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Author Topic: Super Mario Unlimited - DELUXE Edition.. in progress  (Read 16490 times)

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #20 on: July 14, 2018, 09:44:19 am »
Possible reason for the odd original colors...

It's because I based my original decisions on the regular FCEUX palette and also the SMB Utility palette to some degree.. neither of which are accurate palettes.  Super Mario Unlimited looks best on FCEUX with the default palette.  Since I first started working SMU, emulators have gotten more accurate and I also personally want to make it look best on real hardware instead of one random emulator, because that's how I play NES these days, and if you're gonna pick one representation, it might as well be the original system.  So now I've been basing my decisions on NTSC emulation modes using more accurate palettes as well as my LCD screen hooked up to my real NES running a PowerPak.  I have been planning to get a real CRT tv to double check the color choices before I release this version too. 

Some of these levels also look better because I've done even more work to control the colors exactly how I want them; level options which would change only one color In the original SMU will change a whole bunch of colors in the deluxe version. Or like in World 1-3, it used to use a castle palette with a custom background color, now it uses its own totally custom palette.

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #21 on: August 05, 2018, 06:42:49 pm »
Been continuing to tweak minor things in the original engine.. finally tracked down where the code to slow down shells as they were falling was.. I don't know why this is included in the original game but it can cause mario to run into a shell as it slows down, so I fixed it.    I also want to fix the music engine so it doesn't reset the music every time you go in a pipe.. for levels which are pipe mazes this is especially important.

I also finally picked up a CRT and now I'm not so sure about some of my color choices.. I had been using a real NES hooked up to an LCD TV via composite and also an LCD monitor with emulators in NTSC emulation mode to check my colors, and both of them look different from the CRT..  :crazy: Some of the colors which look bad on my LCD TV look great on my CRT TV.. trying to choose the "best" colors is almost impossible with so many different representations!

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #22 on: October 20, 2019, 06:42:30 pm »
Been a minute since I worked on this project but I recently picked it back up.  I finally got to work expanding 6-5 into a full level instead of cheaping out and using a hidden warp zone to make the pipe take you to world 7

a little preview..


and I also think I'm going to just go with Super Mario Unlimited Deluxe with no "edition" cause the tiny text is really hard to read on small screen CRTs, especially with the rotating colors.. it causes a lot of weird artifacts



I think the main thing I want to do now is figure out how to make sure at the final bowser fight that you have to get close enough to trigger the scroll stop which allows bowser to take damage.. otherwise you can shoot at him all day and he doesn't get hurt. I might also expand 8-5 like i did with 6-5 instead making you run the course twice.  I don't think i will alter other levels much though.. these two levels both were cut short due to running out of space so I don't mind adding onto them

Anyways yeah just an update, hopefully I will finish this up soon. 

BTW it's funny to see the original SMU has made it onto Chinese multicart roms.. I guess that's a compliment

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #23 on: July 09, 2020, 06:19:23 pm »
This whole covid lockdown has given me the free time to finally finish this hack up... only working on a few minor changes left.. really in the home stretch and hope to see a release sometime in 2020, so stay tuned


Vanya

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #24 on: July 09, 2020, 09:53:46 pm »
Cool! This is one of my favorite SMB hacks of all time. Can't wait to see it completed! :)

diablo666

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #25 on: July 11, 2020, 03:48:34 am »
We look forward to your hacking :-) This will be a "gift" for many. I liked that version, so I’m waiting for this   

Grimlock

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #26 on: July 14, 2020, 10:06:35 pm »
Any way you could integrate the two player hack made by CorpseGrinder?  That would be a pretty epic upgrade.

Here's the hack:

https://www.romhacking.net/hacks/4180/

« Last Edit: July 14, 2020, 10:14:44 pm by Grimlock »

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #27 on: July 14, 2020, 11:48:19 pm »
Any way you could integrate the two player hack made by CorpseGrinder?  That would be a pretty epic upgrade.

That would be cool but I use Luigi's coin counter for the mario coins and other stuff like that already, can't have Mario and Luigi both in this hack at the same time, let alone the complexities of figuring out how to switch the mapper to the one I'm using, etc

Played through the first "beta" version of the completed hack this weekend.. and found like 15 things I need to work on  :banghead:.. but they're all pretty minor.. getting close!

