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ROM Hacking Discussion / Re: Anyone Interested in Doing "SMB Special" for NES?
« on: July 28, 2021, 07:40:19 pm »How about the "underground" area in 2-2 (with the "I.S" on the wall at the end)?
that uses the underground music
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How about the "underground" area in 2-2 (with the "I.S" on the wall at the end)?
And the intro scrolling works fine?
which emulator are you using? I am using a trick to turn on the PPU later and turn it off earlier, but it works properly on my real NES and all emulators I tried
Looks like another place where the background will need to be modified to add the tree instead of the hill too... I wonder how much left to change backgrounds to mach the original game backgrounds are left?
This is what you've all been waiting for
Super Mario Bros. Special - 35th Anniversary Edition v1.0
It's labeled version 1.0 so technically not a beta, but please post any bugs or issues you find and I'll sort them out before posting a full public release to the RHDN database
When reporting bugs/issues, please include screen shots so it's easier to track them down
I did experiment with mockups a few days ago to sort-of replicate parts of the original PC88/X1 versions to greater detail, and that included altering the "green" palette a bit further on the three rooms that used the underwater tiles.
Wow i never noticed those bricks are supposed to be castle colored. Looking at the pc88 maps those bricks are an orange/brownish color.... which is the same color as in the castles, but out of context it wasn't very obvious. Probably won't implement that
This is awesome work! Will you also get the art assets like seeing coral seen in the overworld water pits, or under bridges showing up? Like in the real game?
Is it possible to make multiple versions of the game for color palletes and game mechanics? Original colors of the two main versions of the game? A version that's full scrolling (like NES mario games), and a version that screen by screen like the original Special? Maybe include multiple modes (background colors, how maps scroll, etc) in the game from the main menu?
maybe the trees, since some of their placement seems to be "artistic".. the bushes and the rest not gonna worry about as much.
Did get the underground plant tiles and also the other ground tiles looking more like how it looks in the original
getting some of these screens totally accurate is more complicated than adding a few of the power ups!
Scroll up!It'd also be cool to include the green hills with the black dots in different locations than normal (like as seen in 1-1), though if it's too difficult to implement for how minor of a difference it makes it's not a big deal.
Small shrubbery and small cloud, by request!![]()
Yes, I changed them back to the same order as in the North-American game. There is some dispute on the matter as to which text belongs to which ending.
Ending 1 is for quick completion. The text praises Simon’s efforts in third person. But it also sounds like an eulogy, speaking of Simon’s efforts. Although the tone is happy, as the animation reveals, the happiness will not last. I cannot move the animation into another ending.
Ending 2 is mediocre completion. Simon and Transylvania are not happy campers, but unlike in the NAR version, the text does not undermine the accomplishment.
Ending 3 is for slow completion. It speaks in second person at Simon, but it also sounds like an eulogy, speaking of Simon’s legacy, which will last. The tone is happy.
This order also matches the original Japanese version, although my text does not mention spring flowers.
Brahm should be the correct. I will fix this in the next release. Thanks for the notification.Thanks for the response!
This was correct in the French, Finnish and Tagalog versions, but misspelled in the English and Dutch versions.
As for the additional dialog, I like to keep those as easter eggs, but maybe I can reveal somehintsclues as to where those might be located%u2026
https://www.youtube.com/watch?v=8JaADPO7fy4&feature=shareThis changes a bit too much of the game for my liking, but it does have some neat ideas, like being able to see which items you have equipped, amount of hearts, and the time of day without pausing, and being able to see the amount of lives left at all. I didn't realize until halfway through my first playthrough that most subweapons consumed hearts, lol.
I wasn't sure if you knew about this. It may have borrowed stuff from your hack.