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Author Topic: Super Mario World (NES) gfx hack  (Read 34979 times)

macbee

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Super Mario World (NES) gfx hack
« on: February 05, 2013, 09:18:19 pm »
Hello!
I'd like to introduce my new project: a graphics hack of Super Mario World (NES). All I have to show right now is a video comparing old and new title screens.
Video link: http://youtu.be/Su1Z-Shzrlc



More updates soon! Hope you like it!  :)

granz

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Re: Super Mario World (NES) gfx hack
« Reply #1 on: February 05, 2013, 10:22:30 pm »
Now if only someone could fix the music and physics. :thumbsup:
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DarknessSavior

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Re: Super Mario World (NES) gfx hack
« Reply #2 on: February 05, 2013, 10:46:13 pm »
God, that sound. It sounds like someone took the Mother 1 music engine and raped it in the ear.

~DS
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macbee

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Re: Super Mario World (NES) gfx hack
« Reply #3 on: February 05, 2013, 10:55:51 pm »
Now if only someone could fix the music and physics. :thumbsup:

God, that sound. It sounds like someone took the Mother 1 music engine and raped it in the ear.

~DS

In a perfect world I would have knowledge to replace these songs with the brilliant NSF created by Acmlm: http://acmlm.cjb.net:2/emu/asm/nsf/SMW.nsf

Nightcrawler

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Re: Super Mario World (NES) gfx hack
« Reply #4 on: February 06, 2013, 08:07:48 am »
I think the clouds looked better in white as they were in the original. Other than that, it's looking nice so far!  :)
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MathUser2929

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Re: Super Mario World (NES) gfx hack
« Reply #5 on: February 06, 2013, 08:16:13 am »
I tried this before. I only completed the first level. It seems there is a graphic set for every level. Even tho some levels reuse graphics they don't share graphics. That means this could take a really long time.

Also, yes. If you can fix the physics that would be a big plus. The game is hard to play as is.

macbee

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Re: Super Mario World (NES) gfx hack
« Reply #6 on: February 06, 2013, 08:30:29 am »
I think the clouds looked better in white as they were in the original. Other than that, it's looking nice so far!  :)

Yeah, I know... I wish I could make a cloud like this:


But sacrifices were necessary to replace Hummer's SMW logo with a more accurate version.
I even considered to hide these clouds. I'm still thinking on it to be honest  :)

Nightcrawler

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Re: Super Mario World (NES) gfx hack
« Reply #7 on: February 06, 2013, 08:42:02 am »
Why not change the clouds to use Yoshi's palette?
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macbee

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Re: Super Mario World (NES) gfx hack
« Reply #8 on: February 06, 2013, 08:50:51 am »
Why not change the clouds to use Yoshi's palette?

I have no idea on how to make this...
Any help on setting different palettes to backgrounds and sprites is *VERY* welcome.

keithisgood

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Re: Super Mario World (NES) gfx hack
« Reply #9 on: February 06, 2013, 09:20:50 am »
It should (stress SHOULD) be a simple case of finding the tile data for clouds in the hex and changing the palette code after it. IF a cloud is 45 55 65 46 56 66 03, 03 tells the game which palette to apply to that cloud. Change the 03 to 00 (or whatever number is designated for Yoshi) and then go in to Tile Layer Pro or whatever to edit the tile data to match the new palette.

Some games control graphics differently, but most do it this way. And I haven't looked at the SMW hex, so I can't say for certain if this is indeed how the backgrounds are drawn, but it SHOULD work.

New sprites look dynamite by the way. Great stuff.

macbee

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Re: Super Mario World (NES) gfx hack
« Reply #10 on: February 06, 2013, 10:40:43 am »
It should (stress SHOULD) be a simple case of finding the tile data for clouds in the hex and changing the palette code after it. IF a cloud is 45 55 65 46 56 66 03, 03 tells the game which palette to apply to that cloud. Change the 03 to 00 (or whatever number is designated for Yoshi) and then go in to Tile Layer Pro or whatever to edit the tile data to match the new palette.

Some games control graphics differently, but most do it this way. And I haven't looked at the SMW hex, so I can't say for certain if this is indeed how the backgrounds are drawn, but it SHOULD work.

New sprites look dynamite by the way. Great stuff.

I couldn't make it work. I'm not sure if this mehtod doesn't work on SMW or if I did something wrong.
However it's an excellent tutorial - thank you very much! :)

I have a B plan... And it seems to work.
All I have to do now is find out how to set tiles FF and 9F to use BG palette 2 instead of 1.
Once again help is welcome. My romhacking knowledge is basic.

