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Romhacking => Personal Projects => Topic started by: w7n on October 08, 2013, 10:40:36 am

Title: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: w7n on October 08, 2013, 10:40:36 am
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 This was originally made by ATA, and altered by me.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:
1: 'Soft' bridge. You can jump up onto it from below. (No demo image)

2: Megaman type cutscene.
Demo:
(http://www.bwass.org/bucket/w7n02.gif)

3: Platform whose route is fixed and user-defined.
Demo:
(http://www.bwass.org/bucket/w7n03.gif)

4: Boo. (The patch was updated later, this image is the demo of an older patch)
Demo:
(http://www.bwass.org/bucket/w7n04.gif)

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:
AbiA:
Feather (slow the descending speed down)
Spin jump (graphics and mechanics incomplete)
Double jump
AbiB:
Cloaking (injury invincibility)
Starman (star invincibility)
Cross (destroys normal enemies and do damage to bosses).
Equip:
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

6: Powerups:
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).
Demo:
(http://www.bwass.org/bucket/06.gif)

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 improvements:
System 01: Tired of H- scrolling? We have ATA's V- scrolling. Tired of V-scrolling too? We have H+V scrolling.
(http://www.bwass.org/bucket/w7nFourScr.gif)
(This is an experimental patch, hence the '000000' in the background.)
This system has been enhanced: Now scrolling in 4 directions is possible.

Update: 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:
Spoiler:
The script:
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.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on November 04, 2013, 08:24:56 am
Update:
A new system added. Now boss fights are programmed to be very complex.
Here is the video of a boss whose behaviour clearly resembles Flandre Scarlet.
(This is a Chinese video site)
http://v.youku.com/v_show/id_XNjMwMDk1OTYw.html (http://v.youku.com/v_show/id_XNjMwMDk1OTYw.html)
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: Da_GPer on November 04, 2013, 10:55:58 am
Wow! All those were impressive, especially the video. Makes you wonder what someone can do using just Super Mario Bros 1...... Are you going to make a game out of this?
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on November 05, 2013, 12:38:10 am
Wow! All those were impressive, especially the video. Makes you wonder what someone can do using just Super Mario Bros 1...... Are you going to make a game out of this?
Well this is a single hack project. The video uses an independent title (VS Koopa/Flandre), but actually it's just a demo ROM and this boss might be one of the game's hidden bosses.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: Jorpho on November 05, 2013, 11:50:05 pm
Wow! All those were impressive, especially the video. Makes you wonder what someone can do using just Super Mario Bros 1......
Have you seen Extra Mario Bros already?
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: Chippy2000 on November 08, 2013, 08:41:49 am
I did make a Godzilla NES creepy pasta revival once but the tools are Godzilla monster of monsters exclusive. can't help you there...
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: altoiddealer on November 08, 2013, 03:43:54 pm
The short version: This Super Mario Bros. hack project, named Mario Gaiden, is meant to be as epic as possible.

I really like what you have so far.  However, I can't fathom a more epic SMB1 hack than Extra Mario Bros.  If you haven't played that yet then by all means, play through that so you know what you're competing with for that title lol.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on November 09, 2013, 12:14:18 am
I really like what you have so far.  However, I can't fathom a more epic SMB1 hack than Extra Mario Bros.  If you haven't played that yet then by all means, play through that so you know what you're competing with for that title lol.
I've cleared both the bad and good endings, the Area-Sp, and collected all 20 1-UP mushrooms. And I'm fully aware of what I'm competing against. In fact, I only see one effect in Extra Mario Bros which I probably cannot make by myself(though I do have some guesses, like using an enemy and run a completely different sprite handling routine): the 'wind' effect.
Well, I'm really not good at graphics, so I cannot design GFX as good as those in EMB.

SMB hacking has been going downhill since 2006 or so, that's why even after 8 years no hack can outshine EMB(titles like SMU etc are awesome but not as awesome as EMB). And I hate such fact. SMB hacking really should end with a huge bang.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: altoiddealer on November 09, 2013, 12:23:22 am
Subscribed  :beer:
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: Dr. Floppy on November 12, 2013, 10:33:51 pm
This hack uses the VRC7 mapper?
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on November 12, 2013, 11:44:15 pm
This hack uses the VRC7 mapper?

Yes. My last hack has already included a (simple) VRC7 music system, as I said.
Currently I'm constructing a much more complex VRC7 music system which can use up to 6 VRC7 channels. (That should be the 3rd system constructed.) It should not be difficult, although using more channels consumes more time and may result in more lag in certain places.

