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Topics - Superjustinbros

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ROM Hacking Discussion / Getting "Skating Mario" into a ROM format.
« on: August 19, 2014, 06:02:00 pm »
So I'm sure by now everyone knows about NES Remix and it's sequel.

In it there's a version of both SMB1 and SMB2J known only as "Skating Mario", which gives the entire game a ice theme, reskinning and recoloring all the enemies and tiles, and rewriting Mario's movement physics.

I was wondering in the same way the 25th Anniversary ROM was extracted, we could find a way to get the Skating Mario ROM dumped in some way.

Gaming Discussion / Mari0 (PC) ROM Hack Recreations
« on: July 07, 2013, 05:52:14 pm »
Greetings community. This is targeted to anyone that creates, collects and/or enjoys hacks of the original Super Mario Bros.

Early last year, a Super Mario Bros. fan game debuted, known under the title "Mari0". It is a fan game that contains an accurate (though not pixel-perfect) recreation of SMB1, but it's prime selling point is that players are now armed with the Portal Gun from Valve's well-known 3D puzzle platformer series Portal.

Another major feature is the built-in level editor, which allows one to create custom levels from scratch. Unlike SMB1, there are no limits as to where and how tiles and objects in Mari0 can be placed, however only what is seen in vanilla SMB1 is included in Mari0, others have to be added in manually. With tiles, it's as easy as assembling a tile set piece-by-piece, placing each tile in a 17 by 17 pixel space, with the bottom and right rows used for defining each tile's property. Here is an example of a custom-made Mari0 tile set.

Because of the accuracy to the original SMB1 Mari0 contains, I had since started a project on the Stabyourself forums to port over SMB1 ROM hacks with SMBUtility as a reference/map so they could be played in Mari0.

However, for the purpose of people used to SMB Utility not having to learn of Mari0's editor (which can be crippling unless you have fan-made mods) and how it works, I was thinking of someone who knows of programing and the data layout for SMB1 ROMS (and could understand how level files in Mari0 work) could build a program using some of SMBUtil's source data that reads SMB1 level data and exports them into Mari0 levels as text files in their respective folders and with the example tiles shown above, and from there users could make further changes to the levels and tileset to further resemble the hack(s) in question.

Here's how levels in Mari0 are saved, as provided by Qcode of the Stabyourself forums.
For every tile it is saved as blocktile-entitytile-rightclickvalue-link-linkx-linky,
Blocktile and entitytile are both numbers. They relate to the quad in the main image, for example an entitytile of 1 would be mushroom, 2 would be 1-up, 3 would be star, etc.
Rightclickvalue is a number, the number in the table which the rightclick value relates to.
For example the platforms are structured like this
rightclickvalues["platformup"] = {"width", 1.5, 2, 3, 5}
If you were to select 1.5 as the width then the rightclick value would be 1.
linkx and linky are both numbers, it refers to the x and y of where the object has been linked to. As an example if you were to place a button in the top right of the screen, and then a door somewhere else, the door's linkx and linky would be 1 and 1.
So as an example of one tile saved would be
You loop through all the blocks and save the above sequence for each one.

After that it needs to save options.
For each option the syntax is ;option=option

First is background which is a number, 1-3. 1 is blue, 2 is black, 3 is underwater.
Next is spriteset also a number, 1-4. 1 is overworld, 2 is underground, 3 is castle, 4 is underwater.
Next intermission. If there's an intermission then it's ;intermission otherwise save nothing.
Next warpzone. Same syntax as intermission, except haswarpzone. If warpzone then ;haswarpzone otherwise nothing.
Next underwater, Same as intermission and warpzone. Word is underwater.
Then music, another number. Matches up with the rightclick value inside Mari0's editor.
Bonus stage, same as intermission, underwater and warpzone. Word is bonusstage.
Custom background, same as above. Word is custombackground.
Timelimit, obviously the number you set. Syntax is default, ;timelimit=number
And lastly scrollfactor, again the number you set. ;scrollfactor=number

If you want to work with editing maps entirely within Mari0, the best editor currently available is the one used in my "SJB Mod" ( which bundles features from various other mods. As for tiles, this tutorial ( will help, though I do rip and post tile sets form some hacks on my own.

I forgot to mention, you need to download LÖVE if you wish to run any .love files, including Mari0 mods.

ROM Hacking Discussion / Hacking Pac-Man and Ms. Pac.
« on: March 23, 2013, 12:43:15 pm »
It is quite surprising to me that there hasn't really been any utilities for editing the original arcade versions of Pac-Man and Ms. Pac-Man that are readily available and easy to use. I know they exist, but they usually require DOS, which is much more difficult to use than with standard Windows, and some of these don't work in computers running 64bit Windows.

I was hoping someone would be able to create an easy to boot and use editor in the same style as the editor featured in Champ Ms. Pac-Em, an obscure recreation of Ms. Pac-Man, that allows one to open the level files in a Pac-Man/Ms. Pac/Pac Plus rom and edit them by drawing the maze walls and pellets (either by the easier "add walls" feature from Champ Ms. Pac-Em or via the advanced tile placer), defining the maze(s)' main color scheme from the available palettes (allowing results similar to these:, edit the color palettes from the selection of thirteen colors (an additional four if editing Pac-Man Plus), and a "mirror" function. It should also allow one to edit the graphics by opening it's respective file.

EDIT: It may be worth mentioning that with Ms. Pac-Man, the fruit paths could be drawn automatically based on how the walls are laid out, but can be defined by the user. Also modifying the number of pellets required to finish a board.

Gaming Discussion / Mari0
« on: February 06, 2013, 03:09:08 pm »
Hey everyone. Not sure if this has already been brought up on the RHDN message board, but I just felt like making a post of an open-source SMB remake known as Mari0, which is a merge of the former and Valve's Portal series.

Why I'm posting this here is based on how many people here enjoy making and playing hacks of SMB, if anyone'd like to see about contributing mappacks to Mari0 using it's built-in level editor, whenever it be 100% original map packs with entirely new structures or ports of already-existing SMB1 hacks.

You can find it here:
The link directly to the "Hack Port Project" I started can be found here:

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