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Romhacking => Personal Projects => Topic started by: frantik on October 26, 2007, 12:19:54 am

Title: Super Mario Unlimited (SMB) - Released!
Post by: frantik on October 26, 2007, 12:19:54 am
2011 UPDATE: GAME HAS BEEN RELEASED!! See page 18 (http://www.romhacking.net/forum/index.php/topic,4882.255.html)

I've been working on this SMB hack for a rediculously long time now. I made a simple graphics and level hack in 2004 called Super Mario 5000.. after that I started learning assembly and started on a more ambitious new hack "Super Mario Forever" Well I cursed myself by naming it after Duke Nukem Forever cause I got stuck in development lol.  Recently I started working on it again, only to discover there is already another hack named SMForever so I chose a new name Super Mario Unlimited.

Some current and planned features include:

* 32 all new levels (31 completely unique levels) with fun and attractive layouts ranging from easy to somewhat challenging. [update july 2008:  now 40 completely unique levels with twice as many objects and enemies as SMB]
* Themed worlds with different palettes and looks (Mushroom kingdom, desert, ocean, mountain top, lower sky, upper sky, outer fortress, inner fortress) [update 2008: Mushroom kingdom, desert, ocean, mountains, cliffs, clouds, Bowser's sewer, Bowser's fortress]
* Tweaked controls including super stomp jump like in smb3/smw, faster running and quicker acceleration which means the ability to jump farther as well.
* Two new power ups: stopwatch (freezes enemies like from smb2) and Mushroom retainer idol (gives invulnerability for a while)
* Unlimited lives
* Collect 100 coins for invincibility (this is good for those levels which you just can't beat.. eventually you collect 100 coins and can get past tough spots)
* All new graphics and backgrounds (no more ugly bricks at all!) with animation
* Many other changes and tweaks

Level design is about 1/3 complete, and I've got some more assembly hacking to do as well.  I'm sure I'll mess with the graphics a bit more before it's released as well but right now I'm pretty happy with it; I just need to keep working on it :D.  I'm hoping to finish before summer 2008 depending on how much time I have and how many features I want to implement.

Here are some recent screen shots :)
(http://img524.imageshack.us/img524/8378/13ud8.png) (http://img141.imageshack.us/img141/86/10ds6.png)

(http://img180.imageshack.us/img180/8800/12ig7.png) (http://img180.imageshack.us/img180/1997/18aa8.png)

(http://img524.imageshack.us/img524/1893/19eu6.png) (http://img149.imageshack.us/img149/2152/9cay7.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 26, 2007, 12:31:29 am
Nice I like those new graphics and the new colors, now is this going to be a hard type hack, where only the best SMB could play it.

Either way it will be something to look forward to.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 26, 2007, 01:00:39 am
now is this going to be a hard type hack, where only the best SMB could play it.

No it will start out easy and get progressively harder just like a real SMB game :)  I want the average person to be able to play and enjoy it. 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 26, 2007, 01:03:37 am
Thats what I thought so, just wanted to confirm that, what about the Warp Zones are you going to make use of the warp zones.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 26, 2007, 01:28:03 am
Yeah the warp zones will be included :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 26, 2007, 01:42:00 am
* Two new power ups: stopwatch (freezes enemies like from smb2) and Mushroom retainer idol (gives invulnerability for a while)
* Unlimited lives


the stopwatch sounds like it is new to Super Mario Bros 1, now the Mushroom Retainer idol that sounds like the Starman,

I assume that the Super Mushroom and the Fire Flower will be present in this hack.

Now i think that the Unlimited lives is an unneccesary luxury.

So have you picked an release date yet.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 26, 2007, 02:05:18 am
the stopwatch sounds like it is new to Super Mario Bros 1, now the Mushroom Retainer idol that sounds like the Starman,

I assume that the Super Mushroom and the Fire Flower will be present in this hack.

Now i think that the Unlimited lives is an unneccesary luxury.

So have you picked an release date yet.

Mushroom and fire flower will of course be included.  Stopwatch is new.  Idol is similar to starman only you don't kill enemies.. it's basicaly the same thing that happens right after you get hurt when you flash for a second or two, but you don't get hurt, it lasts longer, and the starman music doesn't play.

Unlimited lives is included to free up the 1up mushroom for stopwatch, plus these days people will just use save states or other cheats anyways.  I'm thinking of seeing if I can implement a lives tally which will display at the end of each level or something, with the goal being to see how low you can keep the tally.  I might just scrap the point system in favor of the life counter actually since it would be easy to do and points arent really important in smb

as far as a release date if i can put it out before summer 2008 i will be happy.  I could be earlier it just depends on how much time i have
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 26, 2007, 02:59:55 pm
Let me know if you need some server space to host the website about your hack and to host the hack itself.

I have the domain, www.mgisystems.com and I can give you a sub domain, like smu.mgisystems.com

Just let me know if you are interested.

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 26, 2007, 04:50:00 pm
Thanks for the offer but I've got plenty of webspace :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on October 26, 2007, 05:18:21 pm
looking very studly man. There are a million and one smb hacks but I think I'll definitely give this one a whirl when it's done. I like your choice of colors.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 26, 2007, 05:26:43 pm
Indeed, now would it be possible to make it so that there could be more than just levels 1-1 to 8-4, because the more levels you have the better, or you could of course make a sequel,

and would it be possible to make it so that you can go back, like scroll to the left.

That would be cool too.  :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 26, 2007, 06:55:16 pm
Indeed, now would it be possible to make it so that there could be more than just levels 1-1 to 8-4, because the more levels you have the better, or you could of course make a sequel,

and would it be possible to make it so that you can go back, like scroll to the left.

That would be cool too.  :)

Well I've only got like 11 levels which are mostly finalized right now so I don't want any more haha.   It will already have more unique levels than SMB though :D  (smb repeats like 4 or 5 different levels)  As for going to the left I agree that would be cool but waaaay beyond my level of hacking skill.  The features you mention are the reason SMB3 exists lol.. ;)

Panzer thanks for the kind words  :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on October 27, 2007, 02:48:29 am
Indeed, now would it be possible to make it so that there could be more than just levels 1-1 to 8-4, because the more levels you have the better, or you could of course make a sequel,

and would it be possible to make it so that you can go back, like scroll to the left.

That would be cool too.  :)

you've got a point, but hold on, he hasn't even released the first one yet :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 30, 2007, 07:55:51 pm
First video preview of Super Mario Unlimited - showing off my new end of level trigger as well as some other goodies :) :woot!:

http://www.youtube.com/watch?v=eUP7Dl0k7gk 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on October 30, 2007, 08:20:57 pm
Wow those graphics look really good for a NES game, it all looks great so far.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 31, 2007, 04:42:15 am
See the stopwatch in action :D

http://www.youtube.com/watch?v=AjvUdSVBGf8
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on October 31, 2007, 12:04:11 pm
Love the videos frantik, the stopwatch rocks! ^^'  :cookie:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 02, 2007, 05:22:12 pm
w00t I finally solved a major problem with the stop watch power up :D before if you would touch the side of a brick or pipe or whatever it would institute a 'scroll lock' until the stopwatch ran out..  i finally figured out how to stop it so now I can use the stopwatch in more areas.  you'll notice in the 1st stop watch vid it's a very open level... i mostly did this so that it would be hard to bump into things while the stop watch was in effect but now i dont have to do that :)

anyways not very exciting to anybody else im sure but it makes me happy so i decided to post bout it in here lol
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 03, 2007, 10:29:44 am
deep inside the desert pyramid

(http://img210.imageshack.us/img210/9237/37cq8.png)

(http://img210.imageshack.us/img210/5629/38qs5.png)

(http://img210.imageshack.us/img210/6066/39ks3.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: insectduel on November 03, 2007, 02:48:02 pm
How long did you SMB1 Hack. I really like your ideas. THIS IS EXACTLY that kind of any SMB1 Hacks in my SMB/Megaman Site should be in my collector's page. But I've been lazy to upload more SMB1 Hacks and improvement patches on the spot.

I've also SMB2J Hack besides SMB1. But I'm still angry that my recent completed SMB2J Plus 2 project couldn't reach my own webpage due to computer failure. I hope I get WinXP and save my hard drive this Christmas year.

Good luck finishing it or add new ideas frantik.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 08, 2007, 12:44:21 am
thanks insectduel :)

here's a pic of the 'dead woods' area.. just made the tiles yesterday based off of some SMW tiles in the forrest area

(http://img210.imageshack.us/img210/3821/40gn1.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: AlexAR on November 08, 2007, 01:59:04 pm
Wow! You really prettied up SMB very well. Every gfx change is beautiful. That stop watch video is super impressive. Not only did you implement an entirely new feature to the game, but you also made use of it very effectively, even though you were limited by your block glitch. Keep it up frantik.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 08, 2007, 02:01:21 pm
yeah this is NES in tip top shape for sure, really good color choices.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 10, 2007, 06:45:18 pm
thanks guys :)

I turned the "L pipes" into upside down pipes.  I was suprised how easy it was just by modifying the existing L pipe code.  Plus since the L pipe code is shared by two different objects I was able to have upside down pipes with two different top starting points with minimal code changes.  both sets of pipes can be any length too :)  now to be 1337 i need to put upside down piranha plants in them :D

(http://img107.imageshack.us/img107/5606/43bp3.png)
[this is just an example image.. probably wont use this in the game]


i also stopped the balance platforms from drawing the rope as they move.  that was annoying especially in levels with backgrounds like the bricks in the pyramid

Levels are about 50% complete now :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on November 10, 2007, 08:42:37 pm
Good thing I have this site under my favorites... Link. (http://betaworld.hp.infoseek.co.jp/sien.html) You'll find the upside down plants patch there. ;)  :cookie: 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 10, 2007, 09:22:41 pm
yeah, thanks googie.. I downloaded that patch collection a while ago but i could only get one of the 5 ips files to work :( it would help if i knew japanese lol (and online translation is pretty worthless).  Even the one rom that does work (R_plantsSam.ips) i cant just patch onto my rom cause it changes the level data  and other random stuff >:(

i was actually looking at those patched to try to copy the upside down pipes stuff too but i just ended up doing it myself a different way which is much cleaner than those patches from what I can tell.  the changes for my pipes all fit inside of the existing l-pipe handler, so it doesn't have to overwrite some other feature.  Those roms from betaworld overwrite the castle looping stuff. :'(

but i will keep looking at them for info on the plants  :banghead:

[edit:  i got the upside down plants implemented too  :woot!: it sure was tedious copying each change in the patch by hand and rewriting the addresses to where the code was relocated but seeing it work made it worth it :D ]
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 17, 2007, 04:26:01 am
Been working on various things... mostly polishing up some odds and ends for the castle levels which I need to start designing.  I like using the brick background for castles/underground but the problem is various sprites display behind the background temporarily, such as objects leaving pipes and question blocks and it looks bad.  So I have to have sections of blank and sections of brick.  the edges between these sections were kinda rough so i replaced the lift rope background graphics with proper brick ends.  I added the same style treatment to the top and bottom of the wall graphics.

I also finally figured out how to add lava without removing the existing water elements.  I ended up replacing the horizontal pulley rope with lava graphics.  To get a red meta-tile I had to sacrifice bowser's bridge but thats ok because I'm not planning on even having bowser in the castles until world 8

(http://img523.imageshack.us/img523/3601/52co9.png)

(http://img264.imageshack.us/img264/5797/56lz1.png)

(http://img214.imageshack.us/img214/4891/55uy6.png)

same exact brick tiles with different palette for underground.  Compare with pic of same area up-thread
(http://img20.imageshack.us/img20/8720/51fz8.png)


finally, the title screen was nice but still had a lot of wide open space.. i like this a lot better.
(http://img233.imageshack.us/img233/6637/59ih1.png)


Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: AlexAR on November 17, 2007, 06:55:45 pm
God damn you are good man. You are very good. Replacing useless objects to pretty up your backgrounds takes an artists approach. Your upside down pipes and piranhas and other level setting changes require knowing your shit. You are a multi talented fellow frantik.  From your various screenshots, I can see your level design looks great too. Keep the momentum rolling man, I cant wait to play this.

Are you keeping the difficulty under stupidly insane?  That's the only thing that could bring your masterpiece down. (In my book)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on November 17, 2007, 07:59:29 pm
*Laughs like Peter Griffin*

stupidly insane...

Looking good frantik, love how you got the walls up in the background. And the new title screen is pretty sweet.  8)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 17, 2007, 08:46:54 pm
you understand the NES like nobodies business you crazy fool. Everything is so crisp and clean. Even your title screen which a lot of people who do good hacks screw up, not you, it's not to busy but does have an interesting but readable title font and simple credit. It's just very pristine I don't know what to say.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 18, 2007, 07:42:17 pm
thanks guys :)  your compliments keep me inspired  :D

AlexAR don't worry it's not going to be insanely hard.. the difficulty will be similar to a real mario game; it will start out easy and get progressively harder.  I want everyone to be able to play and enjoy this hack, not just hardcore Mario fans. 

I'm actually worried more about some people complaining it's too easy.. but I've got some ideas on how to include additional challenges for more hardcore players.  One thing I have implemented already is the ability to enable "hard mode" when starting a game.  This makes enemies move faster and goombas turn into buzzy beetles just like when you beat the game in SMB.  I'm also thinking of things like keep track of coins collected or lives lost, etc and having a different ending based on that info.. so even if you beat the game there is motivation to play it again :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 21, 2007, 05:25:46 am
applied some simple animation for this demo of world 1 :)

http://www.youtube.com/watch?v=wj9yKPEzLBM
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on November 21, 2007, 10:46:53 am
Awsome man, just freakin sweet! This'll be the best SMB hack in a very long time when it's released. Seeing that video makes me wanna pick up on two SMB hacks I put in the back burner. Keep doing your thing man!  8)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 21, 2007, 01:35:29 pm
nice man, I just like the polish in this hack, I liked the change of background color in 1-3 also.

just a few questions. Can you pick up turtle shells? because that would be awesome.

also did you cut out some of the background sound effects that are normally in the castle levels?

I also thing the star brick is cool at the end of a level but maybe at the end of 1-3 you could have him going into a castle to sort of link that with 1-4, to kind of give the feeling of "not I'm going into the tougher part"

I'm not so worried about your game being too easy (although you do give a lot of power up blocks) as I am worried about the levels being a little short. I do understand that that's just  the first world though, just make sure there is progression.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SeraphSight on November 21, 2007, 04:23:10 pm
although i haven't played many SMB hack so i wouldn't know how prolific it is, but i really liked that idea of the tube taking you back some, but on a different 'level' of the stage. (how it took you to the bottom part) that could make for some crazy levels later on, where you have to play through the level twice, once on top and once on the bottom.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 21, 2007, 05:56:48 pm
just a few questions. Can you pick up turtle shells? because that would be awesome.

also did you cut out some of the background sound effects that are normally in the castle levels?

I also thing the star brick is cool at the end of a level but maybe at the end of 1-3 you could have him going into a castle to sort of link that with 1-4, to kind of give the feeling of "not I'm going into the tougher part"

I'm not so worried about your game being too easy (although you do give a lot of power up blocks) as I am worried about the levels being a little short. I do understand that that's just  the first world though, just make sure there is progression.

Picking up turtle shells would definitely be cool but I don't think I'm going to be including that feature since it seems like it might be a lil tough to implement.  There probably won't be any more changes to the gameplay as far as mario's abilities and whatnot

I left all sound effects in.. what sound effects were you thinking off?

I agree 1-3's ending needs a castle or at least a different kind of ending pipe.. it's on my to-do list already :)

re: level length: I just looked and the levels are about the same length as the original levels in world 1-1 in smb :)  Maybe they seemed shorter because I just ran though the levels and didn't stop to explore anything like possible hidden pipes or stuff like that :)   re: lots of power up blocks:  thats pretty standard for world 1 in mario games ;)


thanks everybody for the comments though i'll keep plugging away at it over the holiday weekend :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 21, 2007, 06:29:02 pm
yeah, I wasn't trying to be too critical, it was just my perception after watching it once, I'd have to go back and review it and SMB before I could give more/better suggestions.

as far as the music, at least in your youtube there was a significant bit missing in the castle music, compare yours to this

http://youtube.com/watch?v=7ruTr9m820Q

can you hear the difference?

EDIT: it's that way in the overworld too, I thought it was a stylistic choice but I think it may just be your emu or something you accidentally removed, here is the overworld music

http://youtube.com/watch?v=lM9AwTSjDhw&feature=related

compare it to your youtube.

