Super Mario All-Stars Redrawn ( Lost Levels Demo is now Available in the OP )

Started by pocket, January 10, 2020, 09:11:21 PM

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pocket

Quote from: BlazeHeatnix on September 15, 2020, 09:01:44 PM
In regards to Lost Levels World 9, will you restore the original joke of the FDS version? Basically, changing the underwater background to the overworld variant, and maybe removing the water surface to make it cover the whole screen.

I don't think that's within my ability, sorry. Background editing in general isn't really something I think I can do.  I wish it was because there's plenty I'd like to do with the backgrounds, making the sky closer to the more purplish-blue color SMB1 is known for, make the caves and castles a bit darker, making the hills in Lost Levels look different than they do in SMB1, ect.  But sadly I don't know how to do any of these things.

Although, I have recently dabbled in altering the background bits in SMB1 just so slightly to make it resemble the NES game a little more... if someone can locate the smiley face in the clouds for me that'd be great because it's driving me crazy trying to pick it out so I can remove it.


September 15, 2020, 11:25:10 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I don't know if I've ever showed off the Luigi sprites I've done for Lost Levels yet, but I wanted to differentiate him from Mario a bit in his poses, since this was the first game that made it a point to change how they worked gameplay wise. I don't know if i'll do the same for other games though.

Really I just wanted a new image of Mario and Luigi to put into the OP after  seeing a tweet about this project floating around that used the outdated "idle stance" picture.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

Dawdle

They look great, man.  :thumbsup: The stopping sprite is my favorite.

Spooniest

Really, this is top-shelf romhacking. I gotta say, I dig it.
Yamero~~!

jim35

hey pocket can do super mario world one day you see some of the boss sprites especially the kooplings and bowser always looked bad to me

nosynose

Quote from: pocket on September 15, 2020, 09:45:16 PM
...

Really I just wanted a new image of Mario and Luigi to put into the OP after  seeing a tweet about this project floating around that used the outdated "idle stance" picture.
Good job, but sometimes my eyes see the new Luigi (and to the lesser extent, the new Mario as well) as having a green wig instead of a green hat.
Maybe... put a even darker shade to the inner part of their hats?
Also, the wig illusion on the new Luigi's last sprite seems to be strengthened by the shorter left part of his hat.
Just my two cents.

pocket

Quote from: jim35 on September 16, 2020, 02:21:32 PM
hey pocket can do super mario world one day you see some of the boss sprites especially the kooplings and bowser always looked bad to me

I really wanted to. I even started doing a bit of work on it. But the color pallet in that game is maddeningly simplistic and it makes the game difficult to work with. So many things in that game share a color pallet so I can't edit somethings colors without also changing the colors of something else completely.  I can use Lunar Magic to give each area in the game unique color pallets but a fat lot of good that does me when the focus of the hack is enemies, items, and the player characters.

Now the simplistic color pallet is actually something I could deal with on it's own, I likely wouldn't be very satisfied with my own work, but for whatever reason, despite the fact that SMW one of if not the most hacked game of all time, nobody has figured out a way to edit the boss battles besides Lemmy and Wendy, and the Big Boo.  You can edit the sprites, but not the colors.  And that's what kills my interest in doing SMW in this project, because out of everything in these games, The Koopalings are consistently the worst offenders of going off model and off color, to me, they are the most important things to fix in these games

So in short, no, i'm not planning Super Mario World at the moment.

Quote from: nosynose on September 16, 2020, 03:24:24 PM
Good job, but sometimes my eyes see the new Luigi (and to the lesser extent, the new Mario as well) as having a green wig instead of a green hat.
Maybe... put a even darker shade to the inner part of their hats?
Also, the wig illusion on the new Luigi's last sprite seems to be strengthened by the shorter left part of his hat.
Just my two cents.

I don't really see what you're seeing, but I actually was planning to alter Luigi's entire color pallet in the final release so the contrast will be much better, being a much more vivid color of green the way it looks in the artwork instead of being that seafoam green color.  Mario's color pallet will change as well mostly just so his hair is darker to contrast with his skin better.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

nosynose

Quote from: pocket on September 16, 2020, 09:34:48 PM
...
I don't really see what you're seeing, but I actually was planning to alter Luigi's entire color pallet in the final release so the contrast will be much better, being a much more vivid color of green the way it looks in the artwork instead of being that seafoam green color.  Mario's color pallet will change as well mostly just so his hair is darker to contrast with his skin better.
Sounds good! I think those changes will eliminate my false recognition of their hats.

