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Messages - generalleoff

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1
I jumped though that wall my first time playing the level and I whenever I want. I guess it's just my play style. I have been playing SMB for 22 years and I play like a speed runner. I'm hardly ever standing still and I never let go of the run button.

I'm not suggesting you alter yer goal for a 1:1 port though. Just so thats clear. I just have a differing opinion on how the game should be ported. When/if I ever do my conversion I will be correcting these little things that I see as errors. Both ports are valid as far as I am concerned so just keep doing what yer doing.

Eventually I would like to do a three game muti ROM with SMB, SMBS, and SMB2j all running on the SMB2j engine with the original SMB graphics. Thats being overly ambitious though for someone with very little hacking/programing skills. I'm more about hardware. Plus in about three months I'll be heading off to Navy (US) boot camp and training as an ET. I'll proly forget all about a SMB multi ROM by then :)

Anyway I will list off the instances where the pipe glitch happens from background objects. I think it happens at least twice but it could just be the one time. Proly the one you already know about.

2
See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption. Many cases exist in this game where you really can get stuck just for making simple errors like choosing to jump on the wrong platform and several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points. But this is the only case I know where it is deliberate. A warp back to 1-1 would be annoying but fine but trapping the player in a small room with nothing to do but let the timer run out is just bad. Unfair game play like that is NOT very Nintendo like... But I guess thats why it's only available on a crappy Japanese computer. :)

Ever play super mario bros 2? That game is piss hard too, even in the super mario all stars version. Imagine how much worst it is in the original version that didn't have game saves. Also note that the timer moves faster in the msx so the wait isn't as bad as it is in this hack.

I do not see how the difficulty level of SMB2j has anything to do with this. SMB2j was designed to be hard but it was also designed to be fair and fun. In that game a player can screw him/her self and have to warp backwards instead of forwards but he/she can not get stuck in a room with nothing to do but let time run out. There is simply no justifiable excuse for trapping the player in a room regardless of how much faster the clock on the PC88 ran. At no point whatsoever in a Mario game should the player be put in a position where the only option is death. Thats something SEGA might do but not Nintendo :) Cheap does not equal hard.

Hudson simply did some stuff they should not have done. Some of the things they have done where fine on the PC88 but become issues on the NES. Others are just bad no matter what. We are only talking about at most 2% of the game though. The rest is really solid and well designed. All of the games issues are pretty minor and easily correctable without altering the intended design of the level in any serious way.

The invisible block issues I noted in the screen shots (flag pole and passable solid wall) I posted for example are super easy to correct without harming the level design. Just move those blocks one square left. A handful of places exist where the player can get stuck due to poor platform placement but this can be corrected. If you place a background layer title next to an enterable horizontal pipe Mario will get behind that object when entering the pipe. This is easily fixed. The player should also be able to reach 5000 points on all flag poles. A player can VERY easily become stuck in those openings designed only to let small Mario pass but this can not be blamed on Hudson :)

Anyway I wasn't going to bring up these minor technical issues and only concentrate on severe level bugs but that trap room really annoyed me.

3
See that 4-3 trap thing is really bad level design. If thats rely how it is meant to work then someone over at Hudson needed to be beat down in the parking lot. I would suspect data corruption. Many cases exist in this game where you really can get stuck just for making simple errors like choosing to jump on the wrong platform and several cases exist where the flag pole is so far away from the jump platform that it is imposable to get better then 800 points. But this is the only case I know where it is deliberate. A warp back to 1-1 would be annoying but fine but trapping the player in a small room with nothing to do but let the timer run out is just bad. Unfair game play like that is NOT very Nintendo like... But I guess thats why it's only available on a crappy Japanese computer. :)

Most of the level design is actually solid, clever and fun and the port yer doing is also solid. Just some stuff from the original really needs to be corrected. I might have to resurrect my own conversion.

4
From the new 1-6 expanded ROM patch. Though a few of these also exist in the none expanded patches.



This vine grows up the bottom of the screen. (both patches)



The vine goes to this room. You can not exit this room as the pipe does nothing. (both patches)



This got worst.



