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Poll

What should I do for the Princess in Vanilla Lost Levels?

Leave her the same as SMB1
Leave her the same as SMB1 but with slightly different dress
Leave her the same as SMB1 but with a ponytail
Swap her out for Daisy
White and Red Dress like the Famicom version

Author Topic: Super Mario All-Stars Redrawn  (Read 106026 times)

Alex O.

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Re: Super Mario All-Stars Redrawn
« Reply #340 on: May 31, 2020, 09:35:38 am »
So, are the "1P Luigi + Physics" a direct replacement to stratoform patches? Without the always 2P, of course.
Yes, but only if you want to have both patches applied. If you don't want the "Always 1P-2P Option" patch, you don't need to use it.

stratoform

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Re: Super Mario All-Stars Redrawn
« Reply #341 on: June 01, 2020, 12:17:25 am »
Hacked in my version of the resume game (any mode). And compared it to the cheats version; theirs is smaller (uses 3 bytes) and likely works fine. They chose to read from different memory addresses, which has very tiny potential for future problems.


Finished porting the overworld Sledge Bros from Advance. There's other stuff I'd be curious to try Advance backporting (small overworld map changes). Getting the Bowser castle to glow (and maybe the road shine) would require either messing with the palette in real-time or uploading new tiles like Advance does it.


But I might call it quits for now. Although the underworld theme of SMB1 does bother me still. I'll let everyone know when the stuff is updated again.


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Code: [Select]
Source code for All-Stars work
-- 2020-06-02.0
https://github.com/stratoform/archive/tree/Super_Mario_All-Stars___Add-Ons


The tech demo is mostly useless to everyone, unless you want to see the Advance Sledge Bros. sprite. Or want to play with your own art and recolors.

Feel free to reuse whatever you want for your own projects. As its current purpose.



Code: [Select]
1P Luigi standalone patches updated for save, load
-- 2020-06-02.3
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smas_luigi.ips
https://github.com/stratoform/archive/raw/Super_Mario_All-Stars___Luigi_Select/Patch/USA/smasw_luigi.ips
« Last Edit: June 02, 2020, 11:35:56 pm by stratoform »

niuus

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Re: Super Mario All-Stars Redrawn
« Reply #342 on: June 03, 2020, 12:24:23 am »
Finished porting the overworld Sledge Bros from Advance. There's other stuff I'd be curious to try Advance backporting (small overworld map changes). Getting the Bowser castle to glow (and maybe the road shine) would require either messing with the palette in real-time or uploading new tiles like Advance does it.


But I might call it quits for now. Although the underworld theme of SMB1 does bother me still. I'll let everyone know when the stuff is updated again.


______________________________________________


Code: [Select]
Source code for All-Stars work
-- 2020-06-02.0
https://github.com/stratoform/archive/tree/Super_Mario_All-Stars___Add-Ons
Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:
https://www.romhacking.net/forum/index.php?topic=28270.msg380450

They even got the Status Screen, which is very nice!

TRIFORCE89

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Re: Super Mario All-Stars Redrawn
« Reply #343 on: June 03, 2020, 01:19:05 pm »
That list of add-ons is much appreciated! Those kinds of minor improvements are what I enjoy the most.

Any chance screenshots could be included along side the patch descriptions?

Alex O.

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Re: Super Mario All-Stars Redrawn
« Reply #344 on: June 03, 2020, 03:32:40 pm »
I still have a few pet peeves with the base game:
In SMB1 & TLL, Fire Mario/Luigi aren't animated when shooting fireballs in midair/while swimming.
In SMB2, the heroes' throwing sprites are only seen if they're in midair, unlike in the NES version.
In SMB3, the top, left, and bottom sides of the border of the "World # and lives" part of the item inventory are drawn incorrectly:

Homer177

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Re: Super Mario All-Stars Redrawn
« Reply #345 on: June 03, 2020, 07:22:30 pm »
Looks great. I also like how you brought back the original tileset in SMB1. Nice touch.

