP.

EDIT: Also, I know I sound like a broken record, but I've taken a break from Lost Levels and gone back to look at Super Mario World and I cannot overstate how much the color palette for that game sucks. It's somehow worse than Super Mario Bros. 1 on All-Stars because it has so many sprites that use less than 16 colors. I tried changing the extra pitch black slots to expand some palettes in Lunar Magic but they keep saying those colors are hardcoded by ASM.  On a more positive note, i've finally organized all the SMW enemies into their own sheets to make them easier to work with ( at least as much as I could. Some of the poses are really scattered across several different files. )
Honestly, the only real change would probably be the option to play as Mario OR Luigi in single player
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: Metalwario64 on February 18, 2020, 11:50:17 am
Thanks, they look great in motion. I'm actually a little more excited to work on the rest of the poses now, I hope I can make them look as good as these.

Actually, after testing them, I actually made some edits to what you did to finally get the ball rolling on Luigi.

(https://i.imgur.com/TkAlbvu.png)

Keep in mind this is the first attempt, I gotta figure out his idle pose a little more, it looks fine to me on the sheet but something about it in game feels off.

Since Lost Levels was the first game to implement some the mechanical difference between Mario and Luigi, i'm going to try to inject a little bit of extra personality into Luigi's poses instead of just copying Mario completely. His jumping stance is more like that of Mario 2, I wanted his skidding animation to really look like he's having trouble stopping, he's a little more nervous about shooting fire, and he takes more cover when ducking.  Was thinking he'd throw up two peace signs or maybe a thumbs up instead, not quite sure yet. I'll likely have Mario and Luigi use the same poses in SMB1 though.
Lookin' good so far! I like how his fireball pose is similar to the SMAS+W animation. I like when Luigi has his own animations in general, which is something Smash Bros. has always done right.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: WebSlinger on February 18, 2020, 05:47:34 pm
Haven't replied in a while, this WHOLE thing is turning out perfectly! WOW!!!!!  Do you still need someone to change the names in the credits etc?
Editing text in the game is easy as pie!  8)
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 19, 2020, 04:09:59 am
I finished all of Mario and Luigi's big sprites for Lost Levels. I think I should re-work Luigi's swimming sprites. For some reason the swimming sprites give me a lot of trouble. Doesn't help that for no reason Mario and Luigi share a sprite for their legs while swimming. Next is small Mario and Luigi. I've started on Small Mario already but I don't know how i'm feeling about it.
(https://i.imgur.com/JO8mxJF.png)

And I think i've finally finished Lost Levels enemies.  It's not the most exciting decision, but  for Bullet Bill, I've based the special version on Super Mario Land, and Koopa Troopas simply stand upright. I've also migrated the new Hammer Bros sprites to Lost Levels vanilla. The SMB1 hammer Bro will be slightly modified versions of those sprites resmbling the Hammer Bro on the box art. Piranha Plants are now based on the SMB1 versions of Munchers from Mario Maker.

(https://i.imgur.com/DzCkE33.png)

All that's left for both versions is finding a way to differentiate Toad, Peach, and Bowser from SMB1. I'll have to hold off on the special version, since it's going to require Palette editing. I already said I'm going to turn Special TLL Bowser into Blue Ox Bowser, but for Peach and the Toads, I was thinking of basing them off of this:

(https://pbs.twimg.com/media/DnAxTpEU0AANQz1.jpg)

With the Princess as a true Toadstool and Toad based more on those mushroom soldiers. This would require me to draw that giant sprite of the Princess kissing the player at the ending and that's a daunting task, so we'll see. Perhaps I'll leave Peach and the Toads the same... Maybe change her to Daisy instead?

For vanilla, I've already decided the Toads are just going to have blue spots instead of red. But I've got nothing for Bowser and Peach. But I've gotta do something for Peach at the very least, she had a new unique sprite in the original Lost Levels after-all.

Honestly, the only real change would probably be the option to play as Mario OR Luigi in single player

Unless i'm wrong, I think that could only be achieved by disabling multiplayer. If that is something people would be okay with, I would be open to it as an optional patch. Sadly, there's not a lot of multiplayer in my life, especially for retro games, so I wouldn't mind it myself.. especially if we could get Luigi's Lost Levels physics working in SMB1, 3, and World.

That's all up to outside help of course, but i'll add it to the list of things I would like help with in the OP. Once this is nearing a more complete version I might make a post in the help wanted board to see how much we can get from that list.

Haven't replied in a while, this WHOLE thing is turning out perfectly! WOW!!!!!  Do you still need someone to change the names in the credits etc?
Editing text in the game is easy as pie!  8)

I do. I need to change "Clawglip" to "Clawgrip" in the ending sequence of SMB2. And I believe earlier in the thread someone mentioned something about combining the ending of the English and Japanese releases of SMB3. The only one that's important is Clawgrip imo, so if we can't combine the two SMB3 endings then i'll just opt to leave it unchanged.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 19, 2020, 05:55:56 am
(https://i.imgur.com/6iN6gqU.png)
3x: https://i.imgur.com/oPwkATM.png

A couple of edits I would make - adding more shading to the koopas' (and cloud koopa) skin to make them less flat and more consistent with other sprites, increasing the contrast on the stomach skull of the hammer bros to make it read better, and editing the purples a bit to make them more consistent in brightness and make the darkest shade further from black.

Personally I like the vanilla versions of bullet bill, the piranha plants and the fireball better, dunno what everyone else thinks. The rest looks great!
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 19, 2020, 06:28:44 am
I actually tried that method of shading on the Koopas when I first started editing SMB1 graphics.
Unfortunately, it's not a viable option, as the lighter shade you used on the skin turns blue in underground settings, and light grey in castle settings, while the rest of the body stays tan, and it really looks bad.  If I can find a way to keep those colors from changing depending on environments without screwing up other objects, I'd love to have that extra bit of shading. I get nervous about editing Palettes that are shared between several sprites though.

It will work for Lakitu though, since, as far as I know, Lakitu only appear in the grassland setting.
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: PresidentLeever on February 19, 2020, 02:01:46 pm
Ah I see, but how about using the brightest hammer bro (original) skin shade then?
https://i.imgur.com/0aBwyqT.png
Title: Re: Super Mario All-Stars, Artwork Faithful Edition ( New Poll to re-name project )
Post by: pocket on February 19, 2020, 02:23:35 pm
That's actually the same color. Hammer Brothers get away with it because they don't appear Underground. They only rarely appear in castles, and it's not as noticeable there. I certainly never noticed it until I started testing and looking for this kind of thing. You can see for yourself on this Sprite sheet.

(https://www.spriters-resource.com/resources/sheets/6/6195.png)

It's not so bad in castles but it really pops out Underground

EDIT: Well, looks like Redrawn won by a pretty big margin. I'll have to put a disclaimer that this has nothing to do with the existing SMW redrawn hack... and I'll need to come up with a name for the stand alone version of SMW when I get around to doing it since SMW Redrawn is taken.  I have many regrets including that option.

For now, i'm going to make a new poll regarding what I should do with Peach in the Vanilla Lost Levels. Actually what I'd like to do is squeeze Daisy into the game if you beat SMB1 or TLL as Daisy, but since I can't do that, I figure I'd throw the idea of her being the princess of Lost Levels instead.
Title: Re: Super Mario All-Stars Redrawn
Post by: Domino089 on February 21, 2020, 11:40:04 am
  • Enable the player to choose between Mario or Luigi in SMB1 and SMB3, if this cannot be achieved without disabling multiplayer, then I would prefer it to be an optional patch, and if possible, I'd like Luigi's Lost Levels Physics to carry over

For this option please also include SMW for SMAS + SMW
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on February 22, 2020, 01:58:30 am
For this option please also include SMW for SMAS + SMW

Slipped my mind, I updated the OP.  I'm not counting on that to be a made into a reality, but it would be nice if it happened.
Title: Re: Super Mario All-Stars Redrawn
Post by: TCgamerboy2002 on February 22, 2020, 12:07:14 pm
Slipped my mind, I updated the OP.  I'm not counting on that to be a made into a reality, but it would be nice if it happened.

Besides, people redraw SMW on a daily basis, so there's no real need to do so at the moment.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on February 22, 2020, 03:17:58 pm
Besides, people redraw SMW on a daily basis, so there's no real need to do so at the moment.

I think you misunderstood, it's not that a SMAS+W version of this hack won't likely happen, it's that the "Choose between Mario and Luigi" feature isn't likely unless someone can volunteer to make it so.

A SMW is... pretty likely to happen, in fact, I've already begun working on it a little.

(https://i.imgur.com/VJFseRh.png)

I just don't show it off much because i'm not super enthusiastic about re-drawing SMW, The game's color palette is honestly a joke to work with, and if we can't fix the Koopaling's colors I might cancel it altogether.

February 24, 2020, 02:27:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I know this will come across as a bit hypocritical considering that I said one of the problems I had with SMB1 is that they copy-pasted Mario's SMB3 sprite into SMB1 and TLL, but I was thinking of taking what was done with the TLL Mario sprites and using them as a base to revamp the SMB3 sprites.

(https://i.imgur.com/Kw6zm4Z.png)
(https://i.imgur.com/zk3XI6P.png)

I didn't want to just copy paste of course so I added the black outlines and tweaked some parts based on what I already did in SMB3.

I really want Mario's idle pose to look more natural, but unlike SMB1 and TLL, it's part of the walking animation. It makes his walk look more like a slide, so i'm not sure how I can keep his idle stance looking natural while still looking like a natural part of his walk cycle.  I wish I could just separate his idle stance from his walk animation, but alas.
Title: Re: Super Mario All-Stars Redrawn
Post by: Razieldemon on February 24, 2020, 08:44:08 am
actually pocket he looks right at home... almost moreso than in the game you designed him for
Title: Re: Super Mario All-Stars Redrawn
Post by: Metalwario64 on February 24, 2020, 02:36:15 pm
Looks good to me!
Title: Re: Super Mario All-Stars Redrawn
Post by: PresidentLeever on February 24, 2020, 03:35:42 pm
I like it overall. The idle pose seemed like it could be better so I had a go at it based partially on the artwork below (no I didn't try to make him squat), but I'm not sure it's really better. At least it looks like he's still rather than about to take a step. I also tweaked the shoes to be more like the artwork, and did some minor tweaks to the shading of the other frames. Below those is the same pose you had with just tweaked shading if you don't like this new one.
(https://i.imgur.com/2UTSy2w.png)
1x: https://i.imgur.com/phXuyXr.png

(https://www.superluigibros.com/images/media/artwork/nes/super_mario_bros3/Mario/Raccoon_Mario_attacking.jpg)
Title: Re: Super Mario All-Stars Redrawn
Post by: Domino089 on February 24, 2020, 07:06:14 pm

(https://i.imgur.com/Kw6zm4Z.png)
(https://i.imgur.com/zk3XI6P.png)


I think that the inactive pose should have the head in perspective, that the two eyes of Mario look, since the body is also in perspective showing the two legs
Title: Re: Super Mario All-Stars Redrawn
Post by: NiO on February 24, 2020, 10:34:19 pm
Just put the legs/foots closer instead and it may work.

Looks good enough so far.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on February 24, 2020, 10:58:38 pm
I like it overall. The idle pose seemed like it could be better so I had a go at it based partially on the artwork below (no I didn't try to make him squat), but I'm not sure it's really better. At least it looks like he's still rather than about to take a step. I also tweaked the shoes to be more like the artwork, and did some minor tweaks to the shading of the other frames. Below those is the same pose you had with just tweaked shading if you don't like this new one.
(https://i.imgur.com/2UTSy2w.png)
1x: https://i.imgur.com/phXuyXr.png

(https://www.superluigibros.com/images/media/artwork/nes/super_mario_bros3/Mario/Raccoon_Mario_attacking.jpg)

I like the new shading on the legs a lot, i'll incorporate that into what i'm doing.

I think that the inactive pose should have the head in perspective, that the two eyes of Mario look, since the body is also in perspective showing the two legs
I suppose you have a point, but if I change anything, it would have to be the leg. If I change his head position it will affect his walk cycle.  Mario's head doesn't move in SMB2 but in all the other games in the collection it moves as he walks.

It's a real shame Mario's idle stance is used for his walk animation in SMB3, his idle pose looks really unnatural to me. Also baffling, why Mario has a different sprite for his idle stance in SMB1 since it's the exact same pose as one of his walking animation.  Real answer is probably that it's a left over from the NES game.

I'm going to have to use similar trickery for Super Mario World's animation, but lucky for me, Mario's head is static in SMW...  I'm thinking I may copy Mario's color palette in All-Stars to SMW.  He's way too desaturated all over in SMW in my opinion.

Just put the legs/foots closer instead and it may work.

Looks good enough so far.

I just tried it out

(https://i.imgur.com/zUrIDnj.png)

Still kinda looks like he's sliding along, but maybe i'm just being overly critical on myself. I looked at his original walk cycle on a clean rom and it doesn't look much better, I just never noticed it before because I wasn't looking for mistakes.


EDIT: Always weirded me out how Toad kinda looked like he had a ears, a nose, and a little bit of hair in the minigame houses so I changed him to look more like his art, and also made him more lively.
(https://www.mariomayhem.com/reference/smb3_transform/smas-smb3_text.png)
(https://i.imgur.com/uHVpiyQ.png)

Title: Re: Super Mario All-Stars Redrawn
Post by: PresidentLeever on February 25, 2020, 05:46:02 am
I just tried it out

I like it!

