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Messages - Superjustinbros

Pages: [1] 2
1
Oh man, I remember Kiteretsu; That game was a slog to get through.

2
Let's see...

*The Japan-only Eggerland games (Mystery, 2, FDS, MnF, ShT) (I know the first and last have editors, but they don't allow for making full games)
*Godzilla (GB)/Gojira-Kun
*Armadillo (NES)
*Arkanoid (Anything except NES) /Arkanoid II (Any version) (Heck you could go on and say any Breakout/Arkanoid clone in existence without an editor, such as Alleyway, Electranoid, Gigas, Goindol, Krypton Egg, Quester, and Thunder & Lightning)
*Egypt (NES)
*Pac-Man (Arcade)
*Mario's Picross/Picross 2
*Any Nazo Puyo (preferably the first or second Game Gear titles)
*Supper Gussun Oyoyo/SGO 2

3
IMO you could do the "Star Coins" requirements using just the Ace/Advance coins the e-Reader levels have, or by finding a giant e-Coin in a level, you unlock a set or e-Reader levels.

4
ROM Hacking Discussion / Getting "Skating Mario" into a ROM format.
« on: August 19, 2014, 06:02:00 pm »
So I'm sure by now everyone knows about NES Remix and it's sequel.

In it there's a version of both SMB1 and SMB2J known only as "Skating Mario", which gives the entire game a ice theme, reskinning and recoloring all the enemies and tiles, and rewriting Mario's movement physics.

I was wondering in the same way the 25th Anniversary ROM was extracted, we could find a way to get the Skating Mario ROM dumped in some way.

5
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 26, 2014, 07:07:15 pm »
I hope someday someone makes a tool that let's you drag & drop enemies and tiles into a SMB level, like a beginners' SMB Editor without all that confusing "moving boxes without adding/removing" crap, sometimes breaking the map entirely if you do it wrong, which SMB Utility has. Just something more user-friendly with features SMB utility doesn't have, like a better GUI, background editing, and the ability to apply special patches via the editor through a checklist that enable stuff like hitting ? and brick blocks underwater, or additional objects like SMB2J's items, pipes from above, better rope/vine climbing, bumper/conveyor blocks like in that one demonstration hack, or heck, even auto scrolling. There's just so much SMB1 could be made to do but ROMhacking.net has nothing that enables enough freedom to make it feel like the editor used in a fangame like Mari0, sometimes thanks to the limited RAM.

Hmm... many of those Arkanoid hacks look pretty good. I gotta make sure to try them out.  :P
Thanks. I tried to make the Arkanoid hacks look like something professionally-made, since a lot of the older Arkanoid hacks on this site (no offense) are of quite poor quality IMO, with either poor level design or not opting to alter anything aside from the CHR bank, not even changing the palettes!

6
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 24, 2014, 04:58:10 pm »
There's like 500+ SMB1 Rom hacks sadly.

At least it's good to see some good-quality Arkanoid hacks after so long...

7
Gaming Discussion / Re: Mari0 (PC) ROM Hack Recreations
« on: July 30, 2013, 04:36:39 pm »
And now for a Mario vs. Airman tileset.

8
Gaming Discussion / Re: Mari0 (PC) ROM Hack Recreations
« on: July 18, 2013, 12:22:49 pm »
Here's a tileset for Mario Evolution.

9
Gaming Discussion / Re: Mari0 (PC) ROM Hack Recreations
« on: July 09, 2013, 05:14:44 pm »
You think you can do a tileset for my other SMB hack Super Loco Spoof? I'd love to see that! Now that I see the Luigi's Chronicles tileset I'm imagining levels now with Mari0. :D 

I got everything I'd need for a Super Loco Spoof tileset. However I don't feel like constructing it at the time being. I'll see what I'm up to in the next coming days.

I've also updated the first post with details on how Mari0 mappacks are saved.

July 13, 2013, 09:54:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So I was thinking; if the whole "reading SMB1 ROMS to auto-create Mari0 levels" is too challenging, perhaps someone could create a tool that reads SMB1 ROMS and instead makes detailed maps of the levels, like the ones on the site "The Mushroom Kingdom".