Watching the piranha come out the opposite end of this pipe upside down is funny.



This suicidal red Koopa is in both patches but in the expanded patch you can no longer make the jump. Now you must use the pipe just before this area to get across.

5
I found the 6 1-ups if thats what you are referring to.

6
I haven't played with he PC88 emulators in a while. I was wondering if those are in SMBS and being you are gong for as close to a 1:1 port as possible I was wondering if you where intentionally leaving clouds and other background objects with missing titles. If there are cases in SMBS with missing tiles I was suggesting that they might be caused by a bad dump or a corrupted disc. I know other stuff was corrupted and recently fixed. In this case you probably should not duplicate them so closely. It's not an issue that should be worried about right now though. I was just curios is all.

Now to go play with the new patch.

[edit]

Oh I forgot. When you do these patches with warp zones that skip ahead in levels like the world 5 and 6 patch if it's not to much trouble could you add power ups before the warp pipe. It makes testing the map harder if you have to go into an advanced world as small Mario.

7
I patched world 6 on a clean normal ROM.

8
It's from the corrected expanded ROM patch that was just posted.

[edit]



Screwed up castle.



Screwed up piranha



This is as far as I can get. Imposable to make that jump.

Also I have been noting many instances of clouds, trees, hills, and other background titles that are missing tiles. I am not going to point them all out at this stage. But I am wondering if they are like that in the original? I kinda doubt they are supposed to be that way. I also highly doubt the available dumps of those discs are in the best of shape. I'm not sure f they are bad dumps or good dumps of bad discs but some of that stuff seems to be caused by corruption in some way or another. Attempting to get hold of fresh dumps would probably be a good idea.

[edit2]

Regarding the 6-3 imposable jump. It is related to the pipes you can go down near that area. If you do not go down those pipes the falling platform will be there allowing you to continue the level. Use the pipes and the platform will be gone.

9



This area is a bit screwed up. If you enter that center pipe it will send you to a short water world. After exiting that water world you will be back on level 5-1 but the counter will still say 5-2. Completing 5-1 again will send you to normal 5-3.

10
Alright I'll just post some of the most problematic issues for now. Most I will screenshot but some I will just describe. I will not bother with tile placement errors, enemy placement errors, or places where the player can get stuck (both due to bad map design on Hudsons part and due to bugs present in the NES version of the game) for now.

Upside down pipes are graphically glitched on rim of the opening of the pipe. You are probably well aware of this already.




This balance lift will glitch.





This flag will glitch. It is caused by having inviable coin blocks so close to the pole. They also allow Mario to jump over the flag run further right and then die.




Mario can jump through this wall. It is a bug caused by having the invisible coin block right next to the wall.




Two objects from a block may not occupy the same screen. One will disappear if both are activated at the same time. In 3-2 it's a mushroom/flower x2. In 4-1 it's a vine and mushroom/flower.



This balance lift has a color glitch and the left pulley is glitched.




This is as far into the game as I can go. The map will no longer scroll past this pipe. Going into the pipe sends you to the cloud world without the vine filling the hole. Dropping through that hole or walking to the end of the cloud world will drop you back to the proper cloud world drop point.

I'll post more as I see them in future patches.

11
Exactly what do you want tested and what types of bugs do you want reported? I can point out several issues with worlds 1-5 ranging from simple graphics issues and nitpicks caused from improper use of background graphics, improper enemy placement causing erratic or incorrect enemy movement patterns, graphics issues caused by hacks, disappearing objects, glitching color issues, places where the original map was poorly designed and could be corrected or improved, and sometimes broken levels. I don't want to report stuff yer already well aware of or personal opinions and minor nitpicks you might not care about :)

Also me and a friend have been thinking of converting the game off and on for some time now but we really don't have the hacking skills required for many of the things needed by the conversion. So it's good to see other people had the same idea. We started some maps but never got far. We wanted to be a little less true to the original then you guys are being though. Like we wanted to replace the lame Hudson added enemy's from MB and DK with more traditional SMB enemy's.