Perhaps I should find some ways to save time in other parts of code, but this is hard.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: OneCrudeDude on November 13, 2013, 02:22:57 am
Neat, this looks mighty impressive!  Since you'll be using the VRC7 for audio, do you think you could use this song as a theme?  It's from the Mega Drive, that like the VRC7, uses FM Synth, so it would be (hopefully) easier to replicate the bassline and the buzzy "guitars" than by using the stock 2a03 and DPCM.

http://www.youtube.com/watch?v=ZvJcCEKa2Io

Personally it would greatly spice up that Bowser fight.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on November 16, 2013, 08:00:12 am
Neat, this looks mighty impressive!  Since you'll be using the VRC7 for audio, do you think you could use this song as a theme?  It's from the Mega Drive, that like the VRC7, uses FM Synth, so it would be (hopefully) easier to replicate the bassline and the buzzy "guitars" than by using the stock 2a03 and DPCM.

http://www.youtube.com/watch?v=ZvJcCEKa2Io

Personally it would greatly spice up that Bowser fight.

First, curse the Great Firewall of China.

After several attempts I was finally able to finish the video.
I might take it into consideration, but is quite unlikely as there seems to be no boss fight in my plot which suits the BGM, since my plot has a somewhat late-medieval setting and is not light-hearted.


PS: Construction of VRC7 music system is successful. Functions are being added, though process is slowed down because of the midterm.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on December 07, 2013, 07:22:15 am
Another update: The VRC7 music system! Please patch this to the SMB ROM and listen.
http://www.bwass.org/bucket/Sys03 VRC7 Music.ips (http://www.bwass.org/bucket/Sys03 VRC7 Music.ips)
(Note that the music system still needs to be altered. Tunes besides the overworld theme are all glitched.)
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: OneCrudeDude on December 08, 2013, 12:13:11 am
The music is gorgeous!  This is probably the first time someone has made VRC7 music entirely in assembly to be used in a game.  Or if not assembly, how was the music made?

Is this an original composition?  Sounds like something from the SNES Fire Emblem games.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: w7n on December 08, 2013, 04:41:59 am
The music is gorgeous!  This is probably the first time someone has made VRC7 music entirely in assembly to be used in a game.  Or if not assembly, how was the music made?

Is this an original composition?  Sounds like something from the SNES Fire Emblem games.

It's made using assembly based on the disassembly file by doppelganger. If anyone wants to, I could make the file open to public.
This is a cover tune. The original tune is 'Tsukidokei ~Lunar Dial~', which is from Touhou.
Title: Re: Plan on SMB1 Hack: Mario Gaiden. Assistance needed!
Post by: OneCrudeDude on December 08, 2013, 03:43:25 pm
This is amazing, good luck on further tuning the VRC7!

I don't think there are many ROM hacks that go out and buff the game's original audio to superior hardware, come to think of it.  This is a new frontier!
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on December 24, 2013, 06:17:43 am
Hey guys, good news: I've almost done with the banks arrangement stuff. Now the banks are better organized, and, surprisingly, I have 4KiB space in the last bank for me to spare! This probably means at least 3KiB of DPCM space!
There's still something left though:
1: The VRC7 music system is not inserted.
2: The warp zone is crapped. I'll look into a better way to handle it.
3: The victory mode doesn't remove the bridge under Bowser. Though in my plan, the victory mode will be rewritten into a new system, most likely the cutscene system.
4: The loop command... well, I don't think I'll ever use this in my hack.

The PRG now hits 64KiB, and I have estimated a final size of 192 or 256KiB PRG ROM.

Now, I'll go on with the final examination and I'll come back next semester with presumably more time.
Stay tuned minasan and all help is welcome...
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on March 19, 2014, 01:54:56 am
Been constructing those banks stuff. Estimation now hits 384 KiB PRG.
Now features...
1: More IRQ effects, e.g. a waveform scroll effect(but it somehow has some glitches at the right side of the screen), parallax scrolling.
2: Unique enemies/map style items mechanic for different areas.
3: The BGM, palette, enemy/map style of an area can be completely user-defined.
4: The destination of every single pipe is user-defined. Unlike SMB which uses some other mechanics.
etc.