July 16, 2013, 12:43:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's most of the tilesets I made based on the SMB1 ROM hacks.
http://www.mediafire.com/download/xbq7y72ctu1mrba/Mario_Hack_TIlesets_for_mari0.zip

10
Gaming Discussion / Re: Mari0 (PC) ROM Hack Recreations
« on: July 08, 2013, 03:07:16 pm »
This is a pretty cool program, I hope that this will catch people's interests! :D
If you want feel free to rip the graphics from my old hack Luigi's Chronicles, I would love to see those graphics in a Mari0 game. I'm also a big fan of the Portal series... 8)

Thanks Googie.  ;)

I actually got a bunch of screens of Luigi's Chronicles that I took a while ago, and yesterday I went through the demo version. Here's the tileset.

11
Gaming Discussion / Mari0 (PC) ROM Hack Recreations
« on: July 07, 2013, 05:52:14 pm »
Greetings Romhacking.net community. This is targeted to anyone that creates, collects and/or enjoys hacks of the original Super Mario Bros.

Early last year, a Super Mario Bros. fan game debuted, known under the title "Mari0". It is a fan game that contains an accurate (though not pixel-perfect) recreation of SMB1, but it's prime selling point is that players are now armed with the Portal Gun from Valve's well-known 3D puzzle platformer series Portal.

Another major feature is the built-in level editor, which allows one to create custom levels from scratch. Unlike SMB1, there are no limits as to where and how tiles and objects in Mari0 can be placed, however only what is seen in vanilla SMB1 is included in Mari0, others have to be added in manually. With tiles, it's as easy as assembling a tile set piece-by-piece, placing each tile in a 17 by 17 pixel space, with the bottom and right rows used for defining each tile's property. Here is an example of a custom-made Mari0 tile set.
http://i913.photobucket.com/albums/ac331/Superjustinbros/Mari0TilesetEverythingincludingmissed_zps3237a7aacopy_zpsec6a5719.png

Because of the accuracy to the original SMB1 Mari0 contains, I had since started a project on the Stabyourself forums to port over SMB1 ROM hacks with SMBUtility as a reference/map so they could be played in Mari0.
http://forum.stabyourself.net/viewtopic.php?f=12&t=2383

However, for the purpose of people used to SMB Utility not having to learn of Mari0's editor (which can be crippling unless you have fan-made mods) and how it works, I was thinking of someone who knows of programing and the data layout for SMB1 ROMS (and could understand how level files in Mari0 work) could build a program using some of SMBUtil's source data that reads SMB1 level data and exports them into Mari0 levels as text files in their respective folders and with the example tiles shown above, and from there users could make further changes to the levels and tileset to further resemble the hack(s) in question.

Here's how levels in Mari0 are saved, as provided by Qcode of the Stabyourself forums.
Spoiler:
For every tile it is saved as blocktile-entitytile-rightclickvalue-link-linkx-linky,
Blocktile and entitytile are both numbers. They relate to the quad in the main image, for example an entitytile of 1 would be mushroom, 2 would be 1-up, 3 would be star, etc.
Rightclickvalue is a number, the number in the table which the rightclick value relates to.
For example the platforms are structured like this
rightclickvalues["platformup"] = {"width", 1.5, 2, 3, 5}
If you were to select 1.5 as the width then the rightclick value would be 1.
linkx and linky are both numbers, it refers to the x and y of where the object has been linked to. As an example if you were to place a button in the top right of the screen, and then a door somewhere else, the door's linkx and linky would be 1 and 1.
So as an example of one tile saved would be
12-30-2-link-25-6,
You loop through all the blocks and save the above sequence for each one.

After that it needs to save options.
For each option the syntax is ;option=option

First is background which is a number, 1-3. 1 is blue, 2 is black, 3 is underwater.
Next is spriteset also a number, 1-4. 1 is overworld, 2 is underground, 3 is castle, 4 is underwater.
Next intermission. If there's an intermission then it's ;intermission otherwise save nothing.
Next warpzone. Same syntax as intermission, except haswarpzone. If warpzone then ;haswarpzone otherwise nothing.
Next underwater, Same as intermission and warpzone. Word is underwater.
Then music, another number. Matches up with the rightclick value inside Mari0's editor.
Bonus stage, same as intermission, underwater and warpzone. Word is bonusstage.
Custom background, same as above. Word is custombackground.
Timelimit, obviously the number you set. Syntax is default, ;timelimit=number
And lastly scrollfactor, again the number you set. ;scrollfactor=number

If you want to work with editing maps entirely within Mari0, the best editor currently available is the one used in my "SJB Mod" (http://forum.stabyourself.net/viewtopic.php?f=13&t=2326) which bundles features from various other mods. As for tiles, this tutorial (http://forum.stabyourself.net/viewtopic.php?f=12&t=2955) will help, though I do rip and post tile sets form some hacks on my own.