I do like your animated blocks though  :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 21, 2007, 07:07:41 pm
oh yeah, the music i have modified (i got confused cause u said "sound effects" :)).. i disabled the triangle channel so only the bassline of the songs are heard.  I also slightly changed the sound of the drums.  Gives it a quick "remix" feel without actually changing the notes and stuff which looks to be a real pain.  there is a japanese language program to edit the music but i haven't figured it out yet
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 21, 2007, 08:14:11 pm
right, I liked it for the overworld but not as much for the castle, but I'm sure most people do, it's all personal opinion, just wanted to make sure you were aware of it.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 21, 2007, 09:04:22 pm
yeah it's not as good for the castles but theres a lot more overworld levels than castles ;)       

Usually though I just turn off the sound cause it gets old fast no matter what it sounds like
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 22, 2007, 11:12:14 am
w00t modified the castle display code to blank out the top few lines when the castle is at full height.   this means i can make two completely different looking "castles", or in my case, the end level pipe and the new end world "bowser's gate"

(http://img441.imageshack.us/img441/935/58ey1.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 22, 2007, 02:43:50 pm
nice, I like it and I really like that darker background too, and it give the levels another step of progression because it's that darker color before the castle level right? kind of like things are getting darker.

have you done any work on underground levels, underwater levels, rain, or snow levels?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 22, 2007, 07:18:06 pm
Hah thats funny you guessed from one pic about the progression into darkness :)  yeah after i made the new castle gate i noticed it didnt look good on light blue so i went and made it so it's darker for the end of level 3 of each world

Progress at this point as far as level design:
World 1 - Mushroom Kingdom - 95% - pretty much complete, minor tweaking will occur
World 2 - Desert Plains - 70% - castle not started
World 3 - Ocean Depths - 70% - castle not started
World 4 - Mountain Tops - 70% - same as above
World 5 - Dark Woods - 40% - one level finalized, another laid out but will probably be redone, two not started
World 6 - Sky Heights- 70% - castle not started
World 7 - Bowser's Sewer - 20% - Some stuff in one level laid out
World 8 - Bowser's Fortress - 0% - Haven't even started

I might switch worlds 4 and 5 depending on the difficulty of the levels i create for the Dark Woods.  I also might switch the Woods to a jungle with big palm trees if i can find/make a decent palm.  If I do that I will definitely switch the worlds.


The idea is Mario leaves the Mushroom Kingdom and travels across the desert to the ocean.  He travels to an island in the ocean.  On the island shores are some cliffs which lead to a dead forest.  After climbing the trees in the dead forest  Mario ascends along the clouds to Bowser's fortress in the sky. (or jungle to mountains to sky)  He sneaks through the sewers into Bowser's fortress to defeat Bowser  :cookie:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 22, 2007, 07:20:54 pm
beautiful, great progression, it would be awesome if you could have the rain in at least one level, but I like your progression, it should prove to be very varied.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 22, 2007, 08:41:50 pm
thanks :)  do you mean the rain (and wind) from SMB2j/Lost Levels?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: insectduel on November 23, 2007, 12:13:26 pm
thanks :)  do you mean the rain (and wind) from SMB2j/Lost Levels?

They aren't compatable with the ASM stuff you have now? Unless you know how? Anyway, I haven't even do much SMB1 Hacking for a while and I've STILL haven't even learn much even after 3 years of my SMB1 Hacking experience.

And how did you animate the coins and ? Blocks. That's the idea I need to know? You should Animate the Lava/Water too.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 24, 2007, 07:31:13 pm
im not quite sure i understand what you mean about the rain insect duel.. i could probably add it but honestly im not a big fan :)

as for the animation i cheated and used a patch googie sent me a link to :)  I know i forgot to animate the lava for the vid but it will be animated in the final game

on an unrelated note, i finally figured out a better color scheme for the red and green enemies :)   it looks like eleventy billion times better

(http://img134.imageshack.us/img134/4057/68zy7.png)

(http://img518.imageshack.us/img518/597/65qq2.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 24, 2007, 08:38:50 pm
as for the animation i cheated and used a patch googie sent me a link to :)


PLEASE don't tell me it's that one that adds a trainer to the ROM.

Trainers are bogus... that "feature" is a defunct holdover from FFE copiers.  It has no practical application in modern-day emulation and shouldn't be used because it's potentially incompatible with more modern system tools (PowerPAK, CopyNES -- not sure whether or not these support trainers -- I kind of doubt it).  Plus the trainer may conflict with other components like PRG-RAM.  Not to mention support for it may be dropped entirely in future emulators.

If you're using the patch I'm thinking of -- I highly recommend you scrap it.  Compatibility and compliance are more important than a few frames of animation.  Plus there's nothing stopping you from adding the animation the "right" way

If you're not using that patch (ie:  your ROM does not use a trainer).. then disregard this post completely.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 25, 2007, 12:24:53 am
* disregards above post completely
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 25, 2007, 11:33:34 am
*breathes sigh of relief*   :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on November 25, 2007, 11:43:03 am
frantik, I´m absolutely impressed with your work  :crazy:.Could you say to us how levels far the game are?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 25, 2007, 05:35:12 pm
thank Silas :)

I posted the game status on the previous page :)

Quote
Progress at this point as far as level design:
World 1 - Mushroom Kingdom - 95% - pretty much complete, minor tweaking will occur
World 2 - Desert Plains - 70% - castle not started
World 3 - Ocean Depths - 70% - castle not started
World 4 - Mountain Tops - 70% - same as above
World 5 - Dark Woods - 40% - one level finalized, another laid out but will probably be redone, two not started
World 6 - Sky Heights- 70% - castle not started
World 7 - Bowser's Sewer - 20% - Some stuff in one level laid out
World 8 - Bowser's Fortress - 0% - Haven't even started
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on November 25, 2007, 06:42:54 pm
Frantik, I have 1 favor to ask:

(1.) Can you give me your Animation Patch

(2.) Can you give me your Lava ASM patch

In return, I will PM (Private Message) you a SWEET ASM PATCH.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on November 25, 2007, 07:41:33 pm
It makes the game taste like cotton candy? :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 25, 2007, 07:59:57 pm
^  ;D

here's the page which has the animation patch.. I used CNROM/Mapper 3
http://www.filefarmer.com/smbhacks/smbpatch.shtml


for the lava i will make a patch for that and other features like the super stomp jump after I release the game :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 25, 2007, 10:27:39 pm
here's the page which has the animation patch.. I used CNROM/Mapper 3
http://www.filefarmer.com/smbhacks/smbpatch.shtml

It doesn't compensate for bus conflicts   :'(

That's minor though.... I guess.  Looks like the address it writes to ($E000) contains $23... so a bus conflicting write may be worked around for pages 0-3 (which is all you'd have on CNROM anyway).  Oddly though, the patch seems to add 2 to the page number?  No idea why, but I suppose it doesn't matter.  Also seems to go on an 8-page cycle which you wouldn't have on CNROM (on a true CNROM you're capped at 4 pages -- but you could have more on CNROM compatible boards)

</rambling>

Anyway... I probably would've been more careful in how I coded the swap routine, but it'll do.  Just don't count on it working on a real CNROM board.  No emulators will give you trouble though -- nor will stuff like the PowerPAK.

*gives thumbs up*


This is the guy whose hack I figured you were using.  I notice he has a slew of trainer hacks at the bottom -- I just thought this animation hack was included among them (fortunately, it isn't).  I'm skeptical of that guy's MMC3 hacks....

*goes to examine*

EDIT:

Yeah his MMC3 hack doesn't bother prepping PRG regs -- he just assumes PRG is all swapped in the way he expects.  He also doesn't set up CHR regs properly (only one he ever touches is R:4) -- nor does he set the mirroring mode.  Sloppy sloppy sloppy.  When will people realize that just because your hack happens to work on X emulator doesn't mean it's right   :'( .  This is the same mentality that lead to all those now decrepit NESticle-only hacks.

Anyway... good move going with the CNROM hack.  Avoid that MMC3 hack.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 25, 2007, 10:57:20 pm
if you want to write a better routine i would be happy to include it in my hack :)  i don't know a lot about NES hardware at all.  I just want 4 frames of animation for both backgrounds and sprites
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 25, 2007, 11:22:50 pm
http://disch.arc-nova.org/animhack.ips

I didn't zip it because the zip was bigger than the ips... heh.

Anyway you should be able to patch it to a fresh ROM or right on top of your hack.  It changes the same routine AP's hack does in pretty much the same way, except it goes on a 4-page cycle and is aware of bus conflicts (making it fully CNROM compatible).

I don't know which page is swapped in on startup (if any) -- I didn't bother to look.  So to be safe... be sure you have the title screen information that's stored in CHR present in all 4 pages.

Lemme know if you run into problems.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 25, 2007, 11:40:26 pm
I patched it onto the animated rom I used for the last video i made and it seems to work fine so thanks a lot :)  I will have to take a look at the code to learn a bit about how it works :)

Your comment about making sure the title screen is the same on all the pages got me thinking.. it would be cool if that screen layout info could be different on each page and used to add graphics to the level intro screen (where it normally shows your lives count and stuff).   The title screen drawing routine could be used or similar code could be used to draw just a smaller section (so the 4 pages could provide 8 screens, 1 per world)..

is there a document i should check out for info on the mappers?  i'll go check the archive


[edit:  well i did some fooling around and on power on the title screen is always loaded from frame 1 but on reset it is loaded from the current frame which could be any of them... so even if i cant use the data for various mid screen intros i can at least have 4 different title screens which is kinda cool :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 26, 2007, 12:28:19 pm
I patched it onto the animated rom I used for the last video i made and it seems to work fine so thanks a lot :)  I will have to take a look at the code to learn a bit about how it works :)

It's pretty simple really:

Code: [Select]
LDA $09   ; load frame counter -- it's automatically incremented each frame by the engine
LSR A
LSR A
LSR A     ; right shift 3 times (divide by 8 ) -- makes it so a new page is selected every 8 frames
AND #$03  ; mask out low 2 bits (produces 0,1,2,3,0,1,2,3,0,1,2,3,... repeating pattern)
TAX       ; copy to X
STA $89ED,X   ; use X as an index to write this value to mapper reg
              ; (a LUT is stored at $89ED -- see below)
RTS       ; exit

; at $89ED:
$00  $01  $02  $03

The value written (A) selects the desired page to swap in.  The reason for the TAX and indexed STA is because of bus conflicts -- to ensure expected results, you should always write to an address that contains the same value that you're writing.  IE:  if you're swapping to page 3, you must write to an address that contains $03.  The LUT at $89ED accomplishes that.

AP's routine looked very similar -- except he had the AND before the shifting, then added 2 afterwards (still don't know why), and didn't use a LUT when selecting a page.

You can get away with such a simple hack on this mapper because mapper 3 lacks any PRG swapping or other controls, so you don't need any additional code to "set up" the mapper at startup like you do with more complex mappers like MMC3 (this is the problem with AP's MMC3 hack -- it fails to do any of that -- it basically changes only the same routine as the CNROM hack)

Quote
Your comment about making sure the title screen is the same on all the pages got me thinking.. it would be cool if that screen layout info could be different on each page and used to add graphics to the level intro screen (where it normally shows your lives count and stuff).   The title screen drawing routine could be used or similar code could be used to draw just a smaller section (so the 4 pages could provide 8 screens, 1 per world)..

Well -- you can certainly do what you have in mind -- although the current CHR swap system wouldn't really help with it.  For that you'd probably need to put in your own custom routine.  There might be enough space after that CHR swapping code (since the rest of the palette animation routine is unused -- it's all free space now).

But yeah... with the right routine you can draw anything anywhere (within system limitations, of course).  You just have to code it.  That's the magic of asm ;P

Quote
is there a document i should check out for info on the mappers?  i'll go check the archive

I am compelled to recommend my own (http://www.romhacking.net/docs/362/).

But the thing that gets tricky with changing mappers is you can (almost) never be sure which PRG page is swapped in initially.  Therefore you have to have your reset vector pointing to somewhere in a fixed page (usually $E000-FFFF).  SMB has its reset vector pointing at $8000... which is pretty much ALWAYS swappable, which makes it a real pain to add a mapper for.  Some people assume that page 0 is always swapped in, because that's usually what emulators default to -- however that is not a reliable assumption.

Though I found a routine in $E000-FFFF that'd be easily relocatable to PRG-RAM with some trickery, so I could squeeze the reset vector in there.  I thought about making a hack which expands the PRG and uses MMC3 and releasing it as a general improvement hack -- but I wasn't sure if that would cause problems with the SMB editors out there (I'm almost certain it would, since I'd have to move the entire second half of the PRG).

Quote
[edit:  well i did some fooling around and on power on the title screen is always loaded from frame 1 but on reset it is loaded from the current frame which could be any of them... so even if i cant use the data for various mid screen intros i can at least have 4 different title screens which is kinda cool :)

If it varies on reset, it likely varies on powerup, too.  Remember that just because emulators default to the same powerup state every time doesn't mean the actual NES does.  The only way you can really be sure would be to add code to swap in the desired page by hand, before the title screen is drawn.


I know I'm a stickler for details that may seem insignificant... sorry if it's annoying.  But it just kills me to see awesome hacks that crap out on the system and/or on more accurate emus because the hacker didn't go the extra mile.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 26, 2007, 01:54:23 pm
are you using black backgrounds, or any other color than you have shown so far, (e.g. light blue, darker blue, and I suppose black for the castle)

I like the idea of different colors for different worlds, or like how you have already done a progression within a world, I'm sure it's something you're already doing but just thought I'd bring it up.

How many different background colors can SMB support? (I don't mean at once, I mean a one color background, but different ones for different levels etc.)

anyways, loving the stuff. as for what I said about rain and snow, I'm not sure but I seem to remember it, maybe it was in lost levels, or only in the Super Nintendo remakes.

also the wind and slippery stuff from the lost levels might be interesting, in a blizzard world or something.

anyways, loving it.

also super Disch to the rescue :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 26, 2007, 02:56:42 pm
Quote
are you using black backgrounds, or any other color than you have shown so far, (e.g. light blue, darker blue, and I suppose black for the castle)...

How many different background colors can SMB support?

Yes I'm using every color background you've seen so far :D

SMB suprisingly can support quite a few background colors.. i say suprising because in the original they only used black and light blue :(

There are 4 level types, each which can have their own complete palettes.  My color selection for the background is in parentheses to right of the original colors
Overworld  - light blue (light blue)
Underworld - black (black)
Castle - black (brown)
Water - light blue (darker blue, same as water color)

Additionally, there are background types which can affect the certain palettes including the background color:
Night - black (navy blue)
Snow  - Light blue (light yellow [for desert]) - also allows for change in pipe color
Night and Snow - black (black) - also allows for change in pipe color
Night and Snow - black (red [for world 8])  - loads rest of palette from castle palette



and Hey Disch.. so the command which causes the mapper to swap is STA $89ED,X?  I looked at the document you recommended but it wasn't totally clear on how to implement the mappers.. ie what code exactly you have to use to make the mappers do certain things.  And I guess the rest of that palette switching routine is just junk code after the mapper switching routine is patched in right? 

BTW thanks for taking the time to explain all this stuff and I don't mind you being nitpicky.. i'd much rather have a 100% compatible rom :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 26, 2007, 03:20:26 pm
and Hey Disch.. so the command which causes the mapper to swap is STA $89ED,X?

Yes.

STA "stores" (writes) A to the given address.  On mapper 003, a write to anywhere between $8000-FFFF will select an 8k CHR page to use (that is to say, it will swap to that page)

Quote
I looked at the document you recommended but it wasn't totally clear on how to implement the mappers.. ie what code exactly you have to use to make the mappers do certain things.

Yeah... it's more of a technical reference doc than a how-to.

I wrote this doc too (http://www.romhacking.net/docs/353/), but I don't know if it would clear things up for you.  That doc was sort of an adaptation of a thread explaining the same thing.  I'm not aware of any other docs which deal with mappers, really... aside from other reference docs.

Quote
And I guess the rest of that palette switching routine is just junk code after the palette switching routine is patched in right?

Yeah.  Offset range 0x00A01-0x00A48 is the remnants of the palette animation routine -- so all of that should be free space now.