New toad looks good too, though it seems you've simplified the shading of his head a bit so it's a tad flatter.
Title: Re: Super Mario All-Stars Redrawn
Post by: julayla on February 25, 2020, 09:04:56 am
Yep, he looks less freaky humanoid and more like a Toad now.
Title: Re: Super Mario All-Stars Redrawn
Post by: Domino089 on February 25, 2020, 02:58:21 pm
EDIT: Always weirded me out how Toad kinda looked like he had a ears, a nose, and a little bit of hair in the minigame houses so I changed him to look more like his art, and also made him more lively.
(https://www.mariomayhem.com/reference/smb3_transform/smas-smb3_text.png)
(https://i.imgur.com/uHVpiyQ.png)

Since you mentions the minigames houses I would love to see Mario and Luigi according to the transformation they have at the moment, the original game only shows us Mario (Luigi), Super Mario (Luigi) and Mario (Luigi) Raccoon. Missing (Mario and Luigi) Fire, Hammer, Tanooki and Frog (For these the original game only employs Super Mario (Luigi)). I know that you do not have the ability to do this but it is possible that you include it in the requests list maybe someone is interested in doing so and can redirect the appropriate image of Mario and Luigi according to the suit they have at the time.

Something that if you can fix in the mini games house at the moment is the image of small Mario and Luigi they need white gloves and if possible fix their eyes and put the white part
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on February 26, 2020, 11:34:43 pm
Since you mentions the minigames houses I would love to see Mario and Luigi according to the transformation they have at the moment, the original game only shows us Mario (Luigi), Super Mario (Luigi) and Mario (Luigi) Raccoon. Missing (Mario and Luigi) Fire, Hammer, Tanooki and Frog (For these the original game only employs Super Mario (Luigi)). I know that you do not have the ability to do this but it is possible that you include it in the requests list maybe someone is interested in doing so and can redirect the appropriate image of Mario and Luigi according to the suit they have at the time.

Something that if you can fix in the mini games house at the moment is the image of small Mario and Luigi they need white gloves and if possible fix their eyes and put the white part

I think we can assume that if I make a change to one sprite, i'm going to try to make it universal across all sprites, but to answer your question, yes.

(https://i.imgur.com/VzuGPYs.png)

It's slightly based on my Big Mario sprites since that's basically what they did in the original game. I don't know if i'll change the "Big" Mario sprite for minigames beyond giving him blue eyes and the yellow soles on his shoes, we'll see.

I'll add your other suggestions to the OP. I don't know if I want to add too much more to the OP because at this point I feel like i'm asking people to do more work than I am.

I like it!

New toad looks good too, though it seems you've simplified the shading of his head a bit so it's a tad flatter.


See above, better?

Haven't had much time to work on sprites recently, though aside from player sprites and things I need to wait for the build script for, all that's left is polishing, there's very few unedited sprites left in the game aside from a few blocks and items I don't intend to change... also SMB3 items but I think I need to find a more organized approach for that, I can't tell where any of the items are used when I'm editing the combined GFX.

EDIT: Wow. New Super Mario All-Stars for NES hack on the front page has Mario Bros. Classic.   Now I really wish I could squeeze an extra game in there. I can dream.
Title: Re: Super Mario All-Stars Redrawn
Post by: PresidentLeever on March 03, 2020, 12:22:17 pm
It looks to me like the original head uses at least one more shade, adding more depth. But it's not a big deal.
Title: Re: Super Mario All-Stars Redrawn
Post by: WebSlinger on March 03, 2020, 02:17:20 pm
Still need any help with the rom?  Text hacking or anything? Seems all my replied get ignored for some strange reason.
Title: Re: Super Mario All-Stars Redrawn
Post by: Razieldemon on March 03, 2020, 03:25:53 pm
maybe the thread was moving too fast... hes said a few times hes open to help. Id love to see a variant where luigi physics gets some love in smb1 smb2 smb3 and smw as an alternate hack of this. Id take an adjusted x axis and y axis mod if itd perform well.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on March 03, 2020, 11:48:52 pm
Still need any help with the rom?  Text hacking or anything? Seems all my replied get ignored for some strange reason.

I did reply to you, check the bottom of reply #264, but in a word, yes I still need help, but I'm still waiting for darksamus933's build script before I do anything other than editing pixels.

maybe the thread was moving too fast... hes said a few times hes open to help. Id love to see a variant where luigi physics gets some love in smb1 smb2 smb3 and smw as an alternate hack of this. Id take an adjusted x axis and y axis mod if itd perform well.

I would love that, maybe even add Luigi's bouncier fireballs from Super Mario Advance.  I think this could only be done by disabling two player though. I don't know that for sure, being that i'm only a pixel artist and all. But if that be the case, I would love to make that an alternate version, as I think the classic "Take turns" multiplayer is lame and could do without it.  The only down side is my Mario Bros. Arcade sprites would go unused.

In any case, sorry for the long silence, haven't been working on the project lately, been taking a bit of a break to indulge in other distractions, attend to other obligations, ect.  And there's not a ton left to do anyway. Mostly just player sprite stuff and a few other bits and pieces here and there.  Everything else is not within my ability to do so, or it's stuff that has to wait until after I get that build script. 
Title: Re: Super Mario All-Stars Redrawn
Post by: Razieldemon on March 04, 2020, 01:16:17 am
im honestly blown away by what you did in a short amount of time. I work exactly the same way. Unfortunately when I burn out im fully burnt out uulsually.

this has so much promise im fine with relaxing until your batteries are recharged.

darksamus is super reliable so its just a matter of time i think.
Title: Re: Super Mario All-Stars Redrawn
Post by: WebSlinger on March 09, 2020, 06:41:45 pm
I did reply to you, check the bottom of reply #264, but in a word, yes I still need help, but I'm still waiting for darksamus933's build script before I do anything other than editing pixels
My bad, didn't see that since that was a large reply :P
Yeah I can most definitely change Clawglip to Clawgrip. 8)
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on March 10, 2020, 09:18:17 pm
Nothing new to update, I just wanted to say Happy Mar10 everyone.  This series means a lot to me, Mario was the first thing I ever became super invested in back when I was a little one and I never grew out of it so it's also my longest lasting obsession, and even with all of the amazing new games released in the near 40 year run, the games collected within Super Mario All-Stars remain my absolute favorites in the series.  The All-Stars versions of SMB2 and 3 were my favorite versions of the game, so here's to making the SMAS versions of SMB1 and TLL my favorite versions too, and making SMB2 and 3 even better.

And thanks for all the feedback and the help to everyone who's been following this thread.
Title: Re: Super Mario All-Stars Redrawn
Post by: Razieldemon on March 14, 2020, 02:55:16 pm
Always. I look forward to your future projects
Title: Re: Super Mario All-Stars Redrawn
Post by: cartridge_rom on April 18, 2020, 08:59:50 pm

This project has a fantastic art quality, will it be continued ...?

or is waiting ... :'(
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on April 22, 2020, 06:04:13 am
I haven't worked on it in a while i'm sorry to say, the people helping me with this project are taking extended breaks and I guess I just stalled out as well feeling like there was little I could do. ( Not that I fault them for it, I want them to take all the time they need, especially in these trying times. )

I fully intend to return to this project eventually, even if it means moving on without help ( hoping it won't come to that though ), and if I don't return to it, idk maybe i'll release what I have already done and permit others to pick up where I left off, but hopefully it won't come to that.

Sorry for the silence and taking so long to reply. I haven't thought to check until the Mario Maker Update reminded me to come back here and peek at my topic... it's funny that even though they gave the SMW Koopalings a facelift, they still look all kinds of gnarly and retain their incorrect colors.  Maybe the world just isn't ready for correctly colored Koopalings in SMW style.
Title: Re: Super Mario All-Stars Redrawn
Post by: jim35 on April 22, 2020, 06:46:27 am
don't say that i love this project
Title: Re: Super Mario All-Stars Redrawn
Post by: Uberdubie on April 22, 2020, 11:11:57 pm
I haven't thought to check until the Mario Maker Update reminded me to come back here and peek at my topic... it's funny that even though they gave the SMW Koopalings a facelift, they still look all kinds of gnarly and retain their incorrect colors.  Maybe the world just isn't ready for correctly colored Koopalings in SMW style.
LMAO.  I thought the exact same thing after seeing the new Koopalings in Mario Maker.  If they couldn't take the time to remake them in an improved style superior to Super Mario World, at least they could re-hash the old SMW sprites with a few new frames of animation, or use the same old sprites from All Stars (same for the sun enemy) with the correct colors.  The sprites in this hack (along with countless other works from the talented romhacking community) put Mario Maker to shame yet again.

Anyway, don't worry about slowing things down due to various circumstances.  I'm sure most of us are happy to wait as long as it takes for this incredible project to reach its potential.  ;)
Title: Re: Super Mario All-Stars Redrawn
Post by: Rulue on April 23, 2020, 01:32:51 am
I just registered just to tell you how much I love your project! Great work so far, and I'm really looking forward to this!
Don't worry about taking too long or something like that. Take how much time you need, there is no need to rush things. Your work is great and you shouldn't feel pressured to update. There is no need to apologize.
Title: Re: Super Mario All-Stars Redrawn
Post by: punkyroo on April 28, 2020, 05:59:05 pm
I as well registered to this forum because I was inspired by this project!!  I LOVE SMB2 and honestly wish there were more games like it.  I was looking into getting into romhacking purely to create a new SMB2 similar to "Return to Subcon."  I was particularly interested in hacking the SNES version.

I am new to rom hacking (so would like some advice on where to start for SMAS - SMB2) but I have a lot of experience in graphic design and writing code.
Title: Re: Super Mario All-Stars Redrawn
Post by: DarthMJS on April 29, 2020, 01:00:48 am
I know i am late to the game here but I just wanted to say that the work that was put into this project is absolutly amazing and I am really looking forward to checking out the final version. Take as much time as you need with the final product. My apologies if this was mentioned and i missed it, but are you changing any of the level backgrounds or is that staying the same? like example, the "bonus" mario pic when you enter the first pipe in smb1. wouldn't mind the music being restored if possible too.

Loving the nostalgia.... keep up the great work!  :thumbsup:
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on May 02, 2020, 02:50:41 am
I as well registered to this forum because I was inspired by this project!!  I LOVE SMB2 and honestly wish there were more games like it.  I was looking into getting into romhacking purely to create a new SMB2 similar to "Return to Subcon."  I was particularly interested in hacking the SNES version.

I am new to rom hacking (so would like some advice on where to start for SMAS - SMB2) but I have a lot of experience in graphic design and writing code.

I'm not sure if this is much help to you, but if you look for Yoshifanatic's disassembly, you could make the All Stars version of SMB2 a stand alone game without losing the ability to save the game, so if you want to hack SMB2 but you specifically want to hack the SNES version, that might be something to consider.  Same thing goes for any of the SMAS games really, but I wouldn't recommend it for SMB1 or TLL until someone can get the brick physics patch working for the disassembled games without them crashing.

I know i am late to the game here but I just wanted to say that the work that was put into this project is absolutly amazing and I am really looking forward to checking out the final version. Take as much time as you need with the final product. My apologies if this was mentioned and i missed it, but are you changing any of the level backgrounds or is that staying the same? like example, the "bonus" mario pic when you enter the first pipe in smb1. wouldn't mind the music being restored if possible too.

Loving the nostalgia.... keep up the great work!  :thumbsup:

The most I can do on my own is remove the Mario and Luigi bonus room faces in the background, I currently have no plans for a version without those faces but I can drop a little tutorial on how to remove them yourself with the program I use, YYCHR. But unfortunately, I can't alter the music or add new background graphics without removing existing graphics. ( Real shame, I wouldn't mind doing it to further differentiate TLL and make a few levels in SMB3 more thematically appropriate, but unfortunately, All Star Hacking is a long way from being where Super Mario World is )
 
All I can do is the pixel art, i've been relying on outside help for everything else which is actually a big part of why the project is on hold ( Though it's also because I wanted to take a break as well ).
Title: Re: Super Mario All-Stars Redrawn
Post by: punkyroo on May 02, 2020, 09:41:53 am
I'm not sure if this is much help to you, but if you look for Yoshifanatic's disassembly, you could make the All Stars version of SMB2 a stand alone game without losing the ability to save the game, so if you want to hack SMB2 but you specifically want to hack the SNES version, that might be something to consider.  Same thing goes for any of the SMAS games really, but I wouldn't recommend it for SMB1 or TLL until someone can get the brick physics patch working for the disassembled games without them crashing.