The title screen is rewritten. A save feature is now included, but only the loading part is complete.
A 'save file corruption' check is also featured. Check this image.
(http://www.bwass.org/bucket/mg_neta.jpg)

Bad at drawing, if only anyone can help me design the title screen graphics.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: burn_654 on March 19, 2014, 10:26:12 pm
This is the makings of an awesome hack - seriously, very impressive stuff! Keep it up! :thumbsup:
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: OneCrudeDude on March 20, 2014, 01:59:21 am
"Nepgear, HD Neptunia MK2"

Is that by chance a reference to the Hyperdimension Neptunia games for the PS3?
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Bisqwit on March 20, 2014, 10:00:07 am
Is this a rewrite of the game or does it still use the same engine at the base?
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on March 20, 2014, 11:08:51 am
"Nepgear, HD Neptunia MK2"

Is that by chance a reference to the Hyperdimension Neptunia games for the PS3?

Well, quite obviously a direct reference, from the infamous 'conquest ending' of Hyperdimension Neptunia MK2. A pun on 'editing ROM and RAM', as this mechanic is specifically designed to combat save file editing.

Is this a rewrite of the game or does it still use the same engine at the base?

I've been editing the roots of the SMB engine in various aspects. But it's still based on the SMB engine, or it won't be called a ROM hack.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: M-Tee on March 23, 2014, 12:52:30 am
Have you made a concrete decision in art style? Will you be keeping the SMB-style sprites? If so, you'll want to keep things consistent.

ex. The boo in your boo effect screen has an outline, but the SMB sprites weren't outlined. So you're going to want to either move everything over to a new, SMB3-style design or edit the imports to match a SMB style.

I'm pretty sure that these are just placeholder graphics anyway, just wanted to bring it to your attention if not.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Clippit on March 23, 2014, 02:55:29 pm
Y'know? That MegaMan cutscene thing would be perfect on the Super Mario Bros. Special hack. :P
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on March 24, 2014, 12:21:01 pm
Have you made a concrete decision in art style? Will you be keeping the SMB-style sprites? If so, you'll want to keep things consistent.

ex. The boo in your boo effect screen has an outline, but the SMB sprites weren't outlined. So you're going to want to either move everything over to a new, SMB3-style design or edit the imports to match a SMB style.

I'm pretty sure that these are just placeholder graphics anyway, just wanted to bring it to your attention if not.

Well indeed these are placeholder graphics.
As I've said I really suck at graphics, though. My opinions are, the design of SMB3 graphics are simple and upbeat, and it should not be what the style should be in my game. I hope to put more emphasis on the details on the graphics e.g. shadow and bright area, parallax scrolling etc., so that it's made to be more realistic.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on May 25, 2014, 06:06:26 am
Progress is not so fast...
So a few images to show what I've been doing.
(http://www.bwass.org/bucket/mg-0.png)
From left to right: the 'Cutscene' system(very powerful in manipulating the SMB system, but unable to do those Ninja Gaiden style cutscenes), the pools in overground levels, the pause screen which shows the description of your abilities and items.
(The pause screen may need revision in the future.)

Please ignore the crapped background. This is only meant to test the background system, and has been unchanged.


...And just by the way, another netizen has been helping me with the new level editor for this hack, and I've been planning the new level data structure of this game.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: southbird on June 05, 2014, 10:15:55 am
Progress is not so fast...

Took me 2.5 years to get Super Mario Bros. 3Mix done, heh. And that was after I did a whole disassembly of Super Mario Bros. 3, which took a couple years by itself...

You definitely have talent, lots of it. You clearly have a vision and you're following through with it. So that is awesome.  :thumbsup:

I will note one thing; a while ago, earlier in this thread, you posted a video of a boss fight with a modified Bowser that took something on the order of almost 9 minutes to fight, with lots of hammers. Now, not sure if that was meant to be permanent or just a test of behavior modification, but I'd like to suggest not being so hardcore. And even if that's not meant to be final, this goes in general.

A lot of hacks seem to make things hard for difficulty's sake, not with any particular gameplay balance. I saw you doing some pretty clever tricks dodging those hammers, but you had the benefit of likely having played your own code repeatedly non-stop to get good at it. A new player will probably find that frustrating, and will likely use savestates frequently to circumvent your game design. Especially since Mario has at best 2 hits (unless you're planning to modify that as well.) Your "super powers" might tilt the scales a bit, but if I run out of coins, does that mean I'm just screwed into (x) minutes of tedium?