Quote
BTW thanks for taking the time to explain all this stuff and I don't mind you being nitpicky.. i'd much rather have a 100% compatible rom :D

Always happy to be of help.  I do really like how this hack is looking, too.  Keep up the good work  =D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 26, 2007, 04:08:24 pm
heh i read that document too but really the one that helped me the most was http://www.romhacking.net/docs/157/ The part I wasn't understanding is how the mapper knows what to do but as you said in your post and in the document i linked it's whenever there's a write to the area which normally is the ROM.  It's pretty simple actually :D

Looking at the code it looks like I should be able to switch LDA $09 with LDA #$00 and it will always load the first frame right?  this way I can add the routine and use the extra space without having to add the extra frames since SMBUtil doesn't like roms which have been expanded.  then once it's ready i can just switch back to LDA $09 and add the animation frames :)

also i'm going to move the 00 01 02 03 into the 4 bytes before the routine since it's already an area allocated for data for the palette swapping routine.  just to be tidy and all ;)

thanks again :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on November 26, 2007, 04:57:10 pm
Looking at the code it looks like I should be able to switch LDA $09 with LDA #$00 and it will always load the first frame right?

Correct.

Quote
also i'm going to move the 00 01 02 03 into the 4 bytes before the routine since it's already an area allocated for data for the palette swapping routine.  just to be tidy and all ;)

That will certainly work.. good idea.  I don't know why I didn't do that myself, actually.  Just be sure you update the STA address appropriately.

Quote
It's pretty simple actually :D

Isn't it though?  =D

Once you sit down and dig into this stuff it really isn't as complicated as it's sometimes made out to be.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 30, 2007, 12:27:35 am
Ok finished up with bowser's sewers (except the castle).. need to do two levels in world 5, almost all the castles and all of world 8

(http://img166.imageshack.us/img166/145/sm6028denemycolorfirebauk9.png)
that pipe on the left is also using the castle object :D  i'm using the same code for 3 different objects instead 1.5 original ones (the castle and the bigger castle which has the smaller castle on the top hence 1.5)

(http://img526.imageshack.us/img526/9436/sm6028denemycolorfirebate2.png)
realized that the mushroom is only displayed when mario is in his normal colors so switched the mushroom to mario's palette for red black and and white while leaving the red enemy palette alone

(http://img525.imageshack.us/img525/9250/sm6028denemycolorfirebabr4.png)

(http://img507.imageshack.us/img507/9166/sm6028denemycolorfirebaae3.png)

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Darkdata on November 30, 2007, 08:13:21 pm
Amazing work, it just looks great.

The only nitpick is the ground, however it would be quite a bit of trouble for it to be changed to not repeat the same top tile and replace it, even more tricky considering the limited space in the rom~

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 30, 2007, 08:58:29 pm
hmm yeah i tried to create a tile where it's not too noticeable, plus i dont use the ground a lot (you dont even see it until world 2).. but it shouldn't be too hard to change the ground for the bottom row.. i just may have to do that
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 30, 2007, 09:51:58 pm
looks fine to me.

either way.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 01, 2007, 01:45:36 am
ok well there was already code to detect if the blocks were at the 2nd to last line so it was super easy to copy and modify the code and insert it elsewhere

i wasn't so sure at first if it would be worth using the code and tiles though

(http://img84.imageshack.us/img84/8282/sm6028denemycolorfirebaea6.png) (http://img412.imageshack.us/img412/2297/sm6028denemycolorfirebady3.png)

but i think this looks pretty good actually..
(http://img505.imageshack.us/img505/6625/sm6028denemycolorfirebafc6.png)

(http://img340.imageshack.us/img340/4576/sm6028denemycolorfirebacj4.png)

(http://img520.imageshack.us/img520/6520/sm6028denemycolorfirebaza7.png)

(http://img523.imageshack.us/img523/733/sm6028denemycolorfirebayg5.png)


[EDIT: 5 hours later and look what ya made me go and do Darkdata.... lol

(http://img143.imageshack.us/img143/6589/sm6029box1uy1.png)
FLAWLESS VICTORY!!! FATALITY!!!!   ditched the whole 'dark woods' for a true mountain theme very much like the chocolate island levels.  the objects are made using the mushroom platform code and as luck would have it using those objects overrides the background pipe color change so i can use the desert background color without using the yellowish/gold pipes and mountain/tree colors for the background ]

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 01, 2007, 07:48:18 pm
added a second coin type.. probably going to do something like in Yoshi's island where you can collect them to get 100%

(http://img210.imageshack.us/img210/5853/sm6029boxfloorfix22rv1.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on December 01, 2007, 08:37:52 pm
nice 100% collection FTW, only thing is you can't backtrack at ALL in SMB1 levels huh :(
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on December 01, 2007, 08:39:59 pm
I'm gonna catch a heart attack, that looks schweet! :beer: :cookie:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on December 01, 2007, 09:10:51 pm
Some time ago in the post of my hack, I was asking about mappers and compatibility with mapper 0. So I will say for you guys why: I have a DVD player with a built-in Nes emulator, but only games with no mapper work on it... so...I must be being annoying but...Is it possible to built a version of your hack with no mapper?  :-[...please?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 01, 2007, 09:18:39 pm
nice 100% collection FTW, only thing is you can't backtrack at ALL in SMB1 levels huh :(

It will be more for players who want an extra challenge and to add replay value.  You can play it once to beat it, and again to get 100%.. then you can enable hard mode and do it again haha :D

 The way i'm thinking of doing it you only will be credited for the coin once you pass the level.. that way i just need to count coins collected to determine 100%.  Having to keep track of coins collected in each room and rendering only if the coin hasn't been found would be costly in terms of code space.

Quote
Is it possible to built a version of your hack with no mapper?

Yeah all of my screen caps are taken with a mapper free rom :)  I wasn't planning on releasing the non-animated version but i don't see why i couldn't
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on December 01, 2007, 09:32:10 pm


Quote
Is it possible to built a version of your hack with no mapper?

Yeah all of my screen caps are taken with a mapper free rom :)  I wasn't planning on releasing the non-animated version but i don't see why i couldn't

 :crazy: GREAAAAAAT!!!Sincerely, You are the best!  :thumbsup:
I hope my SMB3 hack could be as awsome as your SMB hack!!!
Is there a preview for a release?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on December 01, 2007, 09:32:48 pm
i've gotta tell you, this is one of those projects that's on my must play list. this keeps looking more and more awesome by the day.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on December 01, 2007, 09:37:54 pm
Some time ago in the post of my hack, I was asking about mappers and compatibility with mapper 0. So I will say for you guys why: I have a DVD with a built-in Nes emulator, but only games with no mapper work on it

???

I have a few questions:

1)  What do you mean "built-in"?  Like burned on a DVD?
2)  what emulator is this?
3)  why can't you use a different (better) emulator?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on December 01, 2007, 09:53:10 pm
Some time ago in the post of my hack, I was asking about mappers and compatibility with mapper 0. So I will say for you guys why: I have a DVD with a built-in Nes emulator, but only games with no mapper work on it

???

I have a few questions:

1)  What do you mean "built-in"?  Like burned on a DVD?
2)  what emulator is this?
3)  why can't you use a different (better) emulator?

Oh, sorry Disch. I did mean a DVD player. ;D

1) The thing is like this:
http://www.g4tv.com/thefeed/blog/post/679726/Chinese_LCD_Screen_Has_Builtin_NES_DVD.html
http://images.magazineluiza.com.br/imagens/detalhe/19/1907510.JPG
The emulator comes together with dvd player´s firmware.

2)I don´t have any idea

3)Because I´ve given it to my cousin which don´t have a pc or videogame :). He liked Mario 1 too much!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Keviness on December 07, 2007, 07:55:08 am
Sorry to sound completely stupid and silly, but did you use a SMB1 level editor to make this? It's fantastic ;o

I'm new to the whole "rom hacking" stuff, can only move blocks around let alone graphic changes! haha :P

Keep up the great work it looks fantastic!! :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: doppelganger on December 07, 2007, 12:02:38 pm
This looks way better than any typical SMB gfx hack, or whatnot...I'm glad to see you did something about the background colors...I was tired of black and blue.  I hope you can find a way to test it out on the real deal, though.

Just one question...are there any cloud levels? :-)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on December 08, 2007, 03:48:07 am
i've gotta tell you, this is one of those projects that's on my must play list. this keeps looking more and more awesome by the day.

When Neil speaks, you know you've done well  :thumbsup:  :happy:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 08, 2007, 05:24:22 am
Quote
i've gotta tell you, this is one of those projects that's on my must play list. this keeps looking more and more awesome by the day.

Thanks :D

Quote
Sorry to sound completely stupid and silly, but did you use a SMB1 level editor to make this? It's fantastic ;o

Well, I am using SMBUtil, but thats not all I'm using ;)  (thanks btw)

Programs used:
SMB Utility - level editing
Ultraedit - hex editing
FCEUXDSP - debugging, hex editing
SMBED - metatile editing, background editing
STE - Title screen editing
TLP - tile editing
YY-CHR - tile editing
Photoshop - tile and title screen editing

I've also referenced heavily the SMB disassembly by doppleganger

Quote
This looks way better than any typical SMB gfx hack, or whatnot...I'm glad to see you did something about the background colors...I was tired of black and blue.  I hope you can find a way to test it out on the real deal, though.

Just one question...are there any cloud levels? :-)

Well you're responsible in lot of ways so thanks :D  I had shelved this hack back in 2004 because it was a real pain trying to disassemble the code and figure out everything I wanted to do.  After finding your disassembly and memory map recently I've figured out lots of cool stuff that isn't too hard to implement like the color schemes, wall background and even the end level boxes which only have like two assembly commands worth of code :D.   I've also used to to implement more complicated stuff like the background graphics changes and adding the super stomp jump.  It's also useful for finding stuff to tweak like the physics and the music envelopes and stuff too.  Practically everything ASM wise besides the power up changes were aided by the disassembly :)

oh and cloud levels?  yeah thats world 6 :)

(http://img230.imageshack.us/img230/4236/sm60302uv8.png)

Quote
When Neil speaks, you know you've done well

 :crazy: :woot!:

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Darkdata on December 10, 2007, 03:37:53 pm
This looks really nice, you even fixed the annoying ground!

I can't wait to play this :P
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: insectduel on December 13, 2007, 11:01:39 am


Well, I am using SMBUtil, but thats not all I'm using ;)  (thanks btw)

Programs used:
SMB Utility - level editing
Ultraedit - hex editing
FCEUXDSP - debugging, hex editing
SMBED - metatile editing, background editing
STE - Title screen editing
TLP - tile editing
YY-CHR - tile editing
Photoshop - tile and title screen editing

I've also referenced heavily the SMB disassembly by doppleganger


I'm like one of those people who can't even do the FCEU Debugger yet (I've downgraded direct X now since the virus removal). As for me I've been forced to use Mana's Title Screen Editor because I don't have a Hi-Res computer to use STE, And I can't figure out how STE works.

And what's Ultraedit. I never had this hex editor yet and I may add it to my hex editors page. Is it a good Windows hex editor
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: CaseCrash on December 13, 2007, 01:49:57 pm
And what's Ultraedit. I never had this hex editor yet and I may add it to my hex editors page. Is it a good Windows hex editor

It's a text editor that also does hex editing. I use it as a notepad replacement, and it has come in handy now and then when I needed to switch some stuff at the hex level. Also, it's not free, at least legally.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 13, 2007, 05:45:40 pm
Ultraedit is a high powered text editor... I use it when I write code all the time.  It also does hex editing.. it's fine except my biggest pet peeve there is no undo in hex edit mode  :banghead:   It's nice being able to tab between the ROM, the disassembly, the rom memory map and a list of op codes all in the same program though :D

and yeah it's a commercial program. 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 15, 2007, 01:32:08 pm
got the stupid note blocks to always face the right direction :D

also added a feature to reset the game by pressing up+select while the game is paused.  It's similar to how you can press select while the game is paused in SMW and exit the level.  I added it because since there's no lives, you can never get game over.  I would have just had made it reset on pressing select but it would be too easy to reset the game on accident so I made it a combination

Only world 8 is left to design plus world 7's castle. I'll need to go over all the levels a few times though to ensure consistency of look yet still make sure each level is unique

some various shots

underwater castle
(http://img167.imageshack.us/img167/5751/sm6031cgunpostsbfixedjulc9.png)

decided to go with dark blue instead of black for the cloud levels.. looks nicer imo
(http://img511.imageshack.us/img511/1756/sm6031cgunpostsbfixedjujj5.png)

some world 8 shots
(http://img106.imageshack.us/img106/5355/sm6031cgunpostsbfixedjutc0.png)

(http://img225.imageshack.us/img225/5801/sm6031cgunpostsbfixedjuhp9.png)

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on December 15, 2007, 08:58:01 pm
Argh frantik, you torture us with this screens...  :crazy: We wanna releases! We Wanna releases! We wanna releases!!  ;D

Say man, will the waters be "swimmed" on regular levels?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 16, 2007, 05:16:53 am
hehe the release is coming doing worry.. maybe as early as January if i have enough time

and no, you wont be able to swim in the water in the overworld levels.. that'd be cool but too much work for little payoff
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: insectduel on December 17, 2007, 02:08:50 pm
Say man, will the waters be "swimmed" on regular levels?

And besides, it's not possible in the SMB Engine.

@Frantik, what "reverse" pipes are you using. SMB2J, [Objects 60-67 and 70-77 (High) or 68-6F and 78-7F (low) in Object F pretty much the same length and function in the famicom game.] MHS's custom pipes, Reverse Pipe X (The one that allows to go upside down pipes upward), or you made your own.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 17, 2007, 02:22:15 pm
I made my own out of the "L pipes" like you would see at the end of the underground levels

btw I discovered this kinda fun game genie code on accident.. not worth a whole thread or anything  ANLGGA  it causes mario to fall more slowly when you hold the jump button while falling :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Darkdata on December 17, 2007, 02:35:03 pm
Say man, will the waters be "swimmed" on regular levels?

And besides, it's not possible in the SMB Engine.

Oh, I would have to say it's possible, however:
Quote from: frantik
o, you wont be able to swim in the water in the overworld levels.. that'd be cool but too much work for little payoff
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 20, 2007, 09:11:38 pm
ok the red background was a bit much.. i think i'll use it in bowser's castle with the brick background but not in the whole of world 8.  the black looks a lot cleaner especially with the gun posts and is like SMB3's world 8 too

(http://img412.imageshack.us/img412/4655/sm60340yt1.png)

(http://img84.imageshack.us/img84/7421/sm60343ob5.png)

(http://img412.imageshack.us/img412/6202/sm60342iq5.png)

(http://img515.imageshack.us/img515/1738/sm60341jg5.png)


Preliminary level design is ~95% complete.  Once i finish the basic  layouts I will need to do the code for the new coin which will cause some redesign as i figure out how to incorporate it.  I also have some other extra touches type stuff i might try to implement and i'm not sure exactly how i want to end the game at all.. I'd like to make bowser completely different but i'm not super sure exactly what I'd like to do.  right now i've just got him moving faster and jumping higher but it's still not a huge challenge especially if you have any hit points
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 26, 2007, 08:07:26 am
ok added the second coin type (mario coins) counting code :D  now i need to figure out what to do with it.. and i also have to add the coins into more levels now lol
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on December 26, 2007, 11:44:31 am
Them recent screens look sweet, keep doing your thing.  :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 05, 2008, 06:28:44 am
thanks googie :D 

all levels are done cept for 8-4.. I've also added mario coins to all levels.   I've been going through and doing some edits and whatnot to levels... i'm thinking probably a march release or maybe april cause im pretty busy with other stuff right now

also Dr Floppy has offered to do some music tweaking he added a beat to the underground music and it sounds awesome.. he's got some other tricks up his sleeve which i think will really help the hack since everything else is so completely modified it would be a shame to leave the music relatively untouched
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 10, 2008, 05:13:36 pm
ok added the pressed P-switch graphic.. but I dunno which one do you guys think looks better?  Either the background can be erased for that tile or it can be a different palette

(http://img513.imageshack.us/img513/2497/sm6041pswitch2cc8.png)

(http://img179.imageshack.us/img179/2783/sm6041pswitch0fn1.png)

i think the 2nd image looks slightly better...
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SonofMog on January 10, 2008, 05:37:55 pm
 :'( Mommy, the power block is bleeding  :'(   :laugh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KungFuFurby on January 10, 2008, 06:11:12 pm
I could make some music for this, but I can't make actual NSF files of this stuff (FamiTracker would have been a good idea, but that's not Mac Compatible as of yet.). Sorry.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 10, 2008, 06:15:57 pm
^ thanks i think dr floppy has got it handled :)  he's the smb music master lol

ok two other options..  im still not sure which one i like best.  these two options cost me two more tiles than the last two options :\

(http://img155.imageshack.us/img155/8135/sm6041pswitch20ef7.png)

(http://img155.imageshack.us/img155/1042/sm6041pswitch22pp7.png)

edit:

actually i kinda like this one the best..