PERFECT.  Thanks for the heads up about disassembly.  I will definitely check that out.  I'll see what I can do about hacking the a standalone SNES SMB2
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 03, 2020, 05:52:04 pm
Here's a brickfix for Yoshifanatic's disasm of SMB1
Code: [Select]
SMB1Routine_Macros_SMB1.asm

CODE_03BFA9:
JSR.w CODE_03BFCE
LDA.b #$01     --- note_2
STA.w $03EE,x
LDA.w !RAM_SMB1_Global_SoundCh3
BNE.b CODE_03BFBB
LDA.b #!Define_SMAS_Sound0063_BreakBlock
STA.w !RAM_SMB1_Global_SoundCh3
CODE_03BFBB:
JSR.w CODE_03BFF5
LDA.b #$FE ; Glitch: This should be #$01, because this value results in Mario rising when breaking a brick.
STA.b !RAM_SMB1_Player_YSpeed  --  note_2
LDA.b #$05
STA.w $014A
JSR.w CODE_03BD5D
LDX.w $03F0
RTS

;--------------------------------------------------------------------

CODE_03BFF5:
LDA.w $0226,x  ---  note_1
STA.w $03F3,x
LDA.b #$F0
STA.b $6A,x
STA.b $6C,x
LDA.b #$FA
STA.b $AD,x
LDA.b #$FC
STA.b $AF,x
STZ.w $0449,x
STZ.w $044B,x
LDA.b $85,x
STA.b $87,x
LDA.w $0226,x  ---  dupe_1
STA.w $0228,x  ---  optimise_1
LDA.w $0244,x
CLC
ADC.b #$08
STA.w $0246,x
LDA.b #$FA
STA.b $AD,x
RTS

which we optimise to this and fits

Code: [Select]

CODE_03BFA9:
JSR.w CODE_03BFCE
LDA.b #$01
STA.w $03EE,x
STA.b !RAM_SMB1_Player_YSpeed
STA.w !RAM_SMB1_Global_SoundCh1
LDA.w !RAM_SMB1_Global_SoundCh3
BNE.b CODE_03BFBB
LDA.b #!Define_SMAS_Sound0063_BreakBlock
STA.w !RAM_SMB1_Global_SoundCh3
CODE_03BFBB:
JSR.w CODE_03BFF5
LDA.b #$05
STA.w $014A
JSR.w CODE_03BD5D
LDX.w $03F0
RTS

;--------------------------------------------------------------------

CODE_03BFF5:
LDA.w $0226,x
STA.w $03F3,x
STA.w $0228,x
LDA.b #$F0
STA.b $6A,x
STA.b $6C,x
LDA.b #$FA
STA.b $AD,x
LDA.b #$FC
STA.b $AF,x
STZ.w $0449,x
STZ.w $044B,x
LDA.b $85,x
STA.b $87,x
LDA.w $0244,x
CLC
ADC.b #$08
STA.w $0246,x
LDA.b #$FA
STA.b $AD,x
RTS

Lost Levels is basically copy-paste and not posted.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 11, 2020, 12:07:58 am
Super Mario All-Stars (USA)
-- suggested patch: brick fix

-- testers wanted:
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-10___smas_smb1_luigi.ips


Asking for opinions. This does not contain any of pocket's redraw. It's not finished either and can use some code reduction.


================================


Continual edits:
SMB3 now has 1P selectable Luigi also. IPS not made yet. Working on adding LL physics.

SMB3 cycles between 2 walk, run frames ($7C, $7E). But when idle, we can check the xspeed + yspeed and use our own frames methinks.

Luigi physics is harder but maybe something can be done. $82 frame is for fast turn so that's a clear skid.

================================

SMB3 Luigi now has Lost Levels-style physics. Not so floaty though.

================================

Interesting note. Early 2020, Lui has ported the Advance physics to World. 99.9%.
https://www.smwcentral.net/?p=viewthread&t=100361


This was cool reading material
https://www.mariowiki.com/Super_Mario_Bros.
https://www.mariowiki.com/Super_Mario_Bros.:_The_Lost_Levels
https://www.mariowiki.com/Super_Mario_Bros._2
https://www.mariowiki.com/Super_Mario_Bros._3
https://www.mariowiki.com/Super_Mario_World


SMW Luigi selection working.

================================

New test patches:
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-10___smas_luigi.ips
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-10___smasw_luigi.ips

- Adds Luigi 1P select to SMB1, SMB3, SMW
- Adds Lost Levels physics to SMB1
- Adds Lost Levels-style physics to SMB3

===============================

pocket isn't around for now. Keep spamming until I get bored of this.


SMB1: added Fake Bowser sprites (Worlds 1-7) and Real Bowser sprite [World 8]
-- pocket will have to redraw him ;)


I've almost added the additions
SMB1: Swap Peach for Daisy when Luigi is player (sprite + ending)

SMB1: Change Toad's cap colors (Worlds 1-7) -- will use palette 3
(since each world has different Toads)


All this atm will require expanded ROM, which likely conflicts with DarkSamus' Lost Levels and other gfx updates. But for now until everything gets merged, whatever.

Considering that SMW uses enough 3bpp gfx, that ROM expansion may get ugly for that game.

===============================

What a pain. But SMB1 Toad now has his own custom palette for Worlds 1-7.


Just realized DarkSamus993 posted a sample build script for TLL expansion. :falls off chair: :Ugh!:

(Wish I saw that a bit sooner. But! At least I can preview what's going to conflict ahead of time. I see some areas of interference so... I'll have to update on my end)


DarkSamus993 did some curious work but nothing major collision with my stuff thankfully. Took lot more work than I would've expected to get SMBLL to swap out graphics.


I'm (almost) sure it is possible to have Toad play the same animation in SMB1. Already have an idea to test for that. Or even remove the jumping which would be more like "classic edition". Leave SMBLL to have the fancy new upgrade stuff.

Having new color hats is already a SMB1 improvement.


SMB1 now plays Toad Castle 1-4 script for all castles.
Time to swap out SMB1 Peach (Mario) for Daisy (Luigi) next.


And something I noticed about brickfix. The SMB1 demo ends way too early now. :)
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 15, 2020, 06:56:12 pm
I tried the Luigi patch on the game without SMW using bsnes v115. In Super Mario 1, I got up world 5-1 and there were no issues. After I finished the first level and got to the map in Super Mario 3, Luigi's sprite disappeared and I couldn't move at all. All I hear is the bump sound effect when I try to move around.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 16, 2020, 08:34:17 am
Aha! Thanks for pointing it out. I'll post an update here when I solve this bug.


EDIT: Oka~y. This one is going to be harder to sort out. Not writing the map completion data correctly. Eh. Keep looking into it.

================================


SMB3 Luigi should be usable now. Loads his data when starting the overworld map.
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-14___smas_luigi.ips
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-14___smasw_luigi.ips
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 17, 2020, 12:08:29 am
I continued my Luigi playthrough of Super Mario 1 on vanilla All Stars. I finished the first and second quests without any issues.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 17, 2020, 10:48:20 am
:cool: Thanks for testing SMB1!


Other project names?
Code: [Select]
Renaissance
Radiant
Treasure - Jewel - Gem - Ruby - Onyx - Sapphire
Revisited
Polished
One More Beer, Please!


===============================


SMB1 Luigi now has Princess Daisy replacing Toadstool with non-shared palettes. Of course, the graphics are the same until pocket comes around.

Although I'm thinking it could be possible to split some shared enemy palettes for SMB1 since Palettes 2/3 are mostly unused??

As for different Koopa shading environments (aboveground, underground, castle) I wonder if something could be done later..


Looking at the bucket list, there's still
- SMB1: remove drums from underground experiment
- SMBLL: port SMB1 changes here (Toadstool/Daisy, Toad palettes, Fake Bowser)
- SMB2: try adding new idle stances
- SMB3: whole lot here not covered by DarkSamus993
- SMW: low priority
- Misc: check wikis for regional changes, versions?


Guess I'll keep working on some things on and off while pocket's away.
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 17, 2020, 02:59:05 pm
I applied the new Luigi patch and got through world 1 of Super Mario 3 without any problems. As soon as I chose the first level in world 2, it warped me to the wand ceremony and did the same thing after selecting the first level in world 3.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 17, 2020, 10:17:03 pm
Funny thing. Finished World 1. Saved and quit. Reloaded and it worked. But didn't think to save and continue. That's fixed now.
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-17___smas_luigi.ips
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-17___smasw_luigi.ips

Thanks for pointing that out!


EDIT: I'm wondering if the warp whistle has the bug too.. Nope. Seems okay.

===============================

TLL = custom Toad palettes for non-princess worlds, custom fake bowser for non-princess worlds

Bowser's Brother (Blue Bowser) I haven't gotten to yet. May take some thought.


I suppose a palette swap could work as a temp measure. Finding an injection time to swap the brother and then the real one would take some careful planning.


TLL = Luigi + Daisy replacement ending sprites now in.

===============================

Almost figured out SMB2, adding idle poses for all 4 characters. There's conveniently (??) four empty animation slots per person, of which 2 are needed for big + small.

SMB2 players now have separate idle poses.
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 18, 2020, 09:30:48 pm
Tried the new patch on Super Mario 3 and I'm happy to report that I found no issues. I went through every single level, 1up games and toad houses. Thanks for the fixes, stratoform. I really hope you guys are able to add all of the redrawn sprites to the game.
Title: Re: Super Mario All-Stars Redrawn
Post by: Le_Broomstick on May 19, 2020, 07:26:33 am
(https://imgur.com/zU8ctu7)
Perhaps you could make SMB3 Bowser's jaw a little smaller (Side profile). Doesn't look right. Maybe something like this?
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 19, 2020, 10:12:16 am
Thanks for testing Dawdle! That is a relief for me. No more bugs to figure out.

When @pocket comes around, I guess he'll have some work to go on and we'll all figure out what to do from there. ;)


SMB2 has enough empty tiles in vram. I'm wondering if one could be used to swap out for angry Phanto.


Guess I'll look into some SMB3 stuff and then take a break. Nintendo code can be infuriating to figure out. :lol:
(which reminds me to publish my source code sometime)
Title: Re: Super Mario All-Stars Redrawn
Post by: Domino089 on May 19, 2020, 05:26:17 pm
Thank you very much @stratoform for a long time I have made the request to be able to choose a character when you play as player one in SMB1, SMB3 and SMW it is finally real, I have found some errors in the patch for SMAS + SMW in SMB1

When you start a new game and play as Luigi, Mario's head with a green hat appears on the first screen and when you lose a life it is already displayed correctly

(https://i.imgur.com/UVFMDV0.png)

(https://i.imgur.com/TrTMzhl.png)

Some problems with the Goomba sprites are appreciated, before it appears in front of the character either playing with Mario or Luigi, a part of the sprite appears first behind and additionally the true sprite is incomplete, this happens in most of the Goomba, even the problem persists after finishing level 1

(https://i.imgur.com/5HlD5PN.png)

(https://i.imgur.com/WhKmMbl.png)

PS: Could you make a patch to be able to choose between Mario and Luigi for player one in individual SMW and update Luigi's sprites for those that appear in SMAS + SMW?
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 19, 2020, 05:45:32 pm
Thanks @Domino089! Can't believe I didn't notice the Mario head with Luigi's colors. :rofl: Affects SMAS also.


The Goombas = huh. Didn't test SMAS+W as much but I'll have to get on that one. Something got damaged when I added the Fake Bowser code. Will edit a post here when I sort it out later.


Yeah, I think I could do standalone SMW Luigi selection because World was more forgiving about it than SMB1 or SMB3. And backport the new sprites to standalone..? I imagine someone must've done it already but I'll check also to be sure.
Title: Re: Super Mario All-Stars Redrawn
Post by: ShadowOne333 on May 19, 2020, 06:53:30 pm
Damn strato!
I've always dreamed of being able to play as Luigi or select character in SMAS+SMW, and with your hack it is now possible!
It's amazing! Can't wait to see the SMW portion get the same treatment :)

Quick question, is the hack compatible with the Super Mario All-Stars+Super Mario World ROM? And does it need a headered or unheadered ROM?
I ask because I want to apply said changes to this:
http://www.romhacking.net/hacks/2778/
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on May 19, 2020, 08:07:42 pm
Thanks @Domino089! Can't believe I didn't notice the Mario head with Luigi's colors. :rofl: Affects SMAS also.


The Goombas = huh. Didn't test SMAS+W as much but I'll have to get on that one. Something got damaged when I added the Fake Bowser code. Will edit a post here when I sort it out later.


Yeah, I think I could do standalone SMW Luigi selection because World was more forgiving about it than SMB1 or SMB3. And backport the new sprites to standalone..? I imagine someone must've done it already but I'll check also to be sure.
I thought I should let you know the HUD still calls Luigi "Mario" when you go from one room to another in SMB1.

For example, it happens when:
- Entering a bonus cave/skyline
- Going underground/underwater and back to the surface
- Getting through the right pipes in World 8-4
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 19, 2020, 09:02:03 pm
Jesus, I can't believe I missed the green Luigi head and Mario name change. lol

Are you guys going to add the nes brick physics to the game? I really hate them here.
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on May 19, 2020, 09:10:14 pm
Jesus, I can't believe I missed the green Luigi head and Mario name change. lol

Are you guys going to add the nes brick physics to the game? I really hate them here.
"Figure out how to get Brick Fix working for individual games using Yoshifanatics disasembly if above isn't possible"
Despite separate graphics for TLL ending up possible, this implies that Redrawn includes the Brick Fix.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 19, 2020, 10:45:27 pm
I didn't include the brickfix in my test versions, but surely @pocket will add that. Fixed both versions so it should be good now.


unheadered patches = Luigi select (SMB1, SMB3, SMW) + physics (SMB1, SMB3)
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-19___smas_luigi.ips
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/Backup/2020-05-19___smasw_luigi.ips


I think it's compatible with Redux since I do not expand rom, or have any ips patch collisions.

Oh. Redrawn is not going to play nice with Redux. The expanded rom area is doomed.



