The short version: This Super Mario Bros. hack project, named Mario Gaiden, is meant to be as epic as possible. It's not possible for me to finish this project on my own, since I don't do well in coping with some aspects like graphics.
The short version doesn't look promising? Check the long version below.
Before the summer vacation the project Rohrleitung Gate was progressing really slow due to lack of graphics. At that point, I copied the Rohrleitung Gate ROM into a new file, removed some of the effects and added some new effects. The new project was named Mario Gaiden.
However, later my computer's hard disk was broken and then later I underwent a surgery. My SMB hacking projects were suspended until September. The ROM file was still yet to be recovered, so recently I started making patches.
List of effects already done in the Mario Gaiden ROM:
1: VRC7 music, although limited to 1 channel like in Rohrleitung Gate. The music system is already a giant improvement on the SMB music system.
2: Multi-layer background, using CHR bankswitching.
3: IRQ. Now the split screen is not done by detecting sprite 0, it's done by using the IRQ system. This saves plenty of time.
4: Ground graphics forming. This was originally made by ATA, and altered by me.
5: The 'snake' effect. This is an effect used in a stage of Rohrleitung Gate. The snake goes in a fixed route. When it eats coins it grows.
6: Better usage of item attributes. One tile may appear to be tile A but function as tile B(stored in the level data).
The patches I made recently:
1: 'Soft' bridge. You can jump up onto it from below. (No demo image)
2: Megaman type cutscene.
3: Platform whose route is fixed and user-defined.
4: Boo effect.(The patch was updated later, this image is the demo of an older patch)
5: Mario's super powers. There are 9 of them, and 5 are complete. Using super powers consumes coins.
The 5 are: Double jump, feather(slower the descending speed), cloaking(injury invincibility), starman(star invincibility), cross(destroys all normal enemies and do damage to bosses).
6: Lakitu throws spinies in a direction depending on mario's position. Now when running, avoiding spinies is no longer a no-brainer. (No demo image)--UPDATES--
7: The slope(only 45 degrees available).
And a great improvement on the system:
Tired of H- scrolling? We have ATA's V- scrolling. Tired of V-scrolling too? We have H+V scrolling. I completed this just hours ago.
(This is an experimental patch, hence the '000000' in the background.)Update:
System 02: Boss fighting(see Re#1)
System 03: VRC7 music system(see Re#13)
In my plan, this hack will also include a save feature, a complete storyline and multiple endings, better IRQ and sound system, and programmed boss fights.
Are you in any ways interested?
Huh? Still not promising? Well, if any other patches are made, this thread WILL BE UPDATED.
Help or ideas on any aspect is welcome. If you're interested you can even join the project.
This project is in the early stages for now, so you can check and improve THE STORY(if so, please pm or mail me) or provide IDEAS OF NEW PATCHES.
Info about the ROM:
This ROM uses Mapper 85(Konami VRC7), 4-screen mirroring, CHR ROM(not RAM).
(some emulators don't support VRC7 4-screen, but according to the nesdev forum it's theoretically possible. FCEUX supports VRC7 4-screen anyway.)
Multiple systems will be used, although most of them will be hacked SMB systems. e.g. In a ghost house, only ghost-house related enemies are used, the space left will be used for other things; in the 4-screen stages, enemies are limited to those who have short code.