NES Boy

Quote from: pocket on September 16, 2020, 09:34:48 PMNow the simplistic color pallet is actually something I could deal with on it's own, I likely wouldn't be very satisfied with my own work, but for whatever reason, despite the fact that SMW one of if not the most hacked game of all time, nobody has figured out a way to edit the boss battles besides Lemmy and Wendy, and the Big Boo.  You can edit the sprites, but not the colors.  And that's what kills my interest in doing SMW in this project, because out of everything in these games, The Koopalings are consistently the worst offenders of going off model and off color, to me, they are the most important things to fix in these games

I think I could help you with that. This page has some hex addresses to reassign the palettes of five of them (only Iggy and Larry are missing). Notably, I was the one who wrote the following text for that page back when it was hosted at SMWik.net:
Quote from: Super Mario World WikiaTo give [Morton, Roy, and Ludwig] the colors they had in the ending of the game, change the values at address 0x1DF6E to [78 84 CC] and the values at address 0x1DF73 to [B3 B3 B3].

CleitonBR

When will come a Non-Mega link for get the demo??? :huh:,I liked this project maybe I can help in this project ;).

pocket

I appreciate the help, but if I can't do all the Koopalings then it's still not worth it to me.  Also the instructions for that are for just the stand alone Super Mario World, not Super Mario All Stars + World, so it might be different.  I could do a stand alone version of the game I suppose and just throw out the All Stars + World idea out but that still leaves us with two unfixable koopalings.

...Besides, I couldn't really figure out what to do with those instructions. I'm just a pixel art guy so it was a real headache trying to understand what was on that link. I actually have been to that page before, but I never got the changes to work.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

CleitonBR

Pocket, use discord for create a demo download link is more easy than mega  :thumbsup:

jim35

i hope someone can figure out the code of super mario world one day so all the colors and sprites can be updated one day.

Justamariofan

May I suggest or wonder if you're planning on something?

I am prepping for a Super Mario All-Stars hack myself and I figured you would want to change the peachish-orange on Mouser to pink for World 1 and seafoam green for World 3. In my opinion, it makes it easier to tell which Mouser you're fighting, just like the NES.

Again, this isn't mandatory but if you like, I'll go ahead and pull up the color palettes.

pocket

I actually had special plans for world 3 Mouser and World 6 Triclyde, but unless I hear from DarkSamus99 again it seems those plans have fallen through. If I don't hear from him when it starts getting closer to a potential release, then yeah I'll probably do exactly that so they're at least somewhat different.  Gonna have a Red Triclyde and a green one too.

Quote from: CleitonBR on September 17, 2020, 01:52:50 PM
When will come a Non-Mega link for get the demo??? :huh:,I liked this project maybe I can help in this project ;).

I must have missed this question, I'm sorry, I don't know how else to host it. Is there a problem with Mega?
As for helping, what can you contribute?
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

CleitonBR


jim35

CleitonBR do you think you'd be able to help update super mario world colors and sprites by getting into the parts of the code that people didn't look into to update those last koopling sprites etc.

Spooniest

I don't think it's actually all that unusual, now that I have looked at the old Mario+Luigi artwork, that they have brown hair and black mustaches. You see, that particular type of mustache look, involves using something akin to hair wax, which gives the mustache a 'wet' shiny look, darkening the perceived color of it.

It never occurred to me before, because 1. I've never really been able to grow a proper mustache and 2. I've never thought much about how the Mario Bros. look; the games aren't really about the characters as much as the obstacle courses they present to you.
Yamero~~!


NES Boy

Okay, I figured out how to re-assign the color palettes for SMW Morton, Roy, and Ludwig in SMAS+SMW USA:

  • 0x19DD6E: Morton's palette address, low byte [Default: CC]
  • 0x19DD6F: Roy's palette address, low byte [Default: B4]
  • 0x19DD70: Ludwig's palette address, low byte [Default: A8]
  • 0x19DD73: Morton's palette address, high byte [Default: B2]
  • 0x19DD74: Roy's palette address, high byte [Default: B2]
  • 0x19DD75: Ludwig's palette address, high byte [Default: B2]
And here are the most appropriate palette addresses for these sprites:

  • B2 A8: Yellow
  • B2 B4: Blue
  • B2 C0: Red
  • B2 CC: Green
  • B3 4C: Pink
  • B3 88: Gray
  • B3 94: Dark green
Next, I've found Iggy and Larry's palette addresses:

  • 0x18FEBA: Iggy's palette address [Default: 37]
  • 0x18FEBB: Larry's palette address [Default: 3B]
The last digit of each value can be changed to an odd number to change the palette (5 is yellow, 7 is blue, 9 is red, and B is green. D and F are the sprite palettes that are defined by the level header.

I'll look into Lemmy and Wendy's addresses later.

Alex O.

Actually, you have Morton and Ludwig's low bytes swapped (I just tested some edits to give the Koopalings their proper colors in-game.).