EDIT: SMW Luigi standalone is nearly done. Very similar but some key changes were made that favored SMAS. Tinkering away some more.
Title: Re: Super Mario All-Stars Redrawn
Post by: Dawdle on May 19, 2020, 11:54:46 pm
Just noticed the poll. I picked the option with Peach in the red and white dress, but I also want the princess to be Daisy if playing as Luigi. Hope it'll be possible.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on May 20, 2020, 12:54:41 am
I didn't include the brickfix in my test versions, but surely @pocket will add that. Fixed both versions so it should be good now.


unheadered patches = Luigi select (SMB1, SMB3, SMW) + physics (SMB1, SMB3)
https://github.com/stratoform/archive/raw/Trash/smas_luigi.ips
https://github.com/stratoform/archive/raw/Trash/smasw_luigi.ips


I think it's compatible with Redux since I do not expand rom, or have any ips patch collisions.
I combined your patch with redux and title color fix (for the SMAS+W ROM), seemed perfect in a quick test. It's pretty joyful to be able to play at will with Luigi. I have read for years that this was a request from gamers. Great job! :beer:

The only minor thing that i could spot, was that you can still select "Battle Game" when entering 1 Player (SMB3).
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 20, 2020, 03:00:38 pm
Great job, strato! The Luigi patch is amazing!
However, with this patch applied, Mario skids for way longer than he should in SMB1 (I checked both the SMAS and SMAS+SMW versions of the patch.).
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 20, 2020, 05:56:04 pm
The Mario sliding bug I don't remember happening recently. Hilarious! Found the cause. Maybe some typo from recent code reorganizing.


I'll work on the SMB3 menu also. It bugs me enough to clean it up. :)


Thanks everyone! I will try to create time to look at everything again carefully. I do have basic SMW (USA) Luigi working. Trying to reorganize my stuff for github source release.


It should be possible to switch Toadstool (Mario) / Daisy (Luigi) for SMB1 + SMBLL.


=========================================


Standalone Luigi patch for SMAS, SMAS+W
https://github.com/stratoform/archive/raw/81056f103eea9947ba0fa6c8d0e8d01559de6c64/Patch/USA/smas_luigi.ips
https://github.com/stratoform/archive/raw/81056f103eea9947ba0fa6c8d0e8d01559de6c64/Patch/USA/smasw_luigi.ips
-- Version 2020-05-21.0

Should have all remaining reported bugs squashed -- Mario skid, SMB3 selection.


If you want the source code, it's here
https://github.com/stratoform/archive/archive/Super_Mario_All-Stars___Luigi_Select.zip


Next post will be SMW Luigi standalone.


=====================================


Another side-note, can't believe how many bugfixes SMW has!
https://www.smwcentral.net/?p=section&s=smwpatches


And it seems that a separate Luigi "patch" has been done already.
https://www.smwcentral.net/?p=section&a=details&id=8625


================================


Here's SMW (USA) -- 1P Luigi selection only
https://github.com/stratoform/archive/raw/___notepad___/Super%20Mario%20All-Stars%20-%20Redrawn/Test/smw_luigi.ips


Will post source code and git stuff later when time permits.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on May 22, 2020, 05:20:58 am
The Mario sliding bug I don't remember happening recently. Hilarious! Found the cause. Maybe some typo from recent code reorganizing.


I'll work on the SMB3 menu also. It bugs me enough to clean it up. :)


Thanks everyone! I will try to create time to look at everything again carefully. I do have basic SMW (USA) Luigi working. Trying to reorganize my stuff for github source release.


It should be possible to switch Toadstool (Mario) / Daisy (Luigi) for SMB1 + SMBLL.


=========================================


Standalone Luigi patch for SMAS, SMAS+W
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smas_luigi.ips
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smasw_luigi.ips
-- Version 2020-05-21.0

Should have all remaining reported bugs squashed -- Mario skid, SMB3 selection.


If you want the source code, it's here
https://github.com/stratoform/archive/archive/Super_Mario_All-Stars___Luigi_Select.zip


Next post will be SMW Luigi standalone.
Thanks for the new version!
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 22, 2020, 07:10:53 am
Patch and source code for SMW - Luigi Selection
https://github.com/stratoform/archive/raw/c08c1308dc6497852d2eda60fb93495c03ac602b/Patch/USA/smw_luigi.ips

https://github.com/stratoform/archive/archive/Super_Mario_World___Luigi_Select.zip
-- Version 2020-05-22.0


Now the SMW community can add the feature to their own projects.


=========================================


Time to get cracking on the pocket stuff again and (hopefully) prepare the files for source code release. So he can finally start editing the extra additions.


=========================================


I think I've found a method to add idle poses for SMB3 powerups (super / fire, raccoon, tanooki, hammer, frog).
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 22, 2020, 09:56:55 am
Thanks for the Luigi patch fixes. However, the SMB1 Game Over screen shows Luigi's name over the "GAME OVER" graphics, and continuing after getting a Game Over in SMB3 results in glitchy graphics and Luigi offscreen while the screen scrolls (even when it shouldn't). Mario's still fine, in both cases.

I made grammar and spelling fix patches for SMB2 and SMB3 (based on the GBA versions, and some NES SMB2 patches here).
They were made for SMAS+SMW, but still work for SMAS.

The only thing I'm lost on is how to edit SMB2's pause screen (so it says "Lives:" in place of "Life").

https://www.dropbox.com/s/6fng54435eshvdl/SMAS%2BSMW%20-%20SMB2%20GBA%20%26%20De-Engrished%20Text.ips?dl=0 (SMB2; see update below)
https://www.dropbox.com/s/tnvm5gd2x6rgbyf/SMAS%2BSMW%20-%20SMB3%20GBA%20Text.ips?dl=0 (SMB3)
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 23, 2020, 11:39:43 pm
D'oh! Thanks for spotting those problems; never thought about that. Guess it'll be a version bump sometime.
(== I'm sloppy but we're getting somewhere better! ==)


I do have working idle poses for SMB3 now.
== And have located the errors in loading the map after Luigi Game Over.
== Only SMB1 left for another time
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on May 25, 2020, 12:29:22 am
I was not expecting to come back to so much activity in this thread, wow.  Looks like a lot of progress is being made toward a Mario and Luigi mode in each game, not to mention some of the other things I had on my wish list.

I'm unfortunately still waiting to hear anything from Darksamus or MetalWario, and it's not looking much like I'll have time to work on the hacks any time soon anyway ( long story short, I lost my job, and all my free time has to go to art commissions for the time being. )

I don't even remember what was left to do in this project, lmao. I was pretty bad about keeping that part of the OP updated. If I can try to recall...

SMB1 player sprites ( and I think those were the ONLY things left in SMB1, MetalWario said he would take care of them,  and maybe touching up Bowser a bit )

SMB2 - Mostly done, just a few pallet changes, and seeing if I can't make Mecha Mouser and Dry Clyde a reality.

SMB3 - A few big Mario sprites, small Mario, Frog/Raccoon/Tanooky/Hammer Mario, Luigi, Peach, World 1 and World 6 king ( those two being darksamus territory, the actual sprites are done, but are currently too large and don't move correctly.), a lot of the power-up icons, and Battle Mode enemy sprites

SMB:TLL - Small Mario and Luigi sprites, Bowser, Peach, Toad, and Special edition versions of Bowser, Peach, and Toad, + ending kiss scene if I alter Peach.  ( Though to be honest i'm thinking of scrapping the special version altogether. )

And the list for SMW is so long it's not worth even listing out. The only thing I'm actually happy with in SMW is Yoshi and Wendy O Koopa. I've been very iffy about doing a SMAS+W version since the beginning, on account of the much more limited color pallet and seeming impossibility to fix the colors of most of the koopalings. So I don't know if I still plan to do the SMAS+W version.  I prefer SMW as a stand alone anyway.

I may be unable to continue for some time, maybe in a few months at the soonest.  But, i'm open to the idea of sharing what i've already done to people who think they can help, if you want to touch up something i've done or even attempt to sprite what I haven't done yet.  I don't want to make it public to just anyone and everyone though, so you'd need to PM me to discuss it further.
Title: Re: Super Mario All-Stars Redrawn
Post by: Metalwario64 on May 25, 2020, 12:32:42 am
I'm unfortunately still waiting to hear anything from Darksamus or MetalWario, and it's not looking much like I'll have time to work on the hacks any time soon anyway ( long story short, I lost my job, and all my free time has to go to art commissions for the time being. )
I'm very, very sorry.

I'm going through hard times myself. I should go back and finish those sprites very soon.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on May 25, 2020, 12:40:33 am
I'm very, very sorry.

I'm going through hard times myself. I should go back and finish those sprites very soon.

No hard feelings and don't worry, given the way things are at the moment, I don't blame anyone for needing to take care of more important things right now.  I'm still on break myself until I can get through the line of commissions on my plate.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 25, 2020, 08:42:53 am
Thanks again everyone for helping out with the Luigi patches!

https://github.com/stratoform/archive/raw/a967d885f145226003f8aefdfee236f9a11f4941/Patch/USA/smas_luigi.ips
https://github.com/stratoform/archive/raw/a967d885f145226003f8aefdfee236f9a11f4941/Patch/USA/smasw_luigi.ips


Code: [Select]
Version 2020-05-25.1
- SMB1: Fix Time Up for 1P Luigi
- SMB1: Fix Game Over for 1P Luigi
- SMB3: Fix Game Over for 1P Luigi


==============================================


I'll keep whacking away at more of the technical stuff for SMB3 (minus any stuff with kings). When I get everything up on github, I'll try to create some decent explanation of what got hacked and what's left for the artists to fill in.

I'd only consider SMW after the other four are considered complete.


Stay safe everyone!
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 25, 2020, 10:50:38 am
Sorry to bother you again, but the Luigi patch still has problems in SMW (both standalone and with All-Stars).

Getting a Game Over makes Luigi's lives 0 (and with the halo above his head seen in multiplayer mode), but you can still move and enter levels. In the original version, getting a Game Over after this automatically sends you back to the title screen; the SMAS version lets you continue from your last save point, but makes you play as Mario from then on instead.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 25, 2020, 05:49:18 pm
Not a bother. Because! I still didn't bother properly testing everything carefully, so all these bugs are on me. I'd rather have a correctly working version, as much as I can. So thanks for mentioning!
(see what I can do about this...)


As for SMB3 progress, I have a new 16x16 sprite slot hoooked up for overworld sledge bros. But I'm now wondering .. is it possible to genuinely represent the huge guy in that small space? Or would 24x16 or even 24x24 be needed to be believable?


==============================


Thanks for spotting the bugs so quickly! Makes life easier on me on knowing what to fix. :)


https://github.com/stratoform/archive/raw/112ac7f32d0e0a915ac463004b8416c5518e5019/Patch/USA/smasw_luigi.ips

Code: [Select]
2020-05-26.2
- Fix Game Over for 1P Luigi  (SMW)


https://github.com/stratoform/archive/raw/Super_Mario_World___Luigi_Select/Patch/USA/smw_luigi.ips

Code: [Select]
2020-05-26.1
- Fix Game Over for 1P Luigi


Source code for both is updated like usual.


============================================


Quote
The only thing I'm lost on is how to edit SMB2's pause screen (so it says "Lives:" in place of "Life").

I will take a look at this..


EDIT:
It uses sprite text, which can be a bit troublesome here.

Font is at d6000. Which you'll see we're missing the 'V','S',':'. What's worse is the text spacing:

Code: [Select]
EXTRA LIFE--##
EXTRA LIVES-##

Where ## = 1-99


The sprite table is stored raw here.
Code: [Select]
a4200

a4225 = $60 $34  [E]
a422a = $61 $34  [X]
a422f = $70 $34  [T]
a4234 = $15 $35  [R]
a4239 = $71 $34  [A]

a423e = $16 $35  [L]
a4243 = $1a $35  [I]
a4248 = $1b $35  [F]
a424d = $60 $34  [E]

border
a4252 = $00 $35  [ ]
a4257 = $01 $35  [ ]
..

That would take some asm work to pull off.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 25, 2020, 06:30:38 pm
Super Mario Advance 4 represented map screen Sledge Bros. well enough, though they used 24x16 to do so.

https://themushroomkingdom.net/smb3_snes2sma_wmaps.shtml#sledgebros (https://themushroomkingdom.net/smb3_snes2sma_wmaps.shtml#sledgebros)

Edit: Thanks to stratoform, I was able to figure out how to fit "Lives:" onto the pause screen (for the SMB2 English fix patch)!
(http://i.imgur.com/OTOFyMD.png)

Here's the updated patch: https://www.dropbox.com/s/6fng54435eshvdl/SMAS%2BSMW%20-%20SMB2%20GBA%20%26%20De-Engrished%20Text.ips?dl=0 (https://www.dropbox.com/s/6fng54435eshvdl/SMAS%2BSMW%20-%20SMB2%20GBA%20%26%20De-Engrished%20Text.ips?dl=0)
Title: Re: Super Mario All-Stars Redrawn
Post by: zarkon on May 26, 2020, 07:10:20 am
I'll keep whacking away at more of the technical stuff for SMB3 (minus any stuff with kings). When I get everything up on github

Great work so far.  Fingers crossed the SMB3 background replacement is feasible. :)
Title: Re: Super Mario All-Stars Redrawn
Post by: jim35 on May 26, 2020, 09:28:39 am
is it possible to upgrade the bgm to sound closer to the original in tempo and in tone just with better 16 bit audio? because the currant bgm missed the mark a bit. by games i meant smb 1 2 3 and the lost levels.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 27, 2020, 10:13:22 am
I've made patches that make it so you can select 1P Mode or 2P Mode in SMB1 and SMB3 even after you save in both SMAS and SMAS+SMW.

But they conflict with the 1P Luigi patches above, so I had to adjust them so both patches will work together.