« Last Edit: February 06, 2013, 11:03:55 am by macbee »

Dizzy9

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Re: Super Mario World (NES) gfx hack
« Reply #11 on: February 06, 2013, 11:48:30 am »
Why not change the clouds to use Yoshi's palette?
Can't be done.
Backgrounds can't use sprite's palette(and vice versa).
Quote
I have a B plan... And it seems to work.
All I have to do now is find out how to set tiles FF and 9F to use BG palette 2 instead of 1.
Once again help is welcome. My romhacking knowledge is basic.
You mean...which one? Posting a patch would help a lot.
Also...I don't like dithering...
I can't know how you arranged colors in palettes, but I have a question.
Is "A" in "Mario" a transparent color? Cause I can see black...orange...and...that's it? What's the third color?
« Last Edit: February 06, 2013, 11:54:36 am by Dizzy9 »

macbee

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Re: Super Mario World (NES) gfx hack
« Reply #12 on: February 06, 2013, 12:52:15 pm »
You mean...which one? Posting a patch would help a lot.
Also...I don't like dithering...
I can't know how you arranged colors in palettes, but I have a question.
Is "A" in "Mario" a transparent color? Cause I can see black...orange...and...that's it? What's the third color?

I'd like to make "L" all red - instead of red and yellow.
This problem happens because the original logo had two palettes:



And you're right. All blue letters are transparent. Color 28 is used on yellow letters, 16 on red ones and 0F is the black outline.
Many people hate dithering, I know. But the only way to make green with such a limited palette is mixing yellow and blue.
In my humble opinion dithering results are good - even if you blur the screen just a little:




« Last Edit: February 06, 2013, 01:03:01 pm by macbee »

Dizzy9

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Re: Super Mario World (NES) gfx hack
« Reply #13 on: February 06, 2013, 01:11:08 pm »
I'd like to make "L" all red - instead of red and yellow.
Not sure...may be possible, but your logo seems to be smaller. Again, patch would be essential for checking if this can be done.

Quote
And you're right. All blue letters are transparent and green was made of blue + yellow.
Using blue is a waste, solely because transparent color is blue too...

I looked up about game's mapper.

In theory, it'll be possible to expand game...reigsters allow for 2x more PRG and CHR.
So if there's need for something extra (like levels or music) it's possible but will require a lot of work.

macbee

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Re: Super Mario World (NES) gfx hack
« Reply #14 on: February 06, 2013, 02:00:17 pm »
Not sure...may be possible, but your logo seems to be smaller.

Yes, Nintendo logo is smaller than the pirate one.

Again, patch would be essential for checking if this can be done.

I guess it can also be checked on the original 8-bit SMW since I've made minimal changes on my hack.



If you make these white "LD" letters change from the first BG palette (30 2A 0E) to the second one (38 26 0E) it will also work on my hack.



Using blue is a waste, solely because transparent color is blue too...

0F is transparent on my hack (because I won't use blue on every background tile - but I definitely need black on all of them).



I looked up about game's mapper.

In theory, it'll be possible to expand game...reigsters allow for 2x more PRG and CHR.
So if there's need for something extra (like levels or music) it's possible but will require a lot of work.

Thanks for the info!  :)

M-Tee

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Re: Super Mario World (NES) gfx hack
« Reply #15 on: February 06, 2013, 08:50:25 pm »
I'm all for the dithering, but maybe that's because I play all my emulated games on an NTSC SDTV television.

As for the character sprite, how does the palette separate? Is the transparent pixel between mario's thigh and yoshi unavoidable?

Also, looks totally awesome, btw. I'm sure the hardest part about this project is playing through the game to find the different areas.

macbee

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Re: Super Mario World (NES) gfx hack
« Reply #16 on: February 07, 2013, 08:51:55 pm »
I'm all for the dithering, but maybe that's because I play all my emulated games on an NTSC SDTV television.

As for the character sprite, how does the palette separate? Is the transparent pixel between mario's thigh and yoshi unavoidable?

Also, looks totally awesome, btw. I'm sure the hardest part about this project is playing through the game to find the different areas.

Thanks =D
I'm not sure if I understood your question correctly - but Mario uses a palette for his head and another for his body.
That transparent pixel can be edited - but I see nothing wrong there...

I've posted a new video - now showing an updated title screen + copyright, overworld and "Mario Start!" screens: http://www.youtube.com/watch?v=OfFmAOPr-kc


optomon

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Re: Super Mario World (NES) gfx hack
« Reply #17 on: February 07, 2013, 09:33:03 pm »
This looks like an awesome idea. Grphical updates look great so far.

M-Tee

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Re: Super Mario World (NES) gfx hack
« Reply #18 on: February 08, 2013, 06:47:58 am »
Thanks =D
I'm not sure if I understood your question correctly - but Mario uses a palette for his head and another for his body.
That transparent pixel can be edited - but I see nothing wrong there...

No bigs. I was thinking Mario doesn't look like he's actually sitting on Yoshi, like his weight is all on his heels, if that makes sense, center of gravity doesn't appear to be on the saddle. But your spritework is consistently solid, so if it's intentional, I back it. Looking forward to seeing more of this as it comes along.

keithisgood

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Re: Super Mario World (NES) gfx hack
« Reply #19 on: February 08, 2013, 08:57:04 am »
Holy cow that looks great, macbee. Keep up the great work on this one.