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Author Topic: Super Mario World NES: The Complete Improvement Project  (Read 9500 times)

real retro kid knuckles

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #20 on: October 26, 2020, 04:59:15 pm »
hey somari

can you tell me how you fixed the graphic banks for the chucks?

sics

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #21 on: October 26, 2020, 05:50:57 pm »
Great advances, I think the last screenshot looks much better than the previous ones, on the other hand if this engine shares similarities with Somari's, I would recommend remapping Mario's palette so that he only uses one as in most of his official NES games :thumbsup:

On the other hand, I am very interested in knowing the tool you are talking about, is it CADEditor?

Somari the Adventurer

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #22 on: October 27, 2020, 07:22:05 pm »
Thanks, I'm glad you like how things are shaping up, also well done on your Sonic NES improvement, very impressive stuff Sics.

The tool I'm using is called 'The Chinese Super Mario World Editor', if you want a link to it I'll send you one, this editor is like a less refined and more limited Lunar Magic for the NES version of SMW. I have used the CADeditor a couple times during this project, however it seems to corrupt the colours in game if you do anything other than just placing 2x2 tile blocks and it doesn't support sprite modification for the game making CSMWE a much more suitable tool for the job.

As for Mario's palette, I like it how it is, over composite video the slight colour changing from white to skin tone on the hands and from blue to black for a row of Mario's shoulders will be pretty negligible and even on emulator I think it looks quite good. Although I might think about changing the colour of Yoshi's arms to avoid half of his hands being red and half being green, I'll have to see how it looks on my CRT when I eventually manage to get Yoshi's new sprites implemented.

sics

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #23 on: October 28, 2020, 01:12:53 am »
If that always happens with CadEditor, if you ever need to use it again for some reason, that can be solved in two ways;

The first is to go to the palette sector of that level and restore the previous color settings manually and update them by hand.

 The second is to copy the entire paddle block to a notepad and replace the four wrong bits with the correct ones.

On the other hand, I would be very grateful to obtain a copy from the CSMW editor, as I think it would help me to continue sharing the operation of the Hummer Team games :thumbsup:

Keep up the good work, one day we will make everyone see these games as we did as children :beer:

sebastianangel

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #24 on: October 31, 2020, 06:12:53 pm »
 :)Hello I am very happy to see the progress of this project, because it is one of the games that I have a lot of affection for, I was surprised by Yoshi's house, the fireplace and many more details, because a while ago I started to improve the colors and graphics of this game but I did not get to so much detail !!! here I leave some screenshots of my unfinished hack as a guide for they like the color combination I use :thumbsup:


:woot!:
« Last Edit: October 31, 2020, 06:28:27 pm by sebastianangel »

cartridge_rom

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #25 on: November 14, 2020, 09:28:11 am »
that project looks great sebastianangel  :thumbsup:, I hope you can help Somari the Adventurer / Somari Team advance their Super Mario World NES improvement project :beer:

we will be attentive to the news, greetings  :woot!:

sebastianangel

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #26 on: November 14, 2020, 06:06:02 pm »
Thank you very much friend, I'm glad you like the colors! :thumbsup: I hope my colors and tiles will serve you :woot!:

Somari the Adventurer

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #27 on: November 16, 2020, 07:23:23 pm »
The Enemies Update Preview and The Disassembly Announcement:
Hello to all, it's been a while since the last update but that just means we've made more progress since the last post.
A good amount behind the scenes progress has been made, from a more comprehensive understanding of the game to the start of the disassembly project and many new sprites have also been added.
So, onto the preview:

Almost every enemy currently in the game has new sprites with only a few still awaiting graphics, but as well as this, many currently unimplemented enemy sprites have been worked into the new memory banks.
As you can see, the new enemy sprites are looking much better than the Hummer originals and some enemies such as the Urchin and Pitchin' Chuck now have added animation to add that little bit of extra accuracy and polish to them.
The only enemies in the game still needing new graphics are Diggin' Chuck, Fuzzy, the Super Koopas and the Mecha Koopas, however there are still many sprites to add to the enemy banks for missing enemies.