SMAS:
https://www.dropbox.com/s/ne43z8iqdfpqm3j/SMAS%20-%201P%20Luigi%20%2B%20Physics.ips?dl=0
https://www.dropbox.com/s/bns5dbe539ytbtw/SMAS%20-%20Always%201P-2P%20options.ips?dl=0

SMAS+SMW:
https://www.dropbox.com/s/e25fizrg1b8oe72/SMAS%2BSMW%20-%201P%20Luigi%20%2B%20Physics.ips?dl=0
https://www.dropbox.com/s/lp85om68erywluo/SMAS%2BSMW%20-%20Always%201P-2P%20options.ips?dl=0

Credit goes to insectduel and nensondubois on gamehacking.org for the original codes/patches.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 27, 2020, 08:03:08 pm
Quote
I've made patches that make it so you can select 1P Mode or 2P Mode in SMB1 and SMB3 even after you save in both SMAS and SMAS+SMW.

I thought about that also when hacking the Luigi menu code. I'll make my own version and bake it into the Luigi stuff, since I had my own idea on how to do that easily.
(Did not check how the cheat codes did it)


What I also wanted as a side-thought is to be able to switch 1P Mario / Luigi on World Maps (SMB1, SMB3, SMW). And allow 2P saving on SMB1, SMB3 for Game Over.

_____________________________________________________________________


Quote
is it possible to upgrade the bgm to sound closer to the original in tempo and in tone just with better 16 bit audio? because the currant bgm missed the mark a bit. by games i meant smb 1 2 3 and the lost levels.

That is a good question. I actually prefer a blend of the NES with the remixed SNES ones. I'm less knowable about the audio engineering side though.

_____________________________________________________________________


Quote
Super Mario Advance 4 represented map screen Sledge Bros. well enough, though they used 24x16 to do so.

Hey, thanks! That makes a good temporary stand-in, although I still have to hack in the upper helmet part. That website is very good for reference material.

_____________________________________________________________________


Quote
Edit: Thanks to stratoform, I was able to figure out how to fit "Lives:" onto the pause screen (for the SMB2 English fix patch)!

Huh! Yeah, you fit it in much faster than I could've. I was expecting it to be more technical work and look sloppy, but shows how narrow-focused I can be! Kudos to you!
(..I'm going to check out how you did it..)

_____________________________________________________________________


So I think I've nearly got the SMB3 mini-games to load new custom gfx for each powerup suit.

EDIT: Done.
Title: Re: Super Mario All-Stars Redrawn
Post by: jim35 on May 29, 2020, 06:39:39 am
well if you can or if anyone can improve the bgm somehow of the games it would be awesome edition to this amazing project
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on May 30, 2020, 10:37:38 pm
Not much to say; not much time to do. But I've got separate palettes for each World's airship now. Makes me wonder about World 8 sky colors since it's the Dark World and NES had it black for the land, navy, air battles.


Beginning to prep my stuff for source dump. Project Asm Manager DarkSamus993 likely has some complex build script so I'm changing my stuff to cut down on conflicts and shared material. This will apply to standalone Luigi also.

Of which, updating the standalone Luigi patches is a lower priority for now; Alex O. provided the alternate upgrade stuff.


The SMB3 Advance glowing eye windows is something I'm wondering looking into. Same with maybe some other new additions they added. And looking into the SMB1 underworld theme with the drum kits.


Afterwards I don't know. May not get everything done I want. May just release all source as separate from the project so it'll be easier for me to work on without worry. And let others freely use whatever they want.

We'll see what works better. Just becoming less enthused since I have some unknown general uncertainty.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on May 31, 2020, 04:41:52 am
I've made patches that make it so you can select 1P Mode or 2P Mode in SMB1 and SMB3 even after you save in both SMAS and SMAS+SMW.

But they conflict with the 1P Luigi patches above, so I had to adjust them so both patches will work together.

SMAS:
https://www.dropbox.com/s/ne43z8iqdfpqm3j/SMAS%20-%201P%20Luigi%20%2B%20Physics.ips?dl=0
https://www.dropbox.com/s/bns5dbe539ytbtw/SMAS%20-%20Always%201P-2P%20options.ips?dl=0

SMAS+SMW:
https://www.dropbox.com/s/e25fizrg1b8oe72/SMAS%2BSMW%20-%201P%20Luigi%20%2B%20Physics.ips?dl=0
https://www.dropbox.com/s/lp85om68erywluo/SMAS%2BSMW%20-%20Always%201P-2P%20options.ips?dl=0

Credit goes to insectduel and nensondubois on gamehacking.org for the original codes/patches.
So, are the "1P Luigi + Physics" a direct replacement to stratoform patches? Without the always 2P, of course.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on May 31, 2020, 09:35:38 am
So, are the "1P Luigi + Physics" a direct replacement to stratoform patches? Without the always 2P, of course.
Yes, but only if you want to have both patches applied. If you don't want the "Always 1P-2P Option" patch, you don't need to use it.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 01, 2020, 12:17:25 am
Hacked in my version of the resume game (any mode). And compared it to the cheats version; theirs is smaller (uses 3 bytes) and likely works fine. They chose to read from different memory addresses, which has very tiny potential for future problems.


Finished porting the overworld Sledge Bros from Advance. There's other stuff I'd be curious to try Advance backporting (small overworld map changes). Getting the Bowser castle to glow (and maybe the road shine) would require either messing with the palette in real-time or uploading new tiles like Advance does it.


But I might call it quits for now. Although the underworld theme of SMB1 does bother me still. I'll let everyone know when the stuff is updated again.


______________________________________________


Code: [Select]
Source code for All-Stars work
-- 2020-06-02.0
https://github.com/stratoform/archive/tree/Super_Mario_All-Stars___Add-Ons


The tech demo is mostly useless to everyone, unless you want to see the Advance Sledge Bros. sprite. Or want to play with your own art and recolors.

Feel free to reuse whatever you want for your own projects. As its current purpose.



Code: [Select]
1P Luigi standalone patches updated for save, load
-- 2020-06-02.3
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smas_luigi.ips
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smasw_luigi.ips
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 03, 2020, 12:24:23 am
Finished porting the overworld Sledge Bros from Advance. There's other stuff I'd be curious to try Advance backporting (small overworld map changes). Getting the Bowser castle to glow (and maybe the road shine) would require either messing with the palette in real-time or uploading new tiles like Advance does it.


But I might call it quits for now. Although the underworld theme of SMB1 does bother me still. I'll let everyone know when the stuff is updated again.


______________________________________________


Code: [Select]
Source code for All-Stars work
-- 2020-06-02.0
https://github.com/stratoform/archive/tree/Super_Mario_All-Stars___Add-Ons
Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:
https://www.romhacking.net/forum/index.php?topic=28270.msg380450

They even got the Status Screen, which is very nice!
Title: Re: Super Mario All-Stars Redrawn
Post by: TRIFORCE89 on June 03, 2020, 01:19:05 pm
That list of add-ons is much appreciated! Those kinds of minor improvements are what I enjoy the most.

Any chance screenshots could be included along side the patch descriptions?
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 03, 2020, 03:32:40 pm
I still have a few pet peeves with the base game:
In SMB1 & TLL, Fire Mario/Luigi aren't animated when shooting fireballs in midair/while swimming.
In SMB2, the heroes' throwing sprites are only seen if they're in midair, unlike in the NES version.
In SMB3, the top, left, and bottom sides of the border of the "World # and lives" part of the item inventory are drawn incorrectly:
(https://i.imgur.com/wT97VKj.png)
Title: Re: Super Mario All-Stars Redrawn
Post by: Homer177 on June 03, 2020, 07:22:30 pm
Looks great. I also like how you brought back the original tileset in SMB1. Nice touch.
Title: Re: Super Mario All-Stars Redrawn
Post by: Ar8temis008 on June 03, 2020, 11:05:26 pm
Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:
https://www.romhacking.net/forum/index.php?topic=28270.msg380450

They even got the Status Screen, which is very nice!

it's always weird seeing that pop up, have seen it on youtube a few times too. Sometimes I wish I could erase it entirely though, because I've always felt guilty at how little of the actual code I did for it. For the most part it's just smw central asm patches assembled together on a vanilla rom + all the needed bug testing, I still haven't even finished the last thing I promised I would.

But anyways, I wanted to say I really love how far this project has come since it first started, and the seperate Luigi mode is a really nice way to replay All Stars (and I guess World, too). The last thing that feels missing is his little flutter kick that he gets in sma2 and smb2, his actual movement feels very on point to what you'd expect.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 04, 2020, 08:54:55 am
it's always weird seeing that pop up, have seen it on youtube a few times too. Sometimes I wish I could erase it entirely though, because I've always felt guilty at how little of the actual code I did for it. For the most part it's just smw central asm patches assembled together on a vanilla rom + all the needed bug testing, I still haven't even finished the last thing I promised I would.
Interesting. To be honest, i always wanted a complete final version, though that did not happen. Having the individual patches for use in this SMAS+W would be super nice, though. I am already using 6 patches to this game, half of them from this thread alone. It's like the ultimate version now, with bugfixes, accuracy/QoL improvements and better texts. 8)
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 04, 2020, 09:02:20 am
Quote
In SMB3, the top, left, and bottom sides of the border of the "World # and lives" part of the item inventory are drawn incorrectly:

Quick and dirty. I'll include it in the patches later later.

Had to 3x to see those lines. :lol:

Code: [Select]
org $229027
dw $0280, $0281, $0281, $0281, $0281, $0281      ; left menu -- row1 border


org $22904a
dw $0283                                         ; left menu -- row2 border


org $22908f
dw $0283                                         ; left menu -- row3 border


org $2290d4
dw $8280, $8281, $8281, $8281, $8281, $8281      ; left menu -- row4 border

______________________________

Quote

In SMB1 & TLL, Fire Mario/Luigi aren't animated when shooting fireballs in midair/while swimming.
In SMB2, the heroes' throwing sprites are only seen if they're in midair, unlike in the NES version.

Huh. That would bother me too now.

______________________________

Quote
Any chance screenshots could be included along side the patch descriptions?

That's a good point! I should learn animated gifs also. The mods that require palette or art changes I won't have any pics, until I bother doing some hackish job that looks usable enough.

______________________________

Quote
They even got the Status Screen, which is very nice!

Hmm. Tempting.

______________________________

Quote
The last thing that feels missing is his little flutter kick that he gets in sma2 and smb2, his actual movement feels very on point to what you'd expect.

I've heard about that enough too. I keep thinking to myself someone must've backported it already. But well. Mmm.

______________________________

Quote
I am already using 6 patches to this game, half of them from this thread alone. It's like the ultimate version now, with bugfixes, accuracy/QoL improvements and better texts.

I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on June 04, 2020, 10:04:05 am
I still have a huge heap of art commissions I need to be working on, but after a little browsing the thread, and FINALLY firing up the ol' SNES9X to try out the Luigi 1player patch myself, i'm getting excited to work on this again.

However, I think i'll be scrapping the "special version" of Lost Levels. I'd like there to not be too many alternate versions of the final game.   I might even reconsider having the enemy sprites in Lost Levels being different than SMB1, or at least drop the ones where the changes are too subtle to notice.


There is one big hitch if I'm to use a new build of the game, and that's the pallet work.  Firstly, what I've already done. DarkSamus' build script was going to allow me to keep all my progress. If I have to start over, it's not a huge issue, but it will be a set back for sure.   Secondly, if I'm to change the colors of each individual air-ship, I may need a little help figuring out the values I should be editing to what colors.  Same could be said for fake Bowsers if I actually design a different fake Bowser in each world ( the fake Bowser thing might be a game changer for my plans in general, vis-a-vis how Bowser looks in SMB vs how he looks in Lost Levels )

I've said it before but i'm really not a hacker, I just do the pixel art, pallet stuff is as technical as I get and it still confuses me from time to time. ( I'm gonna need a refresher course when I get back in the saddle, thankfully everything I need is on page 1 of this thread. )
Title: Re: Super Mario All-Stars Redrawn
Post by: ShadowOne333 on June 04, 2020, 11:15:21 am
I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??
You can add in the Redux changes if you want to as well :)
They're mostly bugfixes for graphics and text, and there's also the title screen hacks by DarkSamus993, but for I'd recommend asking him for those.
You could leave the required space those take as free, so if someone wants, they can applied them over if they so desire.
Title: Re: Super Mario All-Stars Redrawn
Post by: Ar8temis008 on June 04, 2020, 12:33:15 pm
Hmm. Tempting.


https://www.smwcentral.net/?p=section&a=details&id=4573
This is the specific patch used for the status screen, if you'd like to add that.

and if you do a bit of searching in the same section you can find patches for a ton of the other sma2 additions and fixes aswell, like the sliding chain 1up, 2-hit power down, and colored yoshi in normal blocks after finding them in star world.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 04, 2020, 01:07:06 pm
Thanks stratoform, for the status bar fix!
This also irks me... Raccoon Mario's kick sprite is assembled wrong.
(https://i.imgur.com/ROf7UtX.png)
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 04, 2020, 03:14:52 pm
I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??
In case someone else is interested, i mix those patches with:

Redux:
https://www.romhacking.net/hacks/2778/
which comes with 2 patches:

ShadowOne333 = SMAS+SMW Redux - includes 2 bonus hacks:
- SMB1/LL Brick Fix (BMF54123)
- Switched Overall Colors (spiffy)

DarkSamus993 = Graphical fixes - includes the original hacks:
- Bowser/Yoshi/SMB3 Color fixes
- SMB2 ending typo fixes

"Yoshi now has its normal green/yellow/red/blue arms (depending on the coloured Yoshi you get) and it also changes the colour of Bowser to closely match its original design.

