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Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:
They even got the Status Screen, which is very nice!
Which Koopa Troopas are you talking about, there's SMB1, Lost Levels, and SMB3 Koopas now. Lost Levels Koopas are outdated though.
I updated Larry a while back, I just haven't updated the Koopaling's OP image because I am probably going to tweak him a little more, as well as the rest of the Koopalings.
I would love to add Robirdo and other GBA exclusive content ( and SMB Deluxe as well ) but I'm the last person to ask about that, as I've said, I'm not a hacker, I just do pixel art. That's why there's a long list of things in the OP that I would like help with. I can't imagine it's easy to import things from the GBA version of these games or it probably would have been done by someone else by now.
At least in my version of the game, World 2 Triclyde is red, and World 6 Triclyde is dark green, so there is some difference... the Mousers are the same though.
Super Mario Bros. 2 player characters are fully changed. They were a lot of work so I hope you like them.
Toad has a little smirk when he's holding an item, it's a nod to how his super speed is activated when he's holding a baddie or a veggie. ( Not a key though for some reason. How lame. Sure would make outrunning Phanto easier for the little guy. ) I tried to make other little subtle things that hint at a character's stats and abilities but I wasn't sure they would read very well.
I kinda think I'd like Luigi's pallet to be a little darker to match the shade in his art, and Peach's dress could maybe be lighter ( though I think that might mess with Birdo. )
Mario and Luigi will look pretty similar to this in SMB1, but I would like to avoid them being TOO similar, to avoid things being too uniform between all four games.
Mario 3 will be a nightmare thanks to all the powerups and the chaotic arrangement of sprites. But I'm committed now, and i'm probably keeping those Mario Bros. Arcade style battle mode sprites.
Wart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.
Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?
Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels. The result? Well, it turned the game into just Lost Levels. It even removed the brick fix.
What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics. Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu
Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.
I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama ) buuuut it's not quite something i'm dying to do.
As far as I know, there is no way to give Super Mario Bros. The Lost levels it's own sprites, since the game shares all of it's graphics with Super Mario Bros., otherwise I absolutely would. Best I could do is make two different patches for TLL style graphics or SMB style graphics. Actually if you use Yoshifanatic's disassembly you could have all the All-Stars games as seperate roms, and theoretically I could make Lost Levels with it's own graphics, but unless someone can get the brick fix patch working for the games in seperated form, I'm not going to bother with that.
Weren't the A coins in SMB2 originally from the Satellaview games?Sort of. BS Mario 2 had Mario statues as collectables, it was the same idea but the placement was different and you had to pick them up the same way you did 1 up mushrooms instead of just touching them. That gives me an even better idea...
Turn your screen 90 degrees. Solved!How do you do this with a television screen?
Is it possible you missed the village on the island? That happened to me for a while. I think it's where there are 2 paths to choose from, 1 to advance and the other taking you to the village. Upgrading gear from it made the island pretty doable. Secret of Mana did a similar thing with its Mana Forest; a huge difficulty spike until you find the Neko within it for new gear. It's not a situation of being underleveled.I actually got the gear first and the enemies still fucked me up.
How about a Link to the Past GBA hack that bypasses all the Four Swords requirements? Yes, I know there's a save file for that, but what if you're playing the game on, say, a hacked 3DS? Or on a PSP? Or any means other than VBA, making that particular save useless?Isn't 4 swords adventures sort of exactly this?
Recently I found out that Dragon Quest IX Sentinel of the Starry Skies has DLC... That is now gone for good! Unless you use a save editor. Perhaps it is time someone makes a romhack for that game that defaults DLC to unlocked on a save, and also a simple tool to convert current saves to work with the romhack itself. Maybe have a sort of RNG that randomly adds guests every, say, 30 minutes to an hour.So sorta like SMA4's e Reader content?