It's just something to consider... a feature I actually like about Mario games is that they generally don't make me want to toss the controller at the wall. :)
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Midna on June 05, 2014, 07:14:35 pm
a feature I actually like about Mario games is that they generally don't make me want to toss the controller at the wall. :)

I don't know, the New and 3D Land/World series can get pretty fiendish sometimes...
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on June 05, 2014, 08:34:55 pm
Took me 2.5 years to get Super Mario Bros. 3Mix done, heh. And that was after I did a whole disassembly of Super Mario Bros. 3, which took a couple years by itself...

You definitely have talent, lots of it. You clearly have a vision and you're following through with it. So that is awesome.  :thumbsup:

I will note one thing; a while ago, earlier in this thread, you posted a video of a boss fight with a modified Bowser that took something on the order of almost 9 minutes to fight, with lots of hammers. Now, not sure if that was meant to be permanent or just a test of behavior modification, but I'd like to suggest not being so hardcore. And even if that's not meant to be final, this goes in general.

A lot of hacks seem to make things hard for difficulty's sake, not with any particular gameplay balance. I saw you doing some pretty clever tricks dodging those hammers, but you had the benefit of likely having played your own code repeatedly non-stop to get good at it. A new player will probably find that frustrating, and will likely use savestates frequently to circumvent your game design. Especially since Mario has at best 2 hits (unless you're planning to modify that as well.) Your "super powers" might tilt the scales a bit, but if I run out of coins, does that mean I'm just screwed into (x) minutes of tedium?

It's just something to consider... a feature I actually like about Mario games is that they generally don't make me want to toss the controller at the wall. :)

Thanks for the feedback. About that boss fight:
In my plan it's a sidequest boss that only appears after the player has cleared the game. No other boss takes that long to defeat. As an example: the second longest boss in my plan only has about 1/3 HP of the boss in the video.
My planned boss mechanic is:
1: If you're Regular/Super Mario, you'll be automatically changed to Fiery Mario. Otherwise you'll keep your current powerup.
2: In the boss fight the timer starts at a calculated value. Mechanic: If x is the limit of the time limit for the boss fight, then the actual time limit is the smaller value between (0.75x + time left in midstage/2) and x. Because of this mechanic, since there should always be a save point before a boss fight, if you ever fail a boss fight, the next time you fight the boss you'll have more time to spare.
3: If you get hit during the boss fight, the timer decreases by 100 but you won't get hurt. This is already shown in the video twice.
4: There will be lots of coins before the boss battle, and presumably a few bonus coins during the boss battle.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: southbird on June 07, 2014, 06:51:43 pm
I don't know, the New and 3D Land/World series can get pretty fiendish sometimes...

I should qualify that a bit. Most of the time they don't. But you're right, there's always a few select levels in there that just somehow cause strife. Actually I'm mostly worried about "Kaizo" style hacks that have become popular in recent time. It's like people are always trying to find a way to make a hack that is trying to find the absolute limit that anyone could possibly play it, rather than being inviting to all players old and new. Sometimes it's not quite that, but there's another problem where if you're the sole person making and testing your hack, you might actually get so good at it you can't tell what's too mean anymore. I've fallen into that trap a few times. :P
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on January 10, 2015, 10:19:31 pm
So back in business...
Just reworked the graphics system and changed the minimum sprite size from 8x8 to 8x16.
This saves sprite space in the OAM, and bosses can use more sprites. It saves processing time too.
The downside: It wastes CHR space...

No preview image, sorry.

Next step is the level data processing routine--which is, presumably, the LAST big system change.
After that, we're mostly done with the system work.

Edit: You want some images? OK here are 2 images.
(http://www.bwass.org/bucket/mgpreview2.bmp)
Left: Bat Mario in bat form, and his fireball. Also notice the wave-like scroll. (The wave-like scroll is a test, it will be altered and used in specific stages)
Right: 'Next 1UP' function. Next 1UP scores are: 10000*n^2. (The item description of Gifted Star is a parody of the anime Strawberry Panic. The so-called 'Etoile election'...)
Also there's an upgrade called fire-bomb which is obtained by collecting a second fire flower. After obtaining it, when the player's fireballs hit something, it will explode and kill nearby enemies.
And: The mechanics of vines are changed to those in SMB3. Also some bugfix of the original SMB engine.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Bahamut ZERO on January 24, 2015, 05:20:09 pm
You can do it! From what I've seen and read through in this topic, this is definately gonna be EPIC.  :woot!:


Not to mention it's extremely refreshing to see a new SMB1 hack after so long!
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on February 06, 2015, 02:43:20 am
VRC7 music engine Rev2 is complete!
(Just coded a certain cover track into the game)

Edit: Still trying to eliminate lag. The current lagless limit is:
2A03 Music + 18 IRQs + 5 enemies(all of them with collision detection), scroll not scrolling
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Grimoire LD on February 06, 2015, 11:26:52 am
Wow. This is really, really impressive! I love the idea of having the Coins do Something for once and the extra effort you're putting into it will make it fit its monicker of "epic"!
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: NukeOTron on February 21, 2015, 10:33:45 am
Funny question... Do you still need new graphics for this? While I don't do much rom hacking these days, I am still a pretty good sprite artist. After all, I still make games of my own.
I don't think I can make Mario himself any more realistic without ruining his infamously oversized nose and mustache, so, do you just want the BG graphics highly detailed, or both the BG graphics and the sprites? It's an NES, you know...

...just note that I can only draw stuff, not edit palettes or increase the size of the rom to add more stuff.
So... what do you need?
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: MaxMouse on February 23, 2015, 10:08:58 am
Keep it up man, it's looking great so far. I especially love the new scrolling system, gives way to many new possibilities.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on March 07, 2015, 10:39:14 pm
>>NukeOTron
Well, I can't answer your question right now, sorry...


New updates:
(http://a.pomf.se/vznzgr.png)
(Ignore the crap background)
Why is Mario killed? Answer: The middle part of the scroll is moving up but the ceiling is stationary, and Mario gets squished.

Also, what do you expect from a new powerup called Gunner Mario?
Gunner Mario fires rapidly in 10 directions, but only on the ground, and firing slows his speed down.

Minor updates:
>Spin jump is being made. It doesn't have the glitching of getting hurt when spin jumping onto 2 enemies (in SMW) Still, the graphics is incomplete. Spin jump can't break bricks below in this game.
>When you stomp an enemy, you can hold A to bounce higher.
>The accelerating & braking mechanic is faster, to make Mario easier to control. Also one important change: B no longer works as the running button. Instead, you simply run by holding the D-pad.
>Infinite continues... and extremely player-friendly continue mechanics. Continuing resets your score, but boosts your state to Fire Mario with Fire-bomb upgrade(i.e. 'Full Power Up'), and sends you back to the last checkpoint. Your continue count is recorded though.
>Some more DPCM samples which are played on the title screen.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on June 21, 2016, 10:47:13 am
Terribly sorry for a real long development gap. (Actually not all due to real-life issues, I had been participating in Famicompo Pico 2015 and won 1st in covers)
Anyway, this project isn't dead and I'm pretty much decided to continue working on it as long as I have spare time, but it really could progress slower due to real life issues(career and whatsoever).

A minor feature I've just programmed is the cheat feature: Enter cheat codes to get maximum invincibility time, maximum gold, rare equipment etc, but one use of the cheat code would set your continue count to 99 and name you a WUSS.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Grimlock on June 22, 2016, 02:12:39 am
I'm glad to see you're still working on this project, I was wondering what ever became of it.   :thumbsup:
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Jorpho on June 22, 2016, 08:01:01 pm
Don't forget to make an off-site backup somewhere!
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on August 02, 2016, 08:10:27 am
Update time (finally)
So, what do you expect from this update? How about...
>New level data structure which allows much more freedom in editing (Level editor is in progress though)
>Scrolling in 4 directions possible!!
>Minor update: An ability called Speed Booster, which... wait, you know what that is. I'm yet to add the shinespark ability though.

No demo image this time, sorry.
If everything goes well, hopefully I'll get to release a demo course by the end of September. forget it
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Googie on August 02, 2016, 08:58:48 am
If you need some levels done, feel free to contact me. I'm glad this project ain't dead, this SMB hack will be epic. :beer: 
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: Bahamut ZERO on August 02, 2016, 04:39:17 pm
Omg. This project STILL LIVES!!!!!!!

I wish you the best of luck with your continued progress! You have no idea how happy I am to see that this is still in the works.  :D
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: w7n on August 14, 2016, 08:29:57 pm
A side note:
Since the game now preprocesses map data instead of reading it ingame, the amount of lag has been further reduced.
The original SMB game lags when there are 5 goombas on the screen(one of the laggiest enemy combinations) and new level data is being loaded, while here, (2A03 music + no IRQ) 5 goombas + 2 fireballs + player scrolling the screen produces no lag.

New powerup:
Ninja Mario(mostly a copy from that of Mario Adventure)
New ability:
Charge shot- Different suits have different charge shots, and exactly which projectile the player fires depends on the charging duration. Fiery Mario has only 1 charge shot: A fire wave which functions like Megaman's charge shot.
Title: Re: Mario Gaiden: an SMB1 Hack intended to be EPIC. Assistance needed!
Post by: MasterGwonam on September 22, 2016, 12:34:50 am
This is looking great man!
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: Madtheswag on June 14, 2017, 12:53:20 am
Will the finished product be functional on an emulator? It seems like a pretty complex rom hack.

Other than that, nice job so far. :laugh: 
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: cospefogo on June 30, 2017, 11:21:29 am
Oooh this is great!
This project is still alive!
I am really amazed by this work!

C.
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: w7n on July 01, 2017, 05:09:56 am
An update of the IRL status so far:

I've currently in the first phase of setting up jobs about extracurriculum maths lessons, and so far I've been busier than before. Earlier, I expected to get back in April 2017 but I was horribly wrong. Probably by September 2017 I can continue work, because the summer vacation is the busiest time period for extracurriculum classes.
As of now, I'm in the starting phase of designing a level editor.

Will the finished product be functional on an emulator? It seems like a pretty complex rom hack.

Other than that, nice job so far. :laugh:
Do you mean functional on hardware?
Currently this ROM hack uses an arbitrary 'VRC7 4-screen' mapper for the 4-way scrolling, and this arbitrary setting is supported by VirtuaNES and FCEUX but not Nestopia and BizHawk.
However, since I might make this game into a general advanced SMB engine and probably deemed for mappers other than VRC7 as well, this problem may eventually be solved and I'll switch to a 2-screen mirroring. Although that means I have to rewrite the level loading routines again.
If one ever wants this to be functional on hardware he would need a VRC7 cart which is very expensive...
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: Madtheswag on July 09, 2017, 07:10:11 pm
I was just asking if it would be functional on a standard nes emulator, or if we would have to install extra software on our PC's.

I'll be waiting until September! Good Luck! :thumbsup:
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: salvadorc17 on July 14, 2017, 03:55:01 pm
The scrolling patch cause world to be overlapped, this is intended??
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: w7n on October 19, 2017, 07:37:48 am
Notification for subscribers (also see top post):
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).

By the way, the final release might not use VRC7 after all, but MMC5 instead, due to the more flexible options and my own chiptune skills (VRC7 is actually my weakest spot)
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: Dr. Floppy on October 19, 2017, 04:53:37 pm
Are you going to tweak the original engine to support MMC5's extra channels, or insert an entirely new sound engine?
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: CM30 on October 19, 2017, 05:43:49 pm
Glad to know this game isn't dead, it looks really good from what I've seen of it. Congrats on making a Super Mario Bros 1 hack to actually compete with Extra Mario Bros, one of those has been sorely lacking for a while now.

Still, where do you plan on posting updates about the project? Do you have a website or Facebook page or something?

Because I'd love to stay up to date with the game's development, but don't have any skills that'd help when it comes to actually working on a SMB 1 hack.
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: w7n on October 20, 2017, 12:19:08 am
Are you going to tweak the original engine to support MMC5's extra channels, or insert an entirely new sound engine?
I'm going to design the engine so that it supports more effects in FamiTracker. Currently, the VRC7 engine already supports a few important effects like fine pitch. If I use the less time-consuming MMC5, I could insert more effect like arpeggios (even the 0CC scheme arps) so that its sound quality would still be good enough.

Glad to know this game isn't dead, it looks really good from what I've seen of it. Congrats on making a Super Mario Bros 1 hack to actually compete with Extra Mario Bros, one of those has been sorely lacking for a while now.

Still, where do you plan on posting updates about the project? Do you have a website or Facebook page or something?

Because I'd love to stay up to date with the game's development, but don't have any skills that'd help when it comes to actually working on a SMB 1 hack.
If you want to keep track of the progress (or offer help), please contact me in PM.
Title: Re: Mario Gaiden: Making SMB1 great again. Assistance needed!
Post by: w7n on August 17, 2019, 09:24:56 am
Update after a long time to show some progress:
(https://media.discordapp.net/attachments/610091141223809024/610099964567355402/unknown.png)

And again... This project needs help. However, what we need NOW is somebody who can help code enemy behaviour. If you can help or know something willing to help, tell me ASAP!
I've been coding almost completely by myself thus far (with only a few helpers), and I really want to get this done before I get drowned with IRL issues.