Also, this hack fixes the typos for the character names found in Super Mario Bros. 2 (carried over from the NES original), as well as changing Mario and Luigi’s hand colours in SMB3 to white to resemble gloves, since the original beige coloured hands was a mistake or an overlook by the developers since both Mario and Luigi have white gloves in minigames and in Super Mario Advance 4 as well.

Even more! As an added bonus, thanks to codes by user “rainponcho”, Yoshi can now eat dolphins once again like in the Japanese counterpart of Super Mario World!"


And Title Mod:
https://www.romhacking.net/hacks/3007/
To make it look a bit different.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 04, 2020, 10:08:59 pm
Quote
I might even reconsider having the enemy sprites in Lost Levels being different than SMB1, or at least drop the ones where the changes are too subtle to notice.

Having some of them changed would be a good idea imo. Lost Levels is SMB1.5 in a sense. SMB1 could be more classic and LL could be some refreshed version.


Quote
There is one big hitch if I'm to use a new build of the game, and that's the pallet work.  Firstly, what I've already done. DarkSamus' build script was going to allow me to keep all my progress. If I have to start over, it's not a huge issue, but it will be a set back for sure.

That's the one sticky spot of why I went with the independent add-ons route for now. I realistically don't know what the DarkSamus build script could/will look like and I don't want to interfere, intrude or usurp anything.

Though. Could you share your palette work with me privately? I would like to know how much my plugin engine needs changing to handle something more extensive like your work. I will have to make sure I don't include your work in github though, or forcefully expunge it if I make that error.


Quote
Secondly, if I'm to change the colors of each individual air-ship, I may need a little help figuring out the values I should be editing to what colors.  Same could be said for fake Bowsers if I actually design a different fake Bowser in each world ( the fake Bowser thing might be a game changer for my plans in general, vis-a-vis how Bowser looks in SMB vs how he looks in Lost Levels )

I will mention specifically which colors edit what. Maybe show some pictures also.

Although I didn't think about adding the color palette for Fake Bowser. Just the sprite pixels are ready for changing. And I also didn't consider a -different- Bowser for each World; that'd be cool actually.


Quote
I've said it before but i'm really not a hacker, I just do the pixel art, pallet stuff is as technical as I get and it still confuses me from time to time. ( I'm gonna need a refresher course when I get back in the saddle, thankfully everything I need is on page 1 of this thread. )

Yeah, it's starting to dawn on me how annoying the palette editing can get. I need to create an easy-to-follow tutorial as a demonstration on how to use my work. Then maybe we'll bridge the communication gap; I'm kinda anxious about doing color changes myself.


Quote
You can add in the Redux changes if you want to as well
They're mostly bugfixes for graphics and text, and there's also the title screen hacks by DarkSamus993, but for I'd recommend asking him for those.

Thanks! I will look for anything unique not covered by Advance. The title screen hacks I'll .. not directly add since you mention the permission issue. Don't want to get haunted by that. I could end up doing my own version without peeking at DarkSamus work, as it would be using the official artwork.


Quote
https://www.smwcentral.net/?p=section&a=details&id=4573
This is the specific patch used for the status screen, if you'd like to add that.

and if you do a bit of searching in the same section you can find patches for a ton of the other sma2 additions and fixes aswell, like the sliding chain 1up, 2-hit power down, and colored yoshi in normal blocks after finding them in star world.

Yep! Thanks for bringing this up. I will likely do it and others, if I can figure out how to recreate the code for "open-source". If not, I'll just do it myself and possibly give indirect credit anyway depending on the challenge level.
Title: Re: Super Mario All-Stars Redrawn
Post by: ShadowOne333 on June 04, 2020, 10:20:34 pm
Thanks! I will look for anything unique not covered by Advance. The title screen hacks I'll .. not directly add since you mention the permission issue. Don't want to get haunted by that. I could end up doing my own version without peeking at DarkSamus work, as it would be using the official artwork.
To be honest I don't think it'd be an issue.
I'm sure it wouldn't be a problem to also have the title screen stuff added just with proper credit to him :)
I could ask him if you want to be sure.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 04, 2020, 11:59:18 pm
Found something interesting about SMB2. Luigi does not have any throw animation; the gfx are there but the flutter jump overrides it. I think I've found something that might work for everyone but need to carefully sort this out.

___________________________________

Quote
This also irks me... Raccoon Mario's kick sprite is assembled wrong.

To be sure: missing the hand sprite?
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 05, 2020, 09:49:19 am
Yes; that is, the hand further away from the camera and the kicking foot.

Found something interesting about SMB2. Luigi does not have any throw animation; the gfx are there but the flutter jump overrides it. I think I've found something that might work for everyone but need to carefully sort this out.
That's weird, since the NES version has Luigi's throw animation intact.
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on June 05, 2020, 10:42:46 am
Yes; that is, the hand further away from the camera and the kicking foot.
Fascinating... Did Advance 4 fix it, tho?
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 05, 2020, 10:49:22 am
Yes; I just checked.
(https://i.imgur.com/TneaK1L.png)
This is what it should look like.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 06, 2020, 07:52:09 am
SMB2. Have working throw animations. Should behave like NES.

1. When on the ground, it will show the throw arms for 10 frames then revert to walk.
-- Advance does this too.

2. When in the air, it will show throwing for 10 frames. Then revert to jump / fall.
-- Advance does -not- do this. Like SMAS, the throwing pose will remain until player hits the ground.
-- Advance does not show the mid-air Luigi throwing pose either, like SMAS.


No animated pics yet. Because it required a decent amount of changes to the script engine, I'll post the updates later together.

__________________________________________


SMB1. First I thought of changing to NES behavior. When mid-air, briefly play standing fireball sprite. But GBC has a new sprite for jumping fireball. I think maybe I can lift that one and backport to SNES. Same for swimming likely then.

__________________________________________


[-- Future updates as they come --]
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 06, 2020, 08:03:12 am
Just checked the SMB1 DX version: it doesn't have a new swimming fireball sprite, merely using the standing version instead.

In SMB3, Mario's physics are off in the demo patch.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 06, 2020, 10:17:58 am
Quote
In SMB3, Mario's physics are off in the demo patch.

Actually you're right. I swapped the Mario and Luigi gravity physics without noticing during a rewrite. Was wondering why Luigi seemed less floaty at times..

Going to re-write even more clear code everywhere.


Thanks as always! I need to add you in a special mention. You have a remarkable eye.

_______________________


So I tried playing with the palettes from the DarkSamus993 tutorial. Oh wow. That is going to kinda suck; not how I imagined it so it'll take some thought. Especially with all the shared gfx conflicts going around.

________________________


I'm going Windows *.pal format. RGB triples. Do the color conversion to snes myself using asar macros. Make this easy on everyone.

________________________


Good news is that I have a system setup to handle yy-chr palettes easily. Testing by having some fun with airship colors for demo, and making palette tutorial along way.

Bad news is found out Tile Molester *.pal format is not same as yy-chr. Urgh! I'll think this through if can.

ETA on next release will be way off. Much less time. More work to get in than I imagined for Add-Ons project. LICEcap is easy to make animated gif so yay for me!
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on June 09, 2020, 01:42:52 am
I don't know if it's helpful information, and it's a very convoluted process that is probably not necessary, but for YY-CHR, I just open the game in ZSNES and make a save state, making sure the sprite that I need a pallet for is on screen, and renaming the save state file so I know what it's used for.  It's a pain in the butt, and if you don't have a completed save file of the game ( which I got from themushroomkingdom.net ) it's even more troublesome, but it's the only way I know to have the colors represented accurately in YY-CHR... though you have to keep in mind that if you make changes to the Pallet, you'll also need to make a new save state.

ZSNES is a pretty terrible emulator, I know, but it's the only emulator that makes the save files YY-CHR uses for color pallets that I know of.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 09, 2020, 10:16:42 am
That would drive me crazy with my time schedule!
(I'm doing 13-hour workdays lately with small breaks)


What I have so far is I manually dump the palette in snes format myself. Run it through my converter which makes a proper Windows 32-bit *.pal file. I can now load this file in Tile Molester, YY-CHR and other editing programs that take it.

I did demo palette editing in YY-CHR and re-saved it back out. Problem here is it saves without the header, which messes with every other program not named YY-CHR, SMAS Add-Ons.

My plugin engine will accept header(-less) palette file. But to re-use YY-CHR pal somewhere else, you have to run it through my converter again to re-add the header.


Still have to writeup a TM tutorial for use with my external palettes. Both are annoying process but passable.



The airship tech demo is done, which is largely based on NES colors with some liberties for demo purposes (Wendy = pink, Roy = red, Bowser = charcoal). I might add ability to change Tank 2 colors also since they're shared with Bowser, and also show up as charcoal atm.

Also getting some gif demos done. Still might be a month off though. Each pain is more than 1hr of my life. :)

___________________________________________


Where did I leave off..?

SMB3 kick sprite is now fixed. Only Mario Raccoon looks affected. Requires asm so not trivial. Backport fixed gfx from Advance.

Luigi Raccoon needed foot fixing too.

___________________________________________


Funny how feels like I did lots of work. Then going through the asm list, looks like not much was done. :)

Half-way through a mid-release; going to add everyone else's work for a post-release.
Title: Re: Super Mario All-Stars Redrawn
Post by: MushroomZeroArt on June 11, 2020, 12:23:07 am
I don't know if it's helpful information, and it's a very convoluted process that is probably not necessary, but for YY-CHR, I just open the game in ZSNES and make a save state, making sure the sprite that I need a pallet for is on screen, and renaming the save state file so I know what it's used for.  It's a pain in the butt, and if you don't have a completed save file of the game ( which I got from themushroomkingdom.net ) it's even more troublesome, but it's the only way I know to have the colors represented accurately in YY-CHR... though you have to keep in mind that if you make changes to the Pallet, you'll also need to make a new save state.

ZSNES is a pretty terrible emulator, I know, but it's the only emulator that makes the save files YY-CHR uses for color pallets that I know of.

Hi. I'm new here, but I just read through this entire thread in one sitting and really had to congratulate you on all of the fantastic work you have been doing with this. Not only do the changes look great, but the whole idea of the mod being based on the original artwork is genius. As someone who is also a sucker for classic Mario, I adore it. I've wanted to do something similar for a long time.

I'm sorry to hear that you aren't in the best place right now. I've been there. Just wanted to drop in and offer some encouraging words.

(Also, I LOVED the Special TLL sprites. Any chance that part of the project could be released as is? I hate to see it go, but I completely understand your reasoning for it.)
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 11, 2020, 10:24:10 am
Funny moment. Read above comment and thought.

Snes9x 1.60 savestates are zip-compressed. Unzip and we get raw data. Palette data is @ x14f + 512 bytes, MSB format. VRAM tiles are at xc19 + 65536 bytes.


If I make extractor, I can dump vram tiles + windows 32-bit *.pal palette. We can then use in yy-chr, tile molester, wherever.

Guess I then make inserter and then it's ready for snes9x loadstate.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 11, 2020, 06:39:05 pm
I've made a .zip file of all the SMAS+SMW patches I have so far (including the ones I posted earlier): https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0 (https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0)

It contains these patches and more:
SMB1/TLL:
-Lava Bubbles have their original jump heights.
-The SMB1 Bowser fights are the same as in the NES version.
-The TLL Bowser fights should be as close to the FDS version as possible.
-Fire Flowers turn Small Mario into Fire Mario.
-Fire Mario reverts to Super Mario if hit, not Small Mario.

SMB2:
-Reverted the ladders in World 7-1 to their original lengths.
-Pidgits, their carpets, and Autobombs all have their GBA color schemes.

SMB3:
-All midair-spawning enemies were moved down one tile so that they spawn on the ground/platforms instead.
-Super Leaves now make the "item sprout" sound when they appear from blocks.
-The wooden tiles Mario enters the World 8 (Air-)Ships' boss rooms from are now Warp Pipes.
-The "power-up"/"transform" sound effects when using an item on the world map are more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing now use the "transform" sound instead of the "power-up" sound.
-Based on Super Mario Advance 4:
   *Small Mario grabbing a Fire Flower or Super Leaf now turns into the respective form instead of Super Mario.
   *The missing coins in World 2-1 are present.
   *Recreated the exit part of World 2-Pyramid from SMA4 so that the structure actually looks like the other side of the pyramid. (No P-Switch or coins)
   *Recreated the end pipe arrangement in World 7-Piranha Plant 1 in SMA4 so it makes more sense.
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.
   *Placed a castle wall tile 1 tile above the statues in Bowser's Castle to fill in the gaps.

These are changes I would like to be made:
SMB1/TLL:
N/A

SMB2:
-Have thrown shells hurt the heroes if touched on the sides.

SMB3:
-Obtaining a Starman in a level plays the "power-up" sound.
-Sliding down a hill plays the "skidding" sound.
-Being able to stomp enemies while underwater.
-Munchers don't become Empty Blocks when hit.
-Being able to stomp/carry upside-down Spiny Shells without harm.
-Add the "raccoon tail" sound and the tail's wagging animation while ducking and flying/gliding at the same time.

Credit goes to Insectduel (his patches: https://sites.google.com/site/insectduel/insectduel-s-remodeling-projects (https://sites.google.com/site/insectduel/insectduel-s-remodeling-projects)), the people at gamehacking.org (their codes: https://gamehacking.org/?game=44854&hacker=all&format=raw (https://gamehacking.org/?game=44854&hacker=all&format=raw)), and AgentTer (his SMB3 hack: http://acmlm.kafuka.org/board/thread.php?id=8419 (http://acmlm.kafuka.org/board/thread.php?id=8419)).
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on June 11, 2020, 08:30:13 pm
I've made a .zip file of all the SMAS+SMW patches I have so far (including the ones I posted earlier): https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0 (https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0)

It contains these patches and more:
SMB1/TLL:
-Lava Bubbles have their original jump heights.
-The SMB1 Bowser fights are the same as in the NES version.
-The TLL Bowser fights should be as close to the FDS version as possible.
-Fire Flowers turn Small Mario into Fire Mario.
-Fire Mario reverts to Super Mario if hit, not Small Mario.