I also wanted to add new enemy's to SMB in general (for use in other hacks) but again do to lack of hacking skills never could. For example blue and yellow Koopas that would change their direction of travel depending on the side Mario was on. Like if he was on the left side and the Koopa was walking left then you jumped to it's right side it would turn in place and walk right. Blues would be like greens and will walk of a ledge or into a pit and die if led to do so but yellows would stop at the edge of the ledge/pit and wait for Mario. We also wanted to add piranha plants that could shoot fire balls. They would come out of the pipe fire a few fireballs (in a straight line or in an ark to the left and right side) then go back down. They would be blue and yellow as well and blue would be the same as green and yellow the same as red as far as when they do and do not come out of the pipe. We also wanted support for piranhas that could come out of horizontal pipes. A Fire Brother is another enemy we wanted to add. They would use the same basic fireball pattern as Mario uses to attack. We also wanted to add Mario a flying power up like from Special and a new Hammer Brother power up. Also the ability to play as Toad and the Princess with their SMB2 (US) like play mechanics. Luigi would be the same as he is in SMB2 (Japan). Would also love to see the game hacked to allow left scrolling. That kinda stuff might be asking to much of the games engine and proly takes mad hacking skills to implement if it's even possible. Anyway just wanted to take this opportunity to share some of my ideas for SMB hacks but I don't want to ramble to much. :)

12
As for the FFV script. That games script is limp regardless of the translation played. PSX is definitly the worst though. It's not a plot heavy game and focuses on character building over plot and it's the most fun game in the whole series as a result. Just skip the damn text and level up.

13
Either way, the Japanese SCRIPT was done first. Which is what matters. I (as I'm sure many others do) would like to see just what Woosley was handed, and what it says. =D

I doubt you'll be able to, since it would be a big surprise if the script in the Japanese version was the same as the draft script that Woolsey was working off of.  Why would it have taken a year longer to publish otherwise?

I never could get what all the Woolsey-bashing was about.  He was probably the best translator working for any video-game company at that time.  Most of the things that people jeer about in his work were (a) trivial, (b) necessitated to make the text flow properly and make sense in English, or (c) mandated by Nintendo's asinine censorship policies.  Or a combination of the three.

Rob

Don't forget (d) deadlines. Woolsey didn't have infinite time to work on the translation whenever he felt like it like the fan translators do. He had a product to ship and a release date to make.

14
Super Mario Bros. 2 is a poor example. That game was released in Japan as a totally diffrent game (on disk). It was modified for US release as a Mario game then later ported back to Japan with the Mario changes in place (as a cartridge). The game was released VERY late in the Famicoms life cycle (1992 vs 1988) and the Super Famicom and Super Mario World were already available at the time. Releasing of the US version into the Japanese market was most likely just a cost/time saving measure to re release a well loved game that was on an unreliable and even at that time commonly failing disk format. It was either release an existing game with minor modification or take the original disk game and completely re due it for a cartridge spending butt loads of money and time in the process at a time when the main focus was the Super Famicom.

As for Mystic Quest. That game along with Secret of Evermore was developed in the US at Squares now defunct L.A. Studio. Maybe the Hawaii studio but I think that came much later during the PlayStation era. The games were developed by a mix of US and Japanese employees of witch also included Ted Woosley. The games script was most likely developed in English and Japanese both at the same time with the primary goal being English. Due to Woosley having direct access to the development team I highly doubt there are any "errors". He was in a position to ask and find out instead of assume or take a best guess as is the case in most other translations. The game was released in the US in early October 1992 and eventually Japan in early September 1993. PAL regions received the game sometime in 1993 as well.

Because of the unique development of this game I do not think any "re translation" is required as I would say both scripts are correct (English more correct). However who gives a damn? It's something for you to do and it should be fun so go for it and good luck. I honestly wont be playing it though.

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