(http://img156.imageshack.us/img156/4545/sm6041pswitch21nf4.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SeraphSight on January 10, 2008, 07:03:26 pm
That screenshot (the one with the darker palette) looks like the button covered up part of the wall and prevented it from getting dusty, so when you pushed it, like moving a long-hanging picture, you got a clean wall part.  :laugh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 10, 2008, 09:35:54 pm
^ haha.. i like that description

i decided to use this.. its only on the screen for a second anyways lol

(http://img162.imageshack.us/img162/4213/sm6041pswitch24na2.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 20, 2008, 01:46:22 am
Getting close to being done :D  Here's a vid in the meantime

http://www.youtube.com/watch?v=NSNTvA9mX1I
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: DanteRules on January 20, 2008, 11:06:40 am
Excellent job with the hack and the video.  I wish I knew how to do all that type of stuff for a hack (I'm only a level designer  :( )

I especially like the time-stop ability that you put in.  That must have been hard to do.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on January 20, 2008, 11:11:20 am
Getting close to being done :D  Here's a vid in the meantime

http://www.youtube.com/watch?v=NSNTvA9mX1I

Iípee! :crazy:

How about that clean and shiny no-mapper rom? ;D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on January 20, 2008, 11:12:23 am
Nice, I really enjoyed the video. Now that's a trailer, everythings really awsome. Can't wait to play it when it's done. ^^'
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 20, 2008, 07:47:49 pm
glad you guys like it :D  I need to come up with something good for the end of the game.. after seeing Extra Mario Bros' Bowser boss I'm not gonna be happy with regular old bowser :\

Getting close to being done :D  Here's a vid in the meantime

http://www.youtube.com/watch?v=NSNTvA9mX1I

Iípee! :crazy:

How about that clean and shiny no-mapper rom? ;D

shouldn't be a problem since the mapper is just adding animation.  in fact the animated rom should work in emus which don't support mappers... the animation will just be disabled.  I can't say for sure if this will be the case though with every emulator
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on January 20, 2008, 08:30:38 pm
glad you guys like it :D  I need to come up with something good for the end of the game.. after seeing Extra Mario Bros' Bowser boss I'm not gonna be happy with regular old bowser :\

Getting close to being done :D  Here's a vid in the meantime

http://www.youtube.com/watch?v=NSNTvA9mX1I

Iípee! :crazy:

How about that clean and shiny no-mapper rom? ;D

shouldn't be a problem since the mapper is just adding animation.  in fact the animated rom should work in emus which don't support mappers... the animation will just be disabled.  I can't say for sure if this will be the case though with every emulator

Yes, but if I put your rom in a original Nes Super Mario Bros catridge,(But how? Answer: http://nesreproductions.com/ )  Will it work?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on January 20, 2008, 08:39:49 pm
after seeing Extra Mario Bros' Bowser boss I'm not gonna be happy with regular old bowser :\

Would it be possible to add another enemy as a final boss? I was thinking about Big Boo for some reason after the last Bowser fight... ^^'
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 20, 2008, 09:05:11 pm

Yes, but if I put your rom in a original Nes Super Mario Bros catridge,(But how? Answer: http://nesreproductions.com/ )  Will it work?

If you removed the extra chr-rom banks yes it would work :)  The only difference between the non-mapper version i edit in SMBUtil and the animated version is the NES header which tells the emulator that there is a mapper, and the 3 extra chr-rom banks of tiles for animation.

However, I don't know how the NES hardware would respond to a write in the PRG-ROM area without a mapper.  there wouldn't be any BUS conflicts though so I assume it would have no effect.

I will release a 100% non-mapper rom too though

Quote
Would it be possible to add another enemy as a final boss? I was thinking about Big Boo for some reason after the last Bowser fight... ^^'

I'm not 100% sure.. enemy code is one area which I haven't delved into too much.. the only new enemy in the game (red piranha plant) was implemented using code someone else wrote (from one of those japanese patches) and I just copied the bytes and didn't even bother to understand it. 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on January 20, 2008, 11:08:59 pm

Yes, but if I put your rom in a original Nes Super Mario Bros catridge,(But how? Answer: http://nesreproductions.com/ )  Will it work?

If you removed the extra chr-rom banks yes it would work :)  The only difference between the non-mapper version i edit in SMBUtil and the animated version is the NES header which tells the emulator that there is a mapper, and the 3 extra chr-rom banks of tiles for animation.

However, I don't know how the NES hardware would respond to a write in the PRG-ROM area without a mapper.  there wouldn't be any BUS conflicts though so I assume it would have no effect.

I will release a 100% non-mapper rom too though


Yes!!! Nes, Here we go! :laugh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 21, 2008, 04:01:03 am
you could probably put the animated rom in a cart too you just have to find one with the right mapper
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on January 21, 2008, 12:26:05 pm
you could probably put the animated rom in a cart too you just have to find one with the right mapper
Yes, but here where I live its very rare find Nes catridges. I can find nes games for famiclones only. Most of them are 999999999999 in 1, so, you must have understood. But as I said before I will bring the game for my cousin's DVD player which supports mapper 0 only. They will like the present, since they don't have a PC and even a famiclone :P.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on January 22, 2008, 07:11:17 pm
is the black spot in the video in 2-2 when the second moving platform goes down a video artifact or a little bug? :)

looking really awesome, man!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 22, 2008, 07:31:13 pm
is the black spot in the video in 2-2 when the second moving platform goes down a video artifact or a little bug? :)

looking really awesome, man!

it's because there are  too many sprites on the same scanline.. moving platforms are 6 tiles wide so two of them can't exist on the same scanline.  Maybge it wouldn't pass Nintendo quality control but it's pretty trivial and can even be disabled in most emulators anyways :)  the same thing happens for a second at the end of the video too
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Disch on January 23, 2008, 06:01:50 pm
However, I don't know how the NES hardware would respond to a write in the PRG-ROM area without a mapper.  there wouldn't be any BUS conflicts though so I assume it would have no effect.

Correct.  The write would be discarded/ignored.  There would be no side-effects.

</way late>
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Deuce on January 23, 2008, 08:55:34 pm
I have to interject here... I hate Mario with a blazing passion, and I'm impressed enough with the quality I see of this hack to actually be interested in trying it.

If you know me at all, you know that's insanely high praise. :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 05, 2008, 07:12:08 pm
^ lol thanks.. i've gotten a lot of that actually hahaha

so anyways, i've thought of a way to expand the game to double the amount of possible levels.  I'm not 100% what I should do though.. release this game and then start a sequel with even more levels, or just add more levels to this game.  I'm leaning toward just adding more levels to this game but that will of course push back the release date lol
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on February 05, 2008, 07:16:39 pm
If it means more, I for one am willing to wait.

So I guess if you're looking for votes, I vote for more beef.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 05, 2008, 07:48:39 pm
looking for opinions more than votes since i'll be making the decision hehe.  I just don't want to worry about "feature creep" especially when the game is close to being releasable.  but I would also rather include as many cool things in one hack as possible as opposed to spreading them out into multiple games

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on February 05, 2008, 08:37:07 pm
You're talking about adding more levels, not designing a super special grand ASM hack that will cause mario to do four backflips and drop kick a goomba. i say go for it.








but if you could do the drop kick thing... ;)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 09, 2008, 06:25:08 pm
I got the prg-rom expansion working as well so now i have double the level data  :woot!: actually i have double everything lol except chr-rom which i think i will stick with just the 4 frames for the whole game, though i could expand it too if i wanted.. maybe i'll add some extra stuff for a title screen or something but i doubt i'll add 4 more frames.  even moving the title screen to a whole new bank of chr would free up a bunch of tiles anyways ;D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 12, 2008, 11:16:16 pm
started production on the new levels... trying out some new color combos and other things now that I have twice as many to work with

(http://img183.imageshack.us/img183/4081/sm6046prgswapprg0new0yo7.png)

this uses "orange and mushroom" as well as "night and snow (castle)" .. it looks good cept the red on the clouds imo but it's not super noticeable and worth the trade off for the less orange colored ground. 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on February 13, 2008, 12:13:31 pm
I did not understand. Will you add more levels? :huh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 13, 2008, 04:15:28 pm
yes i have implemented mapper 1 (MMC1) so i can add more levels and add other features too. it's nice being able to design levels without worrying about using too many objects

I know you were super excited about a mapper 0 game though.. I might also put out a mapper 0 version like SMU Lite or something lol
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on February 14, 2008, 06:06:27 am
yes i have implemented mapper 1 (MMC1) so i can add more levels and add other features too. it's nice being able to design levels without worrying about using too many objects

I know you were super excited about a mapper 0 game though.. I might also put out a mapper 0 version like SMU Lite or something lol
I'm sorry frantik, I'm bothering you too much about things which are not in you plans, so, forget the mapper 0 version and go on in the original project :D!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 16, 2008, 10:19:11 pm
well i would only both to do it if it wasn't a lot of work :-p


this is unrelated to my hack but i just got a NES for $7 at the salvation army and it's in super good condition w00t
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 23, 2008, 07:40:32 pm
been working on the new levels and have been updating old ones with more objects and enemies :D  currently shooting for 48 unique levels now (6 levels in each of 8 worlds)  which is up from 32 levels with some reused parts

projected release date is now summer '08


(http://img182.imageshack.us/img182/1885/sm6046prgswapprg0newd0bm9.png)

(http://img182.imageshack.us/img182/4236/sm6046prgswapprg0newd2oi9.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on April 11, 2008, 02:05:52 am
it's been a while since i've worked on SMU since I was working on porting the levels from Super Mario Bros Special over to NES.  Ive started back on designing the new levels for SMU now :)  I think i'm going to go with 40 levels.  Still hope to release summer 08 but honestly right now as long as i get it out this year i'm happy lol. 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on April 11, 2008, 03:17:02 pm
Still hope to release summer 08 but honestly right now as long as i get it out this year i'm happy lol. 

You don't need to hurry up your project.
Shigeru Miyamoto is a master in delaying his projects, then later we see the great result!  ;)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: HyperHacker on April 14, 2008, 02:37:12 am
(http://img182.imageshack.us/img182/1885/sm6046prgswapprg0newd0bm9.png)
Is it possible to add a black outline to those pillars?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on April 14, 2008, 04:10:54 am
it's possible but would require more custom code and 4 more tiles which i dont think I have at this point and even if i do it wouldnt be worth it imo

graphically i'm done i'm just working on level design
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: YoshiRPG on April 25, 2008, 02:24:43 pm
Wow I must say that this looks really for a Super Mario Bros Hack, excellent use of colors, six levels in each world is that even possible in SMB.

I especially like the colors that you have used in Level 4-4. You are taking Super Mario Bros to heights that were once thought to be unreachable with a SMB Hack.

Excellent Work.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 08, 2008, 07:35:21 pm
six levels in each world is that even possible in SMB.

Yes it's possible if you either a) make small levels or b) expand the rom with a mapper.  I had made the game pretty complete with 4 levels per world but I still felt like it needed more so I decided to use the same mapper I'm using for animation to expand the level data too.

Even though I'm only adding one more level per world, I'm still trying to use up all of the objects so each level is going to be larger and have large bonus rooms and whatnot as well

Thanks for the kind words btw :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on May 08, 2008, 08:10:10 pm
Isn't it the first hack of Super Mario Bros in the world which Fire Mario doesn't became mini Mario when get hurt, or am I wrong?  :happy:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 08, 2008, 10:46:07 pm
Mario Seasons does the same thing, only when you're hit you flash small for a second as opposed to color flashing in my hack
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 10, 2008, 09:45:54 pm
it's been a while since i teased u guys with some screenies  >:D

(http://img214.imageshack.us/img214/7517/sm6046prgswapprg0newk20hy3.png)

(http://img248.imageshack.us/img248/8387/sm6046prgswapprg0newk19vr3.png)

(http://img263.imageshack.us/img263/4995/sm6046prgswapprg0newk18xi1.png)

(http://img255.imageshack.us/img255/6392/sm6046prgswapprg0newk17hs6.png)

(http://img146.imageshack.us/img146/2357/sm6046prgswapprg0newk23gz1.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on May 11, 2008, 11:59:11 am
That's pretty cool progress, I'm glad you're still doing this project. I not sure if I asked this before, but are you gonna add scrolling to your hack? (^__________^')

I like the water pic, Bloober looks like he's really under water.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Keviness on May 11, 2008, 01:57:38 pm
Fantastic stuff  :thumbsup:

Any idea of when it will be released?  ;D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on May 11, 2008, 03:12:00 pm
Fantastic stuff  :thumbsup:

Any idea of when it will be released?  ;D

I guess it is possibly in the middle of this Summer.

BTW: Nice Screens, Frantik!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: yuka on May 12, 2008, 06:22:52 pm
Looks really nice, love the SMB3 and SMW tiles.
 
I really like these creative hacks! (I don't enjoy the expert "hard as hell" ones! waste of time, and sweat...)

Just one question Frantik... seeing your skills, would you consider doing a hack for SMB3 someday, after you're done with this one? Just asking ^^;
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 13, 2008, 04:09:47 pm
thanks everybody :D

projected release date is "sometime" in 2008.

Googie what do you mean by adding scrolling?

and Yuka if i ever finish this hack maybe I would cosider a SMB3 lol.. but a lot of the stuff i've pulled off in this hack has been with the aide of the SMB disassembly, and there is no SMB3 disassembly :\
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on May 13, 2008, 04:51:58 pm
There's a Japanese smb1 patch that allows scrolling like in SMB3's 1-4. It's a pretty cool feature... <(~^')>
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 13, 2008, 05:10:09 pm
oh i see.  no i won't be adding that but theres at least one level where if you don't stay on the moving lift you will have a tough time finishing the level
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: doppelganger on May 14, 2008, 04:47:20 pm
thanks everybody :D

projected release date is "sometime" in 2008.

Googie what do you mean by adding scrolling?

and Yuka if i ever finish this hack maybe I would cosider a SMB3 lol.. but a lot of the stuff i've pulled off in this hack has been with the aide of the SMB disassembly, and there is no SMB3 disassembly :\

a. as long as sometime means after 11:59pm december 31st, i'm okay.

b. i guess he assumed that the original game didn't have scrolling.  don't ask me.

c. working on it ;-) projected release date is sometime before duke nukem forever is released.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: insectduel on May 17, 2008, 02:52:27 pm
It's been a while posting about SMU.