Ar8temis008

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Re: Super Mario All-Stars Redrawn
« Reply #346 on: June 03, 2020, 11:05:26 pm »
Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:
https://www.romhacking.net/forum/index.php?topic=28270.msg380450

They even got the Status Screen, which is very nice!

it's always weird seeing that pop up, have seen it on youtube a few times too. Sometimes I wish I could erase it entirely though, because I've always felt guilty at how little of the actual code I did for it. For the most part it's just smw central asm patches assembled together on a vanilla rom + all the needed bug testing, I still haven't even finished the last thing I promised I would.

But anyways, I wanted to say I really love how far this project has come since it first started, and the seperate Luigi mode is a really nice way to replay All Stars (and I guess World, too). The last thing that feels missing is his little flutter kick that he gets in sma2 and smb2, his actual movement feels very on point to what you'd expect.

niuus

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Re: Super Mario All-Stars Redrawn
« Reply #347 on: June 04, 2020, 08:54:55 am »
it's always weird seeing that pop up, have seen it on youtube a few times too. Sometimes I wish I could erase it entirely though, because I've always felt guilty at how little of the actual code I did for it. For the most part it's just smw central asm patches assembled together on a vanilla rom + all the needed bug testing, I still haven't even finished the last thing I promised I would.
Interesting. To be honest, i always wanted a complete final version, though that did not happen. Having the individual patches for use in this SMAS+W would be super nice, though. I am already using 6 patches to this game, half of them from this thread alone. It's like the ultimate version now, with bugfixes, accuracy/QoL improvements and better texts. 8)

stratoform

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Re: Super Mario All-Stars Redrawn
« Reply #348 on: June 04, 2020, 09:02:20 am »
Quote
In SMB3, the top, left, and bottom sides of the border of the "World # and lives" part of the item inventory are drawn incorrectly:

Quick and dirty. I'll include it in the patches later later.

Had to 3x to see those lines. :lol:

Code: [Select]
org $229027
dw $0280, $0281, $0281, $0281, $0281, $0281      ; left menu -- row1 border


org $22904a
dw $0283                                         ; left menu -- row2 border


org $22908f
dw $0283                                         ; left menu -- row3 border


org $2290d4
dw $8280, $8281, $8281, $8281, $8281, $8281      ; left menu -- row4 border

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Quote

In SMB1 & TLL, Fire Mario/Luigi aren't animated when shooting fireballs in midair/while swimming.
In SMB2, the heroes' throwing sprites are only seen if they're in midair, unlike in the NES version.

Huh. That would bother me too now.

______________________________

Quote
Any chance screenshots could be included along side the patch descriptions?

That's a good point! I should learn animated gifs also. The mods that require palette or art changes I won't have any pics, until I bother doing some hackish job that looks usable enough.

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Quote
They even got the Status Screen, which is very nice!

Hmm. Tempting.

______________________________

Quote
The last thing that feels missing is his little flutter kick that he gets in sma2 and smb2, his actual movement feels very on point to what you'd expect.

I've heard about that enough too. I keep thinking to myself someone must've backported it already. But well. Mmm.

______________________________

Quote
I am already using 6 patches to this game, half of them from this thread alone. It's like the ultimate version now, with bugfixes, accuracy/QoL improvements and better texts.

I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??

pocket

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Re: Super Mario All-Stars Redrawn
« Reply #349 on: June 04, 2020, 10:04:05 am »
I still have a huge heap of art commissions I need to be working on, but after a little browsing the thread, and FINALLY firing up the ol' SNES9X to try out the Luigi 1player patch myself, i'm getting excited to work on this again.

However, I think i'll be scrapping the "special version" of Lost Levels. I'd like there to not be too many alternate versions of the final game.   I might even reconsider having the enemy sprites in Lost Levels being different than SMB1, or at least drop the ones where the changes are too subtle to notice.


