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Messages - Eden.GT

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21
Personal Projects / Re: Let's Kill Iggy! (SMB1 Hack)
« on: December 02, 2018, 07:38:33 pm »
About time I quickly review this in a rush.

In terms of the graphical aesthetics, it may look rather pleasing to a typical player overall.
Already in the starting level, there's the brightness indicated from the colour choices. (Kind of similar to this one GFX-only hack I know, but it didn't bother me.)

I particularly liked the underwater section where you decorated part of the level with red eyes, as well as this section:


While the level ideas do appear to be potentially fresh, at the same time I found the executing of the level design standards rather poorly to my tastes, somewhat underdeveloped.
Here are some rather picky examples:

In this section, this is a rather clumsy way to place coins next to a question block due to its heavy unsymmetrical placement.


This part: Any experienced SMB player will instantly recognise it's a barely designed 2-4. Keep in mind you wouldn't want the levels to be too similar to the original SMB.
Even if you do want to keep some artefacts behind, like 1-2 of the hack, at least make sure the transitioning between your own style of levels and the original assets smooth and not just a sudden appearance of them.

Not to mention, some levels needed the "breathing space" and filling in gaps such as more enemies to make it feel less "empty"! While I may not be the Bob Ross of level design either, eventual improvement and/or looking at it a second or third might as well help you to get up to those standards everyone wanted. Take a look at SMB2J/SMB Special's levels. How do they make certain assets of the level still relevant?

Just for another tip: Reason for the "1-<pipe tile>" glitch is because of the default staircase's value: It must stay at zero, no other value.

22
Personal Projects / Re: Batman Bros. - SMB1 Two Players Hack
« on: December 02, 2018, 05:01:40 am »
Could have perhaps dragged the SMB1 new level data in the two player hack (via graphics editor) to see if it works fine.

23
Have you heard of room pointers in SMB Utility?





Upon double-clicking on them, you may find this:



Click on "Preview" to show the output of where Mario will come out at.

World: Depending on which world you're at, this will signal the game to transfer Mario to the desired spot. You can have multiple room pointers at once with different world values changed, and that's how bonus rooms work!

Room: Levels, in general. Scroll through the list, that begins with underwater levels and end at castle levels.

Page: Which part of the level will Mario come out at? This is where you'll change it.

The pipe position on where Mario will come out at is fixed, keep in mind.

24
I made this patch last year (Don't count on my ASM skills, I pretty much guessed whatever value until it worked). Is this what you wanted? https://www.dropbox.com/s/21bbh88346t2bkr/Flashing%20Fire%20Flower.ips?dl=0

25
ROM Hacking Discussion / Re: SMB1: Changing the text colour
« on: September 07, 2018, 08:33:55 am »
I'd go with the option of changing the text colour pointers instead of the default pipe palette pointer if you have no other choice, but this is still beyond my (ASM) skill set.

26
ROM Hacking Discussion / Re: smbdis.asm is wrong!
« on: July 02, 2018, 11:30:54 pm »
We know that this disassembly has been in the wild for a long time, so maybe it was based on another version of the ROM. Maybe a corrupted one. Is there any hash that could confirm this?

Super Mario Bros. (Japan, USA).nes
CRC:          D445F698
SHA-1:        FACEE9C577A5262DBE33AC4930BB0B58C8C037F7
PRG-ROM:      32k
CHR-ROM:      8k

27
Newcomer's Board / Re: SMB Title Screen fix - Help!
« on: July 02, 2018, 11:28:11 pm »
Without needing to expand the ROM, you may need this:
https://cdn.discordapp.com/attachments/263117905036574720/424108235788779530/SMBTitleChanger.exe

"Anti-viruses may detect it as a false positive. You'll need the saved title data from STE.exe (from the second button) so it can insert it in. As the tools detects, beware that some graphical data (starting from the last non-data CHR-ROM tiles) may be turned into title screen compressed data, and so can no longer be used, depending on how complex the title screen arrangement is." -My exact post from a couple months ago

It may overwrite one of the coral tiles, but if you look closely, there's a repeated tile in SMB you can use (not many people know about this) :


Drag the coral tile onto the additional tile, and then you can rearrange the coral background tile pointer via SMBED (https://www.romhacking.net/utilities/479/).

28
Personal Projects / Re: Super Mario Bros. All Stars NES Edition
« on: June 17, 2018, 03:15:45 am »
Eden. GT Where is it? That'd be cool.

Will send a private message.

29
ROM Hacking Discussion / Re: SMB Palette Change
« on: June 15, 2018, 05:48:11 am »
Ah, that explains it. Thanks.
But how can I make it so I can use the coin palette on the title screen like in SMB Medley and YY-SMB2?

