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Messages - DahrkDaiz

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I'm going to take a completely different stance here. These are my views of my own and I in NO way expect anyone else to feel the same way. This only applies to what I do.

All legality discussions aside, I feel that if I receive any compensation for what I do, even for reproductions, it completely breaks the spirit of why I do this. I am an amateur, this is all for love and fun. I feel that if someone goes the extra mile and creates a reproduction of anything I've created, they've went through financial costs in order to build the cartridge needed, and thus, I feel as if it's okay for them to charges _something_ for their work else they would not get the needed funds to continue their work. However, the only thing that I am of for doing what I do is time. I get value out of what I do by watching the community play my work and enjoy the result - this is my compensation.

With that said, once again, legalities aside, all people have my blessing to reproduce, distribute, and modify any work that I have done. At this point, everyone is very aware of my work and I think people would have a very tough time passing off my work as their own, even if modified.

Once again, I cannot speak for anyone else and I do not expect anyone else to share my views. These are my views and mine alone and only apply to my works.

Personal Projects / Re: Project Mario Adventure 3
« on: January 23, 2014, 10:57:25 am »
First: this is quite a feat. Excellent stuff.

Second: I had some glitching during the Big Bertha fight where after the water drained, I was left standing in the middle of the air (where the water had been).

Thoroughly enjoyed that demo; please do keep up the great work.
Do you recall with version of SMB3 you patched to? PRG0 or PRG1?

Thanks for the feedback!

Slightly late for this, but I've encountered several cases where hitting a ? block causes you to lose your power-up and shrink. Not sure if it's a timing thing because it only happens sometimes. I've also encountered some of the previously reported issues like the air meter going down when you're not in water.

I'm honestly not a big fan of the un-mario like mechanics in this Mario game, like being unable to crouch under things or the limited air meter when in water. Maybe if it was a character other than Mario it would be easier to swallow.

Aside from that the power-ups are very nintendo-like, and the art is nice. It's a shame there isn't an NES emulator with graphic pack support, I'd love to play it with less dithering.

Yeah there's a clipping bug when moving upwards into a block at times. It won't be there in the final release. Being unable to uncrouch from a one block high area will be addressed in someway other than getting hurt. The reason it is like this now is because there's a Boo powerup that allows Mario to go through walls. The intention was for Mario to die if his body becomes stuck inside of a wall. I'm working on alternatives to the current implementation.

As for the air meter, it won't go away, but you regain air much faster by simply swimming to the top of the water now.  I try to be very careful on how I use the air mechanic, so at the very least adjustments will be made as the result of yours and other people's feedback regarding this and other mechanics in the game.

Personal Projects / Re: Project Mario Adventure 3
« on: January 22, 2014, 10:15:44 am »
For those who've played the hack, I've created a post play survey to help improve on the project and get a general sense of where it should be heading:


Thanks to everyone who responds!

Personal Projects / Re: Project Mario Adventure 3
« on: January 16, 2014, 08:48:48 pm »
Yeah, that's one hurdle I Was having a hard time getting over. I will attempt to make the tile simply solid from the top only.

Personal Projects / Re: Project Mario Adventure 3
« on: January 13, 2014, 09:54:44 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.

This is not intentional. You're actually supposed to destroy the mushroom by jumping on it (or throwing a fireball, shell, etc at it). Going back up the pipe wasn't supposed to be possible.

Personal Projects / Re: Project Mario Adventure 3
« on: January 12, 2014, 10:11:22 am »
It's finally ready! The second demo for Mario Adventure 3 is ready to play! This demo basically includes all of World 1 but lacks a lot of things that are yet to be shown off. I won't even begin to go into all the changes, just play it and hopefully you enjoy it!

Click here to download manual and patches for SMB3 PRG0 and PRG1

Personal Projects / Re: Project Mario Adventure 3
« on: November 23, 2013, 07:55:11 pm »
I'm a little worried about the blackout-theme levels. You have absolutely no reference or idea as to where a candle could be, and the player could spend a lot of time looking for it, and you need fire power to light it. I can see this as being a very frustrating point for players.

I'm way ahead of ya. Most of the candles will be along the ground so that a stray fireball could easily ignite it, not to mention there are at least two candles on screen at any time. So while the screen may go dark on the player, if they just light candles continuously, they shouldn't have a problem.

HOWEVER... if during the beta testing this theme is a common issue and frustration, I will simple adjust the mechanic until the difficulty is reasonable :)

Personal Projects / Re: Project Mario Adventure 3
« on: November 23, 2013, 11:28:25 am »
Do the exploding koopa shells clear blocks too, like a bomb would?