I really like the spiny fish GFX. But can it hurt Mario outside of water levels.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on May 19, 2008, 04:33:17 am
nope cheep cheep just has spiky hair instead of a mohawk lol.. i think i found the spirites in the smb3 rom but i'm not sure.  he acts just like a normal cheep cheep though
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on July 15, 2008, 05:46:40 pm
been a while since i made a video for Super Mario Unlimited

http://www.youtube.com/watch?v=BTsdLOEtpjI
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on July 16, 2008, 03:38:21 am
That is so freakn' sweet.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on July 25, 2008, 04:36:35 pm
*Bump*

Any more news, frantik? I am so jittery for it's release
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on July 26, 2008, 05:36:59 pm
just pluggin along.. working on finalizing later levels now :beer:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: hybrid on July 26, 2008, 05:50:04 pm
wonderfull progress (from what i've seen in the videos and screens).
what does that hammer bros lookin powerup do?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on July 26, 2008, 06:26:27 pm
it's a mushroom retainer power up sprite from smb 3.. it gives you invunerability for a time (like after you get hit by an enemy)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on August 13, 2008, 06:37:19 pm
used up all the rooms, bricks and enemies in the 1st half of the game  :thumbsup:  pretty much done with worlds 1-4 cept for minor tweaking (i hope)  got 5 pretty well done, working on 6+ now

(http://img509.imageshack.us/img509/3364/sm6046prgswapprg0newv0kf4.png) (http://img524.imageshack.us/img524/5029/sm6046prgswapprg0neww0rq1.png)

(http://img135.imageshack.us/img135/3327/sm6046prgswapprg0neww4fy7.png) (http://img386.imageshack.us/img386/4263/sm6046prgswapprg0neww6mt7.png)

(http://img143.imageshack.us/img143/2209/sm6046prgswapprg0neww7xc0.png) (http://img104.imageshack.us/img104/94/sm6046prgswapprg0neww10xt4.png)

(http://img172.imageshack.us/img172/8320/sm6046prgswapprg0neww11pq6.png) (http://img166.imageshack.us/img166/9093/sm6046prgswapprg0neww12jl1.png)

(http://img530.imageshack.us/img530/6841/sm6046prgswapprg0neww14qj5.png) (http://img530.imageshack.us/img530/5452/sm6046prgswapprg0neww15pu4.png)

(http://img166.imageshack.us/img166/2646/sm6046prgswapprg0neww16cz7.png) (http://img98.imageshack.us/img98/2312/sm6046prgswapprg0neww18hv9.png)

(http://img147.imageshack.us/img147/1797/sm6046prgswapprg0neww20yn6.png) (http://img362.imageshack.us/img362/4226/sm6046prgswapprg0neww21ro2.png)

(http://img524.imageshack.us/img524/4240/sm6046prgswapprg0neww23th3.png) (http://img401.imageshack.us/img401/3261/sm6046prgswapprg0neww24hi2.png)

(http://img329.imageshack.us/img329/152/sm6046prgswapprg0neww27fn1.png) (http://img369.imageshack.us/img369/6990/sm6046prgswapprg0neww33qf7.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SerenadeDS on August 13, 2008, 06:45:48 pm
Looks like progress is going smooth, keep it up frantik. :thumbsup:
I am liking that Title Screen too, is that the expected final?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: macbee on August 13, 2008, 07:28:37 pm
Lookin' GOOD!!!
Seems more a hack of SMB3 than Mario1! :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on August 14, 2008, 11:51:36 am
I am liking that Title Screen too, is that the expected final?

yep i think so :)


edit:  on an unrelated note:  found a better place for my mapper swap code so it always loads the right bank when loading levels, not just after beating the world 4 castle.  this required also modifying the warp zone code so now the warp zones will work across rom banks :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on August 16, 2008, 04:59:36 pm
Fucking awesome screens! Looks like we will have a true Mario experience here! :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on August 17, 2008, 01:40:11 am
Nice progress frantik, I like how you put Lakitu & Spiney on the title screen. I almost see Spiney walking back & forth like the Red Koopa Troopas. ^___^'
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on August 17, 2008, 11:27:24 am
this is looking sharp as usual. id be interested to see what you could do with smb3 and all the experience youve gained in this project.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Lilinda on August 17, 2008, 11:31:48 am
Every time I look at a progress report for this, I get amazed.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on August 21, 2008, 03:45:57 am
thanks guys.. been working on graphics and asm a bit cause i was getting burnt out on level design.  finally figured out what to do with those mario coins and also have a pretty good idea of how the confrontation with bowser will go.

i also swapped out the P switch for a skull switch like from NSMB
(http://img49.imageshack.us/img49/9165/skullkj1.gif)

And Mario will be rescuing yoshi eggs like in SMW instead of mushroom retainers
(http://img49.imageshack.us/img49/3857/eggwp6.gif)

to get the animation for the egg i had to change where the animation code was being called from.. apparently the coin/? block flashing code isn't called after you press the axe.  luckily the high score code is called, but it's not needed for this game, so it was just a matter of changing a jsr or two :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Darkdata on August 21, 2008, 04:05:46 pm
I <3 that egg.

This is so very well done frantik, excellent work.

This will be interesting to play.

Edit:
(http://img524.imageshack.us/img524/4240/sm6046prgswapprg0neww23th3.png)

The only compliant I have is the lack of black outline around the stalk of the mushroom platform. It seems to break the style that you have set.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Neil on August 22, 2008, 09:08:58 pm

The only compliant I have is the lack of black outline around the stalk of the mushroom platform. It seems to break the style that you have set.

This was brought up and answered (http://www.romhacking.net/forum/index.php/topic,4882.msg98076.html#msg98076) two pages ago.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on August 24, 2008, 12:50:28 pm
been working on graphics and asm a bit cause i was getting burnt out on level design.

Yep, Making a good and innovator level design must be pretty difficult with Super Mario Bros engine, since it have very feel enemies and layout variations.

Anyway, innovations aren't everything. New Super Mario Bros from DS was not THAT innovated game, but still loved from most, if not all, of gamers which have played the game.

I am sure this game will make We relive lots of good moments with Mario and NES!! :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Freddy on August 28, 2008, 04:07:28 pm
Man, I think I'm in love!!!

I mean, this game looks like it's going to be the BEST MARIO GAME ever!!!!
The graphics look awesome, that stomping thing is awesome, EVERYTHING IS AWESOME!!!!!

You are the GOD of mario hacking!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Bond697 on October 08, 2008, 09:55:25 pm
this is the project i'm most excited for! how's it coming lately, frantik? i figured it wouldn't hurt to inquire.  :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 09, 2008, 05:01:06 am
been busy with lots of things but dont worry it's still coming along :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Deuce on October 13, 2008, 12:46:33 pm
I have to say, once again, I don't care for Mario ("loathe" and "despise" are probably more apt words, honestly), but the stuff you're making the original SMB engine do is nothing short of amazing.  Bravissimo, sir.

Out of curiosity (and please forgive if this has been answered already), but do you still expect this should work on real hardware?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 13, 2008, 08:07:02 pm
cheers

and yeah i think it should work on the real nes.. there's not a lot of crazy mapper stuff going on and using Disch's help i think i got it to be compatible. 

i need to work on 3 more worlds and do the finishing touches.. i'm still hoping for a dec 31 2008 release.. but no promises lol
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: hybrid on October 13, 2008, 09:55:32 pm
from what i've seen Frantik its beautiful any chace of getting more screenshots?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: HackyFreddy on January 05, 2009, 03:38:29 pm
Well, December is over, so that means that this hack is finally in its final stages, right?
I just can't wait for this hack, it'll be the ultimate hack, "one hack to rule them all..."

please finish this hack!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on January 10, 2009, 02:51:37 pm
Sorry for the bump, But Seriously, It's 2009, Still working on it? or is it Dead?

If it's dead. Can you give me the patches from that project?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KungFuFurby on January 10, 2009, 10:37:01 pm
So much for the release... but don't despair! He's just busy, which caused the release to be delayed.  :laugh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Killa B on January 10, 2009, 11:12:19 pm
So much for the release... but don't despair! He's just busy, which caused the release to be delayed.  :laugh:
You've spoken with him? Or are you just theorizing?

I've been silently cheering this hack on since I first saw how awesome the titlescreen looks. :P
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KungFuFurby on January 10, 2009, 11:13:13 pm
I was theorizing... no actual conservation.

He actually hasn't been here for a month, based on the profile info. Holiday/New Year vacation, I presume?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KaioShin on January 11, 2009, 04:05:25 am
If every project was dead once the author didn't appear alive for 4 weeks we would have never seen any releases of any projects ever. ::)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 13, 2009, 06:14:02 am
hey folks.. the project isn't dead.. it's just been on hold for a while.  i've started going to school again so i dont have a lot of free time for hacks, but I really want to get this to a finished and releasable state.   So.. coming: 2010?  lol i hope not but no promises :-p 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KungFuFurby on January 13, 2009, 03:16:23 pm
Nice to see you're still here. I knew being busy was probably the culprint...  ;)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on January 19, 2009, 05:58:51 am
actually worked on a new level tonight

(http://img516.imageshack.us/img516/3007/71220260hc7.png)

(http://img266.imageshack.us/img266/803/74216407dd8.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KungFuFurby on January 20, 2009, 08:14:27 pm
Thanks for the progress screenshots! ^_^
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: nerothegamernerd on February 22, 2009, 08:00:55 pm
When is this available to download? What programs do you use to make the game?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Deathlike2 on February 22, 2009, 08:09:52 pm
When is this available to download? What programs do you use to make the game?

Please don't ask this question in the future. When any hack is complete, the author will always let you know.

To make any hack in general, I suggest you read the following:

The Newbie Package of REQUIRED Material

ROMHacking.net FAQ: You ask, we answer!
ROMHacking.net Getting Started Section: Newbies Go HERE!
ROMHacking.net Documents Section!
How to ask questions the smart way.
On the Essence of ROM Hacking
Talk with experienced people in our IRC chat and ask specific questions there.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on March 04, 2009, 07:42:09 pm
When is this available to download? What programs do you use to make the game?

i wish i could say when it will be available.. right now it i don't have much time to work on it

programs i have used on this project
SMB Util
TLP
YYChar
FCEUDXSP
UltraEdit
Photoshop
SMBed
SMB title editor

and probably more i'm forgetting
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: ho74 on June 29, 2009, 07:41:36 pm
any updates? im waiting for over a year now. I start to question myself why i was waiting anyway.... NO. it's great i want to play it.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Garoth Moulinoski on June 29, 2009, 07:48:28 pm
Never ask for updates. It gets the people working on the hacks angry and really, this kind of stuff isn't as simple as just wishing it to be. It'll get done when it gets done.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on June 30, 2009, 04:00:20 pm
to put you at ease, don't worry, seriously, I've seen tons of hacks go into long hiatuses but they usually come back eventually, you just have to be patient. Real Life happens.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Deuce on August 26, 2009, 02:28:27 pm
Just another bump to show support.  :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Killa B on August 26, 2009, 02:33:51 pm
(http://img218.imageshack.us/img218/1276/1244515611209.jpg)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 02, 2009, 03:34:25 pm
got a chance to work on this last night.. no screen shots right now but i'm hoping to bang out a couple levels this weekend

edit: here's screen shots..

these two seem a bit familiar?  ;)
(http://img24.imageshack.us/img24/2224/smu1atestinginvincdb3bo.png) (http://img21.imageshack.us/img21/2224/smu1atestinginvincdb3bo.png)

Can you find the hidden entrance to Bowser's Lair?
(http://img18.imageshack.us/img18/2224/smu1atestinginvincdb3bo.png)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Killa B on October 05, 2009, 07:59:43 am
Looks awesome as usual. Is that an actual working door in the third shot?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 05, 2009, 05:42:23 pm
No it's not a door you can go thru, it's just the door to the castle at the end of the level (just like in smb after you go down the flagpole).. but this one is super fancy since it's bowser's lair.

I've used up almost all of the blocks in the 2nd half of the game which means i'm almost done with level design.  worlds 7 and 8 are about 75% done.. i'm hoping i can get this done by the end of the year, but no promises :-p
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: curses on October 06, 2009, 10:54:46 am
these two seem a bit familiar?  ;)

It's obvious to me why the first pic is familiar.  The second screenshot is familiar, but I don't know why...
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: andrewclunn on October 06, 2009, 01:00:35 pm
Long time lurker coming out of the shadows just to say that I am SO looking forward to this!  :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Silas on October 08, 2009, 02:27:05 pm
Another incredible update!

i'm hoping i can get this done by the end of the year, but no promises :-p

No, finish it when it be ready. Pick up the feedbacks and forget the expectations given, it is the better choice if you really want to finish it some day. Good luck!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 08, 2009, 04:56:57 pm
well i've been working on it for close to 6 years.. at this point i just want it finished LOL
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on October 09, 2009, 09:10:48 pm
well i've been working on it for close to 6 years.. at this point i just want it finished LOL

Actually, It's been around 3-4 years

I'm actually impressed, But some of the game's spoilers was shown.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 10, 2009, 01:36:09 am
well i've been working on it for close to 6 years.. at this point i just want it finished LOL

Actually, It's been around 3-4 years

i started working on the hack in 2004 when I was inspired by Mario Adventure and wanted to learn ASM.  I implemented the stopwatch powerup and a few other changes back then but never really got far.  After Doppleganger put out his SMB disassembly i became interested in hacking SMB again and resumed working on the hack in 2007.  Most of the work has been done since then, but many of the asm hacks including one of the coolest features (the stopwatch) and the general idea of a "themed world" smb1 hack were born 6 years ago  :)

edit:  tidied up some ASM odds and ends last night inclduing finally making the mario coins do something besides look pretty
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 17, 2009, 08:57:29 am
(http://img25.imageshack.us/img25/3562/smu1c1lavaagainb1.png) (http://img194.imageshack.us/img194/2002/smu1c1lavaagainb2.png) (http://img385.imageshack.us/img385/7195/smu1c1lavaagainb3.png)

getting really close now.. have like two levels to finish up. i think a late 2009 release might be possible  :crazy:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Dirtbag on October 17, 2009, 09:13:30 am
Looking good frantik.  What's the item above the music note block in the last screen?  Or do we have to wait and see  :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on October 17, 2009, 09:43:51 am
It's a "mario coin"...  :-X ;D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on October 19, 2009, 01:53:40 pm
well worth the wait :)

cheers frantik.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 07, 2009, 10:59:12 am
soo close.. only need to finish 3 incomplete levels.. most asm is done too :laugh:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Bond697 on November 07, 2009, 10:37:46 pm
you are suuuch a tease.   :happy:

this is gonna be great.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on November 15, 2009, 01:58:57 am
you still going to be releasing a mapper-less version too?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KingMike on November 16, 2009, 04:18:25 pm
It sounds like, with the stuff he plans to include, it wouldn't fit in a mapper-less ROM.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 17, 2009, 06:11:51 am
yeah im just gonna focus on the main release.. maybe in the future ill create a follow up which could be put on a rom w/o a mapper
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SBK on November 25, 2009, 12:08:17 am
I just got done reading this entire thread. Amazing work!

Just one question... is "little-big man" still going to be around? XD

That was a stupid question, considering from what I've seen there are no bosses at the end of worlds (or maybe I missed them.)

Keep it up.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on November 28, 2009, 01:04:45 am
yeah Bowser is in there.. :) but only at the end of the game, not at the end of every world as you noticed
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: kando on December 01, 2009, 07:51:02 pm
soo close.. only need to finish 3 incomplete levels.. most asm is done too :laugh:

finally, a hack that might just take the crown away from Extra Mario Bros....

cant wait ^____^
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 10, 2009, 08:53:09 pm
that would be a pretty tall order considering the end sequence for extra mario bros, but thanks for the vote of confidence :D  Extra Mario Bros and Mario Adventure are both major influences, and my goal is to make SMU at least contend with those games. 

not much progress to report, though sound engine changes are close to being finalized.  i was hoping for a christmas/NYE release but that doesnt seem likely unless my schedule changes.

Even once the ROM is complete there are other things that have to be taken care of before the game will be released though... it will be worth the wait though  i promise  :thumbsup: :-X
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Celice on December 11, 2009, 11:44:23 am
Which mapper do you think this game will be using?  I wanna make sure it'll work on my PowerPak!

Great work as always.  Makes me wonder what will happen after this gets released :o
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 11, 2009, 04:58:37 pm
i forget which mapper but it's been tested and confirmed working on powerpak :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Celice on December 12, 2009, 12:29:48 pm
That's awesome.  A "new" game to play.

now where's the mapper support for Just Breed PowerPal? Huh!?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 17, 2010, 03:42:03 pm
so i have been hella busy, but the other day my friend was playing nintendo and loaded up a test version of SMU on the powerpak and it reminded me that i gotta get this thing done.. it looks so cool on a TV and i want everyone else to be able to enjoy it

so, finally all of the levels are laid out :)  it's possible to actually play the game from start to finish now.  yay.  i have to play test worlds 5-8 but they are not going to see major changes, though i can tweak levels for way too long sometimes haha.  the end is in sight.. though still no promises on a release date  :P
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on February 17, 2010, 07:59:16 pm
Great Comeback, I am now so happy to see that this isn't dead!

So, It is almost complete, Great Job! (and a Congrats if it's completed.) *Crosses fingers for release*
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 18, 2010, 10:38:03 pm
Great Comeback, I am now so happy to see that this isn't dead!

So, It is almost complete, Great Job! (and a Congrats if it's completed.) *Crosses fingers for release*

oh, it'll be released.. it's a question of when, not if ;)

still have to tweak the later levels some.. but just getting them all laid out is a big milestone.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: CelticMinstrel on February 19, 2010, 09:47:28 pm
You can add me to the list of people who would like to play this hack. :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on February 19, 2010, 10:56:48 pm
You have been officially added to the list :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Googie on February 22, 2010, 11:43:49 am
This is cool man, can't wait for the final product you're almost to the finish line...  :cookie:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: segwayspeedracer on March 25, 2010, 09:39:47 pm
You've accomplished so much, frantik. I'm sure you're sick of praise, but kudos. SMB Unlimited scores a 100% regardless.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: KaBooM! on April 10, 2010, 10:14:59 pm
   First of all, let me say that your hack, Super Mario Unlimited, is coming along rather nicely, and I can see that you've put a lot of time, effort, and work into it.  I'm not usually impressed by Super Mario hacks as there are so many already, and most of these are of questionable quality at best.  (Extra Mario Bros. is a DEFINITE exception to this rule!  :thumbsup:  )  But I am impressed by this, and have been looking forward to a quality Super Mario hack which brings the series back to it's roots.  I thoroughly encourage you to keep up a job well done, as I am very much looking forward to playing this.  In that regard, I would now like to offer a suggestion, since you've done such a great job on this already...
 
