Notice: This project is not dead. Unless this notice says otherwise or if 10 years have passed since this message was written (2017), this project is ongoing and will be hosted on RHDN (probably along with other sites) when released.
However, updates will not be posted on this page regularly anymore. If you wish to join, contact me.
This is not due to any grudge towards the site (I have mostly none).
Political views aside, this slogan is good for memetic use.
The short version: This Super Mario Bros. hack project, named Mario Gaiden, is meant to be as epic as possible. It's almost impossible for me to finish this project on my own, since I don't do well in coping with some aspects like graphics.What kind of things or people do I need?
I need more ideas, people who draw good NES graphics
, people who can help me with the story, and probably an English->Japanese translator. If someone is good at the NES chiptune, please help too!
PM me if you'd like to help.
The short version doesn't look promising? Check the long version below.
Before the summer vacation in 2013 the project Rohrleitung Gate was progressing really slow due to lack of graphics. At that point, I copied the Rohrleitung Gate ROM into a new file, removed some of the effects and added some new effects. The new project was named Mario Gaiden.
However, later my computer's hard disk was broken and then later I underwent a surgery. My SMB hacking projects were suspended until September. The ROM file was still yet to be recovered by then, so I started making patches for the new project.
For now I've abandoned the Mario Gaiden ROM and started to use doppelganger's SMBDIS to program. (I still need to have the ROM recovered to retrieve some effects, though.)List of effects already done in the old Mario Gaiden ROM:
1: VRC7 music, although limited to 1 channel like in Rohrleitung Gate. The music system is already a giant improvement on the SMB music system. (A new music system has been set up now.)
2: Multi-layer background, using CHR bankswitching.
3: IRQ. Now the split screen is not done by detecting sprite 0, it's done by using the IRQ system. This saves plenty of time.
4: Ground graphics forming. This was originally made by ATA, and altered by me.
5: The 'snake' effect. This is an effect used in a stage of Rohrleitung Gate. The snake goes in a fixed route. When it eats coins it grows.
6: Better usage of item attributes. One tile may appear to be tile A but function as tile B(stored in the level data).New powerups, abilities, blocks and other minor changes / mechanics:
Spoiler: System improvements:
1: 'Soft' bridge. You can jump up onto it from below. (No demo image)
2: Megaman type cutscene.
3: Platform whose route is fixed and user-defined.
4: Boo. (The patch was updated later, this image is the demo of an older patch)
5: Special abilities, equipment etc: These are categorised into 4 categories: Ability-A (jump abilities), Ability-B (offensive abilities), Equipment, Spell Card (one shot items).
Using the abilities consumes coins.
Currently complete or half-complete items:
Feather (slow the descending speed down)
Spin jump (graphics and mechanics incomplete)
Cloaking (injury invincibility)
Starman (star invincibility)
Cross (destroys normal enemies and do damage to bosses).
Ether Ring (halves manacost i.e. coin cost)
Speed Booster (I'm still considering adding the shinespark ability along with it)
Charge Shot (Different powerups have different charge shots, for example Fiery Mario fires a charged wave)
Pausing the game will let you switch abilities; Also all of these have descriptions(both serious description and memetic description). See Re#26
Fiery Mario - Mostly same as the original, but Mario can shoot upwards('Technical fire' from Extra Mario Bros). Upgraded powerup creates a huge blast when the fireball explodes, killing enemies nearby.
Bat Mario - Fires a larger but slower fireball, can turn into a bat and fly but this consumes coins. Upgraded powerup consumes less coins when in bat form, and automatically turns the player into a bat when he's about to fall into an abyss.
Gunner Mario - Fires powerful shots in 10 directions but only on the ground. (Upgrade: Not yet designed)
Ice Mario - Freezes enemies in place, frozen enemies can't harm the player but can be stepped onto. Upgraded powerup will destroy fiery enemies immediately.
Ninja Mario - Wall clinging(slower descending speed in fact) and jumping. (Upgrade: None.)
And probably two more to come.
7: Smart enemies setting: For example, goombas would jump if they are on the edge of a platform, and Lakitu throws spinies in a direction depending on mario's position. (No demo image)
8: The slope(only 45 degrees available).
9: Cheats: In the pause menu you can input cheats, but using one cheat would set the continue count to the maximum. Some cheats are sequence / game breaking.
For example, the cheat 'AKARIN' sets the injury invincibility timer to the maximum.
System 01: Tired of H- scrolling? We have ATA's V- scrolling. Tired of V-scrolling too? We have H+V scrolling.
(This is an experimental patch, hence the '000000' in the background.)
This system has been enhanced: Now scrolling in 4 directions
System 02: Boss fighting(see Re#1) Programmed boss fights
System 03: VRC7 music system(see Re#13) Supports up to 6 channels, currently not many note effects are supported(unsupported: e.g. arpeggios).
This has gone under a revision, but probably yet another revision is necessary for more complex music.
System 04: Cutscene system(see Re#26) Very powerful in manipulating SMB mechanics, supports dialogue boxes
System 05: Multi-layered map(not just background)
System 06: New level data structure and loading mechanics, which allows more freedom in designing.
Other stuff mostly complete: IRQ system(which supports parallax scrolling), reworked sprites(minimum=8x16 instead of 8x8 and allows more freedom in arranging sprite slots: sprite shuffling is removed for this)
Help or ideas on any aspect is welcome. If you're interested you can even join the project.
Info about the ROM:
This ROM uses Mapper 85(Konami VRC7), 4-screen mirroring, CHR ROM(not RAM).
(some emulators don't support VRC7 4-screen, but according to the nesdev forum it's theoretically possible. FCEUX supports VRC7 4-screen anyway.)
For anyone who wants to design graphics for the game please be sure to read some detailed plan:
W1 Cutscene: Mario goes to the castle and talks with Peach.
W1: (Dawn)Plains, hills and forests.
W2: (Noon)Desert land + Inside the pyramids.
W3: (Day)Sky land + Paradeisos(Paradeisos looks like the Upper Kingdom in Chrono Trigger)
W4: (Evening)Shimizu Town, (Night)Mountains & lakes.
W5: (Dawn)Shin City, (Day)Mountains, the Great Wall, the underground ruins, the Ghost House. There is a huge tree at a certain spot, from one of the branches of which can people be HANGED.
W6: (Noon--afternoon)The fort, and mountain scenery.
W7: (Sunset)The drawbridge, (Evening--Night)Lava castle.
Also, if possible the post-game content would be quite large, with more sidequests and dungeons.
Do not design starry skies. The story takes place when it's rather near full moon, and when a full moon is in the sky there are few stars... Both the moon and the few stars are sprites.