Googie

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #28 on: July 17, 2020, 05:31:48 pm »
Looking forward to the deluxe version, I really did enjoy SMBU.  :cookie:

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #29 on: August 14, 2020, 08:59:23 pm »
Hey Googie, good to see ya around :woot!:

Been working a lot on the final Bowser fight.. in the original SMU, the focus wasn't really on the bowser fight, the challenge was more getting through the final level twice without getting hit. The idea was to extend the gameplay more and add difficulty, but really it just made it annoying and not fun. 

Now the whole "run thru the level twice" concept has been dropped, but you still need fire to beat Bowser.  Now the fight is in stages.. for a while Bowser is on screen, then he leaves and Podoboos show up, and a fire flower will come out of the pipe at the top of the screen.  Also when Bowser's hit points get low enough he starts throwing hammers in addition to fireballs

I added some custom music to the Bowser fight too.. doing so I realized Dr. Floppy was a madman and hacked the music engine to pieces, he needs more credit for his work on this hack

Anyways a screen shot.. super close to being done, mostly doing icing/extra type stuff.  With so much free time I keep coming up with new ideas


diablo666

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #30 on: August 15, 2020, 02:21:14 am »
Yes, this is not a "Deluxe", but a real kind of "Remake" :cookie:

With such interesting ideas - how to turn into something more  :) the Author of the hack just wish good luck and that the work is completed to the end.

We are waiting For this hack. :angel: :thumbsup: :beer:
« Last Edit: August 16, 2020, 12:06:12 pm by diablo666 »

Psycho Fox

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #31 on: August 15, 2020, 08:15:51 am »
I'm really looking forward to playing this revamp once it's finished.  The updates look really cool.

I have a suggestion, if you're interested.  Would it be possible to have an optional patch that switches off the timer?  I love to mess around on a level and explore at my leisure but the timer always gets in the way!

Anyway, can't wait. :)

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #32 on: August 15, 2020, 04:22:07 pm »
Yes, this is not a "Deluxe", but a real kind of "remake" :cookie:

I'm thinking of it like when George Lucas redid Star Wars  :laugh:  Or more like the original SMU was a beta version.  The final release version was .998 or something like that, and there's still at least one bug that occasionally crashes the game along with various other issues.  This will be more like version 2.0 I guess.  At this point I'm getting ideas for another hack so I want to wrap this one up, but also want it to be something that stands out in 2020 in a sea of Mario Maker levels and other 2d Mario content

I have a suggestion, if you're interested.  Would it be possible to have an optional patch that switches off the timer?  I love to mess around on a level and explore at my leisure but the timer always gets in the way!

Just use the game genie code ATGUYY or ATKUYNSZ, should work in most SMB hacks

« Last Edit: August 15, 2020, 04:27:42 pm by frantik »

Psycho Fox

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #33 on: August 15, 2020, 05:30:56 pm »
Thanks for the GG code.  I'll use that when you release your baby into the world. :)

Teen Icarus

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #34 on: August 16, 2020, 04:38:38 pm »
Do you have where we can talk in private or contact you better? I wanted to ask your permission for something about the hack.  ;D

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #35 on: August 21, 2020, 05:07:43 pm »
it always bugged me that there was a whole unused bank in the original SMU... so I added a lil pre-title screen intro.  Turn on audio!




Proyecto you can send me a message or ask here

Vanya

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #36 on: August 21, 2020, 08:30:21 pm »
Ha! That's pretty slick! :beer:

diablo666

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #37 on: August 21, 2020, 09:46:44 pm »
 :o its cool  :D

frantik

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #38 on: August 23, 2020, 02:23:45 am »
Now when you get the stopwatch music stops and you hear a tick tick tick.. video (turn sound on)  :woot!:

also featured in the video is the yellow clock sprite, there are two clock sprites so the clock is visible on black or yellow backgrounds.  I also moved the first time you get the clock to the sub world where it's more fun and more a secret.  And it's also more obvious that enemies are frozen because there are whole bunch on the screen when it happens.  The original introduction to the clock is a little underwhelming imo

diablo666

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Re: Super Mario Unlimited - DELUXE Edition.. in progress
« Reply #39 on: August 23, 2020, 06:53:26 am »
Now when you get the stopwatch music stops and you hear a tick tick tick.. video (turn sound on)  :woot!:

It's good that we added a timer sound. ::) This is very useful, because in that version - I used to be unable to keep track of time and fall. Good addition.  :thumbsup: :angel:

 And at the end of the video - does this mean that the sound is still not working correctly? Or a bug of the emulator? The code to fail? :o