Personal Projects / Re: Project Mario Adventure 3
« on: November 22, 2013, 05:59:25 am »
I like the addition of the Yoshi's Island-esque falling Chomps, but the appearance of just a zoomed in sprite appears to clash with the rest of the art.

I agree, I think I ultimately left them like that temporarily until I took the time to scale them properly.

Man, you must be one serious 6502 guru to get all this done.

Won't too many rotating blocks on one horizontal scanline cause flickering?
There's only audio for this one.

Nope, the game actually just replaces the block with an animated tile rather than a sprite. There's a set of timers used to replace those blocks at the specific x/y coordinates. This same code is used to produce the lit candles that go out.

Personal Projects / Re: Project Mario Adventure 3
« on: November 21, 2013, 08:58:46 am »
Just an update for people who don't follow my progress on Facebook:

The project is still going strong, albeit, delayed. The initial January 2014 release won't happen due to the amount of time I actually get to work on the project. However, I'm still making progress:

Recent changes and features include -

-Fire Snakes leave a trail of fire on the ground as they hop around
-Ninja Bros. enemy coded in - throws stars in 8 directions and will attempt to dodge you
-Giant Chomps that eat through the ground
-Red and green springs
-Keys that can be carried and used to unlock doors
-Ice blocks now float in water and can be stood on top of
-Levels that dim to all black until you use a fireball to light a candle temporarily, making the room visible until the flame goes out
-Trip wires that, when touched, can activate Bullet Bill turrets, cannons, explosions
-Sparks from SMB2 coded in
-New type of Bullet Bill generator that fires at you from 8 directions
-SMW style spinner blocks
-New Mushroom Bank that allows you to deposit coins, these coins will earn interest as you play through. This is good to do since some enemies in the game can quickly steal your coins (Pirate Boos).
-Rotating Fire Bars from SMB1 and new Ice Bars that will freeze and toss Mario around
-New level theme "Sky Castle"
-Reverse water falls that move up
-Frog Mario is now "Poison Frog" Mario. This allows him to temporarily coat himself in a poisonous film that makes him invincible. However, this uses your air supply very quickly and takes time to regain.
-Probably a lot more changes that I've forgotten

And now, images!

Personal Projects / Re: Project Mario Adventure 3
« on: May 10, 2013, 05:35:38 am »
Also, to make this hack one of the greatest of all time, is it at all possible to hack in a proper save function?  To my knowledge, SMB3 only needs to keep track of 3 major variables.
  • What world is Mario in?
  • Did he beat the mid-castle? If so, the lock disappears, providing a shortcut.
  • What items does he have in his arsenal?

Like Lenophis was pointing out, Mario Adventure does have a save feature, so not having one in this is unacceptable. :)

Personal Projects / Re: Project Mario Adventure 3
« on: May 08, 2013, 09:31:18 pm »

Personal Projects / Re: Project Mario Adventure 3
« on: May 04, 2013, 06:09:00 pm »
I appreciate the offer but I actually have a few beta testers that have been giving me excellent feedback. So far the consensus is that the game is much easier than the original. My goal has been creating interesting, not difficult, levels. This is why there are so many new aspects: some gimmicks may appear once or twice, but it will shale up the typical hop and bop formula.

ROM Hacking Discussion / Re: Mario Adventure bugfixed
« on: May 03, 2013, 12:59:33 pm »
Wow, thanks guys for all your hard work for getting my hack to run properly on real hardware! I do apologize though for my then lack of knowledge that ended causing the hack not to run on real hardware in the first place. Would any of you be interested in testing our Mario Adventure 3 on actual hardware so I can fix any problems before a final release in 2014?

Personal Projects / Re: Project Mario Adventure 3
« on: May 03, 2013, 12:51:13 pm »
It's been a rather long while since I last made a post, but I wanted to let everyone know that my project is still going strong! here's a sampling of my current progress:

-Brand new block definition engine built from scratch
-Revamped the tile solidity engine and made the solidity of a tile and it's interactions settable on a per-tile bases (applicable to entire tile sets).
-Set up multiple fireball and iceball tile interaction (i.e. fireballs turn ice blocks into background tiles, ice balls turn tops of water into ice blocks, etc). Settable on a per-tileset basis.
-Set up P-Switch changes (up to 8). I.e. when a p-switch is active, tile A will act like tile B. Applicable on a per-tileset basis.
-Slopes were removed in favor for a more robust tile interaction engine.
-The new tile engine allows for 5 enemies on screen at once without slow down.
-Note blocks are gone.
-SMW style spin blocks are in.
-Any block can be a power up, breakable brick, harmful, water, etc.
-New enemies include: Pirate Bros., Pirate Boo and Hyper Thwomp

Rather than post more screenshots, here's a few videos:


Personal Projects / Re: Project Mario Adventure 3
« on: January 28, 2013, 09:44:25 pm »
And as much as I love your work and your game. Ramping up the difficulty may be this hacks downfall.

