News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Super Mario Unlimited - DELUXE Edition.. in progress  (Read 7906 times)

frantik

  • Hero Member
  • *****
  • Posts: 536
    • View Profile
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

  • Hero Member
  • *****
  • Posts: 536
    • View Profile
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

  • Hero Member
  • *****
  • Posts: 536
    • View Profile
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