There is one big hitch if I'm to use a new build of the game, and that's the pallet work.  Firstly, what I've already done. DarkSamus' build script was going to allow me to keep all my progress. If I have to start over, it's not a huge issue, but it will be a set back for sure.   Secondly, if I'm to change the colors of each individual air-ship, I may need a little help figuring out the values I should be editing to what colors.  Same could be said for fake Bowsers if I actually design a different fake Bowser in each world ( the fake Bowser thing might be a game changer for my plans in general, vis-a-vis how Bowser looks in SMB vs how he looks in Lost Levels )

I've said it before but i'm really not a hacker, I just do the pixel art, pallet stuff is as technical as I get and it still confuses me from time to time. ( I'm gonna need a refresher course when I get back in the saddle, thankfully everything I need is on page 1 of this thread. )
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

ShadowOne333

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Re: Super Mario All-Stars Redrawn
« Reply #350 on: June 04, 2020, 11:15:21 am »
I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??
You can add in the Redux changes if you want to as well :)
They're mostly bugfixes for graphics and text, and there's also the title screen hacks by DarkSamus993, but for I'd recommend asking him for those.
You could leave the required space those take as free, so if someone wants, they can applied them over if they so desire.

Ar8temis008

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Re: Super Mario All-Stars Redrawn
« Reply #351 on: June 04, 2020, 12:33:15 pm »
Hmm. Tempting.


https://www.smwcentral.net/?p=section&a=details&id=4573
This is the specific patch used for the status screen, if you'd like to add that.

and if you do a bit of searching in the same section you can find patches for a ton of the other sma2 additions and fixes aswell, like the sliding chain 1up, 2-hit power down, and colored yoshi in normal blocks after finding them in star world.

Alex O.

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Re: Super Mario All-Stars Redrawn
« Reply #352 on: June 04, 2020, 01:07:06 pm »
Thanks stratoform, for the status bar fix!
This also irks me... Raccoon Mario's kick sprite is assembled wrong.

niuus

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Re: Super Mario All-Stars Redrawn
« Reply #353 on: June 04, 2020, 03:14:52 pm »
I will start including others' patches and credit
- smb1/ll brick fix
- smw yoshi dolphin eating
- smw unsightly pixel
- alex o. text fixes
- forgot what else ??
In case someone else is interested, i mix those patches with:

Redux:
https://www.romhacking.net/hacks/2778/
which comes with 2 patches:

ShadowOne333 = SMAS+SMW Redux - includes 2 bonus hacks:
- SMB1/LL Brick Fix (BMF54123)
- Switched Overall Colors (spiffy)

DarkSamus993 = Graphical fixes - includes the original hacks:
- Bowser/Yoshi/SMB3 Color fixes
- SMB2 ending typo fixes

"Yoshi now has its normal green/yellow/red/blue arms (depending on the coloured Yoshi you get) and it also changes the colour of Bowser to closely match its original design.

Also, this hack fixes the typos for the character names found in Super Mario Bros. 2 (carried over from the NES original), as well as changing Mario and Luigi’s hand colours in SMB3 to white to resemble gloves, since the original beige coloured hands was a mistake or an overlook by the developers since both Mario and Luigi have white gloves in minigames and in Super Mario Advance 4 as well.

Even more! As an added bonus, thanks to codes by user “rainponcho”, Yoshi can now eat dolphins once again like in the Japanese counterpart of Super Mario World!"


And Title Mod:
https://www.romhacking.net/hacks/3007/
To make it look a bit different.

stratoform

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Re: Super Mario All-Stars Redrawn
« Reply #354 on: June 04, 2020, 10:08:59 pm »
Quote
I might even reconsider having the enemy sprites in Lost Levels being different than SMB1, or at least drop the ones where the changes are too subtle to notice.

Having some of them changed would be a good idea imo. Lost Levels is SMB1.5 in a sense. SMB1 could be more classic and LL could be some refreshed version.


Quote
There is one big hitch if I'm to use a new build of the game, and that's the pallet work.  Firstly, what I've already done. DarkSamus' build script was going to allow me to keep all my progress. If I have to start over, it's not a huge issue, but it will be a set back for sure.

That's the one sticky spot of why I went with the independent add-ons route for now. I realistically don't know what the DarkSamus build script could/will look like and I don't want to interfere, intrude or usurp anything.

Though. Could you share your palette work with me privately? I would like to know how much my plugin engine needs changing to handle something more extensive like your work. I will have to make sure I don't include your work in github though, or forcefully expunge it if I make that error.