SMB2:
-Reverted the ladders in World 7-1 to their original lengths.
-Pidgits, their carpets, and Autobombs all have their GBA color schemes.

SMB3:
-All midair-spawning enemies were moved down one tile so that they spawn on the ground/platforms instead.
-Super Leaves now make the "item sprout" sound when they appear from blocks.
-The wooden tiles Mario enters the World 8 (Air-)Ships' boss rooms from are now Warp Pipes.
-Based on Super Mario Advance 4:
   *Small Mario grabbing a Fire Flower or Super Leaf now turns into the respective form instead of Super Mario.
   *The missing coins in World 2-1 are present.
   *Recreated the exit part of World 2-Pyramid from SMA4 so that the structure actually looks like the other side of the pyramid when you are coming out. (No P-Switch or coins)
   *Brick Blocks directly under of Warp Pipes/Bill Blasters became Coin Blocks so that if the blocks are hit, the pipe/cannons won't be floating in midair. (Mainly in the World 5-Tower outside areas and World 5-7)
   *Recreated the end pipe arrangement in World 7-Piranha Plant 1 in SMA4 so it makes more sense.
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.
   *Placed a castle wall tile 1 tile above the statues in Bowser's Castle to fill in the gaps.

These are changes I would like to be made:
SMB1/TLL:
N/A

SMB2:
-Have thrown shells hurt the heroes if touched on the sides.

SMB3:
-Obtaining a Starman in a level plays the "power-up" sound.
-Sliding down a hill plays the "skidding" sound.
-Sliding into enemies plays the "kick" sound instead of the "stomp" sound.
-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.
-Being able to stomp enemies while underwater.
-Munchers don't become Empty Blocks when hit.
-Being able to stomp/carry upside-down Spiny Shells without harm.
-Add the "raccoon tail" sound and tail wagging animation while ducking and flying/gliding at the same time.

Credit goes to the people at gamehacking.org (their codes: https://gamehacking.org/?game=44854&hacker=all&format=raw) and AgentTer (his SMB3 hack: http://acmlm.kafuka.org/board/thread.php?id=8419).
The NES Sprites thing is quite curious. I checked the SMB1/TLL one out but I didn't feel a difference.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 11, 2020, 08:36:00 pm
It's less a whole revamp and more changing minor things (like the end-of-level castles and flags) to resemble their NES appearances more.
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on June 11, 2020, 08:48:03 pm
It's less a whole revamp and more changing minor things (like the end-of-level castles and flags) to resemble their NES appearances more.
Huh. I thought it would at least make Mario & Luigi's animations look less like copypastas from their SMB3 counterparts.

Or at restore the NES ground tiles' appearances, the NES mushrooms or remove the eyes from the Fire Flower.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 11, 2020, 11:24:32 pm
That is a large list of patches. :o I will have to figure out exactly who did what for each one; thankfully many are small. Some might pose problems for my plugin engine and may have to skip them.



Because I'm getting annoyed at my constant delays, I will start publishing wips as I start finishing things.


Whatever I feel like hotflash posting will be here, which nothing is there yet..
https://github.com/stratoform/remote/tree/smas


and they will not be archived for long-term github storage. Just for those who don't want to wait as long. Expect lots of rewrites or other unstable goofy things to happen.

Like my plugin engine rewrite has knocked out everything and I'm first sorting SMB3. Back to work while I can..
Title: Re: Super Mario All-Stars Redrawn
Post by: zarkon on June 12, 2020, 07:37:18 am
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.

Bit curious about this one, I couldn't see a arrow life in W7PP2 SMAS or a wood block in SMA4.

https://youtu.be/KSgSduRUEdE?t=9
https://www.youtube.com/watch?v=GBeXa2q0j-Y

Am I looking at the wrong level or is there another pipe that leads somewhere?
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 12, 2020, 09:23:47 am
They're seen here: https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2 (https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2)
You'd need a P-Wing to see it in-game, as it's too high up.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 12, 2020, 09:31:31 am
It's a mess and not organized at all.
https://github.com/stratoform/remote/tree/smas


If someone wants to draw better airship colors or minigame portraits, go right ahead! Credit will go to winner.

I will add Redux white gloves.
-- edit: And flag to build using NES airship colors.
Title: Re: Super Mario All-Stars Redrawn
Post by: zarkon on June 12, 2020, 10:17:51 am
They're seen here: https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2 (https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2)
You'd need a P-Wing to see it in-game, as it's too high up.

I see, thanks.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 12, 2020, 06:19:58 pm
Quote from: Alex O.
-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.


Here's notes for overworld powerup sound

Code: [Select]
$29/DCC8 BD F7 EE    LDA $EEF7,x[$21:EEFB]
$29/DCCB 8D 00 12    STA $1200  [$21:1200]


21:eef7 sfx table
00   00 = none
0a   01 = mushroom
0a   02 = fire suit
0c   03 = raccoon suit
0a*  04 = frog suit
0c   05 = tanooki suit
0a*  06 = hammer suit

0a   07 = cloud
0a*  08 = p-wing


00:1D80 = powerup1

00-08
09 = star
0a = anchor
0b = hammer
0c = whistle
0d = music box
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 12, 2020, 06:53:33 pm
Thanks! The modifications work just fine!
Just added it to the .zip file I posted earlier.
Use this link if that one doesn't work: https://www.dropbox.com/s/eim1nbtfdrwvfv6/SMAS%2BSMW%20-%20SMB3%20Map%20Power-Up%20SFX%20Fix.ips?dl=0
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 12, 2020, 07:50:32 pm
Was looking for the SMB3 status bar fix in your collection..? TBH, I like your naming conventions better.


BTW, here's my SMB3 free roam codes
238E5E:80
238A85:80
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 12, 2020, 08:32:19 pm
It's right here: https://www.dropbox.com/s/mabh93vzi28qqnw/SMAS%2BSMW%20-%20SMB3%20Fixed%20Status%20Bar%20GFX.ips?dl=0
It's also part of my Fixed GFX patch.
_________________________________

Just found out that the demo patch won't let me play SMB1; selecting either mode on the game's title screen sends me back to the All-Stars title screen.
_________________________________

Found that the Replayable Levels code for SMB3 didn't let you enter Bowser's Castle, so it was removed.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 13, 2020, 09:34:48 am
Starting to include others' work now. SMB3 nolberto82 replayable levels patch is limited.
- Doesn't work for Luigi
- Can't re-enter mini-games, yellow houses
- Can't enter bowser castle or graveyard manually


So I wrote a new patch for it. But gave credit to nolberto82 for doing it in the first place.

___________________________________________________


Quote
Just found out that the demo patch won't let me play SMB1; selecting either mode on the game's title screen sends me back to the All-Stars title screen.

Okay, that is weird. I took out smb1, smb2, smbll, smw so ... mmm ... wow.


edit: Tried demo on clean build + brick fix. Okay here. +World also. Going to get some more work done on your requests before another hotbuild is put out.

_________________________________________________


Code: [Select]
slide kick sfx

$27/A67E A9 03       LDA #$03
$27/A680 8D 00 12    STA $1200  [$21:1200]

I think 02 is the kick? 03 is stomp?
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 13, 2020, 09:59:16 am
Okay, good.

As for the sliding kill SFX, you have the values reversed and the address starts at 27A67F in SMAS+SMW. Also, the base games already did that (The stomp for sliding SFX was only in the NES version.); sorry about that.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 13, 2020, 12:03:16 pm
That was stupid on my part, crossed wires. :) Thanks for fixing it up.


I noticed that the code actually plays stomp sfx (02) first. Then for some reason switches to the kick sfx (03) instead. Don't know why_ but doesn't matter atm I guess.

--- edit: Added with full credit to you.

--- edit: Now I know why it does matter. That spot plays the raccoon tail kick sfx. Oh bugger.
Title: Re: Super Mario All-Stars Redrawn
Post by: ShadowOne333 on June 13, 2020, 01:21:29 pm
That was stupid on my part, crossed wires. :) Thanks for fixing it up.


I noticed that the code actually plays stomp sfx (02) first. Then for some reason switches to the kick sfx (03) instead. Don't know why_ but doesn't matter atm I guess.

--- edit: Added with full credit to you.

--- edit: Now I know why it does matter. That spot plays the raccoon tail kick sfx. Oh bugger.

Hey strato!
Sorry to give you even more of a headache.

Some time ago, I tried implementing some sort of colour fix for the Koopalings on SMW from the SMAS+SMW ROM for Redux.

However, I couldn't do much because at the time I didn't know much of the ROM and also I couldn't seem to find the corresponding addresses for the fixes in the SMAS+SMW ROM.

The fixes I'm mentioning are listed here:
https://smw-hacks.fandom.com/wiki/Koopalings

Seeing how you are porting over the Redux changes for your hacks, I think this would be a good addition to make the end product a more polished game.
Hopefully you have better luck at it than I did.

I'm looking forward to all your hacks and changes for SMAS+SMW :)
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 13, 2020, 04:51:59 pm
Sure! I'll try finishing up your SMW work. I think it's a "preferred upgrade" that generally anyone would want. ;)

____________________________________________


That code @ 27:a679 that plays the kick sfx ... if we turn it off, the enemies don't die or slide. So we need it to do the kill. I put a flag checking for sliding pose ($62) and switch sfx. Then we're out.

Going through the bucket list..
Title: Re: Super Mario All-Stars Redrawn
Post by: ShadowOne333 on June 13, 2020, 06:48:34 pm
Sure! I'll try finishing up your SMW work. I think it's a "preferred upgrade" that generally anyone would want. ;)
Agree :p
Heck, by the end of it you could even replace the Redux hack with yours, no doubt.
The amount of hacks going on your side are eve beyond what I could have imagined for a polished version of SMAS-SMW :P
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 14, 2020, 12:46:30 am
Agree :p
Heck, by the end of it you could even replace the Redux hack with yours, no doubt.
The amount of hacks going on your side are eve beyond what I could have imagined for a polished version of SMAS-SMW :P
Pretty much ramping up to be the definitive best SMB collection ever made. Heck, this is what we should have received in the SMB All-Stars Wii!
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 14, 2020, 09:08:32 am
Code: [Select]
$23/D655 B9 63 D6    LDA $D663,y[$23:D663]
$23/D658 85 00       STA $00    [$00:0000]
$23/D65A B9 64 D6    LDA $D664,y[$23:D664]
$23/D65D 85 01       STA $01    [$00:0001]
$23/D65F AB          PLB
$23/D660 6C 00 00    JMP ($0000)[$23:D67B]


muncher block
$23/D67B A0 01       LDY #$01
$23/D67D 60          RTS

00 = no effect
01 = block
02 = fire block  (...??)


I'm assuming this isn't shared with something else.. hoping.


Starman power-up sfx = done (asm)
Slide sfx = done (asm)
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 14, 2020, 09:41:26 am
Great job; the Muncher Block fix works just fine. :thumbsup:
Just added it to my zip file.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 14, 2020, 11:41:53 am
Thanks! Added your patch directly.


Quote
-Being able to stomp/carry upside-down Spiny Shells without harm.

Need some clarification. So I hit spiny with the tail and it flips. Run kick = no damage; carry = no damage; jump = damage. Anything cases I'm missing?

_______________________________________


Spiny Jump Damage

Code: [Select]
!SMB3_Player_Jump = $A6
$27/99C5 A5 A6       LDA $A6    [$00:00A6]
$27/99C7 D0 0F       BNE $0F    [$99D8]

Change BNE $0F to $00. That skips jump ==> auto-damage. Unsure if there's other corner cases with jumping..


edit: Found indirect one. Hold spiny until it reverts. Kills itself instead of walking again. Try to asm this one then.

_______________________________________


I should start comparing with NES and GBA sometime to see if some of your (fix) ideas are truly unique or unknowingly fixed in a port.


@ShadowOne333, @niuus
Funny how much the thing ballooned. Wasn't the direction I was expecting but good times!
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 14, 2020, 02:28:43 pm
Need some clarification. So I hit spiny with the tail and it flips. Run kick = no damage; carry = no damage; jump = damage. Anything cases I'm missing?

_______________________________________


Spiny Jump Damage

Code: [Select]
!SMB3_Player_Jump = $A6
$27/99C5 A5 A6       LDA $A6    [$00:00A6]
$27/99C7 D0 0F       BNE $0F    [$99D8]

Change BNE $0F to $00. That skips jump ==> auto-damage. Unsure if there's other corner cases with jumping..


edit: Found indirect one. Hold spiny until it reverts. Kills itself instead of walking again. Try to asm this one then.

Tried that, but it just made it so that all shelled enemies can't be stomped, and that the Tanooki form's statue mode passes through them and kicks their shells, rather than stomping them (Paratroopas can still be stomped.).
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 14, 2020, 06:09:02 pm
Thanks for the info! That's why I need you around to help me navigate all the smb logic problems. ;)
(completely ignored Tanooki statue)


That does complicate a lot, since it's shared. What expected behavior should be done with slide hitting an upside-down spiny? ATM, it kills but applies damage.


edit:
https://www.mariowiki.com/Spiny_Shell_(red)

This article implies that slide kill should be safe if upside-down.