More often than not, hack are way too overly difficult. Just look at Zelda 3 Parallel Worlds. They even had to come up a newer version of the game, because the original was too difficult.

However you can increase the challenge in the game, but like someone else said there is a fine line between changing and unfair. 

I always say this:

Its better to make a game too easy rather than too hard. If a player plays an easy, but fun game then they may want to play more of it, but if they play a very difficult game, they may never play it again.

Well by ramping up the difficulty, I only mean in terms of what the game was at. Unlike my first hack, I will push the game through private testers and make necessary changes where needed (a jump too hard? add a few extra blocks, too many enemies? remove one). While I like the element of surprise still, I don't want the player to feel cheated. That's why really tricky situations will present minimal risk but big reward. For example, if an area is particular tough, you won't be required to go through it, but if you do, their will be great rewards.

ROM Hacking Discussion / Re: NES glitches that i dont understand
« on: January 21, 2013, 07:09:22 am »
The limitations of the NES has been discussed thoroughly already, but I'll address the max velocity "bug" regarding the palette not updating. This isn't so much a limitation of the NES as it is a math problem.  If Mario is moving at 15 pixels per frame or slower, you won't get this issue.

During the update, it detects the right edge of the screen within a level by column of the tile map. It grabs that block and updates the character value and updates the palette accordingly (it only checks for a position within a 16 pixel range, makes sense, reduces execution time). In this is situation, you get your normal artifact situation. If you move faster than 16 pixels, you begin to skip entire blocks, thus, if your screen's ridge edge is on block 4, next frame it's on block 6. The game never updates the palette in relation to block 5 because the right edge's value was never within block 5's range.

Regarding solving this glitch, there's a much simpler way that the game already uses for the maps: sacrifice a few sprites with the highest priority and use them as a border on the right side.

Personal Projects / Re: Project Mario Adventure 3
« on: January 16, 2013, 06:40:59 am »
If you're going to have the Bullet Bills that emerge from the edge of the screen, please put in the Bullet Fire sound effect. It somewhat makes it easier and less cryptic to know when an oncoming Bullet Bill is present.

I know you said you no longer care about the difficulty, but please make sure it's real difficulty (in that the deaths/damages are from player error and carelessness) that's in the game rather than fake difficulty, which Mario Adventure 1 featured quite a lot of.

Owch, it's hard to hear criticism about your work, but I do agree, Mario Adventure 1 had a tendency to be difficult due to the game, not the player. I hope that my level design has vastly improved. I used to increase difficulty by increase the "chance" and "magnitude" factor. Random enemies and more enemies. There is none of that this time. Here's an example:

In this situation, you have 2 Koopas moving up/down and one moving left/right. If you fail one of your jumps, the bottom is solid, allowing you to climb back to the top and retry this specific area. It can be difficult, but any mistake here is due to your own timing.

There are several situations that may "surprise" a player but only on the first time the come across it. For example: a Cheep Cheep jumps from puddle to puddle. Then you come across a situation where there's only one puddle and the Cheep Cheep jumps out of it and starts to bounce on the floor. That may surprise the player the first time, but it's predictable and you can return to the area with new knowledge. Later on in the level you see the same scenario with slightly different parameters/level layouts. Granted, there won't be lives in this like in the last game, but dying will reduce EXP, so I'll have to be careful not to set up situations that cause people to die over and over again.

Anyways, thanks for the feedback about my old projects. I really do strive to learn from my past mistakes, and others', in order to bring a satisfying game to all SMB3 lovers. I do want to throw some "stupid hard" levels in the game, but, this will be something the expert players have to seek out, not something you're forced into.

When he did finish this hack, he will go back to work Mario vs Luigi?

I will not. Mario vs Luigi's data is long gone and picking the project back up would be near impossible for me.

Personal Projects / Re: Project Mario Adventure 3
« on: January 12, 2013, 06:32:20 am »
Cool little monochrome world.
The night stage brings up the question: day and night cycle?  -or not this hack ;*)

Day and night cycling is in this hack! And it happens in real time now, rather during stage transitions.

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