Quote
Secondly, if I'm to change the colors of each individual air-ship, I may need a little help figuring out the values I should be editing to what colors.  Same could be said for fake Bowsers if I actually design a different fake Bowser in each world ( the fake Bowser thing might be a game changer for my plans in general, vis-a-vis how Bowser looks in SMB vs how he looks in Lost Levels )

I will mention specifically which colors edit what. Maybe show some pictures also.

Although I didn't think about adding the color palette for Fake Bowser. Just the sprite pixels are ready for changing. And I also didn't consider a -different- Bowser for each World; that'd be cool actually.


Quote
I've said it before but i'm really not a hacker, I just do the pixel art, pallet stuff is as technical as I get and it still confuses me from time to time. ( I'm gonna need a refresher course when I get back in the saddle, thankfully everything I need is on page 1 of this thread. )

Yeah, it's starting to dawn on me how annoying the palette editing can get. I need to create an easy-to-follow tutorial as a demonstration on how to use my work. Then maybe we'll bridge the communication gap; I'm kinda anxious about doing color changes myself.


Quote
You can add in the Redux changes if you want to as well
They're mostly bugfixes for graphics and text, and there's also the title screen hacks by DarkSamus993, but for I'd recommend asking him for those.

Thanks! I will look for anything unique not covered by Advance. The title screen hacks I'll .. not directly add since you mention the permission issue. Don't want to get haunted by that. I could end up doing my own version without peeking at DarkSamus work, as it would be using the official artwork.


Quote
https://www.smwcentral.net/?p=section&a=details&id=4573
This is the specific patch used for the status screen, if you'd like to add that.

and if you do a bit of searching in the same section you can find patches for a ton of the other sma2 additions and fixes aswell, like the sliding chain 1up, 2-hit power down, and colored yoshi in normal blocks after finding them in star world.

Yep! Thanks for bringing this up. I will likely do it and others, if I can figure out how to recreate the code for "open-source". If not, I'll just do it myself and possibly give indirect credit anyway depending on the challenge level.

ShadowOne333

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Re: Super Mario All-Stars Redrawn
« Reply #355 on: June 04, 2020, 10:20:34 pm »
Thanks! I will look for anything unique not covered by Advance. The title screen hacks I'll .. not directly add since you mention the permission issue. Don't want to get haunted by that. I could end up doing my own version without peeking at DarkSamus work, as it would be using the official artwork.
To be honest I don't think it'd be an issue.
I'm sure it wouldn't be a problem to also have the title screen stuff added just with proper credit to him :)
I could ask him if you want to be sure.

stratoform

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Re: Super Mario All-Stars Redrawn
« Reply #356 on: June 04, 2020, 11:59:18 pm »
Found something interesting about SMB2. Luigi does not have any throw animation; the gfx are there but the flutter jump overrides it. I think I've found something that might work for everyone but need to carefully sort this out.

___________________________________

Quote
This also irks me... Raccoon Mario's kick sprite is assembled wrong.

To be sure: missing the hand sprite?

Alex O.

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Re: Super Mario All-Stars Redrawn
« Reply #357 on: June 05, 2020, 09:49:19 am »
Yes; that is, the hand further away from the camera and the kicking foot.

Found something interesting about SMB2. Luigi does not have any throw animation; the gfx are there but the flutter jump overrides it. I think I've found something that might work for everyone but need to carefully sort this out.
That's weird, since the NES version has Luigi's throw animation intact.
« Last Edit: June 05, 2020, 10:47:32 am by Alex O. »

SpringSonic9187

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Re: Super Mario All-Stars Redrawn
« Reply #358 on: June 05, 2020, 10:42:46 am »
Yes; that is, the hand further away from the camera and the kicking foot.
Fascinating... Did Advance 4 fix it, tho?

Alex O.

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Re: Super Mario All-Stars Redrawn
« Reply #359 on: June 05, 2020, 10:49:22 am »
Yes; I just checked.

This is what it should look like.
« Last Edit: June 05, 2020, 10:56:44 am by Alex O. »