_______________________________________


Found spiny shell damage flag?

Code: [Select]
buzzy beetle ($70) = $45 = no stomp hurt
spiny shell ($71) = $65 = stomp hurt

$27/9A1D BC 71 06    LDY $0671,x[$21:0674]
$27/9A20 B9 AF B1    LDA $B1AF,y[$21:B21F]
$27/9A23 29 20       AND #$20
$27/9A25 F0 0B       BEQ $0B    [$9A32]

Change 21:B220 to $45. And I think stomp runs okay. It fails the normal right-side up case. Back to asm patch mode.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 14, 2020, 09:57:54 pm
Just checked the GBA version; a sliding kill is safe.
And you were right; right-side-up Spinies became stompable. Maybe you could check if a Spiny Shell is upside-down first.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 14, 2020, 10:35:29 pm
Thanks for checking GBA; planned to do that but work got in my way.

Got the Spiny Shell safely fixed (checks walking flag). Will add slide kill next since it's same logic.

-- edit: I did think about upside-down flag but couldn't find it easily. They likely hid it as a gfx pose so it would not be so trivial to locate.

-- edit: Turns out my fix also fixes the slide kill (no damage). Uses same damage formula routine. Okay by me!

_____________________________________


This controls underwater stomping.

Code: [Select]
$27/9A18 AD 75 05    LDA $0575  [$21:0575]
$27/9A1B D0 0A       BNE $0A    [$9A27]

Shut off branch to $00. Which forces to our damage check. I'm not so optimistic about side-effects given our previous experience.

0575 = swimming flag.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 15, 2020, 09:05:42 am
The Underwater Stomp patch works just fine (even with the Tanooki statue). The address is at $279A1D in the SMAS+SMW version.
Edit: Just updated the zip file.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 15, 2020, 10:19:51 am
Next build ready
https://github.com/stratoform/remote/tree/smas


Had to take out white gloves since it created a patching conflict with other gfx. Have to redesign plugin engine some more and more doc redesign.
Title: Re: Super Mario All-Stars Redrawn
Post by: ifightdragons on June 15, 2020, 10:23:17 am
Is Pocket still the project lead, or have you taken over Stratoform?
I haven't seen Pocket posting here for a while.

Either way, great that progress is being made.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 15, 2020, 10:46:30 am
Pocket is active project leader. On break until work schedule dies down.

DarkSamus993 is still asm project head. On break also.


stratoform is doing other side-chores to help make the project more attractive. I've gone contractor mode so I have more freedom to do what I want. ;)

And given the palette, gfx inserter issues .. pocket isn't missing much with the downtime.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 15, 2020, 12:44:35 pm
Stratoform, I was wrong about the SMB3 Muncher Block fix patch - it makes power-up-holding Note and Wood Blocks completely inert once their contents are emptied (Note Blocks in general are also inert), and pink Note Blocks disappear.

Also, what I meant with the SMB3 Sliding Kill SFX patch was that I wanted sliding kills to make the "kick" sound, when the base All-Stars games already do that (Your patch makes it so the "stomp" sound is used instead, as in the NES version.).
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 15, 2020, 05:22:07 pm
Quote
Also, what I meant with the SMB3 Sliding Kill SFX patch was that I wanted sliding kills to make the "kick" sound, when the base All-Stars games already do that (Your patch makes it so the "stomp" sound is used instead, as in the NES version.).

Oh, whoops! I'll take that out or disable or something. I suppose there's maybe 1 out of 10000+ people who want the classic sound.


Quote
Stratoform, I was wrong about the SMB3 Muncher Block fix patch - it makes power-up-holding Note and Wood Blocks completely inert once their contents are emptied (Note Blocks in general are also inert), and pink Note Blocks disappear.

Thanks for informing me! I likely can add a monster id check for Muncher and handle it that way.


I'll get on these later.

________________________________________


Demo patches are updated. I will be adding basic + preferable modes. So specialty (classic slide kill sfx, re-entry levels) will not be included. You will have to byo for these, but I will later try creating an "alex o." build script to customize the game your way.


Muncher one was interesting. Because it's officially a "block", it normally reacts like one (note, star, coin, shiny, vine, multi-coin, flower, 1-up, p-block). So I had to locate the id and turn it off via asm.

________________________________________


Tweaking SMB3 Luigi physics. Makes more floaty at peak of jump, more similar to LL hover times. Height is slightly higher to come close to 153 LL pixels.

Not in temp yet.

Mario jumps about same in both SMB3 and LL.
Title: Re: Super Mario All-Stars Redrawn
Post by: CoolCatBomberMan on June 16, 2020, 12:33:36 am
I realize that Lost Levels: Special Edition (or whatever it was called) was cancelled, but I'm confused. Will the completed patch still have unique graphics for Lost Levels?
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 16, 2020, 08:07:18 am
pocket's Redrawn (I'm guessing) will have some unique graphics for LL.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on June 17, 2020, 10:57:37 am
I realize that Lost Levels: Special Edition (or whatever it was called) was cancelled, but I'm confused. Will the completed patch still have unique graphics for Lost Levels?

It's still going to have unique tile sets like the original version of the game had, that much is 100% certain. There may also be subtle differences to the enemies and power ups, but it may not be noticable and some may be unchanged. We will see. Mario and Luigi will likely have different sprites and animations than SMB1 as well. Peach, Bowser, and Toad, I am mostly leaving the same. The only thing that's for sure not happening anymore is that I'm no longer going to make a 2nd version where the enemies are replaced with the strange off beat alternate versions of themselves.

When I do finally get back to this project there's going to be a lot I'm going to need to be caught up on, there were a few ideas proposed earlier in the thread that i'm not sure if i'm 100% on board with with like underwater stomping reworking the health system. I still want the games to retain their original level of challenge afterall.
Title: Re: Super Mario All-Stars Redrawn
Post by: Alex O. on June 17, 2020, 11:39:28 am
Stratoform, don't want to be a bother, but your SMB3 Replayable Levels patch won't let me enter the World castles/airship levels.

I'd also like for the Fire Flower in SMB1 and SMB3 and Super Leaf in SMB3 to work exactly as they do in SMA4; I think Insectduel figured it out for the Fire Flower in SMB3 before giving up with the Super Leaf.
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 17, 2020, 11:48:17 am
Quote
When I do finally get back to this project there's going to be a lot I'm going to need to be caught up on, there were a few ideas proposed earlier in the thread that i'm not sure if i'm 100% on board with with like underwater stomping reworking the health system. I still want the games to retain their original level of challenge afterall.

For Redrawn, I think it'd be cleaner to leave gameplay specials like those out. They should be optional upgrades that the user will have to add themselves.


I'm focusing more on collecting every semi-useful patch and finding ways to combine them without having those collisions. Then trying to make Redrawn easier to work with (or fail).

It's focus is a tangent and independent from Redrawn so if it'd make sense, I could branch off to a new PP thread. De-clutter this one.


Found how to fix the coin sparkle in Bowser's castle map, and indirectly it also effects the castle (and walls) animations. So digging down that path.

_________________________________________


Quote
Stratoform, don't want to be a bother, but your SMB3 Replayable Levels patch won't let me enter the World castles/airship levels.

Really? I thought it worked. Have to re-check.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 17, 2020, 12:33:57 pm
Hmm. Tempting.
Are you still interested in the Status Bar from SMA2 for SMW? It's okey if you don't, just curious if that's gonna be a thing, in which case i would replay the whole game... again.  :laugh:
Title: Re: Super Mario All-Stars Redrawn
Post by: stratoform on June 17, 2020, 12:40:19 pm
Yes, I want to add that SMA2 patch and full credit. :)

But I'm trying to find my way out of the SMB3 swamp first, given how broken my plugin engine is become.


And the Replay Levels is broken. Funny, wonder how.
=== edit: Careless mistake. No pha-pla.

____________________________________________


I'll be moving off-topic discussion to a new area.
https://www.romhacking.net/forum/index.php?topic=30891.0
Title: Re: Super Mario All-Stars Redrawn
Post by: SpringSonic9187 on June 17, 2020, 02:08:55 pm
It's still going to have unique tile sets like the original version of the game had, that much is 100% certain. There may also be subtle differences to the enemies and power ups, but it may not be noticable and some may be unchanged. We will see. Mario and Luigi will likely have different sprites and animations than SMB1 as well. Peach, Bowser, and Toad, I am mostly leaving the same. The only thing that's for sure not happening anymore is that I'm no longer going to make a 2nd version where the enemies are replaced with the strange off beat alternate versions of themselves.

When I do finally get back to this project there's going to be a lot I'm going to need to be caught up on, there were a few ideas proposed earlier in the thread that i'm not sure if i'm 100% on board with with like underwater stomping reworking the health system. I still want the games to retain their original level of challenge afterall.
Am I glad the NES color scheme for Peach's dress is gonna stay, tho.

(or is it?)
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on June 17, 2020, 04:08:38 pm
Am I glad the NES color scheme for Peach's dress is gonna stay, tho.

(or is it?)

We shall see, it was the poll winner, but I made that poll a long, long time ago, before the work stratoform started. If I can swap Peach for Daisy only when Luigi is playable, I think i'll leave Peach's design alone.
Title: Re: Super Mario All-Stars Redrawn
Post by: RetroGameFan on June 17, 2020, 05:15:05 pm
We shall see, it was the poll winner, but I made that poll a long, long time ago, before the work stratoform started. If I can swap Peach for Daisy only when Luigi is playable, I think i'll leave Peach's design alone.
You mean leave the All-Stars version alone, right? I actually voted for the first choice, which was to keep her dress the same as in SMB.
Title: Re: Super Mario All-Stars Redrawn
Post by: niuus on June 19, 2020, 10:04:46 pm
We shall see, it was the poll winner, but I made that poll a long, long time ago, before the work stratoform started. If I can swap Peach for Daisy only when Luigi is playable, I think i'll leave Peach's design alone.
That sounds pretty awesome for a Luigi run.  8)
Title: Re: Super Mario All-Stars Redrawn
Post by: Starry_The_Hero_of_Link on June 27, 2020, 10:43:23 am
Hello there! I saw your work and really love the attention to detail this is getting. Though I have some issues with some of the patches I found. I personally want to make a more Graphically accurate version of each game (Except for Mario 2 which is already good, but I might use some of the sprites in here for all games due to preferences). As such, I wanted both SMB 1 and Lost Levels to have different palettes for each level for coins, question mark blocks, and restore the original palette animation cycle. Restoring the original Walk cycle as even the Mushrooms look more like their FDS counterparts, while the Poison Mushrooms use the Goomba Palette. But the patches don’t really work for my prefered Rom, All-Stars + SMW. I would like help and submit some of my work in return.

Here’s a tip for SMB3 Sprite edits. In YY-CHR, Where it says “Normal”, turn it to “FC/NES 16” (or something close to that name) That should make some Sprites more manageable
Title: Re: Super Mario All-Stars Redrawn
Post by: RetroGameFan on June 28, 2020, 02:51:58 pm
@pocket - Did you notice my last post? I don't mean to be rude but I asked you whether or not you were going to ignore the poll to leave the pink dress the same. Have you been busy lately?
Title: Re: Super Mario All-Stars Redrawn
Post by: Uberdubie on June 30, 2020, 08:03:37 pm
^ Last I heard Pocket has been going through a lot of life stuff... just be patient.
Title: Re: Super Mario All-Stars Redrawn
Post by: pocket on July 03, 2020, 12:56:20 am
@pocket - Did you notice my last post? I don't mean to be rude but I asked you whether or not you were going to ignore the poll to leave the pink dress the same. Have you been busy lately?
I thought I made it pretty clear but yes, I will very likely leave the dress pink. It feels bad to ignore poll results but the poll was made before a lot of the work done in this thread opened up new possibilities.

I'm not being very active in this thread for the time being, there's a lot going on right now, and I have other obligations I need to work on, plus some personal issues i've been struggling with. Hopefully I'll be in a position where I can participate more in the thread asap, and get back to working on the project.
Title: Re: Super Mario All-Stars Redrawn
Post by: nosynose on July 03, 2020, 02:22:48 am
@pocket
Exciting project! Sincerely hope for your issues to be quickly resolved.
Title: Re: Super Mario All-Stars Redrawn
Post by: RetroGameFan on July 03, 2020, 10:42:23 am
I thought I made it pretty clear but yes, I will very likely leave the dress pink. It feels bad to ignore poll results but the poll was made before a lot of the work done in this thread opened up new possibilities.
I figured that was the answer, but I actually wasn't 100% sure that's what you were saying until now. Thanks for your reply. :)
Title: Re: Super Mario All-Stars Redrawn
Post by: Neon Streetlight on July 03, 2020, 08:13:54 pm
I thought I made it pretty clear but yes, I will very likely leave the dress pink. It feels bad to ignore poll results but the poll was made before a lot of the work done in this thread opened up new possibilities.

I'm not being very active in this thread for the time being, there's a lot going on right now, and I have other obligations I need to work on, plus some personal issues i've been struggling with. Hopefully I'll be in a position where I can participate more in the thread asap, and get back to working on the project.

Take care of yourself. Hope you’re well and excited to see this come together someday. But for now, you come first.
Title: Re: Super Mario All-Stars Redrawn
Post by: Grimlock on July 14, 2020, 10:13:56 pm
I just wanted to chime in and congratulate you on the progress you've made.  The images in post #1 are impressive.  I'll be putting this on my flash cart for sure once you're all wrapped up.  Awesome work so far, looks fantastic.  :thumbsup: