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Romhacking => Personal Projects => Topic started by: Somari the Adventurer on July 19, 2020, 11:55:38 am

Title: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on July 19, 2020, 11:55:38 am
Hello everyone, as a new member I wanted to show off what I’m working on, a complete graphical overhaul of the NES Super Mario World bootleg. This project aims to replace every single graphic within the game with ones ported directly from the original as well as bug fix and improve a few other aspects of the game.
Also I’m mostly making this post to see if anyone is interested in the project and if people are interested I’m more likely to work on it actively, so it'd be nice to know if anyone wants to see this get finished.
Here is the improved title screen for the game:
(https://i.imgur.com/kc0g1LP.png)
I’m working with another user, Quick Curly, to achieve these improvements as I do not know much about the technical side of hacking. I’m working on the graphics and I ask him to help find or change certain aspects of the game, then when he has found the data that needs changing, one of us can modify it. For the title screen we had to change the pointers for the attribute data so that the text could be coloured properly and block data for the background also had to be updated to display correctly.
This project is built off of the hack made by The Jabu back in 2017, this is because his hack did a couple of bug fixes. All of the graphics in the game will be redone though, even ones already updated by the Jabu. I originally started this back in 2018, but I lost motivation for it, but I’ve restarted it again, picking up from then but planning it out a little better this time.
Since restarting the project I’ve worked on the title screen and small Mario’s graphics, although far more changes were made back in 2018, most are unfinished or need errors to be corrected.
Here are some more screen shots:
Spoiler:
(https://i.imgur.com/CaB1Tfl.png)
Spoiler:
(https://i.imgur.com/egeRUc7.png)
As you can see this is a very work in progress hack and some bits are still wonky from unfinished changes, but it will all be fixed eventually
Small Mario’s sprite data has also been updated so his arms can now be behind him when he runs exactly as in the original. Due to the game originally sharing head tiles between the walking and running sprites this wasn’t possible, but now that it picks a different tile for running Mario can look more accurate than ever.
Spoiler:
(https://i.imgur.com/wBidJOl.png)

Anyway, thanks for looking at my post and let me know what you think of the project so far


Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: RealGaea on July 20, 2020, 10:10:27 am
Looks really good. I hope you can improve the spritework, and fix the colors when Luigi is used. (Red and green are swapped somehow.)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: MathUser2929 on July 20, 2020, 10:31:52 am
I hope you improve the gameplay. Yoshi is supposed to bounce off of things instead of getting hurt when he lands on them. Looks like a good hack.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: ProstatePunch on July 22, 2020, 09:06:26 am
Will keep a eye on this one!  Good luck and keep us updated.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Ray572 on July 22, 2020, 05:36:42 pm
Looks great. I've seen several improvements to this game but it looks good.
One of the things that many have asked of this game is to improve the music, the one that currently does not please.
We will be attentive if this improvement :beer:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on July 28, 2020, 10:56:53 am
The Mario Update Preview:
Hello again, since the thread has gotten so many reads and some positive comments I thought I should post a little update and respond to things so far. 
So, improving the graphics is the main aim of the project so I’m sure I’ll be able to deliver on improved sprite work, as for Luigi causing colours to be swapped, that’s a hard  one. See Luigi changes Mario’s colour palette, so anything that uses it is also affected, although I do have a rather lofty idea in store for Luigi, but I don’t know how possible it will be for us to implement.
As for the Yoshi thing, I assume you mean when he jumps on things like Piranha Plants, well it might be something we can add, finding out how it handles what to do when you land on something would be the first step towards that goal.
And lastly about the music, I do have a near complete 2A03 NES soundtrack I put together from numerous covers and edited in Famitracker to sound how I wanted, but it’s way out of my capabilities to actually implement such a change. But if anyone on here ever fancies the task I’m open to help, but for now, I’m just focusing on what I can do, graphics and minor tweaks to things.
So onto the update preview:
Work on the game is going well, I have replaced all of small Mario’s sprites and only have one change left to make to them.
Super Mario is well underway now as well, with the majority of his sprites being completed. I have updated the sprite mappings and altered the bank switching for Super Mario to allow him to look as accurate as possible as well as clearing out almost all of the unused graphics from his banks so that any possible future changes are easier to implement. The cape has all new sprites ported from the original as well, which are a nice improvement over the bootleg ones.
Spoiler:
(https://i.imgur.com/oGVdk4h.png)
As well as this, Fire Mario is soon to begin work, I’ve made some sprites to test how it could look and here’s what I came up with:
Spoiler:
(https://i.imgur.com/thJzfPY.png)
As you might have guessed, Mario himself is my current focus, but after Mario is completed I’ll be working on Yoshi, who is going to have his banks updated to make better use of the space he has assigned to him. (trying to prevent the garbage graphics issue when the game lags)

Anyway, that's all for the moment, the next post I make will be when the Mario update is completed, thanks for checking out my hack and I'll hear from you all in a bit
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: SuperStarFox on August 03, 2020, 09:50:01 pm
This looks incredible... also, Ti_ & Gigasoft might be able to show you how to change the nes music with famitracker since Amilgi did the entire soundtrack of the nes version of Sonic The Hedgehog.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on August 07, 2020, 08:26:37 pm
nice hack keep up the good work  :thumbsup: how did you fix the logo
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on August 28, 2020, 03:32:09 pm
The Mario Update:
Hello again to all!
The Mario Update is finally completed, that means that all of Mario’s in level and title screen graphics have been replaced by nice shiny new ones that look more accurate than ever to the SNES originals.
(https://i.imgur.com/lVdIkMR.png)
So, for a quick run down, all of Mario’s graphics have been replaced, some sprites have been moved to different memory banks, many tile mappings have been updated to allow for more unique tiles on certain frames (especially for Fire Mario) and palette application has been modified to better suit the new sprites. But as you can see in the image above, they look pretty good, the effort has really paid off here I think.
Small Mario has been revised again with more tiles when I found out that there were unused Buzzy Beetle graphics being loaded with him and Fire Mario now has a white hat for some frames. Originally I had hoped to do this for all frames, however some bosses change that palette so I was only able to apply it to animations that don’t play in boss rooms (climbing and riding Yoshi). Still, it looks much better than the bootleg did so it’s all good.

Other news:
So, as well as Mario himself now being completed, with the help of Quick Curly we are working out how the game handles music and I can now make very basic edits to the sound. Now that does not mean that we can change the music, but it’s a start. The game is basically out of memory banks so any music updates would have to fit within the original space for the music, but I hold out hope that it can be improved.
I’ve also learned that the game has an object list for each stage (16 entries per stage I think), so this might allow me to swap some items out or possibly add new ones at some point in the future.
There is also a large amount of uncompiled source code which I intend to clear out at some point which will hopefully make some much needed room for something in future.

What’s next?
My next update will be for Yoshi and the objects in the game as these are stored together. Objects being Mushrooms, Fire Flowers, Cape Feathers, springs, shells, stars, fire balls and P Switches. Like Mario, all these things will be getting new graphics and Yoshi will be getting some new mappings to try to resolve some of the garbage graphics issues he has when the game lags. Here’s a little preview:
Spoiler:
(https://i.imgur.com/a0eqeJu.png)

Anyway, thanks for checking out this update and I hope to hear from you all soon




Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: ZeroXDash on August 30, 2020, 02:23:14 pm
This game is finally getting a high shine like the Sonic NES game did. Nice job so far!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Vanya on August 31, 2020, 01:34:58 am
I think Mario would look better if either his head was a separate sprite or if his whole sprite used a single palette like in all the official games. Same for Yoshi's feet.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Googie on August 31, 2020, 05:43:46 pm
This is gonna be gangsta when it's done, I was playing this game the other day so I'll be looking forward to the final product.  :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on September 02, 2020, 04:24:40 am
Fantastic job, in case it helps you in your project, here I add links to another NES title = Mario is Missing!

Mario is Missing! It is already directly to port and work in NES sprites. It is NES programming code, it is not necessary to be carrying or adapting the Super NES sprites, which will be much more complex and hard work.

From which you could  replace every single graphic within the game with ones ported extract and copy its sprites to improve your Mario World project on NES. luck :thumbsup:


http://www.mariouniverse.com/sprites-nes-mim/ (http://www.mariouniverse.com/sprites-nes-mim/)

https://www.youtube.com/watch?v=NZlycIT_fUw&app=desktop (https://www.youtube.com/watch?v=NZlycIT_fUw&app=desktop)

https://www.youtube.com/watch?v=FsT1blcKXIw (https://www.youtube.com/watch?v=FsT1blcKXIw)


You could also extract some sound themes and sample effects (sound when entering pipe / jump sound / Yoshi mount) / enter fortress sound theme.

hope it helps in the project.

(https://questicle.net/wp-content/uploads/2012/09/MarioMiss.png)
(https://lh3.googleusercontent.com/proxy/_-nY7wJVvbgv3yMasxN6XTcK3ROuPUGE-g4NHZ3-ihbyia6PUT54xCSM9Lba3j0F-sNU67xnN34z3CB0KcHx3jCLVef096pR2H0IagIUYOSG_OOtwKMD4KKf1mFUjEbBpLJxUMg)(http://www.nintendoplayer.com/prototypes/marioismissing/Frame%20127%20009.gif)(http://www.nintendoplayer.com/prototypes/marioismissing/Frame%20127%20128.gif)
(http://www.vgmuseum.com/end/nes/a/marmiss-4.gif)
(https://www.mariouniverse.com/wp-content/img/sprites/nes/mim/luigi-yoshi.png)


another SMW NES project that was canceled, there is only a 1st world demo :

https://www.youtube.com/watch?v=gkxwKOVtIqc (https://www.youtube.com/watch?v=gkxwKOVtIqc)
https://www.youtube.com/watch?v=i7EH1MmZWDM&ab_channel=LooneyDude (https://www.youtube.com/watch?v=i7EH1MmZWDM&ab_channel=LooneyDude)

plus +
an idea for the project would be to add the 4 color variants of Yoshi, for example:

World 1 and 2 = Yoshi Green
World 3 and 4 = Yoshi Yellow
World 5 and 6 = Yoshi Red
World 7 = Yoshi Blue

(https://w0.pngwave.com/png/135/928/mario-yoshi-luigi-super-mario-world-super-nintendo-entertainment-system-yoshi-png-clip-art-thumbnail.png)

Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on September 18, 2020, 12:22:29 pm
The Yoshi Update Preview and current progress:

Hello again to all, it’s been a few weeks since my last post so I thought it was time for a little update.
First off though, I'm glad to see people are excited for the project and it's nice to see praise for it, so thanks for the positive comments, in response to a couple suggestions:
Vanya: Mario's head being a separate sprite wouldn't really change anything as there are almost no colour clash issues being caused by the current graphics, if you mean it would look better with overlayed eyes then I could agree with that, but it's a change that I wouldn't know how to make and I'm not sure adding more sprites to the screen would really be the best idea anyway. As for Yoshi, again I can't overlay anything, but his tail will not be red when Mario is riding him in the final version.
Cartridge ROM: I appreciate the sprite suggestion from Mario Is Missing, however those sprites use overlays to look as colourful as they do and unfortunately that just isn't something I can implement into the game. (Also some of the sprites in that game look kinda weird if you ask me, especially Yoshi's sprites) That world one demo project that someone was working on a while back is actually one I have looked at as there are some changes it makes that I'd like to include in my hack, such as the added background in castle 1 and more unique blocks in stages. As for the different coloured Yoshi idea, I think it could work, the game currently isn't set up to change the Yoshi palette between worlds/stages (I don't think anyway) so it'd need to be looked into, but it shouldn't be too hard.
Now, onto the update!
Yoshi and Objects Update Preview:
So, all of object sprites have been redone and implemented into the game as well as some palette applications have been changed to make better use of the colours available, such as shells now having white rims.
Spoiler:
(https://i.imgur.com/ImWHL0a.png)
Yoshi’s sprites are completed and ready to be put in game, however their implementation has been delayed as there is a change I’d like to make to how object attributes are handled which could save a lot of tiles in the bank with Yoshi in, but we aren’t sure how to make this change yet. Yoshi's idle animation where he opens his mouth whilst bobbing up and down has also been re-implemented into the game, appears as though it was supposed to be there but Hummer made it loop too soon.
Spoiler:
(https://i.imgur.com/uxL5S43.png)
(in game the red palette will be applied to the feet and tongue)
Currently the palettes/mirroring data for the in level objects are tied to specific tiles in RAM, so each tile will always display it’s respective colour palette, but I want to change this so that the palettes/mirroring are tied to the sprite object itself, so for example, the lower left sprite tile will always display using palette 01 regardless of what graphic tile is chosen. The game actually does this for the items in your item box, so it is possible, it’s just neither of us know how to alter this, so if anyone happens to have any suggestions or wants to take a look I’m open to help.

Yoshi’s House also has an all new look, rebuilt from the ground up, here is the biggest part of this update:
(https://i.imgur.com/Ob5hZJE.png)
The version used in the ending is still incomplete, but I’ll worry about that later. (HUD hasn't been updated to the new palette yet either)

Other News:
We’ve tweaked the powerup system to match the one found in Mario 3 and the GBA port of SMW. This means that when fire or cape Mario get hit they revert to super Mario rather than just going straight to being small. It’s a small change that deviates from the SNES original, but this system seems to be the preferred one from what I’ve seen and I think it’s a welcome change to the gameplay.
I've also found out that the game seems to perform better in Dendy mode than in NTSC or PAL, there is less slowdown and less frame stuttering for background animations when I switch it to the Dendy timings, so perhaps the game is designed more around these timings than others.
Due to aforementioned technical issue I’ve started work on the enemy sprites to keep things moving.
Koopa Troopas have all new sprites and all of their mappings have been redone to tidy up their graphics banks. All duplicate tiles have also been removed which adds some space to possibly add other colours of koopa, although that’s just an idea. (Super Koopas are still unchanged as of yet) Para Troopas are no longer green, thus fixing the colour change that used to happen when they got hit
Spoiler:
(https://i.imgur.com/ZmILUT7.png)
As a side note, I’ve found that some unused enemies are actually fully functional, Bullet Bills, Diggin’ Chucks, Spinys and Fish Bones are all programmed in but simply never used, perhaps these could be added to stages in future.

And another mention to the music, any changes to the music will have to be made on the current sound engine, as there isn’t the room for an additional sound driver, (unless someone can write a new engine in place of the old one) and I don’t really know how to write music for it, so if anyone has any knowledge of how to use this sound engine I’d appreciate the insight. (Hummer Team took their sound engine from the game ‘DeBlock’ if that’s any help) I can create music in Famitracker no problem and I actually quite like using the Hummer instruments, with the right composition they can sound quite good, but without knowing how to properly edit that into the game and what limitations I have here it’s not too likely I’ll be able to change the music on my own.

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






Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on September 19, 2020, 10:38:10 am
this can help in the project, it has a list of unused graphics, including a boo around the ghost houses on the map :thumbsup:

https://tcrf.net/Super_Mario_World_(NES) (https://tcrf.net/Super_Mario_World_(NES))

suggestions for your project =

- upgrade the dinosaur island map to the original model.

- keep the world selection "special island" of the complete ROM and add your selection on the map by pressing select button.

- add pipes next to entry points to the "special island" world selection island.


Music and Fx
I advise contacting these specialized users in "FamiTracker" to create and write the music for Super Mario World NES

they were the ones who helped the Sonic NES project and the result was great :beer:

expert in FamiTracker contact users of music and sound for your proyect =

https://www.romhacking.net/community/2797/ (https://www.romhacking.net/community/2797/)  Ti_

https://www.romhacking.net/community/4246/ (https://www.romhacking.net/community/4246/)  Amilgi


+ plus = another proyect canceled

https://www.youtube.com/watch?v=OfFmAOPr-kc&ab_channel=MCBRemakes (https://www.youtube.com/watch?v=OfFmAOPr-kc&ab_channel=MCBRemakes)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on October 04, 2020, 11:15:58 am
love this :)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on October 06, 2020, 08:41:25 am
Hello to all,
This is just a short post as I haven't updated for a while, I've been a little busy with other things and progress has been slim these last few weeks as a result, so I haven't much to report. As well as this my hacking partner seems to have disappeared and I have been unable to contact him so I've been waiting to see if he responds (hope he's doing ok). So looks like it's just me for moment, but rest assured, the project is still very much alive and I'll be getting back to actively working on it in the next couple days so I hope to have more to share soon.
My current focus is the enemy graphics and how they are arranged in the memory banks, so this could take a while, but it will look good when it's done.
As a small update to the music situation, I've been able track down a rip of the sound engine and a document listing some of the commands the engine supports, still not sure if I'll be able to do it myself, but it's progress.
I also drew up a logo to use for the hack as a team credit
(https://i.imgur.com/VEAaxV2.png)
Although it's looking like I'm the only one at the moment, but still, I'd like to make a credits screen with that logo in the centre and the names/icons of all the others who contribute to the project around it
Also, as I'm unsure if/when my hacking partner will show up again, if anyone wants to help with the more technical or musical side of project then it'd be much appreciated, but for now I'll just continue working on what I can do

Anyway, as ever, thanks for reading my post and look forward to a more progress filled update soon
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on October 06, 2020, 09:20:39 am
hey Somari the adventurer I would love to help you with the music I am a pro at hacking this specific
game's music so if you want me to help here's my gmail address ****************** yeah no
thank you
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on October 26, 2020, 05:19:34 am

any progress of the project ...?  :huh:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on October 26, 2020, 11:15:25 am
Sorry there hasn't been an update for a while but I haven't made one as there isn't much to show as most of the recent progress has been behind the scenes, although some progress has been made with the game itself. So while things are a bit slow, progress is being made, since my last update I have found a potential new team member, we have been exchanging notes and discussing the project, I hope that we will be able to work together on the project as we both have high ambitions for SMW NES.
While nothing is for certain yet, there is the hope of disassembling the game one day for a more extensive modification, he has already done some reverse engineering of the game and is slowly creating a data index document which I am now using to help locate data alongside my own document which is proving very useful in modifying sprites.
I have also found a very useful tool for editing the game thanks to Real Retro Kid Knuckles which will make modifying levels, enemy placement and many other things far easier, so thankyou to him again for that.

As for updates to the game, the new Chuck enemy graphics are all done and looking pretty colourful
(https://i.imgur.com/vKPguEd.png)
These guys have all new graphics, use all 4 palettes and I've completely rearranged their graphics banks to be more organised which reduces the amount of bank switching required.
Thanks to my new hacking help, the 100 coin and Yoshi Coin 1UP bugs have also been fixed meaning 100 coins will now give you a 1UP rather that 101 coins as in the original bootleg
I'm currently working on drawing and rearranging all of the other enemy banks, I've almost finished the underwater stage enemy graphics and after that I'd like to finish off the rest of the Super Koopa sprites, so with any luck the enemies update will be completed in the next couple of weeks.

Anyway, as ever, thanks for reading my post and I'll hopefully have more to show off soon




Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on October 26, 2020, 04:59:15 pm
hey somari

can you tell me how you fixed the graphic banks for the chucks?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics 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?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer 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.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics 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:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sebastianangel 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:
(https://1.bp.blogspot.com/-1ZHatPLC8QU/X53eq3jBk5I/AAAAAAAAAiw/2fYV9jgmw5segf7TgE0ylq6ikK7eYLj3wCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica.png)(https://1.bp.blogspot.com/-hxchNlggWWQ/X53eQ1YvnNI/AAAAAAAAAic/xskMIPHIvYk-wi6pGbtQnGRb-AR354wIwCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica5.png[/img[img]https://1.bp.blogspot.com/-1_wkINoLkn0/X53eNK2XF1I/AAAAAAAAAiU/-9hra09mlOUv1M5IAyYESjd4d6awSvHwACLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisicayoshi.png)(https://1.bp.blogspot.com/-1_wkINoLkn0/X53eNK2XF1I/AAAAAAAAAiU/-9hra09mlOUv1M5IAyYESjd4d6awSvHwACLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisicayoshi.png)(https://1.bp.blogspot.com/-FrIJ5RlpO34/X53eC0gHLeI/AAAAAAAAAiI/GS-ubAGGymYC7TsCfWQUgnfUH_44QQpTwCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica%2Bbest.png)
(https://1.bp.blogspot.com/-Tp_LE5PN5E0/X53eJ6ykL2I/AAAAAAAAAiQ/hR3TDFEy0YwZPvSZPe2wx7N0-4_37MimgCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica6.png)
(https://1.bp.blogspot.com/-OAVX-qSLkRI/X53eH-gG2_I/AAAAAAAAAiM/IA0vZSL8MOsBHCzvPNBiPkI847in_tBcACLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica3.png)(https://1.bp.blogspot.com/-ipoR0rSNF8w/X53eAtFAIdI/AAAAAAAAAiE/MJj5C8kv0ZwFuDk-W14bl_uleYp-MXGEwCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisicawater.png)(https://1.bp.blogspot.com/-hxchNlggWWQ/X53eQ1YvnNI/AAAAAAAAAic/xskMIPHIvYk-wi6pGbtQnGRb-AR354wIwCLcBGAsYHQ/s0/smwimprovedseba4.2%2Bfiisica5.png) :woot!:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom 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!:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sebastianangel 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!:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer 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:
(https://i.imgur.com/dyFcc76.png)
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
 

Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on November 16, 2020, 10:53:19 pm
I'm looking for somebody to assist with the disassembly too.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: DiamondHi 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.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on November 17, 2020, 03:30:51 pm
very good progress :beer:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sebastianangel 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:
(https://i.imgur.com/dyFcc76.png)
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!:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on December 19, 2020, 02:55:38 pm

Any news or progress for the SMW NES project ?  :-\
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Cyneprepou4uk on December 20, 2020, 01:46:07 am
I'm looking for somebody to assist with the disassembly too.

What exactly do you need help with?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on December 20, 2020, 03:59:29 pm
What exactly do you need help with?
Documentation and reverse engineering banks. There's a Discord (https://discord.gg/3rJSuzqzmE) if you're interested.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: MadZiontist on December 21, 2020, 09:38:51 pm
Amazing work so far, Somari the Adventurer. I'm excited for this project's release! This is a game that really deserves a deluxe visual makeover.

sebastianangel, your work looks really impressive too.

I found this title screen update on Deviant Art, which I think looks awesome. If the Super Mario World NES Complete Improvement Project's title screen turned out as good, or better, I'd be thrilled.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d9d15482-3751-4b54-b440-93e9202b1c0d/dcv9vcq-25dff124-8b79-4663-9ded-77cebbb9a361.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZDlkMTU0ODItMzc1MS00YjU0LWI0NDAtOTNlOTIwMmIxYzBkXC9kY3Y5dmNxLTI1ZGZmMTI0LThiNzktNDY2My05ZGVkLTc3Y2ViYmI5YTM2MS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.J_3KmFcFp6T1bOAyxAp3qZh5nrDKRzowquhda-HpEKQ)

https://www.deviantart.com/supastarfox/art/Super-Mario-World-NES-SNES-Style-778122746


Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on December 24, 2020, 06:21:13 am
Hello again to all, sorry for the long silence here, I've been a little busy with other things and haven't had the motivation to do much to my graphics project for a few weeks now. I intend to resume my graphical work in January if not a little sooner, I'm finally getting back into a creative mood, it's just Christmas and a broken screen pushing that back at the minute.

Anyway, PalaceSwitcher has been working hard on the disassembly and is making good progress, the IRQ and sound engine banks have been fully disassembled and my original hacking partner, QuickCurly, has lent a hand here and there as well giving us some technical insight. Also, thanks to Cyneprepou4uk for his disassembly tool, it seems very useful so far and will hopefully make the technical part of the project a little easier for us.

A few more minor gameplay tweaks have also been made, such as the removal of the pause when you find a Yoshi egg and when a vine spawns from a block, although the latter is still a bit buggy. Some more unused content has also been found within the game such as there being specific code for carrying items underwater which works as it would in the original, but there aren't any objects to carry in underwater stages thus it goes unused here.

I intend to do the graphics for the Bowser fight when I start work on my sprites again, so I hope to have something more to share relatively soon.

As ever, thanks for reading, take care everyone and have a good Christmas!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on January 19, 2021, 05:06:57 pm
Hello again to all, I'm back at it again and this time things look quite different, some aspects of the project are being reworked and how I'm working on this has also changed a bit. So, onto the new SMW NES Improvement update:

On the technical side, progress on the disassembly is good, 6 banks have been fully disassembled so far and PalaceSwitcher has been working hard to understand this game's inner workings, finding many useful RAM addresses that the game uses for various things. The disassembly can be found here: https://github.com/palaceswitcher/SMW-NES-Disassembly and there is also a Discord server (https://discord.gg/3rJSuzqzmE) for those who would like to help out with the project. We would much appreciate any technical assistance you could lend to us if you would like to do so as it would speed up the disassembly process if there were more people working on it as it is currently only PalaceSwitcher working on this task.

Now onto the graphical side of things, there are 3 main changes to how this is being designed now, 1; completely new and more flexible palette sets, 2; Graphics are now being organised in ROMs ready for later insertion, and 3; I'm aiming for a far more legitimate looking game than before.
Here are Some sprites in the new art style:
(https://i.imgur.com/SiAPiGP.png)
As promised, Bowser has also been worked on:
(https://i.imgur.com/qN4lz7i.png)
And here are all the stage objects I have drawn so far:
(https://i.imgur.com/chRJl5E.png)
As you can see, things are looking a little prettier now, we have a more diverse colour set and, like some of you asked for, Mario now uses only one palette just as he did in the real NES games. This new set of palettes will not only allow for the graphics to appear more accurate to the SNES originals as a whole, but also prevent any palette clash issues when playing as the Luigi or when riding a non-green Yoshi.
Following this new art direction, PalaceSwitcher and I have officially merged projects, so I am now the lead artist of the project as a whole.
The reason that graphics are now being organised and arranged into graphics ROMs is because we realised that all of the work done to the Mapper 90 version of the game will later have to be transferred over to the MMC5 version (as that will be a conversion of the base game) and also, with the MMC5 version we should be able to achieve a far greater level of accuracy with more frames and more memory, so continuing to graphically improve the mapper 90 version seems pointless. Instead all graphics used in the game will be drawn in colourised and ready to insert form, including banking design for said graphics, meaning that when the MMC5 version is ready, we will be able to insert everything as needed.

Anyway, that's it for this update, I hope you like the changes we've made and I look forward to hearing your thoughts,
Thanks for reading and take care everybody!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: DavidtheIdeaMan on January 19, 2021, 06:30:13 pm
Those sprites look damn amazing! ;D Keep up the great work. :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Cyneprepou4uk on January 19, 2021, 07:33:43 pm
At this rate it will take PalaceSwitcher half a year in order to manually label everything, since he refused to use my Notepad++ scripts. It takes several days max when I'm doing it, depending on how big and complicated the game is.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Quick Curly on January 20, 2021, 08:51:11 am
Those graphics and colours look amazing! Keep it up! You can do it! :thumbsup: :beer: :cookie:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Vanya on January 20, 2021, 02:08:02 pm
Great stuff! This is exactly the sort of thing I meant in my earlier post.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Googie on January 20, 2021, 02:28:16 pm
I joined your discord server for support. ;)

I'm really liking how everything is coming along, this'll be cool to play once it's done.  :beer:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: DavidtheIdeaMan on January 20, 2021, 03:10:53 pm
Im curious,will the music of this project will be remade?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: RealGaea on January 20, 2021, 04:03:53 pm
Hello again to all, I'm back at it again and this time things look quite different, some aspects of the project are being reworked and how I'm working on this has also changed a bit. So, onto the new SMW NES Improvement update:

On the technical side, progress on the disassembly is good, 6 banks have been fully disassembled so far and PalaceSwitcher has been working hard to understand this game's inner workings, finding many useful RAM addresses that the game uses for various things. The disassembly can be found here: https://github.com/palaceswitcher/SMW-NES-Disassembly and there is also a Discord server (https://discord.gg/3rJSuzqzmE) for those who would like to help out with the project. We would much appreciate any technical assistance you could lend to us if you would like to do so as it would speed up the disassembly process if there were more people working on it as it is currently only PalaceSwitcher working on this task.

Now onto the graphical side of things, there are 3 main changes to how this is being designed now, 1; completely new and more flexible palette sets, 2; Graphics are now being organised in ROMs ready for later insertion, and 3; I'm aiming for a far more legitimate looking game than before.
Here are Some sprites in the new art style:
(https://i.imgur.com/SiAPiGP.png)
As promised, Bowser has also been worked on:
(https://i.imgur.com/qN4lz7i.png)
And here are all the stage objects I have drawn so far:
(https://i.imgur.com/chRJl5E.png)
As you can see, things are looking a little prettier now, we have a more diverse colour set and, like some of you asked for, Mario now uses only one palette just as he did in the real NES games. This new set of palettes will not only allow for the graphics to appear more accurate to the SNES originals as a whole, but also prevent any palette clash issues when playing as the Luigi or when riding a non-green Yoshi.
Following this new art direction, PalaceSwitcher and I have officially merged projects, so I am now the lead artist of the project as a whole.
The reason that graphics are now being organised and arranged into graphics ROMs is because we realised that all of the work done to the Mapper 90 version of the game will later have to be transferred over to the MMC5 version (as that will be a conversion of the base game) and also, with the MMC5 version we should be able to achieve a far greater level of accuracy with more frames and more memory, so continuing to graphically improve the mapper 90 version seems pointless. Instead all graphics used in the game will be drawn in colourised and ready to insert form, including banking design for said graphics, meaning that when the MMC5 version is ready, we will be able to insert everything as needed.

Anyway, that's it for this update, I hope you like the changes we've made and I look forward to hearing your thoughts,
Thanks for reading and take care everybody!

An unique Luigi... Can't ask for more! Keep it up!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: spotanjo3 on January 22, 2021, 06:47:22 am
Please keep it up because I really want it. And good work on this project!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: MathUser2929 on January 22, 2021, 09:04:10 am
Just curious, are you gonna work on the physics of the game? It bugs me that yoshi dont bounce off stuff. He gets hurt instead.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on January 24, 2021, 09:03:39 pm
Hello again, just a small post this time to respond to some things and show off the latest sprite progress.
First of all, thankyou all for the warm responses, I'm glad you all like the new art I'm making for the game and that people are interested in the project, your support is what helps us keep working on this :)
So, to answer the couple questions that were asked ('Will the music be remade? and 'Will the physics be worked on?'), yes, this game is basically being torn apart and once that's done, it'll be rebuilt on the MMC5 with new music, new physics, new enemies, stages and many other improvements, this is a complete overhaul of the game. We would like to make as close to a perfect port as is technically possible, the MMC5 should allow us to achieve this, though due to the size of the project and our small team it will obviously take a fair while to do.
As for sprite progress, here are the latest sprite sets that have been completed:
Standard Koopa sprites and shell (can be palette swapped for each of the four colours)
(https://i.imgur.com/8AAoYor.png)
And Small Mario's in level sprites (missing cutscene specific sprites for now as they are a low priority)
(https://i.imgur.com/ldD8PSI.png)
Good progress has also been made on Yoshi's sprites and they are nearly completed, so hopefully I can cross those off the list soon.
On the technical side, PalaceSwitcher has updated the bank 63 labels and has begun work on disassembling bank 50, so there's been a little progress made all round.

Anyway, as ever, thanks for reading and I look forward to hearing your thoughts,
Take care everyone







Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on January 25, 2021, 02:00:21 am
Looking good, keep up the good work!

By the way, some positive feedback on Mario's palette: Can't you make him use pink instead of red? It'd look closer to the original, and it'd affect other sprites as well, which I don't know if is good or not. That'd make him not match him in other Mario games, but that's silly because SMB and SMB2 used brown and brown for his overalls, and I really liked it when Mario used two palettes, althrough I must really admit the new config makes better use of the NES's 4-color palette.

The pink palette I can't decide whether it's good or not, as some sprites in the original SMW had pink palettes (take the bullet bills, for example). Other sprites would have pink-ish palettes, too, but between having it all in red and and having it all in pink It'd look better if all in pink, since Mario, as you stated previously, is your main focus. Using blue instead of black would be bad as other sprites, not just Mario, use it, like Luigi's face. Luigi's face would look ugly with blue details.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on January 25, 2021, 07:16:17 am
Those sprites look amazing! Keep up the good work! :laugh:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics on January 25, 2021, 11:38:23 am
At first glance they look great, but I wonder how Yoshi's palette changes will be implemented, since all his versions seem to share palettes with different enemies, on the other hand it would be very useful to see a sprite of Mario and Luigi with the different colors of background that you will use in this project :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Vanya on January 25, 2021, 07:12:59 pm
I think the sprite work is looking great.
Since the game is being rebuilt, will you be using alternate palettes for stages with black backgrounds?

On the subject of using "pink" instead of red to match the SNES version better...
I'm not sure I'm onboard with that notion, but I would like to see it for comparison if possible.
That deep magenta color on the palette might make a good median.

Keep up the excellent work! :D
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on January 25, 2021, 07:34:34 pm
Hello again, just a small post this time to respond to some things and show off the latest sprite progress.
First of all, thankyou all for the warm responses, I'm glad you all like the new art I'm making for the game and that people are interested in the project, your support is what helps us keep working on this :)
So, to answer the couple questions that were asked ('Will the music be remade? and 'Will the physics be worked on?'), yes, this game is basically being torn apart and once that's done, it'll be rebuilt on the MMC5 with new music, new physics, new enemies, stages and many other improvements, this is a complete overhaul of the game. We would like to make as close to a perfect port as is technically possible, the MMC5 should allow us to achieve this, though due to the size of the project and our small team it will obviously take a fair while to do.
As for sprite progress, here are the latest sprite sets that have been completed:
Standard Koopa sprites and shell (can be palette swapped for each of the four colours)
(https://i.imgur.com/8AAoYor.png)
And Small Mario's in level sprites (missing cutscene specific sprites for now as they are a low priority)
(https://i.imgur.com/ldD8PSI.png)
Good progress has also been made on Yoshi's sprites and they are nearly completed, so hopefully I can cross those off the list soon.
On the technical side, PalaceSwitcher has updated the bank 63 labels and has begun work on disassembling bank 50, so there's been a little progress made all round.

Anyway, as ever, thanks for reading and I look forward to hearing your thoughts,
Take care everyone

I think the red looks perfect! The optimal blend of the Mario 3 palette with Super Mario World graphics is the best fit for the NES. I believe making it pink would taint the look it has now.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on January 26, 2021, 01:03:40 am
Well, you're right, but it varies from artist to artist. You can't please everyone. We can give suggestions, but it's up to the owner to decide what to do. Anyway, the NES comes with a color perfect for this job: 0x15. That's the hex for the magenta that'd look perfect without making Mario look too... "girl-y".

Using 0x38 would make his skin color a light yellow and would also make the logo in this color too, it'd be barely noticeable and would not make his sprite palette look bad.

As for Yoshi's palettes, it's intentional. Since the NES can only use four palettes for sprites at a time, the romhacker has to be very smart about how he uses these.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on January 26, 2021, 07:08:58 am
Well, you're right, but it varies from artist to artist. You can't please everyone. We can give suggestions, but it's up to the owner to decide what to do. Anyway, the NES comes with a color perfect for this job: 0x15. That's the hex for the magenta that'd look perfect without making Mario look too... "girl-y".

Using 0x38 would make his skin color a light yellow and would also make the logo in this color too, it'd be barely noticeable and would not make his sprite palette look bad.

As for Yoshi's palettes, it's intentional. Since the NES can only use four palettes for sprites at a time, the romhacker has to be very smart about how he uses these.

That's completely fair.  In the end, whichever option looks best against backgrounds so that you can easily see Mario at all times is most likely the best one.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on January 26, 2021, 11:22:22 am
Then again, it's up to the author to decide what to do.

On a side note, on the previously posted sprite sheets, the sprites for the question mark blocks seem to be using the sprite's palettes. This is kinda silly, as the original SMW Nes used them as backgrounds, and thus they'd need to be reworked to keep that in mind.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on January 27, 2021, 06:23:39 am
Hello, thought I'd respond to some things and show off a couple mockups for the backgrounds of the game.
So first off, some of you have suggested using a pink-ish colour for Mario, this is something I looked at before while drawing these, however I was never a fan at all of how it looked as without the shading it just seemed kinda ugly to me, as well as causing the enemies to become miscoloured. But for the sake of comparison, here's Mario using a pinkish palette:
Spoiler:
(https://i.imgur.com/qKPxp5h.png)
Perhaps some of you prefer this look, but personally I think that red is a better fit here and is more inline with the other NES Mario games, but each to their own.
Secondly about Yoshi's colour changes, as Lusofonia pointed out, the 4 sprite palettes I have chosen are very much intentionally designed for this as they will allow for all 4 colours of Yoshi and koopa to be possible at any time without colour clashing. Instead of swapping a single palette dedicated to Yoshi, Yoshi will instead swap between palette mappings selecting one of the 4 palettes for his primary colour, the same is true for the Koopas.

As Sics question got me curious about how this should be handled, here's Mario and Luigi on a black background with a slight palette tweak so they don't disappear and one with their standard palette:
Spoiler:
(https://i.imgur.com/LNGeJe1.png)
I think simply switching to using this alternate palette in areas with black backgrounds will be a suitable solution to the issue, there shouldn't be too many instances of this change other than in castles anyway.
And I also made a couple mockups of how the game could look, these only cover the first stage/tile set, but this is my vision for the game:
Spoiler:
(https://i.imgur.com/QTPRpmq.png)
(I later noticed I slightly messed up the top of the hills and the HUD isn't perfect in this, but the actual backdrop is as I intend it to be in game. The numbers along the edges are just used for me to keep track of attributes while making these, they aren't a part of the game obviously)
And a larger mockup of the first stage:
Spoiler:
(https://i.imgur.com/v7x8GoK.png)
(the final results might look slightly different to this but overall it conveys how the game will look)
And lastly, about the [?] blocks having sprites, the blocks and coins will all be background objects as they are in the other Mario games, the sprite present in the object banks is for when the blocks are hit and get bumped upwards, much like how the real Mario games do it. When hit the blocks will turn into sprites briefly to perform this animation and then return to being background objects. Due to colour limitations the appearance of the blocks may vary slightly in some stages, this mockup shows the least colourful variant, however if a stage were to have a totally black or predominantly white background then additional shading may be possible. (the shading colour has to be omitted in some instances so that the sky colour can be used behind coins and flip blocks)

Anyway, thankyou for all your responses and for reading my posts,
I'll catch you all later, take care!








Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on January 27, 2021, 07:20:27 am
This truly looks amazing. I am consistently impressed by how much this project improves and impresses every day. Keep up the good work!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on January 27, 2021, 11:28:30 am
This. This is perfect. I wonder if moving the HUD to the top is possible? SMW and SMB1 both used HUDs at the top, not sure why Hummer moved it to the bottom.

Also, is it just me, or that Fire Flower sprite is ugly? I think you shouldn't have used white for darker shading, althrough this technique worked in the green part of it because it looks like lighter shading. Maybe move the shading to the top-left to make it clear where the light is coming from.
Edit: Forgot to say about the ? blocks. The way you've done them here is great.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on January 27, 2021, 01:43:46 pm
This. This is perfect. I wonder if moving the HUD to the top is possible? SMW and SMB1 both used HUDs at the top, not sure why Hummer moved it to the bottom.

Also, is it just me, or that Fire Flower sprite is ugly? I think you shouldn't have used white for darker shading, althrough this technique worked in the green part of it because it looks like lighter shading. Maybe move the shading to the top-left to make it clear where the light is coming from.
Edit: Forgot to say about the ? blocks. The way you've done them here is great.

I think the fire Flower Sprite is fine, the shading does look a bit weird, but in the end I think it fits.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on January 27, 2021, 02:42:37 pm
As for Mario's magenta palette, it's like he said, it only looks good when shaded. When not shaded, stick to the red one.

I just noticed... That floor looks a little too bright. Maybe make it darker, perhaps the same tone as Koopa's skin color? I think it'd look better.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: SMLFan1234 on February 03, 2021, 07:06:49 am
Hey, I'm working on an edited SMW NES sprite sheet using the SNES Graphics, could I possibly join the team?
(http://www.romhacking.net/scratchpad/39178/)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on February 07, 2021, 05:25:07 pm
Just a quick little response to some things and a very small progress update,
First off, to SMLFan1234, I much appreciate your offer to lend a hand and you showing interest in the project however I'm not currently looking for any graphical help, but you are welcome to show me what you've done as I'd be interested to see, always worth a look at someone else's take on things I say.
As for the fire flower sprite, it looks a little weird because it's design doesn't work too well with the palettes so I modified it, basically the red part on the original design goes down far enough that it ends up in the same tiles as the stem so either the bottom goes green or the leaves go red. The altered design with the light shading was to get around this issue as the head was made smaller and light colour used as shading is shared in both. However this design has since been updated again and the fire flower is now using it's original sprite but it's tan instead of red.
In regard to the HUD placement, it uses the same interrupt drawing trick as Mario 3 which I'm not sure yet if that could be done at the top of the screen or not, but assuming it can we might try out the idea when we get to that stage of the project.
Also, I did consider a darker colour for the floor palette, but in the end it was made quite light as a darker colour looked a bit weird when paired with the green dots on the ground, but I'll make a mock up of it for my next post to see what you guys make of it though.

As for progress, we haven't much to report, I've been fairly busy with other things last week so haven't had the chance to do more than a few sprites and PalaceSwitcher is just fixing some slight errors with the previously disassembled banks. But I have managed to make a good sounding 2A03 and MMC5 music track for the game just as a little test, so that's something at least, I'll probably post that on the Discord server later. I *might* also look at creating a mock up art ROM of one of the stages using a tool that someone on the server pointed me towards if I can get everything working, all being well I could load that onto a flash cart and show off how the game could look (minus the HUD) on a few different clone systems I have, but no promises on that one.

Anyway, I hope to have a bit more news to share soon, as ever, take care everyone and thanks for reading


Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 07, 2021, 06:13:10 pm
Good Luck with the project. If I were you, as you're short on time I would have accepted SMLFan1234's graphic help, but I ain't you so I can't decide for you. I once tried to draw SMW's NES GFX, but I'm no artist so I deleted it, not that it was that all important either way. The only thing I can tell you is that you don't give up in the project, everything is coming along nicely and I'd like to see how it comes out when finished. Looking toward to see those updates.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on February 07, 2021, 07:18:23 pm
This. This is perfect. I wonder if moving the HUD to the top is possible? SMW and SMB1 both used HUDs at the top, not sure why Hummer moved it to the bottom.
They actually moved it there to mask garbage tiles. We're changing the level format anyway so it won't need to be there.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: thewindowsandbootleghacke on February 09, 2021, 10:10:51 pm
Link?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics on February 10, 2021, 12:58:12 pm
Hello, about your search for material to support your designs, although there is little to reuse and honestly they are not very good designs, perhaps I can rescue some idea from here, if something helps you you can have it as you see fit.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/d8m509k-c401f680-8c93-49fd-bab1-5a17548451ad.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kOG01MDlrLWM0MDFmNjgwLThjOTMtNDlmZC1iYWIxLTVhMTc1NDg0NTFhZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Y9Bp0yOnQh5TKCxKukRECdWhlvcSpUoYWou1ZnH6als)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: DavidtheIdeaMan on February 10, 2021, 01:35:58 pm
Those sprites look sick,fantastic job Sics! :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on February 10, 2021, 03:51:26 pm
Hello, about your search for material to support your designs, although there is little to reuse and honestly they are not very good designs, perhaps I can rescue some idea from here, if something helps you you can have it as you see fit.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/d8m509k-c401f680-8c93-49fd-bab1-5a17548451ad.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kOG01MDlrLWM0MDFmNjgwLThjOTMtNDlmZC1iYWIxLTVhMTc1NDg0NTFhZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Y9Bp0yOnQh5TKCxKukRECdWhlvcSpUoYWou1ZnH6als)

Truly amazing Sprite work.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 10, 2021, 06:12:58 pm
Don't want to disencourage @sics from making sprites, but I think these sprites don't match those of Super Mario World, althrough I really do admit these NES sprites (of the current project) could make use of some extra shading as a replacement for the lower color amount.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics on February 10, 2021, 08:12:54 pm
Don't worry, I know, these graphics are more than 6 years old, but as I said before, only a few things could be salvageable here, what happens is that I didn't have anything specific prepared for the case :thumbsup:

For example, I know that unless they manage to implement Reznor using the background layer, it will be necessary to look for other solutions.

Erinchos is also quite difficult to portray, not forgetting that the official Rex design from SMW could use fewer sprites with a few small tweaks, something that is beneficial for the NES architecture...
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 10, 2021, 08:38:38 pm
Ah, I see. Fortunately with the new mapper there should be more space for CHR, so maybe the sprites could be bigger, even if just by a little. Some of these sprites in that sprite sheet are horribly crushed, like the Erinchos.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: sics on February 10, 2021, 09:21:01 pm
Quote
The NES is only capable of displaying 64 8×8 sprite tiles on screen at once, and only 8 sprite tiles in the same horizontal line with one another. Once those numbers are reached, any further sprite tiles will not be rendered on screen.
Source: (http://www.bwass.org/bucket/L2.png)2D Pixel Perfect: How to set up your Unity project for retro 8-bit games (https://blogs.unity3d.com/es/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games/)

This has nothing to do with the CHR space, remember that for this game to fulfill its objective, its developers must manage to move many things simultaneously, so the more optimized this everything, the better it will move and the less flickering of sprites will be on the screen.

About what he commented, the aspect ratio is not the same that the player will perceive when the game is executed, and although it is true that there are many alternatives to achieve better graphics, even if they are ideas that end up being discarded, it is better to actively try to help to the projects we like, than just sitting idly by .

Thanks for your comments! :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 11, 2021, 11:27:37 am
I see, thanks for the correction.

Just ocurred to me something... Since the HUD will be moved to the top, can't we use different BG colors to paint the HUD's elements different colors?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on February 12, 2021, 08:47:14 pm
Hello, about your search for material to support your designs, although there is little to reuse and honestly they are not very good designs, perhaps I can rescue some idea from here, if something helps you you can have it as you see fit.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/d8m509k-c401f680-8c93-49fd-bab1-5a17548451ad.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kOG01MDlrLWM0MDFmNjgwLThjOTMtNDlmZC1iYWIxLTVhMTc1NDg0NTFhZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Y9Bp0yOnQh5TKCxKukRECdWhlvcSpUoYWou1ZnH6als)

Whoa! These look wonderful! Where did you find these?!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on February 19, 2021, 02:07:53 pm
Any progress?? :huh:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: spotanjo3 on February 19, 2021, 02:20:35 pm
Any progress?? :huh:

 ;) This:

Anyway, I hope to have a bit more news to share soon, as ever, take care everyone and thanks for reading
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on February 20, 2021, 01:44:21 pm
Hello again to all,
I'm back with another update to show off some good progress on the project, I guess time slipped me by a bit with posting this, but better late than never ay, so without further ado;
Mario:
Spoiler:
(https://i.imgur.com/e4pKyjN.png)
Mario's in level sprite sheet is now 100% completed and all of the 1k sprite banks that will be used for it have been laid out ready for later. His cutscene specific sprites are not yet completed, but I felt like working on some other sprites for a while.
(Also I noticed the shading shown on Fire Mario's arms in that image is a little inconsistent, this image is a few days old and the majority of that shading has since been removed).
Enemies:
Now that Mario himself is finished for the moment, I've resumed work on the enemy sprites and am starting to design their 1K banks as well, here's a few of the things that I've worked on so far:
(https://i.imgur.com/QA3bOxO.png)
As you can see, things are looking pretty nice, I might make the blue used by the Eeries and Boo Blocks a lighter shade in game, but this blue works fine too.
Some various other sprites have been tweaked and worked on as well, thanks to PalaceSwitcher making test ROM for me, I can try out some of these sprites on hardware just to see how they look. The composite colour blending works nicely here I think and the palette of this system complements the sprites well:
Spoiler:
(https://i.imgur.com/J4eKFFW.png)
Sorry about the slightly blurry nature of these, taking pictures of a CRT screen is hard, they obviously look better in person, but it gets the general appearance across. (The system used to display these was a PAL 'Power Joy' NOAC Famiclone by the way) As expected, the composite video helps to mask some of the small colour issues some of these have so I was glad to see that working.
Technical Progress:
As for the disassembly, PalaceSwitcher has made excellent progress, almost all of the banks containing code have been successfully disassembled and work will soon begin on the data only banks. Here is a list of the bank IDs that have been completed so far: 37, 39, 41, 42, 48, 49, 50, 52, 53, 54, 55, 56, 57, 58, 61 and 63. Thanks again to Cyneprepou4uk for your technical insight and disassembly tool/scripts, your help has saved us a lot of time and made things much easier for PalaceSwitcher.
Also, a special thankyou to QuickCurly (my original partner on the project) for making an MMC5 conversion test ROM of SMW NES and for taking the time to help us out once again. Yup, we now have a working MMC5 build of SMW. Now that doesn't mean that the in game improvements will be starting just yet, the disassembly still needs to be completed first and then the MMC5 conversion redone for the disassembled version, however it is an extremely useful reference ROM for later of how to at least get this working on the MMC5 mapper.

Well that about covers the update, I think things are coming along nicely, so, all that's left for this post is responding to some things. So first off, as promised, here's that mockup of the overworld stage using a darker ground colour
Spoiler:
(https://i.imgur.com/JVDcFTA.png)
This actually looks quite nice with this palette, however I'll need to test it on hardware later as in FCEUX this colour looks rather ugly with the green dots on the ground, so thanks for the suggestion. And also, nice work on those sprites Sics, I quite like the depth and style they have going on, they wouldn't really fit with the art of this game unfortunately, but I'm taking notes, well done :thumbsup:. Not sure why we'd need to implement Reznor on the background layer though, Hummer made it work ok on the sprite layer, the massive amount of flickering that occurs during the fight seems largely unnecessary as they flicker constantly regardless of if there are too many sprites on a scanline or not, so we hope to be able to use sprites for Reznor as well.

Anyway that's it for this update, as ever, thanks for reading and take care everyone!

Links: Discord Server: https://discord.gg/gU9zWThW :: Disassembly: https://github.com/palaceswitcher/SMW-NES-Disassembly



Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: real retro kid knuckles on February 20, 2021, 03:18:27 pm
Amazing work there! :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on February 20, 2021, 05:11:51 pm
Looks amazing as always! Keep up the amazing sprite work! :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 20, 2021, 06:04:08 pm
They look amazing! But, can't you use red to color some of the Rex's parts, like in earlier versions of his sprite? Just a suggestion.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: thewindowsandbootleghacke on February 25, 2021, 09:37:00 pm
Can the Podoboos will be replaced by Bullet Bills?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: TGG778 on February 27, 2021, 09:43:50 am
Can the Podoboos will be replaced by Bullet Bills?
Yes, the Podoboos can be replaced by REGULAR Bullet Bills, but they can't be replaced by a single,large Banzai Bill due to the sprite limit, as placing a single Banzai Bill would cause the game to freeze, crash or even reset (it happens when too many sprites are on screen)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on February 27, 2021, 11:43:12 am
Maybe make a smaller Banzai Bill? Small bullet bills are 16x16, the trimmed down Banzai Bill could be like, 24x24.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on February 28, 2021, 05:02:37 am
Take a look at the Korean Super Boy 4 for the Sega Master System.

https://www.youtube.com/watch?v=TiF2-dAB48Q

This video at about 15 seconds in.

That's a banzi bill sprite that the Famicom could render. it's 32x32.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on March 06, 2021, 10:46:08 pm
Maybe make a smaller Banzai Bill? Small bullet bills are 16x16, the trimmed down Banzai Bill could be like, 24x24.
That's what we're planning on doing
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on March 07, 2021, 10:48:24 am
Take a look at the Korean Super Boy 4 for the Sega Master System.

https://www.youtube.com/watch?v=TiF2-dAB48Q

This video at about 15 seconds in.

That's a banzi bill sprite that the Famicom could render. it's 32x32.

Speaking of bootleg games, there's a clone of Super Mario World called "Buzz and Waldog" from which perhaps we could take some tiles from.

https://youtu.be/Sb9KXViuILg?t=61

There's also another SMW clone for the Master System called "Toto World 3" that could also get some of it's graphics from. Notice the spring board and Starman graphics:

https://youtu.be/fvXOwxgKyow?t=268
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on March 09, 2021, 07:20:45 am
Hello again, just a small update today but I thought I should make a post as it's been a couple weeks at least since the last one.
Most of the recent goings on with the project have been behind the scenes as we ran into what we thought would be a massive technical issue due to a misunderstanding of the MMC5's capabilities that stripped us of an additional 4K of sprite RAM, but thanks to a bit of research and me studying the original game more closely I've worked out a way to get everything working with just the standard 4K of sprite RAM. In case anyone is thinking it, I do know about the 12K VRAM trick, but that forces you to use 8x16 sprites and that would mess up all of the sprite banking and would also make the palette clash much worse, so unfortunately this trick cannot be used for the game, we were under the impression that this could be used with standard 8x8 sprites, but you learn as you go ay. But rest assured, we won't be cutting anything important to the gameplay, the only cuts will be to particles and a few animation frames for some objects, I can make this work.

So now that we've solved that issue things are moving forward slowly as normal, PalaceSwitcher has been continuing with labelling code and is currently seeking help with that (if you'd like to help out the thread is here (https://www.romhacking.net/forum/index.php?topic=32415.0)), and I have been continuing with enemy sprites, though most of these past couple weeks have been spent studying the SNES game more carefully and looking at exactly how to bank enemies as I have to be a little more smart about it being down a whole 4K of RAM.
Here's a few of the latest additions to the sprite sheet:
(https://i.imgur.com/4jWI72B.png)
(https://i.imgur.com/Pnhnhw9.png)
There have also been a few other small sprite tweaks such as the hunched Koopa's shoes being made smaller to reduce the colour clash, so I think that the graphical progress has been good. Also, the reason the red was removed from the Rexes was because it had a lot of cut off/clash on the majority of their frames, it only looked decent on the one frame it was originally shown on in my previous posts. As you can see, the Banzai Bill has been made smaller to work better on the NES as well, though I'm not sure if I'll keep the rather heavy shading around the eyes, but for now I like it.

Anyway that's it for now, I hope you like our progress and with any luck someone with some technical knowhow will join us soon, we could really do with a second technical member,
As ever thanks for reading and take care everyone!


(links: Discord Server (https://discord.gg/gU9zWThW) ::  Github Disassembly  (https://github.com/palaceswitcher/SMW-NES-Disassembly))

 
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: RetroGameFan on March 09, 2021, 09:04:52 am
As you can see, the Banzai Bill has been made smaller to work better on the NES as well...
I'm a bit confused. Is that sprite on the sprite sheet 32 x 32? Because someone here just said that a sprite of that size works on the SMS via the game Super Boy 4, and can work on the NES.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on March 09, 2021, 09:35:04 am
The Banzai Bill is 5 tiles wide by 5 tiles high, so 25 tiles total or 40x40 pixels, this is about as large as I think I can make it before it just becomes too much with all of the other things the Banzai can appear with
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on March 10, 2021, 03:13:04 am
The buzzy beetles look great. Dithering on sprites. You rarely see it, and rarely see it done so well.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on March 10, 2021, 06:29:08 am
These graphics are awesome. I wish you good luck with your project!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: UltraEpicLeader100 on March 16, 2021, 07:55:06 pm
Those sprites are clean as hell Somari. Good job!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Drewhinson7 on March 18, 2021, 10:43:26 pm
hey um do you accept beta testers cause i wanna be one of them u know to test out the game
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on March 23, 2021, 10:11:39 pm
hey um do you accept beta testers cause i wanna be one of them u know to test out the game
We're probably going to be releasing alpha/beta patches anyway.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: TGG778 on March 24, 2021, 09:10:16 am
We're probably going to be releasing alpha/beta patches anyway.
i'm waiting for the patches, anyways, did you guys fixed the music slot issues? (Invincible and Valley of Bowser seem to share the same music slot) i really wanted to be a Beta Tester, is there a way to expand the music slots in order to add a proper boss theme and to add some of the missing songs?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on March 28, 2021, 12:59:26 am
i'm waiting for the patches, anyways, did you guys fixed the music slot issues? (Invincible and Valley of Bowser seem to share the same music slot) i really wanted to be a Beta Tester, is there a way to expand the music slots in order to add a proper boss theme and to add some of the missing songs?
No changes have been made yet because we're still in the process of disassembling it.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on March 30, 2021, 03:34:26 pm
Hello again to all, it's been a while since my last post so I thought I'd share our latest progress, I've been on a little bit of a break from my graphical work to do some other things but I've still made some decent progress on what I've done.
Map: So we've decided that the overworld map should use the MMC5's Ex attribute mode which allows for 8K of tile data as well as 8x8 palette application for backgrounds. With that in mind, I've ported every single map tile the SNES game has and created a mockup to go with it. We are currently unsure if the sides of the map boarder will be possible on the NES, but for the sake of this mockup they are included. (the numbers around the edge are just for my reference of keeping track of a palette grid)
(https://i.imgur.com/BkL8MAM.png)
I think it came out quite nicely for an demake. The downside to Ex attributes is that they prevent normal background animation using bankswaps, so the only way we could animate the water would be using tilemap updates, but we are currently unsure of how taxing/feasible this would be on the hardware.
Luigi: Some of Luigi's sprites have also been worked on with good results, though they aren't an exact match to any of the legit sprites of Luigi, they are as close as I can make them without significant palette clash or looking weird like some of the actual ones do (looking at you Super Mario All Stars + World Luigi)
(https://i.imgur.com/7QpqpRY.gif) (https://i.imgur.com/cIHiE7C.gif)
More have been completed than shown here, but I thought I'd try using a couple of animated sprites in my post for once.
Stage Backgrounds: I decided to start a little bit of work on the stage tilesets, and have completed one of the cave sets so I'll probably make a mockup using it soon. (not much else to say on that really, I just made that one set)
Technical: Technical progress is slow and steady as usual, more banks have been reverse engineered and commented/labelled with a couple of interesting finds in the process. Turns out that Mario has what appears to be a very early skidding action state, when forced to activate, small/super Mario will switch to a garbled sprite (though Fire Mario will use the actual unused frame for it) and move very slowly when you press left/right. While in this state he can't climb properly or ride Yoshi and will return to his normal standing state once you stop moving, it's not much use, but it was an interesting find none the less. There also seems to be an unused state for Yoshi spitting out a 1UP, perhaps it was planned for him to be able to spit out bonuses similar to how he makes 1UP eggs in the SNES version sometimes.

Anyway that's it for now, as ever, thanks for reading and take care everyone


Links: Discord Server: https://discord.gg/uHWgznJhGA   ::::   GitHub: https://github.com/palaceswitcher/SMW-NES-Disassembly   
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on March 30, 2021, 04:48:50 pm
Is it possible to reimplement those unused states, like the unused skidding one?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Vanya on March 30, 2021, 06:22:47 pm
That's looking mighty fine so far.
If you can get the maps looking close to that mock, then you'll already have a superior version of this port.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on March 30, 2021, 10:53:29 pm
Each new photo update is like a little present. I love what you're doing here.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on March 31, 2021, 04:02:08 pm
Is it possible to reimplement those unused states, like the unused skidding one?
Yeah, although it's very unfinished and doesn't seem to do anything besides changing Mario's animation.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: ItsEthanBloxTV on April 20, 2021, 09:55:40 pm
I love it, great sprite artworks I'm looking forward for this port!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on April 29, 2021, 08:55:39 am
this kind of work is what makes me think of what nes was capable of, congratulations these graphics are spectacular for nes, I have rom smw nes with a patch that has small graphical improvements, but the gameplay is still bad due to the physics and fast acceleration when moving forward / backward, will this be corrected? could Mario's spin jump be done using the up arrow button + could the jump button on SMW nes be modified? can it be exchanged for 2x the skip button ?, another suggestion, in the first stage there is a platform in the part where you find the second banzai bill, in SMW snes I take a turtle shell and throw it upwards to reach a block that it makes a life drop and then I jump on top of the banzai bill keeping the jump button pressed to get life on the platform before it falls, will that be possible in SMW nes? in that same phase at the very end there are 3 fireballs that in the version they are used to replace the banzai bill, but in SMW snes there is no banzai bill there but a dinosaur, I don't remember the correct name, in short this can be corrected huh? I can't imagine how much you want to make SMW nes so I am in doubt, could you tell us if it will really have all phases and if it will be very similar? sorry my silly questions
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on April 29, 2021, 09:06:59 am
I'm from Brazil, I have a YouTube channel and I wanted to know if I could send you the test rom that you got. I could make a video showing your work, because here nobody is aware of this wonder, seeing the photos, you can hardly believe it. so well done that is these sprites :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on April 29, 2021, 09:18:31 am
Background variants of the wooden ends that crush mario in the first castile will this be possible in the nes?
https://tcrf.net/images/d/d9/SMWNES_Crusher.png
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on April 29, 2021, 04:17:08 pm
I was playing SMW nes, I realized that the function will not work 2x the jump button to do the spinning jump, the problem is that in the water phases we repeatedly use the jump button to swim and if you are with yoshi the mario will go loose it ok, I want to give a suggestion on the SMW camera nes, the mario is a little further in front of the middle of the screen and this is really bad when we run the enemy appears rapiso and ends up hitting the mario, it would be good to leave the mario before the middle of the screen, this is good to compensate for the lack of the R button that in SMW snes serves to better see what is in front, I hope I helped
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on April 30, 2021, 10:47:51 pm
I'm from Brazil, I have a YouTube channel and I wanted to know if I could send you the test rom that you got. I could make a video showing your work, because here nobody is aware of this wonder, seeing the photos, you can hardly believe it. so well done that is these sprites :thumbsup:
Please feel free to. Any exposure would be greatly appreciated.

Background variants of the wooden ends that crush mario in the first castile will this be possible in the nes?
https://tcrf.net/images/d/d9/SMWNES_Crusher.png
Yeah, those can be done with horizontal interrupts.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 01, 2021, 07:33:39 am
please ask me a question, how many colors will there be in the mario and yoshi sprite, 3 or 4 colors?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: CaptainHIT on May 01, 2021, 05:02:08 pm
I check everytime for new gfx! Keep up the good work!  :woot!:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 02, 2021, 08:42:38 am
I look forward to seeing news about this game
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on May 07, 2021, 08:30:19 am
Hello again, it's been quite a while since my last update, over a month actually, so I thought it was finally time to show off a little progress. Now to be honest, not much has happened in this time beyond some technical progress with the disassembly and us now having a composer. Progress is all round rather slow due to our small team and thus having all of the graphics ready asap isn't really a priority for me right now, but rest assured the project isn't dying, it's just not my number 1 thing to do right now and work is still being done.
But just because things haven't moved much doesn't mean I don't have a treat instore for you all, I proudly present what the title screen will look like in SMW NES:
(https://i.imgur.com/CIL0mjn.png)
Now I'm sure that you will immediately think this is impossible, in fact part of the large update delay was in hopes of us being able to get this working first to prove it's legitimacy as no one seems to believe it's doable.
So to prove it's real I'll explain how this works; it's cheating. By using interrupts during render we are able to change not only the graphics bank loaded but also the screen palettes which means that the upper and lower halves of the screen can be totally unique from one another. The bootleg already uses interrupts to display the logo graphics and also to keep the logo in place, so all this is doing is making more full use of that trick by performing a mid-frame palette swap, so this NES screen has 8 background palettes present. The 'L' in the logo is a sprite overlay to make up for a missing colour combo in the palette and then the lower part is using some clever background positioning to cover up palette limitations. Last thing is the berries, they are sprites on the title screen, though in game they will just be background objects. To ensure my mockup was 100% accurate I also remade the upper and lower halves of this image in NESScreenTool, a screen mapping editor for the NES, and sure enough it was able to be displayed as shown here, so hopefully that's enough to prove that this is legit despite everyone I've shown calling it fake.

As for technical progress, it's slow but getting there, more banks have been reverse engineered, more uncompiled source code has been found (and also made use of for labelling memory addresses) and more strange implementations of functions are being uncovered. I wish we had more to say in this department but we really don't have the manpower to get things done more quickly here, PalaceSwitcher has said that at the current rate with our current team, it's likely to be at least 2 years at minimum before this project will be done, and that's probably on the lower end of the estimate.
I'd like to ask again that anyone with programming knowledge who would be interested in porting SMW to the NES to please get in touch with us, graphics I can handle on my own when needed, music now has a dedicated new member (Shauing on our Discord, thank you for joining us if you read this), but reverse engineering and programming is something we are very much in need of help with.
We aren't experienced devs, we are pretty new to this in fact and regardless of that it's a monumental task to rework a game into a full port of this scale with just 3 members, only one of which is capable of programming. This is more than just a simple hack, we aim to create a full port and even opensource the reworked engine one day for others to use for making their own advanced NES games but we simply can't make much headway alone, so if you are interested or can point us towards someone who might be able to lend a hand please let us know, it'd help us a lot.

Anyway that's it for this post, the project crawls forward as ever, so thanks for reading and take care everyone!

Links: Discord Server: https://discord.gg/uHWgznJhGA   ::::   GitHub: https://github.com/palaceswitcher/SMW-NES-Disassembly   
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 08, 2021, 04:34:33 pm
this is beautiful to see, I could even say that this is not true, but besides wanting to believe that it is true I also saw your technical explanation, you are a genius of programming in this, congratulations :crazy:

May 09, 2021, 07:51:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Shigeru Miyamoto said that SMW was supposed to be done on nes, but the things he wanted to add including yochi was not possible on nes, but there you have it, Somari the Adventurer is a genius of programming without a doubt, and knows the limitations of the nes and dribbles some of them making the res look like a snes, incredible that :thumbsup:

May 09, 2021, 06:39:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I wanted to ask you something important for all of us, I have SMW nes with a patch that gives a small improvement including gameplay, but it is still very bad, the reason is because the mario accelerates very fast and another is that traditional jump SMW snes when we jump on a turtle without releasing the jump button so when touching it the mario of a self jump can hit another turtle, another problem is that the jump button does not serve to glide when we have the super mario feather with the cover, will this be possible in this version? ;D
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on May 09, 2021, 08:55:04 pm
Glad you like it, though I can't take praise as a programming genius as I'm no good with that stuff, that's all down to PalaceSwitcher, he's the technical brains of all this, but I will admit I'm a genius at NES graphic design ;)
As for the physics fixes and updates to the jumping/gliding mechanics, yup, all of those things will be included. This will be a full port, it's essentially only using the bootleg engine as a base starting point, everything is being redone on top of that so we can basically do whatever we want with the game.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on May 10, 2021, 01:52:53 am
Are you not going to get rid of the stray extra black pixel between the o and w in Mario and World? This was an error in the original SNES version.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on May 10, 2021, 07:21:44 am
Are you not going to get rid of the stray extra black pixel between the o and w in Mario and World? This was an error in the original SNES version.

I would not have noticed if you didn't say :p
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 10, 2021, 08:11:51 am
Somari the Adventurer: the graphics are beautiful, so your friend is a good programmer, of course in a team of graphic designers in case you, the programmer who is your friend and someone working on the audio part with sound effects and music, I'm sure that will be a very faithful port, mainly due to the huge banzai bill sprite that you created and that works on the project, maybe someday someone will fix the physics of Nes' Sonic the Hedgehog because it accelerates very fast even when we want to run for the on the contrary side he is too fast, another problem in sonic is those enemy bees at the beginning of the game that shoots fireballs very fast which makes the game tedious, thanks for your attention
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Cyneprepou4uk on May 10, 2021, 10:54:02 am
@Flaviogames, dude, it's becoming annoying listening about your hacks or ideas regarding irrelevant games all the time. WTF sonic issues have to do with this mario project? Your posts sound like some flood from a spambot was manually edited by an idiot.

If you want to propose something, here is a topic for that
http://www.romhacking.net/forum/index.php?topic=3282.0

If you want to talk about your personal hacks, create your own topic.

And do not respond to this message, don't embarrass yourself.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 10, 2021, 01:57:00 pm
Cyneprepou4uk: I didn't comment on any rom hack of mine, I'm not a programmer, I commented on the sonic game for Nes that has a problem in the gameplay similar to Nes's SMW, thanks nonetheless thanks for the link of the ideas, I found it interesting :huh:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Supergamerguy on May 10, 2021, 04:54:39 pm
I would not have noticed if you didn't say :p

It's a huge Siivagunner thing too. Just look at any of the Super Mario World Rips and you'll see it pointed out at least once.

You can never unsee it.  :D
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 10, 2021, 05:33:06 pm
Somari the Adventurer: I was playing SMW Nes, and I realized that by catching the star to be invincible, Mario blinks in a strange way and slows down the game, it is possible to improve
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Noside on May 10, 2021, 06:31:12 pm
@Flaviogames, dude, it's becoming annoying listening about your hacks or ideas regarding irrelevant games all the time. WTF sonic issues have to do with this mario project? Your posts sound like some flood from a spambot was manually edited by an idiot.

If you want to propose something, here is a topic for that
http://www.romhacking.net/forum/index.php?topic=3282.0

If you want to talk about your personal hacks, create your own topic.

And do not respond to this message, don't embarrass yourself.
But he is starting to get annoying comenting on almost every reply people make. lol
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Jungledrew2005 on May 11, 2021, 02:23:52 pm
I know this may not have anything to do with the NES improvement project but I heard that 1 year later... Hummer Team will officially be turning 30 Years Old! #HummerTeam30th :)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on May 12, 2021, 09:34:31 pm
I would not have noticed if you didn't say :p

Ha, this literally slipped past Nintendo as well. You can find it in the original Super Mario World for SNES. The later revision in the Super Mario All Stars + Super Mario World re-release fixed it, as did Super Mario Advance 2.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 12, 2021, 09:50:04 pm
Satoshi_Matrix: Satoshi_Matrix: it was good for you to talk about errors, in the SMW version snes there is an error in Yoshi's arm that should be green and it is orange or red I don't remember the color well, the Nes version came corrected because it uses the green color that is already in yoshi's color palette :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on May 13, 2021, 12:59:17 am
Do you have big mario spritesheets done? I'd like to see them so much!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on May 13, 2021, 04:31:54 am
Yeah, those sprites are already in this thread lol, the Mario sheet is on page 4 in my second post on the page as a spoiler image since it's pretty big. That shows the entire Mario sheet except cutscene specific sprites.
As for that error pixel in the logo, maybe I'll fix it at some point, but it doesn't bother me and it's part of the SNES original so having it here is just a funny little 'make it a perfect port' thing, but if it bothers enough people I'll fix it.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 14, 2021, 08:05:01 am
Somari the Adventurer: I was playing SMW Nes, when I arrived at a card that has many ghosts and I was with Mario with fire chlor and hit a fire ball the game restart, I reached the limit of sprites of Nes, so it is good to launch a beta before the final version and wait for people's reports you hear loudly like that for your project to be perfect as far as possible :thumbsup:

May 14, 2021, 07:46:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I made Banzai bill 4 different resolution sprites, which one will work on SMW Nes?
https://www.4shared.com/photo/AEdinlqiiq/Super_mario_World_Nes_8_bit__1.html

May 16, 2021, 04:11:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
look what an interesting thing, like killing big boos and other enemies that seemed invincible, add that to the game also https://www.arkade.com.br/2017-descobriram-como-matar-fantasmas-gigantes-super-mario-world/
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on May 25, 2021, 06:54:50 pm
I was reading some previous posts and I was happy to know that PalaceSwitcher will move Hud to the top of the SMW Nes screen, playing the hummer team version I realized that the HUD on the bottom is totally different from the version snes it still causes a problem that some jumps is not being able to see if it can fall or not
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 08, 2021, 05:59:44 pm
a suggestion that can make the game interesting, I was playing SMW on the GBA and realized that on the map it is possible to change mario for Luigi, it would be interesting this function in this version by pressing select to change the character, another thing you can also phase knowing that this rom is MMC5 can reach up to 2MB can add the voices that exist in the GBA version, what do you think of that? ;D
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Satoshi_Matrix on June 08, 2021, 08:05:43 pm
Luigi might be cool, but the second point would prove deeply unpopular and a huge amount of work.

I think voice samples would cause MAJOR backlash. You might like them, but the vast majority of retro gamers tend to hate the added voice clips to the GBA versions of the Mario Advance games.

Mario Advance 1's Toad screaming "JUST WHAT I NEEDED!" and "OH BOY A CRYSTAL!" is engrained in many people's memories like ptsd.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on June 09, 2021, 06:23:30 am
Perhaps Luigi could have different physics, like the GBA port does.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 09, 2021, 11:11:19 am
Lusofonia: Luigi's jump mechanics would also be interesting, I know some people find yours annoying so I could have 2 patches one with voices and one without voices, I also liked the SMW GBA save because it saves even the power up that is in the character and also the who is in reserve
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Somari the Adventurer on June 12, 2021, 10:53:05 am
Hello again to all, it's been a while since my last post here, but I have an announcement to make about the project so it's time to break the silence once more and possibly the last time for a while.
PalaceSwitcher has continued to work hard pushing forwards with the technical side of things, however our progress is still very slow and our search for help has come up dry thus far, so together we've come to a decision about what to do.
Between us we've realised that this is simply too much for one person to reverse engineer really, so until we have more members in our team who are able to help with reverse engineering and eventually reprogramming the game, SMW NES The Complete Improvement Project will be put on hold.
I hope this isn't too much of a disappointment for people and I assure you that we are in no way cancelling the project, SMW NES will return one day, but we really need more people for something of this scale as our team just doesn't have the manpower to pull this off in a reasonable manner yet.
We have graphics and sound covered between us, but the coding/reverse engineering work we can't do alone as only PalaceSwitcher is able to do it currently and a big game like this is pretty hard to make sense of, it's an overwhelming task for one person.

We will continue our search for help though and when we find some, I'll announce that here, the server will remain active in the meantime.

SMW NES The Complete Improvement Project will return, if anyone knows who to point us to for help please let us know.

Anyway, thanks for reading and I hope that we'll be able to resume this soon, take care everyone

Discord server: https://discord.gg/mSCp8rK2zn (disassembly files can be found here too)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on June 12, 2021, 11:00:43 am
Don't worry, I understand :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 12, 2021, 04:05:59 pm
we cheered, don't give up, this is a dream for many of us, I'm recovering from covid and I really hope to see this game for us God willing
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on June 12, 2021, 04:49:21 pm
I'm recovering from covid and I really hope to see this game for us God willing

I hope you can get better dude :(
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 13, 2021, 08:43:14 am
I'm recovering well
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 26, 2021, 12:44:03 pm
can the gameplay be improved? reduce the response time to commands and correct the hook delay, when hitting the hook or low hard punch I notice a delay for collision and that makes the game very bad, here in Brazil an arcade MK1 hack is being made for mega drive with yous and several corrections, will be superior to the snes version
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on June 29, 2021, 11:04:56 pm
a suggestion that can make the game interesting, I was playing SMW on the GBA and realized that on the map it is possible to change mario for Luigi, it would be interesting this function in this version by pressing select to change the character, another thing you can also phase knowing that this rom is MMC5 can reach up to 2MB can add the voices that exist in the GBA version, what do you think of that? ;D
I'd rather not. They would have to be highly compressed and I can't imagine many people would enjoy them.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on June 30, 2021, 06:51:11 am
PalaceSwitcher: exchanging Mario for Luigi would be very interesting if possible even more than you, see this I know that many people may like to play with Luigi, marioria plays alone so it would be great because Luigi would normally only be for player 2, tell us how it is going the project currently?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on July 07, 2021, 10:40:06 am
Somari the Adventurer and PalaceSwitcher: I have one more important suggestion for SMW nes, I was playing SMW nes and I missed snes' L and R buttons to move the camera and see the way forward, as Nes doesn't have L and R the solution is that the mario stays a little before the inside of the screen to have a better view of the game, otherwise some enemies will hit the mario with no reaction time when running, the camera is a problem in many games when the character is in the center or more forward like in the Aladdin of the mega drive when we are running the Aladdin is more forward and that is very bad in a 2D game

July 12, 2021, 05:06:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I live dreaming about this project :)
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: theunpredictablecavedweller on July 25, 2021, 12:11:30 am
Here is my mock up of the ''Nintendo Presents'' screen. I used NES Screen Tool for that.
http://cdn.discordapp.com/attachments/783800502977822735/868706291135164487/bandicam_2021-07-24_22-57-57-217.jpg
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on July 25, 2021, 12:54:46 am
Here is my mock up of the ''Nintendo Presents'' screen. I used NES Screen Tool for that.

Congratulations dude, keep going!
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: RealGaea on July 25, 2021, 10:11:28 am
Here is my mock up of the ''Nintendo Presents'' screen. I used NES Screen Tool for that.
http://cdn.discordapp.com/attachments/783800502977822735/868706291135164487/bandicam_2021-07-24_22-57-57-217.jpg

Looks neat. Here's an idea, taken from SMW 30th Anniversary Edition: You could switch between Mario and Luigi by pressing Select or B in World Map when in Single Player. Thus, you can play as Luigi.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on July 25, 2021, 12:50:25 pm
Didn't the GBA port of SMW also do something similar to swap between the two plumbers?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on July 26, 2021, 08:50:40 am
RealGaea: this idea to switch characters on select or B I had already talked about a while ago, but the answer at the time was negative, I had also talked about adding some similar voices to the SMW GBA
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: RealGaea on July 26, 2021, 10:29:17 am
RealGaea: this idea to switch characters on select or B I had already talked about a while ago, but the answer at the time was negative, I had also talked about adding some similar voices to the SMW GBA

Ask again, since SMW 30th did it kinda right. I mean, what's the point of doing specific Luigi graphics if they'll be locked to player 2? Take for example SMB3 Ultra Edition. It has SMA4 Luigi graphics, that's cool. But it's locked to Player 2, AND you can't kill Mario since the END option outright disappeared!

Voices? That's too much (and most emus wouldn't support it).
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on July 26, 2021, 10:59:39 am
RealGaea: you'll see our comments soon, but it would be nice to be able to change mario for luigi on the world map by pressing select, otherwise Luigi will only be used by player 2 if you have 2 player mode, I only play alone and therefore not I will be able to play with Luigi :thumbsup:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: theunpredictablecavedweller on August 06, 2021, 01:12:01 am
Here is an mockup of one of the ending screens after you defeat Bowser (but Mario and Peach aren't there)
https://cdn.discordapp.com/attachments/783800502977822735/873070476640022528/bandicam_2021-08-06_00-09-17-096.jpg
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on August 06, 2021, 08:01:14 am
Here is an mockup of one of the ending screens after you defeat Bowser (but Mario and Peach aren't there)
https://cdn.discordapp.com/attachments/783800502977822735/873070476640022528/bandicam_2021-08-06_00-09-17-096.jpg

Is that font from Mario's Missing?
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: J^P on August 06, 2021, 03:56:44 pm
Is that font from Mario's Missing?
its quite literally copy&paste from the original with just reduced colors.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on August 06, 2021, 05:39:47 pm
its quite literally copy&paste from the original with just reduced colors.

From the original you mean the real Mario's Missing? If so, that's interesting since that game used many sprites from Super Mario World. Just asking because this font doesn't match the one in SMW at all.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: theunpredictablecavedweller on August 06, 2021, 10:53:39 pm
From the original you mean the real Mario's Missing? If so, that's interesting since that game used many sprites from Super Mario World. Just asking because this font doesn't match the one in SMW at all.
I took this from the original SMW text sprites.

August 06, 2021, 11:02:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Yoshi Update 2:

I finally redrawed the sprites for Yoshi used in the THANK YOU screen in the original SMW.
https://cdn.discordapp.com/attachments/783800502977822735/873400282430709850/bandicam_2021-08-06_21-52-04-962.jpg
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: J^P on August 08, 2021, 04:17:06 am
From the original you mean the real Mario's Missing? If so, that's interesting since that game used many sprites from Super Mario World. Just asking because this font doesn't match the one in SMW at all.
Where the hell did you get marios missing when this topic is about SMW? I meant the original snes mario world.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Lusofonia on August 08, 2021, 05:11:46 am
I just found the font to be similar to the one used in Software Toolworks' game. I recall SNES SMW having a bolder font, actually. I guess I confused it because I had in mind the font used for SMW's Message Blocks, not the thinner font used elsewhere. Also, the font in that game doesn't match perfectly the one in the screenshot, so I guess it's not that. It must really be the font from the original game.

The NES version of Mario's Missing uses a font that's kinda thinner than SMW's, while the SNES Mario's Missing has an ever thinner 4x8 one, so that's where the confusion came from. I should've been more specific, I guess.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on September 20, 2021, 07:31:44 pm
was in full swing and now it seems that this project is completely stopped, a pity, it was the most amazing game for 8 bit :'(
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: cartridge_rom on September 21, 2021, 03:07:06 am
it has not been updated for a long time, there is no noticeable progress?  :(

it is one of the best WIP project for NES, to have a port version of Super Mario Word in 8-Bits. :beer:
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: PalaceSwitcher on September 23, 2021, 03:29:19 pm
it has not been updated for a long time, there is no noticeable progress?  :(

it is one of the best WIP project for NES, to have a port version of Super Mario Word in 8-Bits. :beer:
As of right now, the project is indefinitely on hold. We don't have the team or experience to reasonably pull something like this off. The disassembly is still being worked on, but don't expect any builds of the Improvement Project to come anytime soon, if at all.
Title: Re: Super Mario World NES: The Complete Improvement Project
Post by: Flaviogames on September 23, 2021, 05:20:28 pm
PalaceSwitcher: Hopefully don't give up, this project is an amazing thing never seen before on Nes, you should talk to the guy who made Nes' UMK3 and who also recently made Prince of Percia 2 for Nes, at the moment he is doing Streets of Rage for Nes, his channel name is vasyanchichek