   Skim-reading through this thread, it is my understanding that you plan on including unlimited lives in this hack.  While this may be okay for some, I personally feel that it cheapens the challenge.  However, I definitely agree that losing all of your lives in five minutes is not a good, valid way to play a hack like this either.  So, building on your comment that you want to use the score counter for something to do with lives, how about this:  Start Mario off with one life but turn the score register into a health counter!  :)
 
   Here's how it works:  Mario starts the game with full health...we'll say a value of 3000 for balance's sake.  Every time Small Mario collides with something which can kill him, he loses 450 points on the health counter but gets to keep going with temporary invincibility as if he had just downgraded from Super Mario.  When Super or Small Mario falls down a pit, he loses either 150 or 300 points from the health counter depending on which mode he was in when he fell down said pit, and must start the level over from the beginning.  (This makes acquiring Super Mario all the more desirable and also creates balance...do you risk a collision with Small Mario and keep going with less health, or risk a fall and have to start the level over?  :-\  )  All collisions in Super Mario mode work as they did before, with a downgrade to Small Mario but no loss on the health counter.  This is all assuming Mario hasn't yet reached "0" or less on that health counter, at which point the game ends.  Now, when Mario successfully collects 100 coins, not only is he granted temporary invincibility like you said but it would be a great opportunity to replenish his health counter to 3000 (Full) since you have done away with 1UP mushrooms.  These suggestions, I feel, would add balance to the game not only by emphasizing the importance of coin collection but also by giving the less skillful a good and fair chance to play the game all the way through without making it a total drop in the bucket.  It's fair to assume that someone out there may someday attempt to put this on a cartridge and play this on the actual NES hardware...and using save states is just a litlle...um...difficult to do on actual hardware.  (Unfortunately!)  :-X
 
   Since scoring would not be of importance, you may also want to consider adding a level select on the title screen much like the one in "Toad's Adventure" so that the player may begin the game on any world/stage they so choose as a way to continue where they left off.  It would be a shame, despite the changes made above, if the player were to reach 8-3 and lose the game by running out of health, and I believe that part of the charm of playing a ROMhack, both for the player and for the person who created it, is being allowed to see everything a ROMhacker has done to a game from the start rather than have to fight like mad to catch a fleeting glimpse of her/his great artwork and gameplay changes.  :)   As a ROMhack author myself, I'd much rather create games which drop jaws rather than frustrate players who wish to see my changes.  (Not saying that YOUR hack will frustrating, but you get the idea, it's an "ego" thing.  ;D )
 
   In the ROMhack I've done which is going through final playtesting pending upcoming release, I did things similar to the suggestions I made above, sans the health counter idea because that and removing scoring just wouldn't work considering the game in question that's been refurbished.  I included a stage select, among other things, on the title screen of my game, and also a lives select which gives the player the option to start with as little as one or as many as seven lives and also an option to enable/disable the awarding of bonus lives throughout the game.  I also added cheat switches for the game on Controller 2, one of which does not reduce the lives counter when the protagonist dies, and one of which that disables deadly collisions entirely!  :o   The idea was, again, to allow the less skillful player to get a chance to see all of my work, even if they have to cheat to do it  ;) .  Hell, it beats using a Game Genie...
 
   One more thing I'd like to add.  Whatever you do with the "lives" functions of Super Mario Unlimited, it's important to keep in mind that 1UP mushrooms are not the only way to acquire bonus lives.  I'm sure you've got the "coins" thing in the bag, but there is also scoring itself as well as enemy kills in succession which eventually lead to 1UPs which must be accounted for.  If you don't intend for the player to get any 1UPs for whatever reason than it's important to keep an eye out for these things when working on your game.
 
   But once again, very impressive job on this.  Please keep up the good work, and I look forward to playing this.  :D   Take care...
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Tauwasser on April 11, 2010, 12:03:40 am
Text

I wish double-spacing after periods was a punishable offense. Seriously, there is time and space for text setting -- yet, it's not on this message board. Also, usually typesetters will hate you for using spaces for this kind of thing, as it will require much manual labor to remove the damage and set it properly.

cYa,

Tauwasser
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: odditude on April 12, 2010, 07:14:41 pm
it will require much manual labor to remove the damage
...or a simple replace all.

it was drilled into my head to use two spaces after a sentence - it's been habit for over 20 years now, and i don't see it changing anytime in the near future.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: justin3009 on April 12, 2010, 07:34:54 pm
I'm with odditude on that one.  I've been taught since I was a kid to put two spaces after each sentence.  :|
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: andrewclunn on April 12, 2010, 07:52:11 pm
Wow.  That's a first.  I never thought I'd see the day where people were harassed online for using proper formatting.  Next, they'll start coming for your good grammar.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on April 13, 2010, 02:12:03 am
It is weird, why would you put an extra space?

I don't really care, just wondering who in the world taught you that.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Gideon Zhi on April 13, 2010, 02:34:23 am
I was taught that way in elementary school, back when we were still using monospace word processors and printers that only accepted paper with the little lines of holes on the edges. About.com seems to corroborate (http://desktoppub.about.com/cs/typespacing/a/onetwospaces.htm) the prevalence of the practice with monospace fonts, and less so with proportional fonts.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Garoth Moulinoski on April 13, 2010, 07:52:43 am
Wait... Two spaces after a sentence? I only learned to put one space after the period! O_o
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on April 13, 2010, 02:02:47 pm
I was taught that way in elementary school, back when we were still using monospace word processors and printers that only accepted paper with the little lines of holes on the edges. About.com seems to corroborate (http://desktoppub.about.com/cs/typespacing/a/onetwospaces.htm) the prevalence of the practice with monospace fonts, and less so with proportional fonts.

I remember those! although i was to young to be in typing class at those times. I remember printing happy birthday banners on them though.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Tauwasser on April 13, 2010, 04:38:24 pm
I never thought I'd see the day where people were harassed online for using proper formatting.

There is nothing proper about it. It's a remnant of typewriters and mono-spaced fonts. Usually, when setting text, the widths will be set according to the effect you want to achieve anyway. There are many different ways you can set this, specifically after periods. For instance, there are times when you would set a thin space before colons, periods etc., times when this is not appropriate. Usually, what the type setter will do after periods, is to replace that space with a slightly bigger one anyway. Double-spacing is at best a nuisance then. Sadly I couldn't find a good example picture I had seen earlier on this one. It was a good example incorporating I think six different, consistent ways, to set text, with highlighting like the following:

(http://www.typophile.com/files/Example_3624.gif)

However, I have received word that I probably should not have directed my criticism in an open thread and therefore disrupting the topic. I should probably have sent a private message and been done with it. So yeah, I think it is poor formatting, and now everybody can move on to talk about SMB Unlimited again ;)

cYa,

Tauwasser
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: justin3009 on April 13, 2010, 05:49:56 pm
Hm..That's how we were taught all up to high school.  During then they never said anything was grammatically wrong with 2 spaces after a sentence and it's not being attacked by professors in college either.  I guess it can't be helped since people were raised in the "ancient" times.

And yes, this is probably about the only Mario hack I've actually been interested in.  It's amazing thus far and I can't wait to see it all finished.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: CalvinHart on April 14, 2010, 05:07:59 am
hope this will finished soon  >:D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Sam Atoms on April 17, 2010, 02:04:08 am
Text

I wish double-spacing after periods was a punishable offense. Seriously, there is time and space for text setting -- yet, it's not on this message board. Also, usually typesetters will hate you for using spaces for this kind of thing, as it will require much manual labor to remove the damage and set it properly.

cYa,

Tauwasser

And I thought I got a rough reception here.

LMAO @ this digression.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on April 17, 2010, 03:36:44 am
:o who cares about the spacing :-p.. a whole page of off topic posts is surely much more annoying the average reader. 

regarding having UNLIMITED lives in Super Mario UNLIMITED.. well.. it would feel kind of silly to change it.  Zelda and Metroid have unlimited lives and i don't think anyone felt they were cheap.   In SMU you can have a maximum of 4 hit points since you go from fire to big to small before you die.

In SMB3 and especially SMW, it was so easy to get extra lives that it's really just a formality, a throwback to arcade games.  SMU was made in the era of emulators and savestates -- people will just abuse save states if you make them play through the same crap over again just to get to where they were.  there are still reasons to play the earlier levels

btw, a release date has been set (in 2010, but the exact date is still a secret).. hold on to your butts :)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: fflegend on April 19, 2010, 02:41:42 am
I was taught to double-space in highschool; but then the standard abruptly changed. I've found that using a single space is less of an eyesore.

There are worse atrocities in grammar: Misuse of capitalization in titles, improper usage of relative pronouns, the fact that prepositions are widely neglected in favor of shorter clauses, punctuation appearing after parenthesis...

What disturbs me more than anything else in the world is when someone implies that I am not a person. "Did you just see the crazy guy that punched that clown?!" Excuse me? The proper relative pronoun is who. By referring to me as a "that," you are implying that I am a gender-neutral object. How would you feel if I made the same inference about your mother? Hmm? "Who's that fat lady that just trampled my poodle?!" I don't think you'd like that very much.

Further, I feel like getting a little more than knife-happy when someone excludes prepositions from being lower-cased in titles. It's "Somewhere over the Rainbow" - not "Somewhere Over The Rainbow." *shudder* Somewhere, near a mausoleum in Westchester County, Judy Garland is tightly clasping a bottle of barbiturates and she grits her teeth and rolls around in anguish of your ignorance.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Quick Curly on April 19, 2010, 04:18:54 pm
a release date has been set (in 2010, but the exact date is still a secret).. hold on to your butts :)
Yay! I've really been looking forward to this hack like everyone else! I can't wait for it to finally be released! Thanks, frantik! :thumbsup:
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: SBK on April 20, 2010, 05:04:53 am
Like I said before, this is looking way sharp!

And as for the double spacing... shut up.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: CalvinHart on April 20, 2010, 06:47:26 am
a release date has been set (in 2010, but the exact date is still a secret).. hold on to your butts :)
Yay! I've really been looking forward to this hack like everyone else! I can't wait for it to finally be released! Thanks, frantik! :thumbsup:
i will wait for 1 year man ;D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 12, 2010, 08:45:23 am
i'll just leave this here.. (http://img697.imageshack.us/img697/9241/smu.png)

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: UglyJoe on December 12, 2010, 11:50:20 am
Awesome.  I was wondering if you were still plugging away at this :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 12, 2010, 01:47:08 pm
i dont have alot of time for it but i looked at it today and from what i can tell the levels are all done, or done enough to at least start doing some play testing
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Darkdata on December 14, 2010, 02:30:44 am
I was wondering if this was still in the works. <3
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Lilinda on December 14, 2010, 02:37:04 am
Awesome news. :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Kronus_Arm on December 14, 2010, 03:27:13 am
Wow, didn't see this before, but after reading the rest of the thread, it looks like it's gonna be the best and promising SMB hack I have laid my sight on!

I'm eyeing on this along with CV - Cadence of Agony...
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on December 18, 2010, 03:42:53 pm
a major milestone has been passed:  a beta version of the rom has been sent to a few play testers  :woot!:  Music engine changes are in their last phase as well.  the music engine will have its own bank to make room for more complex melodies.. dr floppy has done an amazing job on hacking in tunes from other mario games :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Hamtaro126 on December 18, 2010, 10:12:41 pm
a major milestone has been passed:  a beta version of the rom has been sent to a few play testers  :woot!:  Music engine changes are in their last phase as well.  the music engine will have its own bank to make room for more complex melodies.. dr floppy has done an amazing job on hacking in tunes from other mario games :D

Welcome Back!

Well done with the progression of the hack being close to finished,

I'm happy it's still going, Keep it up!
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on June 08, 2011, 08:51:11 pm
Graphics - DONE
Music changes by Dr Floppy - DONE
Level layout - 99% (still doing minor tweaks since i found some unused blocks and enemies)
Odds and Ends - 95%

SMU continues to march slowly towards a release
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: curses on June 09, 2011, 11:20:35 am
Thanks. (this is going to be so cool!)
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Celice on June 09, 2011, 06:54:04 pm
My PowerPak is anxiously awaiting this new Mario game :) 
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Sam Atoms on June 09, 2011, 09:24:33 pm
For the first time, I have gone through the entire thread for the screenshots.  Everything that is there is made of pure, epic win.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on June 10, 2011, 11:12:25 am
a release date has been set (in 2010, but the exact date is still a secret).. hold on to your butts :)

when i said this, i had hoped to release SMU on the 25th anniversary of the Japanese release of SMB, but didn't make the deadline

cant say when it will come out but when you see it, you'll poop bricks

Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: curses on June 10, 2011, 07:56:19 pm
Quote
poop bricks

Oops, I think you made a typo. You meant "punch bricks", right?
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: Panzer88 on June 11, 2011, 05:24:25 am
never heard the idiom "I shit a brick"?

He was just being polite ;)

Can't wait to play the final game frantik.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: curses on June 11, 2011, 09:27:05 am
I can't wait to play the game either, so actually I was just messing around with the poop bricks thing.
There was just an excellent Super Mario Bros 2 TAS published on that TAS website and now hearing that this hack is almost complete is putting me into a very SMB mood.
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: frantik on June 13, 2011, 01:23:11 am
yeah.. actually im looking forward to seeing TAS vids of SMU :D
Title: Re: Super Mario Unlimited (SMB) - In progress
Post by: segwayspeedracer on June 21, 2011, 11:09:37 am
I have been drifting in and out of these forums JUST to see how this project is progressing!!! Another one is 'MUSHROMS' by Spel Werdz Rite in the SMW Central forums... both are fantastic projects, and I REALLY am rooting for you! You're gonna make my Christmas for the next 7 years when you publish your project, Frantik!! Keep it up and stay motivated!!! Almost to the finish line!!!  :D
Title: Super Mario Unlimited - Released!
Post by: frantik on December 26, 2011, 12:41:10 pm
(http://img233.imageshack.us/img233/6637/59ih1.png)

(http://img524.imageshack.us/img524/4240/sm6046prgswapprg0neww23th3.png) (http://img98.imageshack.us/img98/2312/sm6046prgswapprg0neww18hv9.png)

(http://img135.imageshack.us/img135/3327/sm6046prgswapprg0neww4fy7.png) (http://img386.imageshack.us/img386/4263/sm6046prgswapprg0neww6mt7.png)

(http://img143.imageshack.us/img143/2209/sm6046prgswapprg0neww7xc0.png) (http://img172.imageshack.us/img172/8320/sm6046prgswapprg0neww11pq6.png)

(http://img530.imageshack.us/img530/6841/sm6046prgswapprg0neww14qj5.png) (http://img266.imageshack.us/img266/803/74216407dd8.png)

(http://img147.imageshack.us/img147/1797/sm6046prgswapprg0neww20yn6.png) (http://img362.imageshack.us/img362/4226/sm6046prgswapprg0neww21ro2.png)

(http://img516.imageshack.us/img516/3007/71220260hc7.png) (http://img166.imageshack.us/img166/2646/sm6046prgswapprg0neww16cz7.png)
 
Super Mario Unlimited Instruction Manual

Bowser has returned and kidnapped Yoshi!  You must help Mario rescue his
friends from the clutches of evil!


Controller

D-PAD - Controls Mario's direction
A - Jump
B - Run/shoot fireball
Start - Pause

Hold A while landing on an enemy to to super jump


Power Ups

Mushroom - Turns Mario into Super Mario
Fire Flower - Turns Super Mario into Fire Mario
Starman - Makes Mario Invincible for a short time
Stopwatch - Freezes enemies and game clock

Coins - Collect 100 and Mario is given a Starman power up
Mario Coins - Collect these to make Mario's journey easier.  Collect all 32!


Acknowledgements

HUGE THANKS TO DR. FLOPPY who did all of the music!  Besides hacking in some
classic Mario tunes, he also endured my endless rounds of nitpicking and
revisions.