The Disassembly Announcement:
Yes it's actually happening, my new team member palaceswitcher is working on disassembling Super Mario World NES, while it's still very early days, we hope that this will allow us to expand the game in ways otherwise impossible.
The disassembly can be found here: https://github.com/palaceswitcher/SMW-NES-Disassembly
If the disassembly is successful, we hope to port SMW over to the MMC5 mapper, thus removing the tight memory restrictions and making it possible to add much more to the game than just prettier graphics
If anyone would like to contribute to the disassembly project or lend a technical hand, feel free to, any help we can get is much appreciated and it would really aid our project

I'd also like to note that palaceswitcher is working on his own graphical hack of SMW which differs from mine, opting for a more traditional NES look with simpler palettes/sprites, so we are working together as a team but also working on our own unique versions to some extent. (palaceswitcher has not created a thread or made any posts about his hack anywhere as of yet otherwise I'd link to it)
We are both also starting to look at new music for the game here and there, but the new soundtrack will likely only happen if the disassembly goes to plan so it's just for testing out ideas of how it could sound at the moment.
Also, nice work sebastianangel, I quite like the background palette in that forest level and your Yoshi's House looks nice as well, good job.

Anyway, as always, thank you for checking out our project and any feedback or suggestions are welcome
 

« Last Edit: November 16, 2020, 07:36:08 pm by Somari the Adventurer »

PalaceSwitcher

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #28 on: November 16, 2020, 10:53:19 pm »
I'm looking for somebody to assist with the disassembly too.

DiamondHi

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #29 on: November 17, 2020, 12:46:43 pm »
I am interested in changing some graphics and colors to make it even more accurate to the SNES version. There is quite a lot to work with here.

cartridge_rom

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #30 on: November 17, 2020, 03:30:51 pm »
very good progress :beer:

sebastianangel

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #31 on: November 17, 2020, 04:10:34 pm »
The Enemies Update Preview and The Disassembly Announcement:
Hello to all, it's been a while since the last update but that just means we've made more progress since the last post.
A good amount behind the scenes progress has been made, from a more comprehensive understanding of the game to the start of the disassembly project and many new sprites have also been added.
So, onto the preview:

Almost every enemy currently in the game has new sprites with only a few still awaiting graphics, but as well as this, many currently unimplemented enemy sprites have been worked into the new memory banks.
As you can see, the new enemy sprites are looking much better than the Hummer originals and some enemies such as the Urchin and Pitchin' Chuck now have added animation to add that little bit of extra accuracy and polish to them.
The only enemies in the game still needing new graphics are Diggin' Chuck, Fuzzy, the Super Koopas and the Mecha Koopas, however there are still many sprites to add to the enemy banks for missing enemies.

The Disassembly Announcement:
Yes it's actually happening, my new team member palaceswitcher is working on disassembling Super Mario World NES, while it's still very early days, we hope that this will allow us to expand the game in ways otherwise impossible.
The disassembly can be found here: https://github.com/palaceswitcher/SMW-NES-Disassembly
If the disassembly is successful, we hope to port SMW over to the MMC5 mapper, thus removing the tight memory restrictions and making it possible to add much more to the game than just prettier graphics
If anyone would like to contribute to the disassembly project or lend a technical hand, feel free to, any help we can get is much appreciated and it would really aid our project

I'd also like to note that palaceswitcher is working on his own graphical hack of SMW which differs from mine, opting for a more traditional NES look with simpler palettes/sprites, so we are working together as a team but also working on our own unique versions to some extent. (palaceswitcher has not created a thread or made any posts about his hack anywhere as of yet otherwise I'd link to it)
We are both also starting to look at new music for the game here and there, but the new soundtrack will likely only happen if the disassembly goes to plan so it's just for testing out ideas of how it could sound at the moment.
Also, nice work sebastianangel, I quite like the background palette in that forest level and your Yoshi's House looks nice as well, good job.

Anyway, as always, thank you for checking out our project and any feedback or suggestions are welcome
Thank you very much I am glad you like the palettes used in those stages! :thumbsup: I really like the work you are doing! :woot!: