Romhacking.net

Romhacking => Personal Projects => Topic started by: macbee on February 05, 2013, 09:18:19 pm

Title: Super Mario World (NES) gfx hack
Post by: macbee 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

(http://i5.photobucket.com/albums/y191/macbee/THUMB_zps27099833.png)

More updates soon! Hope you like it!  :)
Title: Re: Super Mario World (NES) gfx hack
Post by: granz on February 05, 2013, 10:22:30 pm
Now if only someone could fix the music and physics. :thumbsup:
Title: Re: Super Mario World (NES) gfx hack
Post by: DarknessSavior 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
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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
Title: Re: Super Mario World (NES) gfx hack
Post by: Nightcrawler 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!  :)
Title: Re: Super Mario World (NES) gfx hack
Post by: MathUser2929 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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:
(http://i5.photobucket.com/albums/y191/macbee/cloud_zps3f087da9.png)

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  :)
Title: Re: Super Mario World (NES) gfx hack
Post by: Nightcrawler on February 06, 2013, 08:42:02 am
Why not change the clouds to use Yoshi's palette?
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: keithisgood 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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.

(http://i5.photobucket.com/albums/y191/macbee/Super-Mario-World-Unl-201302061231537_zps4f6c39cf.png)
Title: Re: Super Mario World (NES) gfx hack
Post by: Dizzy9 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?
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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:

(http://i5.photobucket.com/albums/y191/macbee/original_zps27e09977.png)

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:

(http://i5.photobucket.com/albums/y191/macbee/ntsc_zps02dd64ea.jpg)


Title: Re: Super Mario World (NES) gfx hack
Post by: Dizzy9 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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.

(http://i5.photobucket.com/albums/y191/macbee/original_zps27e09977.png)

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.

(http://i5.photobucket.com/albums/y191/macbee/pal_zpsdb7af1e4.png)

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).

(http://i5.photobucket.com/albums/y191/macbee/hackpal_zps3ad6e753.png)

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!  :)
Title: Re: Super Mario World (NES) gfx hack
Post by: M-Tee 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee 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

(http://i5.photobucket.com/albums/y191/macbee/ntsc2_zps35a7958c.jpg)
Title: Re: Super Mario World (NES) gfx hack
Post by: optomon on February 07, 2013, 09:33:03 pm
This looks like an awesome idea. Grphical updates look great so far.
Title: Re: Super Mario World (NES) gfx hack
Post by: M-Tee 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.
Title: Re: Super Mario World (NES) gfx hack
Post by: keithisgood on February 08, 2013, 08:57:04 am
Holy cow that looks great, macbee. Keep up the great work on this one.
Title: Re: Super Mario World (NES) gfx hack
Post by: Nightcrawler on February 08, 2013, 10:27:39 am
Very nice. I'm not up on the NES hardware, but is there any way to make the colors a bit brighter? The whole game generally appears to be washed out or muted as opposed to the SNES original. I would image though that the small fixed color palette of the NES makes that an impossibility?
Title: Re: Super Mario World (NES) gfx hack
Post by: Midna on February 08, 2013, 08:25:49 pm
The NES is limited to four four-color background palettes, out of which one color each must be transparent/a "background" color, and four four-color sprite palettes which have the same limitations, so no, I think this is as good as it's gonna get. One of the perils of porting an SNES game to a console it wasn't designed to be on.
Title: Re: Super Mario World (NES) gfx hack
Post by: granz on February 09, 2013, 04:59:15 pm
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

How about posting a Help Wanted ad? I've seen a few hacks with custom soundtracks. There might be a few people out there with sufficient knowledge about replacing the soundbanks and such.
Title: Re: Super Mario World (NES) gfx hack
Post by: Dizzy9 on February 09, 2013, 06:32:20 pm
You can't just replace music data, you also have to do much more stuff, like inserting new music engine(I'm pretty sure the original one is limited with some effects) and changing a lot of functions that use sound engine(like calling starting new song, sound effects, stopping them etc). Also, new songs will be different size. I GUESS songs from nfs are bigger, so you also need to expand the game and write code to switch PRG banks when needed. A lot of work...
Title: Re: Super Mario World (NES) gfx hack
Post by: Celice on February 10, 2013, 05:16:39 pm
Just gotta say, I'm rooting for ya and this project :p I really like hacks like this!

Very nice. I'm not up on the NES hardware, but is there any way to make the colors a bit brighter? The whole game generally appears to be washed out or muted as opposed to the SNES original. I would image though that the small fixed color palette of the NES makes that an impossibility?
However, there is the option for a custom palette, but purists wouldn't quite like the idea of making up color schemes that aren't accurate to  hardware.

That being said, I don't think anyone's ever decided on what an "accurate" palette for the NES really is. From what I remember, it usually amounted to depending on what your TV settings were, moreso than actual palette color data.
Title: Re: Super Mario World (NES) gfx hack
Post by: KingMike on February 10, 2013, 11:52:42 pm
Unsure about PAL, but on NTSC at least colors on the NES can noticeably vary between TVs.
Title: Re: Super Mario World (NES) gfx hack
Post by: M-Tee on March 22, 2013, 12:42:20 pm
workin on a new hack myself. I'd never thought about making the transparent color of the background the same color as the outlines. I'm trying it out now. It's working really well.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee on March 22, 2013, 01:30:06 pm
Thanks for all comments friends! :D

workin on a new hack myself. I'd never thought about making the transparent color of the background the same color as the outlines. I'm trying it out now. It's working really well.