Though you can do it with SMB Title Editor by Betaworld to change the palette pointers of the title screen via the fifth button, here's a quicker alternative: https://cdn.discordapp.com/attachments/263117905036574720/457118938128449536/TitleBright.ips

30
Personal Projects / Re: Super Mario Bros. All Stars NES Edition
« on: June 14, 2018, 07:58:38 am »
Will you be using an animated SMB sprite patch for this? It exists if you didn't know about it.

31
ROM Hacking Discussion / Re: SMB Palette Change
« on: June 14, 2018, 07:55:50 am »
Nah, you're confusing enemy sprite palettes with background sprite palettes, so it's not possible for a brick block debris sprite (enemy sprite) to have the same palette as the unbroken brick block (background sprite).

32
ROM Hacking Discussion / Re: SMB Title Screen Hex Editing Help
« on: May 11, 2018, 01:01:20 am »
It's don't work at all. I recommend SMB Title Editor utility for this, but remember - it's turn title to green after saving changes.

That's Mana's title editor you're talking about. I'm been using it many times and so far not a single problem I couldn't work out are present. What were the steps you took, exactly?

33
do you have a link to that hack?

This hack is not available anywhere on the internet, so I'm supplying a temporary link:
https://cdn.discordapp.com/attachments/263117905036574720/442579302727548929/nazo_demo.ips

By the way frantik, is the distribution and changing of the code of your created program "SMB Graphics Workshop" allowed?

34
Hi!
Thank you for the reply!
I already know that but I was wondering if there is a way to remove it or re-texture it so it doesn't show up on the Title Screen and/or the Levels.
I just want it to be the same color as the sky or invisible.
It's possible! Here is an image of a SMB HROM Hack without the Sprite 0/Coin!
I would really appreciate the help a lot!
Thank you, have a great day and God bless!

Another BG sheet of CHR-ROM is produced, so the coin sprite isn't written there. ROM expansion is required, and I wouldn't know how to work with this....

35
Some minor things I noticed in the original version of Super Mario Unlimited, that could be fixed in the Deluxe version:

- After pausing the game and resuming, entire music and sound effects are muted up to several game seconds. Not as short like in the original SMB.
- In 8-5, if you're not reaching to the scroll stop object at the Bowser fight, even when five fireballs are shot, Bowser would not faint. I hardly think this is intended.
- "Powerup obtained" sound effect is slightly distorded due to different music tone colours in the hack.

A user playing the hack on a PowerPak might be unable to complete all levels due to the unexpected, fiendish difficulty the hack vigorously progresses soon afterwards. I once tried playing through the whole hack warpless, savestateless, etc. and I can say that I spent roughly somewhere around two hours on it, especially the last world, where it gets even more difficult than SMB2J, harder than the levels look themselves (mind you, I was forced to use Big Mario's underwater duck glitch at the last level). A good suggestion is to tone down the difficulty a bit for the sake of enjoying the hack over frustrating it for most players (only if you want to), coming from a top-tier player here.

Replaced the score with an "attempt counter"..
Even if you were to keep this decision, be sure to remove the score point sprites.

36
ROM Hacking Discussion / Re: SMB1 Tile Arangement
« on: April 22, 2018, 06:37:10 pm »
You might want to use SMB Graphics Workshop for that, which edits the sprite pointers of Mario and enemies in general:
http://www.swiftlytilting.com/download.php?file=SMB.Graphics.Workshop.v0.3.0.rar

37
No changing of levels?

38
Damn, such a rare sight to see a SMB hacker who was inactive for so long to be risen again!

39
ROM Hacking Discussion / Re: SMB Title Screen Hex Editing Help
« on: March 16, 2018, 03:38:07 am »
Here, have this tool which masa specifically made for me three years back:
https://cdn.discordapp.com/attachments/263117905036574720/424108235788779530/SMBTitleChanger.exe

Anti-viruses may detect it as a false positive. You'll need the saved title data from STE.exe (from the second button) so it can insert it in. As the tools detects, beware that some graphical data (starting from the last non-data CHR-ROM tiles) may be turned into title screen compressed data, and so can no longer be used, depending on how complex the title screen arrangement is.

40
ROM Hacking Discussion / Re: SMB 7-4 Loops mangled.
« on: March 16, 2018, 03:30:27 am »
You're mistaking World 7 for World 8, due to a confusing array:

"03 03 06 06 06 06 06 06 07 07 07"

00 is World 1, 01 is World 2, etc. . (as shown in the image above)
Reason World 8's loops' V pos is set to $f0 is because there's no "correct" solution to progress to the next pages as it is a pipe level.

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