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Author Topic: Mario's Nightmare Quest (currently in graphics ripping stages)  (Read 42309 times)

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #100 on: May 03, 2015, 03:33:43 pm »
I was going to include Aghanim as a boss, but I thought four bosses in one level was too many.

And I like more modern Zelda games, including Link Between Worlds.  So I referenced them whenever needed.  This entire Hyrule area is basically a 'one level per Zelda game' shout out world.  You've got the first level as a reference to Zelda in general, Four Swords and Four Swords Adventures.  You've got the Royal Crypt to represent both Minish Cap and Ocarina of Time.  Stone Tower Temple is obviously based on Majora's Mask.  Dragon Roost Isle will be a Wind Waker reference, Hyrule Castle a reference to A Link Between Worlds, Ocarina of Time, A Link to the Past and The Minish Cap in one level and a bonus level will be based on Link's Awakening.

More levels may come in the future.
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Bobolicious81

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #101 on: May 03, 2015, 04:02:00 pm »
22 years later, Link's Awakening is still my favorite 2D Zelda (and 2nd favorite overall after Wind Waker)
Is it going to be in color? Personally, I think it would be awesome for it to have the original green pea-soup palette  :happy:

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #102 on: May 03, 2015, 04:24:40 pm »
22 years later, Link's Awakening is still my favorite 2D Zelda (and 2nd favorite overall after Wind Waker)
Is it going to be in color? Personally, I think it would be awesome for it to have the original green pea-soup palette  :happy:

To be honest, it's likely it'll be in colour, since the rest of the game is and it'd look even more weird to have a monochrome level in a game with colourful, detailed graphics.  But maybe I'll have the green pea soup palette as a gimmick.  Like, the world changes when you hit a switch, and it also switches between colour and green monochrome graphics at the same time.
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Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #103 on: May 03, 2015, 06:28:09 pm »
Hmm, alright.

Link's Awakening is the best 2D Zelda game, Majora's Mask being the best 3D, I think.

SC

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #104 on: May 03, 2015, 07:05:21 pm »
To be honest, it's likely it'll be in colour, since the rest of the game is and it'd look even more weird to have a monochrome level in a game with colourful, detailed graphics.  But maybe I'll have the green pea soup palette as a gimmick.  Like, the world changes when you hit a switch, and it also switches between colour and green monochrome graphics at the same time.
That's a great idea! You think it will be easy to implement?
Regarding sprites for the Zelda world: would it be reasonably technically possible to replace Mario with Link on that world, maybe even including some skill (though the latter would probably involve lots of ASM :-\)?
I'd like this hack to be as epic as possible! I hope I am not making you feel pressed, though. :P

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #105 on: May 03, 2015, 07:49:25 pm »
That's a great idea! You think it will be easy to implement?
Regarding sprites for the Zelda world: would it be reasonably technically possible to replace Mario with Link on that world, maybe even including some skill (though the latter would probably involve lots of ASM :-\)?
I'd like this hack to be as epic as possible! I hope I am not making you feel pressed, though. :P

Colour switching isn't too difficult, it's on/off switch activated exanimation.  I literally replicated the effect in about five minutes just now.

Probably not going to replace Mario with Link on a single world map.  However, if anyone ever invents a multiple playable character system, I'll consider a Mushroom Kingdom Fusion style ensemble cast with Link as a potential alternate playable character. So you'd have Mario, Luigi, Wario, Link and maybe someone else.

And you'd be able to play through everything with whoever you choose.
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SC

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #106 on: May 04, 2015, 09:48:26 am »
I see...
I wonder if doing some research on the SMB2 remake (inside the All Stars package) would be a good starting point to getting that done later on SMW?

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #107 on: May 04, 2015, 01:39:23 pm »
I see...
I wonder if doing some research on the SMB2 remake (inside the All Stars package) would be a good starting point to getting that done later on SMW?

Probably not, the code in these games isn't exactly something you can transfer (it's been attempted, but rarely worked).  And even if so, I'm not a programmer, so it'd be up to my collaborators.

So, anyone out there know enough about SMW hacking that they want to help out?  We've got loads of beta testers, but pretty much barely anyone else...
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SC

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #108 on: May 04, 2015, 04:34:11 pm »
Probably not, the code in these games isn't exactly something you can transfer (it's been attempted, but rarely worked).  And even if so, I'm not a programmer, so it'd be up to my collaborators.

So, anyone out there know enough about SMW hacking that they want to help out?  We've got loads of beta testers, but pretty much barely anyone else...
Ah, yes. I should have guessed someone else attempted that before.
Well I am not a spriter, nor a SPC700 music programmer or Super Famicom ASM guru. I could help if it were a RISC MIPS R3000 like the PlayStation, but...
I guess my only way to support you here will be to judge your creative and design work on the hack until I try a demo.