Thanks to Dr. Floppy, Coinheaven, Googie and Curses for play testing

See the progress thread (http://www.romhacking.net/forum/index.php?topic=4882.0) for background info

Download IPS (v0.997) (http://supermariounlimited.com/downloads/SuperMarioUnlimited_0.998_Beta.zip) - Patch onto SMB1 rom

Please report any bugs in this thread. 
Title: Re: Super Mario Unlimited - Released!
Post by: Neil on December 26, 2011, 01:09:55 pm
OMG. HOLY SHIT.
SQUEE.
*vanishes to play*
Title: Re: Super Mario Unlimited - Released!
Post by: curses on December 26, 2011, 03:56:49 pm
NO WAY!

Downloading immediately!


edit: Reached 5-1

Veeeerrry good! Old school through and through, and designed with the insight of a mastermind!

Much appreciation.

Title: Re: Super Mario Unlimited - Released!
Post by: Celice on December 26, 2011, 06:32:27 pm
Is this really out, after all these years? How beautiful :D This was a lot of work and anticipation, and it's so cool to finally see it released :)  Thank you!
Title: Re: Super Mario Unlimited - Released!
Post by: Spooniest on December 26, 2011, 08:18:09 pm
Spectacular. Worthy of Miyamoto himself.
Title: Re: Super Mario Unlimited - Released!
Post by: Proveaux on December 26, 2011, 09:07:01 pm
 :o Wow!!! Looks awesome. Will definitely have to check out.
Title: Re: Super Mario Unlimited - Released!
Post by: curses on December 26, 2011, 09:12:02 pm
I don't know. Some of the later levels are just so damn frustrating. The progression of difficulty gradually increases, luring you in, and before you know it you are beginning to exhibit symptoms of the Angry Video Game Nerd. At least I am.
Title: Re: Super Mario Unlimited - Released!
Post by: Spooniest on December 26, 2011, 09:20:48 pm
I don't know. Some of the later levels are just so damn frustrating.

That must be why he didn't put them at the beginning.  :crazy:
Title: Re: Super Mario Unlimited - Released!
Post by: UglyJoe on December 26, 2011, 09:55:58 pm
Woo, finally!  It's a Christmas Boxing Day miracle!
Title: Re: Super Mario Unlimited - Released!
Post by: curses on December 26, 2011, 10:23:20 pm
There is a high enjoyment factor in this game, don't get me wrong. And the frustration isn't even the worst kind there is. At the beginning of those frustrating levels is a built-in "breather" that gets the player to calm down for the agony that lies ahead.

And this game still isn't impossible-hard, either. It's maybe at the same level of difficulty as SMB2j. (Do we still need to put the "j" there?)

I hope that when I get to the end it tells me how many lives I lost.
Title: Re: Super Mario Unlimited - Released!
Post by: Spooniest on December 26, 2011, 10:43:20 pm
It's maybe at the same level of difficulty as SMB2j. (Do we still need to put the "j" there?)

Isn't the vernacular "The Lost Levels," or whatnot? I just recently started playing the Famicom Disk System version...didja ever notice that Mario bounces higher off of Goombas/Turtles/etc. in that one?
Title: Re: Super Mario Unlimited - Released!
Post by: frantik on December 26, 2011, 10:58:55 pm
I hope that when I get to the end it tells me how many lives I lost.

That is something I would still like to add but I figured better to release it as opposed to making people wait another year for me to get the time

glad to hear i got the difficulty right :D  i wanted casual games to be able to play it, yet still offer a challenge to those crazy skilled players
Title: Re: Super Mario Unlimited - Released!
Post by: curses on December 27, 2011, 12:09:58 am
Mission accomplished, then, frantik! It's very playable but it definitely won't seem too easy to serious veteran players either.

I am at 8-1 but I am taking a break. I got really lucky with the level before it. I had been dying there dozens of times, maybe over a hundred. Then suddenly I got past the sticking point and got really good luck for the remaining 25% or so of the level. Whew. I kind of dread having to do that again when I try to get all the Mario coins.

And Spooniest, I did notice that about SM2j. It's my favorite version of that game. It just seems to play better than the SNES version.



edit: I just had to give up on being able to get past 8-1, so I started a new game so that I could collect the Mario coins. Once again, these levels are pretty nice.

Just a quick question. Did you design this with people using save states in mind? Or am I just that bad at playing SMB?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 27, 2011, 06:45:05 pm
The later levels are pretty tricky but can be done without save states.

Mario coins "make the game easier", so it's worth collecting them.  At first, it won't be very clear what they do, but the more times you play the game, the more obvious it should be.  :)

And for those who think the game is STILL too easy, you can have fun figuring out the secret way to enable hard mode :D

ps.. curses you're going to HATE me for 8-2 ;)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Sam Atoms on December 27, 2011, 07:13:54 pm
W00T!!!!!!
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 27, 2011, 09:00:45 pm
ps.. curses you're going to HATE me for 8-2 ;) 

Ooh, I can't wait. I really can't explain why exactly it is that I am dying so much on the later levels. But overall, it's a good experience. I have played plenty of games that have difficulty in the bad way, and this game definitely isn't one of them. It's hard, it's frustrating, but all of that agony has value in a really good way.

And it's probably okay if I never complete it at all. I already have gotten a whole lot of meaningful experience with it. And the graphics and music get better and better with repeated exposure. By the way, what game is the music for the castle from?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 27, 2011, 10:38:52 pm
i think that tune is from Super Mario Land or another gameboy mario game.  all of the music is from other mario games
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 27, 2011, 10:53:09 pm
Wow that's a really long music track for a Gameboy game.

Now I feel dumb. There was a way of getting through 8-1 that I gave up on too fast because I thought it would be too hard. So I died over a hundred times trying it the other way. Turns out that I shouldn't have gave up so fast on it. D'oh!

And I love 8-2.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 28, 2011, 12:43:01 am
what were you trying to do?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Panzer88 on December 28, 2011, 01:34:47 am
FINALLY! WOOT!

easily in my top 3 most anticipated romhacks.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 28, 2011, 01:58:13 am
what were you trying to do?

The branch that begins when you go down the first pipe. The areas that follow are pretty hard.


This game really takes me back to the good old days of NES playing. Does anybody know what I mean? That's the stuff right there. All the problems of the world are totally outside of your consciousness. It's just you, and the NES game.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 28, 2011, 02:02:53 am
oops.. that's actually a bug that takes you into the final castle.  you're not supposed to be able to go down that pipe
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 28, 2011, 02:04:57 am
Seriously? Well that is strange. There are some other things about pipes that are a little weird. Like, multiple pipes that go to the same place. Seems unnecessary.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 28, 2011, 02:14:33 am
can you give specific examples?  i might have accidentally left other pipes set to "can enter" [edit.. now that i'm double checking i've found at least 5 lol]

Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 28, 2011, 10:30:37 am
OK, thanks, I'll try that out.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 28, 2011, 10:31:09 am
edit: How the heck did it double post? To the best of my knowledge it wasn't something I did. And where is the delete post option?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 28, 2011, 03:19:25 pm
wow curses you broke the matrix!!  :o

Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: RadioTails on December 29, 2011, 05:48:03 pm
When you pause the game and then unpause the game, the sound turns off for a few seconds.  I don't think that is suppose to happen.

Cool hack however. :)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 29, 2011, 06:00:42 pm
yeah  that has something to do with the music being edited.. i'll mention it to dr floppy and maybe he can come up with a fix
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 29, 2011, 08:21:18 pm
Okay, I found some more pipe bugs. In 4-1 , 6-1 , 6-4 , 7-2 , and 8-3 are pipes that drop Mario off into thin air to his death.
7-2 , 7-3 , and 7-4 have pipes that let Mario skip to the last segment of the level.
7-4 has a pipe that warps Mario to the end of level 7-3.
8-4 has a pipe that warps Mario to the same pipe.

Finally, 8-5 is really damn hard. Not in a bad way though.

Thanks again.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 29, 2011, 10:31:26 pm
Okay, I found some more pipe bugs. In 4-1 , 6-1 , 6-4 , 7-2 , and 8-3 are pipes that drop Mario off into thin air to his death.
7-2 , 7-3 , and 7-4 have pipes that let Mario skip to the last segment of the level.
7-4 has a pipe that warps Mario to the end of level 7-3.
8-4 has a pipe that warps Mario to the same pipe.

Finally, 8-5 is really damn hard. Not in a bad way though.

Thanks again.

thanks for checking out and reporting those pipe bugs.. man, hella pipe problems.  i think i found them all except the one u mentioned in 8-4..?

new patch (v0.994) (http://supermariounlimited.com/SuperMarioUnlimited_0.994_Beta.zip)

and 8-5 is supposed to be hard... if you haven't gotten all of the mario coins that is ;)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 30, 2011, 12:03:01 am
thanks for checking out and reporting those pipe bugs.. man, hella pipe problems.  i think i found them all except the one u mentioned in 8-4..?

and 8-5 is supposed to be hard... if you haven't gotten all of the mario coins that is ;)

Wait a minute... I do have all 32 Mario coins, though. Hmm...

The 8-4 pipe is at the beginning of the water section. Or maybe I am thinking of 8-5. Yeah, it's 8-5.

Also, I think I was wrong about 7-2 having pipes that let Mario skip to the end of the level. Those were only in 7-3 and 7-4. 7-2 only had the one pipe that dumps Mario into a pit.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 30, 2011, 03:10:47 am
Wait a minute... I do have all 32 Mario coins, though. Hmm...

The 8-4 pipe is at the beginning of the water section. Or maybe I am thinking of 8-5. Yeah, it's 8-5.

Also, I think I was wrong about 7-2 having pipes that let Mario skip to the end of the level. Those were only in 7-3 and 7-4. 7-2 only had the one pipe that dumps Mario into a pit.

yeah i went over all of those levels and checked every pipe.. SMBUtil needs to display a symbol on the pipes to indicate 'can enter' or not cause it's too easy to leave pipes set wrong

new patch (v0.995) (http://supermariounlimited.com/SuperMarioUnlimited_0.995_Beta.zip) (fixes minor 8-5 pipe bugs)

You need to figure out what mario coins do, then it should be more obvious what the secret is to beating the final castle.   Mario coins have an effect through out the whole game, not just at the end.. in fact it's possible to determine what they do without even leaving world 1. 

I don't want to give too much away yet, though eventually I might make a "player's guide" or walk through or something.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: RadioTails on December 30, 2011, 08:18:29 am
There is no sound effect when Mario comes out of the pipe.  The sound effect works when he goes in.  Unless I'm mistaken, in the original, the sound effects plays when he goes in and comes out of the pipe.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 30, 2011, 08:35:54 am
There is no sound effect when Mario comes out of the pipe.  The sound effect works when he goes in.  Unless I'm mistaken, in the original, the sound effects plays when he goes in and comes out of the pipe.

nope, the original game is like that.. i just checked
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: guitarpalooz on December 31, 2011, 10:29:31 am
After years of lurking, registered just to post about this game :)

Frantik, you must be a really good person to make such a sweet hack.  At least, I used to think that, until I got to world 8-4.  I've given it a good hour and haven't found my way out of the infinite loop (or seen any hints of a final mario coin).  I just wanted to make sure the pipes weren't glitched in the new release, cause ive tried everything I can think of.  Any PM'd hints would be nice too :).

Still no ideas on the mario coins, maybe itll be more apparent in 8-5...
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 31, 2011, 01:04:15 pm
nope, that's not a glitch in 8-4.. just a very crafty puzzle :D
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: curses on December 31, 2011, 01:32:22 pm
Well maybe I died a lot of times when I played this game the first time but at least I can pat myself on the back for figuring out that puzzle. Whew. Cool puzzle.

I have been trying to determine what the Mario coins do. Just when I thought I had it figured out, something in a later level made me get uncertain again.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on December 31, 2011, 04:11:56 pm
that puzzle is one of my favorites.. to pull it off I didn't use any ASM or anything, just clever level design and knowledge of how the game engine works  (to solve the puzzle you don't need to know anything special about the game engine, just use your eyes and your brain :) )


Curses.. i just discovered there's a bug with the mario coins, so you may have figured it out but got thrown off by the bug.  (after a while the game will start to act like you've collected all of the mario coins.. but the more mario coins you collect, the later in the game it takes for this bug to show up, so i never noticed it until lots of people started playtesting.  will fix this bug and release patch

Dr. Floppy is gonna work on the pause music issue too :)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: guitarpalooz on January 01, 2012, 12:58:19 pm
A few hours later, and I still got nothing.  Is it time based?  Something to do with the enemies?  I don't think theres any secret passage through the walls, and you cant go back through any of the pipes, so.... :(


Edit:Okay....figured it out and not too thrilled about it.  There isn't much, if any, conveyance towards that solution.  However, I do see why something like it is necessary given the nature of the final level.

Beat 8-5...I'm guessing the mario coins give you more time in the castle levels?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 01, 2012, 09:49:49 pm
Beat 8-5...I'm guessing the mario coins give you more time in the castle levels?

as i mentioned in the previous post, there is a bug right now that, depending on the number of mario coins collected and when you collected them, can make the game act like you've collected all of the mario coins.   Unless you did collect all of the coins, chances are this bug affected your game and that's why it's not obvious what the coins do.  but no, it's not related to time.  i believe i've fixed the bug, just need to playtest it to triple check.  i will release the updated patch soon
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: guitarpalooz on January 01, 2012, 10:03:18 pm
Hmm, I did get all 32 on my first playthrough.  Perhaps it's not obvious to me because I don't know what the game played like without having them all.  I'll try a no-coin run when the patch comes out.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 01, 2012, 10:15:15 pm
cool, then you got the "proper" experience  :woot!:   and yeah if you've already beaten the game then you will definitely notice a difference when you don't collect them :)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Karatorian on January 03, 2012, 04:49:23 am
Just wanted to congratulate you on finally finishing your baby.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 03, 2012, 09:42:24 am
thanks man.. actually still doing minor tweaks lol.. actually some major tweaks in this update:

*Fixed the mario coin bug
*Added more time to 8-5 and tweaked level so that it can actually be beaten without mario coins collected
*few other minor things

You definitely want to update your files with this patch: v0.996 (http://supermariounlimited.com/SuperMarioUnlimited_0.996_Beta.zip)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: guitarpalooz on January 03, 2012, 01:06:13 pm
Finishing my no coins run now....I honestly can't tell the difference without mario coins.  I notice more fire gates and enemies, but nothing specific.  I now have 700s on 8-5 without coins (which seems to me makes it easier than with the coins), and there was a hidden powerup on 8-4 that is now gone.  I may be rushing through it too fast?

Here's what I'd suggest about the game, having beating it twice:

1.  the 100 coin = star thing is a terrific gameplay element...except when it's not.  Getting a star right before or in the middle of a turtle jumping segment, which are pretty prevalent in the game, is frustrating.  Maybe consider having the select button to cancel the star?  Or, less ideal, 100 coins gives you a star in reserve you can activate with select.

2.  This was probably present in the original game and can't easily be changed.  When mario is up around the HUD, he can't shoot.  Get's me hit a few times, and lakitus laugh at me.

3. I think you're aware of this one, but getting hit over open water is instadeath because you sink.  However, it also seems way too easy to die when youre close to the bottom of a water level...like the swim button stops registering similar to not being able to shoot up top.  This problem doesnt occur in the water gap in 8-5, because it doesnt have the whirlpool effect probably.

4.  The first time stopper in 6-4 seems to freeze enemies in a way where you cant finish the jump

5.  The music note boxes just seem frustrating and unpredictable, rather than challenging.

6.  The turtle at the beginning of 7-2 likes to spaz out.  not a big deal

7.  It's good that you made the game beatable with no mario coins.  it has a much different and equally strong gamefeel when you can move through the levels quickly

8.  Ok this last one is more of a personal point, but I love hammer bros.  It would be cool if once you beat it, and play through again, every enemy is a hammer bro, but youd need to put wings on many of them (or only do it for ground enemies, since hammerbro jumping would be tricky due to, ykno, the hammers)


I hope this doesnt sound overly critical.  Love this hack, its one of those cases where so much is done right that there's only small fine tuning things to talk about.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 03, 2012, 06:11:47 pm
Finishing my no coins run now....I honestly can't tell the difference without mario coins.  I notice more fire gates and enemies, but nothing specific.  I now have 700s on 8-5 without coins (which seems to me makes it easier than with the coins), and there was a hidden powerup on 8-4 that is now gone.  I may be rushing through it too fast?

the 700 ticks thing is a new change to the game and isn't related to the mario coins.  there wasn't enough time to be the game before w/o the mario coins.  you should notice that you can't go through 8-5 the same way w/o the mario coins..