Nice!
I won't use black as my background color every time. I'll analyze every stage - and the most common background color on this stage will be 'the chosen one'.  :)
On Yoshi's House for instance the first slot was occupied by color $37:

(http://i5.photobucket.com/albums/y191/macbee/fc_zpse080362a.png)

(http://i5.photobucket.com/albums/y191/macbee/Super-Mario-World-Unl-8_zps2d4b3685.jpg)

By the way you can watch a video of this WIP Yoshi's House on http://www.youtube.com/watch?v=MXkhL5ppjuQ&feature=share&list=PLpFwbh8GRArp41VyYb_hlh0lKyMooWApZ
Title: Re: Super Mario World (NES) gfx hack
Post by: M-Tee on March 22, 2013, 01:53:38 pm
Looks solid. How much of SMW is actually represented in that pirate?
Title: Re: Super Mario World (NES) gfx hack
Post by: Spooniest on March 22, 2013, 01:54:31 pm
Impressive.

There are NES mappers that allow the screen to scroll up/down as well as left/right. Does the image you're basing this on have that capability? Flying could be problematic otherwise.

Also, how does the control scheme work out? There are four buttons on the SNES, but only three different functions (Jump, Spin Jump/Dismount, and Accelerate/Fireball/Cape Spin.). Still, that leaves you with an odd man out.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee on March 22, 2013, 02:00:11 pm
Looks solid. How much of SMW is actually represented in that pirate?

Thanks!
SMW for the NES is a very incomplete / inaccurate conversion.
However this is good to me: I would never change this game if it was big and complex like the original SMW. But since it has just a few stages it's a fun project.  :thumbsup:
Title: Re: Super Mario World (NES) gfx hack
Post by: Dizzy9 on March 23, 2013, 10:27:30 am
There are NES mappers that allow the screen to scroll up/down as well as left/right. Does the image you're basing this on have that capability? Flying could be problematic otherwise.
What the...?
Any NES mapper can do that.
Quote
Also, how does the control scheme work out? There are four buttons on the SNES, but only three different functions (Jump, Spin Jump/Dismount, and Accelerate/Fireball/Cape Spin.).
Hold B to run, press UP+A to Spin Jump/Dismount.
Title: Re: Super Mario World (NES) gfx hack
Post by: Dr. Floppy on March 28, 2013, 01:21:36 am
Also, new songs will be different size. I GUESS songs from nfs are bigger, so you also need to expand the game and write code to switch PRG banks when needed. A lot of work...

It's been done.
Title: Re: Super Mario World (NES) gfx hack
Post by: SORASUNYU on March 28, 2015, 10:13:59 am
Wonderful!It's so beautiful!
Title: Re: Super Mario World (NES) gfx hack
Post by: Duke2go on March 30, 2015, 12:46:17 am
This is a REALLY nice looking conversion. While I've been working on my own project, I found that the NES is capable of making graphics that are nearly SNES quality if the right methods are applied (I don't know how to better explain that without a lengthy discussion). I must agree that the music in the first video was pretty bad and I hope that you will be able to alter that. It can be done, and if I'm able to insert a custom soundtrack into my project like I want, I will be happy to help with other projects, or at least to give advice.
Title: Re: Super Mario World (NES) gfx hack
Post by: KingMike on March 31, 2015, 10:31:40 am
Thanks!
SMW for the NES is a very incomplete / inaccurate conversion.
However this is good to me: I would never change this game if it was big and complex like the original SMW. But since it has just a few stages it's a fun project.  :thumbsup:
I recall there's two different versions of the ROM. The "few stages" version was more common, but a more complete version was found on a multicart.
Title: Re: Super Mario World (NES) gfx hack
Post by: 90s Retro Gamer on April 03, 2015, 10:09:42 pm
Rip some sprites from Mario is Missing and Mario's Time Machine for NES. They use the Super Mario World sprites.

Also I wish there was a way to find and track down someone from Hummer Team. I find those 90's Taiwanese software pirates to being the forebears/pioneers of ROM-hacking. Of course if they were found, they probably wouldn't give an interview.
Title: Re: Super Mario World (NES) gfx hack
Post by: Dr. Floppy on April 05, 2015, 04:24:52 am
What mapper does this thing use?

Converting the original SMW tracks to decent-sounding NES versions sounds like a fun challenge!
Title: Re: Super Mario World (NES) gfx hack
Post by: Dogeritos on April 05, 2015, 09:17:20 am
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

(http://i5.photobucket.com/albums/y191/macbee/THUMB_zps27099833.png)

More updates soon! Hope you like it!  :)

This game is amazing! I'm glad someone's finally hacking it. Mario looks a lot more like he did in the SNES version. Keep it up!
Title: Re: Super Mario World (NES) gfx hack
Post by: Duke2go on April 06, 2015, 12:04:21 am
Agreed with above. I'd really like to see some updated info on this project. I hadn't ever thought about doing a SMW NES, but this certainly has potential, especially with the conversions I've seen for SMB1 and some of the SMB3 projects that have been done. Keep up the good work.
Title: Re: Super Mario World (NES) gfx hack
Post by: macbee on March 16, 2019, 10:33:14 am
This project is abandoned for many, many years.
IMHO the only way to make a decent SMW on 8-bit NES is programming it from scratch.
Thanks for your interest!
Title: Re: Super Mario World (NES) gfx hack
Post by: IAmCaptPlanet on March 19, 2019, 12:15:23 am
www.romhacking.net/hacks/3467/

there is this though, which might work for ya
Title: Re: Super Mario World (NES) gfx hack
Post by: SuperStarFox on April 16, 2019, 02:15:20 am
I Wish This Project Was Finished...  :'(