I forgot to mention, you need to download LÖVE if you wish to run any .love files, including Mari0 mods.

12
ROM Hacking Discussion / Re: Hacking Pac-Man and Ms. Pac.
« on: May 18, 2013, 01:38:10 pm »
Still no luck; I keep getting this message.

13
ROM Hacking Discussion / Re: Hacking Pac-Man and Ms. Pac.
« on: May 05, 2013, 06:43:42 pm »
Get it?
No I don't. I never figured out mounting my folders before running Dosbox. All I do is just drag the necessary .exe onto the DosBox window to run DOS-only applications. It's all I've ever had to do with DOS programs.

14
ROM Hacking Discussion / Re: Hacking Pac-Man and Ms. Pac.
« on: May 04, 2013, 10:20:02 pm »
I can startup AGE in DosBox, but I cannot figure out how I get it to read roms. I tried putting the roms I was looking to edit into my AGE folder, I edited the AGE.INI file to reflect these changes, and all I keep getting are error messages saying it can't find the roms even if they're in the same exact location the INI shows.

15
ROM Hacking Discussion / Hacking Pac-Man and Ms. Pac.
« on: March 23, 2013, 12:43:15 pm »
It is quite surprising to me that there hasn't really been any utilities for editing the original arcade versions of Pac-Man and Ms. Pac-Man that are readily available and easy to use. I know they exist, but they usually require DOS, which is much more difficult to use than with standard Windows, and some of these don't work in computers running 64bit Windows.

I was hoping someone would be able to create an easy to boot and use editor in the same style as the editor featured in Champ Ms. Pac-Em, an obscure recreation of Ms. Pac-Man, that allows one to open the level files in a Pac-Man/Ms. Pac/Pac Plus rom and edit them by drawing the maze walls and pellets (either by the easier "add walls" feature from Champ Ms. Pac-Em or via the advanced tile placer), defining the maze(s)' main color scheme from the available palettes (allowing results similar to these: http://www.donhodges.com/images/mspac/ms_pacman_wierd_colors.gif.), edit the color palettes from the selection of thirteen colors (an additional four if editing Pac-Man Plus), and a "mirror" function. It should also allow one to edit the graphics by opening it's respective file.

EDIT: It may be worth mentioning that with Ms. Pac-Man, the fruit paths could be drawn automatically based on how the walls are laid out, but can be defined by the user. Also modifying the number of pellets required to finish a board.

16
Gaming Discussion / Re: Game Center CX
« on: February 14, 2013, 12:04:01 am »
I always loved seeing GCCX episodes whenever I'm in the mood. Though I really do think the numerous AD's should allow Arino to play the games once off-screen just so he can get the feeling of whatever he's playing before broadcasting live. The AD's also put some nasty restrictions on Arino with the concept of the time limits and if a game offers unlimited continues, the AD's will often force Arino not to continue more times if far enough in the video.

It's still pretty enjoyable, and it did get me into a couple new games.

17
Gaming Discussion / Mari0
« on: February 06, 2013, 03:09:08 pm »
Hey everyone. Not sure if this has already been brought up on the RHDN message board, but I just felt like making a post of an open-source SMB remake known as Mari0, which is a merge of the former and Valve's Portal series.

Why I'm posting this here is based on how many people here enjoy making and playing hacks of SMB, if anyone'd like to see about contributing mappacks to Mari0 using it's built-in level editor, whenever it be 100% original map packs with entirely new structures or ports of already-existing SMB1 hacks.

You can find it here:
http://stabyourself.net/mari0/
The link directly to the "Hack Port Project" I started can be found here: http://forum.stabyourself.net/viewtopic.php?f=12&t=2383

18
The NES-X1 version is not perfect, but a much closer representation. It still misses the palettes for underground and castle levels, and in the actual SMBS, the tips of the upside-down pipes use the same graphics as the ones facing upwards (something that would be done in all the main Mario games up to Super Mario World).

Memory expanding and proper ASM hacking and we'll have all the SMBS exclusives in this ROM hack.

19
Personal Projects / Re: Project Mario Adventure 3
« on: January 14, 2013, 02:05:05 pm »
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.

20
News Submissions / Re: Utilities: We got some new SNES emulators
« on: January 14, 2013, 01:59:14 pm »
The day we get a full on-out Super Game Boy (2) emulator with the full capabilities of palette editing and custom borders will be probably one of the greatest moments in emulator history, at least for me.

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