Quote
Here's what I'd suggest about the game, having beating it twice:

1.  the 100 coin = star thing is a terrific gameplay element...except when it's not.  Getting a star right before or in the middle of a turtle jumping segment, which are pretty prevalent in the game, is frustrating.  Maybe consider having the select button to cancel the star?  Or, less ideal, 100 coins gives you a star in reserve you can activate with select.

yeah, star man right before a koopa jump segment is annoying.. you have to learn to keep an eye on your coin count a little more.  :)

Quote
2.  This was probably present in the original game and can't easily be changed.  When mario is up around the HUD, he can't shoot.  Get's me hit a few times, and lakitus laugh at me.

yeah this exists in original game

Quote
3. I think you're aware of this one, but getting hit over open water is instadeath because you sink.  However, it also seems way too easy to die when youre close to the bottom of a water level...like the swim button stops registering similar to not being able to shoot up top.  This problem doesnt occur in the water gap in 8-5, because it doesnt have the whirlpool effect probably.

this is a bug that exists in the original game.. you can actually "break out" of the animation and start swimming if you mash the B button though

Quote
4.  The first time stopper in 6-4 seems to freeze enemies in a way where you cant finish the jump

seems to be fine to me?

Quote
5.  The music note boxes just seem frustrating and unpredictable, rather than challenging.

practice more ;)

Quote
6.  The turtle at the beginning of 7-2 likes to spaz out.  not a big deal

ok
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Sam Atoms on January 03, 2012, 10:49:15 pm
There's still a pipe in 4-1 that tosses you out into thin air.

Terrific hack, even if the difficulty becomes ludicrous in the second half.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 04, 2012, 01:54:09 am
There's still a pipe in 4-1 that tosses you out into thin air.

i double checked all of the pipes.. did you mean another level?  you're using 0.996 right?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Sam Atoms on January 05, 2012, 01:48:48 am
Hmrmm.  Looks like something screwy was going on with my Nestopia cache.... the "recent" menu must have loaded a previous version that I didn't think was still there.  When I tried 0.996, and was sure, I couldn't go down the loose pipe.... sorry, my mistake.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 07, 2012, 07:12:04 am
 :woot!: yay i was hoping i hadn't missed another one :D

hopefully no more bugs will be found.  Dr. Floppy is gonna work on the pause-music issue but otherwise hopefully no other changes will be necessary  for the 1.0 release
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Bregalad on January 07, 2012, 08:17:46 am
I'm stuck in level 2-2 at a point where there is some really nasty jumps in a row.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 07, 2012, 10:06:03 am
keep trying.. that part you can actually run all the way thru :)  and remember you can super jump off enemies..
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: snarfblam on January 08, 2012, 08:53:15 pm
Awesome job on this hack. I have a few thoughts, but don't think I'm trying to rain on your parade. I loved the hack.

I've beaten 8-4. I'm not sure if I understand the puzzle. I took a stab in the dark and what I did seemed to work, but if I did it the right way, it doesn't really make sense.

There is also a bug I've run into. If you're on a ledge raised up one block, and you walk off onto an enemy, you take damage instead of the enemy. You don't get hurt until you actually fall off the ledge. It's hard to reproduce, and not consistent, but if you time it right it appears that the enemy does an about-face right as you land on him. I don't know if that bit has anything to do with it.
(http://dl.dropbox.com/u/12027218/Shared%20Images/smb%20bug.png)
A couple of times I've jumped to ledges in a similar situation, where there is an enemy next to it, one block below, and seen the same result. It might be a bug you inherited from the original, but I'm having a hard time finding somewhere to test it.

My only other concern is level 6-4. I like that you added a lot of koopa hopping into the game, but sometimes it gets dodgy. Maybe it's just me, but the game's quirky physics, combined with the careful timing you need in 6-4, and the fact that you have to successfully koopa-hop across several gaps in a row to beat the level, led to a lot of frustration.

Anyways, thanks for the awesome hack!
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 09, 2012, 01:26:51 am

There is also a bug I've run into. If you're on a ledge raised up one block, and you walk off onto an enemy, you take damage instead of the enemy. You don't get hurt until you actually fall off the ledge. It's hard to reproduce, and not consistent, but if you time it right it appears that the enemy does an about-face right as you land on him. I don't know if that bit has anything to do with it.
(http://dl.dropbox.com/u/12027218/Shared%20Images/smb%20bug.png)

that is a bug that exists in the original engine, but i don't know if there are any places in the actual game it exists.  it seems to be mostly related to buzzy beetles

Quote
My only other concern is level 6-4. I like that you added a lot of koopa hopping into the game, but sometimes it gets dodgy. Maybe it's just me, but the game's quirky physics, combined with the careful timing you need in 6-4, and the fact that you have to successfully koopa-hop across several gaps in a row to beat the level, led to a lot of frustration.

yeah I think i need to make 6-4 a lil easier cause on my recent play thru, that level had too much of a "luck" element to it.  that will probably be the last major gameplay change made for the 1.0 release

Quote
Anyways, thanks for the awesome hack!

sure, thanks for the feedback :D
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: segwayspeedracer on January 16, 2012, 04:03:04 am
Amazing!! Feels like a legitimate, stand alone game!

One thing I really have to ask: I noticed that you use three images for one sprite. That's probably the incorrect way of saying it, but for example: I can go into Tile Layer Pro and find three identical images of small mario's standing body sprite, and I can edit one image to have a see through arm, the next to have a see through shoe, and the third to have a see through body, resulting in the three images alternating for that one mario sprite in game!!
 
Wow! Do you realize the implications for that? Like I said, the images currently are identical, but if you decided, you could easily make them different. You could make mario shrug as he stood, a standing animation.

It's just something really interesting I've noticed. Even if you chose not to, is there a particular reason why you designed it that way? Perhaps the quickest method for having the rotating question mark on the item box?
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: snarfblam on January 16, 2012, 06:54:37 pm
I don't know what emulator you use, but try firing up FCEUX and opening the "PPU Viewer" under the debug menu. You'll see exactly what is going on with the graphics and animations.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: segwayspeedracer on January 17, 2012, 03:02:54 am
I don't know what emulator you use, but try firing up FCEUX and opening the "PPU Viewer" under the debug menu. You'll see exactly what is going on with the graphics and animations.

Oh thanks, snarfblam, but I wasn't posting about a bug issue. That was just me marveling how Frantik put the game together.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 17, 2012, 03:50:38 am
^ yep.. the animation is done with bank swapping.  there are 4 frames of animation.  any tile can be animated.. it's the "lazy way" but memory is cheap now so it's ok to repeat animation.

I found a minor bug in 0.997 which prevented the end level music from playing.. so, yet another new version:

download 0.998 (http://supermariounlimited.com/downloads/SuperMarioUnlimited_0.998_Beta.zip)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: I hate turtles on January 17, 2012, 08:25:48 am
Thanks for the awesome hack.

It was a little too hard for me, probably because I saved only between levels. 8-3 was particularly exhausting. Maybe it needs a checkpoint somewhere. Actually, most of the levels felt somewhat luck-based. I've collected all the Mario coins though.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Vanya on January 17, 2012, 02:57:18 pm
Finally got around to trying this out. Damn good job! It indeed feels like a very well executed professional game.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: segwayspeedracer on January 17, 2012, 05:08:01 pm
^ yep.. the animation is done with bank swapping.  there are 4 frames of animation.  any tile can be animated.. it's the "lazy way" but memory is cheap now so it's ok to repeat animation.

I found a minor bug in 0.997 which prevented the end level music from playing.. so, yet another new version:

download 0.998 (http://supermariounlimited.com/downloads/SuperMarioUnlimited_0.998_Beta.zip)

Ha! The end level music played if you didn't acquire the Mario coin. I figure that was intentional; an extra reward for getting the coin. Wow, I wish I wasn't so illiterate with programming.  :o pretty amazing stuff
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 17, 2012, 06:37:02 pm
Ha! The end level music played if you didn't acquire the Mario coin.

hmm maybe that's why i didn't notice it at first!
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: I hate turtles on January 18, 2012, 03:32:24 pm
I've stumbled upon some bugs, by the way.

Sometimes one of the spinies near the green pipe at 8-3 can suddenly leap from the right side of the screen at a very high speed. It hurts.

The last koopa at the last level didn't appear a few times, preventing me from reaching the pipe.

When you jump above the screen, you can bump into enemies that fell into the pits.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 18, 2012, 03:51:48 pm
Sometimes one of the spinies near the green pipe at 8-3 can suddenly leap from the right side of the screen at a very high speed. It hurts.

yeah i've noticed occasional weirdness with spineys in general

Quote
The last koopa at the last level didn't appear a few times, preventing me from reaching the pipe.

hmm, that i haven't experienced in my play testing

Quote
When you jump above the screen, you can bump into enemies that fell into the pits.

that is a bug in the original game
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: yuka on January 23, 2012, 08:19:35 am
I couldn't get the game to play on PSP, it freezes on a gray screen at boot. Is this a known issue? I've used several different versions of Nester J but no luck... I don't think it comes from a bad dump rom because the Classic Mario hack works... Has anyone managed to play on PSP, and if so, could you let me know which emulator and /or version was used? Many thanks!
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 24, 2012, 12:50:31 am
yuka which patch version are you using? can you make sure you're using 0.998? 
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: yuka on January 24, 2012, 02:48:38 am
yuka which patch version are you using? can you make sure you're using 0.998?

Yes, that's the one I've been using, above on this page.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on January 24, 2012, 03:46:13 am
hmm.. not sure what the problem could be.  in 997 and before there was an error with an invalid opcode but it had not effect on the real hardware or any emulator except nintendolator

im not familiar with psp emulator so not sure what the problem could be. i would double check the rom works in another emulator first
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: jpx72 on April 04, 2012, 12:45:49 pm
I finaly got to play this on real hardware (on a SKROM board) but I experienced a problem - the game always freezes after world 1-5.  Can anyone help me? Is here anybody who is playing this on the real hardware?
I used the SMB (U) rom and 0.998 patch.

Does this game needs save-feature? SJROM as the emulator states, has a battery-backed RAM, but I cannot see any reason for that in the game itself.


EDIT: found a mistake in my schematics, I'll try to modify it and test further. I hope it will be okay after that.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Professor Neo on May 12, 2012, 01:48:14 pm
Hey frantik, I got to say that SMB Unlimited is one of the most innovative SMB1 hacks since Extra Mario Bros. that I played. The new power-ups are one of the main reasons this hack is noteworthy. But I am now back on Reign of the Koopa, now renamed Super Mario Odyssey. Your hack has brought a lot of stuff to my attention, and there are a lot of new things I want to incorporate into my project with your assistance, if you don't mind. I do want you to know my project is gonna involve the Koopalings. If I'm drifting off-topic, then pardon me. I was just commenting on your project and I wanted to share something with you.

Here's the thread to my project:
http://www.romhacking.net/forum/index.php/topic,14420.0.html (http://www.romhacking.net/forum/index.php/topic,14420.0.html)

I can't PM you since your inbox is full, but you can still PM me. If you clear your inbox, we can talk more.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Celice on June 18, 2013, 02:26:29 am
This may be a big of a large jump, but The Angry Videogame Nerd recently played this hack in one of his videos :)

http://www.youtube.com/watch?v=xCLssqdOkbE

I thought it'd be cool to mention. Years ago, the closest thing romhacking got in public media were a few obscure articles in gaming magazines, usually mentioning fan translations (like Bahamut Lagoon's) or really prominent hacks by a recognized author or that had a recognized base (like DharkDaiz's Mario Adventure). But as we've "modernized" our media via YouTube, romhacks have been catching up, too, becoming more widely discussed and known. This is already the second or third really good romhack that AVGN has covered, the first being Dr. Mario's Castlevania hack (which was also really awesome).

So that being said, mad props to this guy's work :)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on July 03, 2013, 05:58:16 am
yes i just noticed the other day that they had made a video covering my hack  :woot!:  there's been a big surge in interest. 

btw guys.. there is a level select feature and a way to enable "hard mode" in this hack.... up up down down........
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: altoiddealer on August 21, 2013, 08:44:48 am
I know this is un-related, and an uneccessary bump... but, frantik, your inbox is full!

Regarding Super Mario Bros. 5000 (http://www.romhacking.net/hacks/1429/)...

I patched this to a clean Super Mario Bros. (JU) (PRG0) [!].nes, as the description states... but I start off in level 0-1, above the ceiling, with directional/buttons disabled.   :huh:

screenshot (http://imageshack.us/a/img14/6595/7ho6.jpg)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: w7n on August 21, 2013, 10:08:45 am
I know this is un-related, and an uneccessary bump... but, frantik, your inbox is full!

Regarding Super Mario Bros. 5000 (http://www.romhacking.net/hacks/1429/)...

I patched this to a clean Super Mario Bros. (JU) (PRG0) [!].nes, as the description states... but I start off in level 0-1, above the ceiling, with directional/buttons disabled.   :huh:

screenshot (http://imageshack.us/a/img14/6595/7ho6.jpg)

Hmm. In most cases there are problems with the ROMs, but not in this case. I patched it using the correct ROM and this glitch still occurs.
I suspect that the author probably edited a bad ROM, and used the correct original ROM to make the patch??
Well, the A+Start method doesn't work either. Maybe it's not the usual 0-1 glitch.
If you really want to emulate the game, use VirtuaNES.

(I'm still upset about my SMB hack post being ignored...)
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Googie on August 21, 2013, 10:27:54 am
Try this Anti 0-1 patch, it gets rid of the 0-1 problem in SMB hacks. Give it a shot, it works on my end & it also works on the No Title Screen version of SMB too.

Anti 0-1 Patch (http://acmlm.kafuka.org/uploader/get.php?id=4459)  :cookie: 
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: altoiddealer on August 21, 2013, 02:38:24 pm
Try this Anti 0-1 patch, it gets rid of the 0-1 problem in SMB hacks. Give it a shot, it works on my end & it also works on the No Title Screen version of SMB too.

Anti 0-1 Patch (http://acmlm.kafuka.org/uploader/get.php?id=4459)  :cookie:

Thanks, I'll give it a shot! :woot!:
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: Googie on August 21, 2013, 05:50:23 pm
No problem man, try using the hack on the emulator FCEUX 2.2.1 (http://www.fceux.com/web/home.html) when you get the chance.   
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: PresidentLeever on August 23, 2013, 10:47:00 pm
Okay so is that the ideal emulator for this hack? And is 0.997 the latest version (the link in op takes me to page 13, not 18)?

The game crashes when I reach the first egg in fceux 2.1.3.

This is a nice hack, anyway. Couple of things though:
1. Some issues when climbing vines (the first one in the first underground passage on stage 1). Climbing on the left side makes Mario fall if you hit your head, and you can't grab it again if you're standing on the same tile.
2. Consider changing the end of level star block thing into something more satisfying. You've basically dumbed down the little end of level mini-game that is a series staple there into nothing (unless I'm missing something).

Edit:
Played a bit further in 2.2.1. Some observations:
- But the quest continues... so, does he eat that first egg or what happens?
- Missing a mario coin >I want to restart the stage >suicide.
- Super jump and other additions are awesome. Just wish I could change direction in mid-air now.
- I keep getting 100 coins when I'm right at the end of levels.

Edit 2: So I beat the game (with a few save states). Not bad overall but tbh I thought the level design was pure evil from world 7 onwards or so, and not much fun to play.

- At the end of a castle, I forget which, I could jump right through a hammer bro's hammer as I was jumping up to the final platform with the pressable block thingy.
- There was one part with a hidden block in mid-air when I was jumping between platforms. Kind of a dick move?
- I had the 100 coins=star power thing work against me about three or four times since it makes you fall through flying koopas you need to bounce on (and if there's a 100 second limit level, you're screwed).
- In 7-4, last part, the moving platform over the lava sometimes doesn't appear. It's still beatable but very tricky using the black koopa to bounce over it.
- In 8-4, did you seriously have to die in the room with two pipes/eating flowers to progress or was that a mistake?
- I guess this is in the original but when I was going down a pipe in the final stage and got hit by a hammer, Mario was moved sideways while shrinking, outside of the pipe and into the lava.
Title: Re: Super Mario Unlimited (SMB) - Released!
Post by: frantik on February 27, 2018, 08:24:39 am
Use the Konami Code before the title screen scrolls all the way onto the screen to enable level selector and/or "hard mode".. after entering the code, press B for level select and hold A+start to start in hard mode.

Collecting the Mario coins enables hidden power up blocks in other levels, depending on how many you have collected.  There is almost always a hidden power up near the first pipe in castle levels.