You might want to create a topic in the Help Wanted Ads section, though.
You might have some luck if you ask for help there, or even other romhacking forums (specially SMWCentral).
Though you probably guessed that already.
« Last Edit: May 05, 2015, 09:28:59 am by SC »

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #109 on: May 04, 2015, 05:51:02 pm »
I've added a quick ad, although I'm not sure how much it'll help.

As for SMW Central, I've asked there quite a bit.  Unfortunately, given the obvious places to ask have been used, I guess the only thing left is to start approaching some of the last well known names in the community and asking for contributions.  I suspect that might not go as well as hoped.

Where do all those big projects get teams anyway?  Like, Newer Super Mario Bros Wii, Mushroom Kingdom Fusion or whatever others there are?
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Thirteen 1355

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Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
« Reply #110 on: May 05, 2015, 06:04:14 pm »
Well, both Kingdom Fusion and Newer Wii aren't SMW hacks. Maybe it is just harder to find people in that category.

May 05, 2015, 07:31:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Is double-posting allowed here?

I have just seen your review of Super Mario World The Lost Adventure Episode 3. I have played the first two episodes, which were pretty good. I look forward to playing this one!
« Last Edit: May 05, 2015, 07:32:01 pm by Thirteen 1355 »

Chpexo

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« Reply #111 on: May 07, 2015, 02:57:28 pm »
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« Last Edit: January 01, 2016, 10:01:10 am by Chpexo »

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #112 on: May 07, 2015, 05:00:47 pm »
Hey I read your help wanted ad and would like some more details on the pixel art and music. What particular type of art would you want from Luigi's Mansion and the newer Zelda games? I am also a music composer I can make some .spcs for you but I have no idea how to even use AddMusicK; it's also not very friendly to use. If you have the MIDI files I can surely make some .spcs for you you so a music porter can look at it. The music composition should take a little under an hour if the MIDIs can import into my program but the art should take some time depending on how much you want and how complicated it is.

I'm after boss sprites for some of the following characters and bosses:

http://www.mariowiki.com/Tough_Possessor

http://zeldawiki.org/Yuga

Unfortunately, because no sprite sheets or ripped models exist, it's proving pretty hard.  Maybe the 3DS game hackers out there could find some of the original resources to base the new graphics on, but it's most likely anyone interested will have to draw their own versions based on screenshots and videos.

What's more, each sprite would have to:

A: Use no more than 15 colours and transparency

B: Fit into some variant of a 16 x 16 collision box.  So either 16 x 16, 16 x 32, 32 x 32, 48 x 48, 64 x 64, etc.

Still, if there's a bright side, it's that there's no particular set up needed for the graphics, nor a minimum/maximum number of frames (since the sprites haven't been coded yet).

As for music, it's mostly SMW ports I'm interested in. MIDIs can be directly translated to ports fairly easily, and having an SPC doesn't really help here.
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Chpexo

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« Reply #113 on: May 08, 2015, 11:11:51 pm »
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« Last Edit: January 01, 2016, 09:59:35 am by Chpexo »

Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #114 on: May 09, 2015, 06:45:32 am »
I think it won't be hard to find a sprite for Yuga. When he changes himself into a painting, he is in 2D! You could use his painting sprite.
http://zeldawiki.org/File:YugaDrawingALBW.png

Chpexo

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« Reply #115 on: May 09, 2015, 02:26:50 pm »
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« Last Edit: January 01, 2016, 09:59:51 am by Chpexo »

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #116 on: May 09, 2015, 03:22:26 pm »
I got bored. The painting sprite was easy enough to reproduce. I might just do a 360 and help you out with the project more!



Hey, that looks pretty good! Definitely a good wall merge/teleport sprite for a boss!

In other news, I'm probably going to have split this hack into parts, because technical limitations are making it too difficult to fit everything in one ROM.  So unless I remake the game as a non hack (which is perhaps a bit beyond my skill level), it's plausible this hack will have to go the Super Mario World the Lost Adventure route.

Still, don't feel too sad.  Regardless of what happens, this change will lead to more levels and content, to make either each part feel more complete or to fill out a 150 odd level fan game.
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Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #117 on: May 09, 2015, 05:15:44 pm »
Heh, you remember my Brutal Mario edit? I couldn't put that massive work of Carol into one ROM, so that one was in three parts, too.

That Yuga sprite looks very good! It gives me a real Snes feeling!

Chpexo

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« Reply #118 on: May 09, 2015, 06:06:22 pm »
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« Last Edit: January 01, 2016, 09:58:43 am by Chpexo »

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #119 on: May 09, 2015, 06:25:19 pm »
Looking good!  All I need now is one that faces different directions and doesn't look paint like, for before he attacks. *

* The different directions are because it's this level:



Also, what kind of intriguing concepts are planned for this game's later worlds?  Find out... at a later date.  Just a hint; space levels aren't as rare as they were before, and some of the other levels in that world are even stranger and more over the top than that.  Or for another hint, each section (or if it becomes a full fan game, each main part of the game) ends in an epic disc final boss style battle.

Either way, it will be one long string of 'freaking hell, what just happened?' as it approaches the endgame...
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