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

Completely redid Peach in SMB1 so her head doesn't look so large and is more accurate to the art. Still think her lower body looks too short and her hair should be a bit longer and flipping upward in the ront, but there's nothing I can do about that without extending the sprite itself, which is beyond my ability. I may re-do her whole SMB2 sprite using what I learned here. Better or worse?

Bowser is another one I'd like to change but again his awkward size makes him difficult to really get right. His walk cycle is a bit tough to work on too.


Also what is the interest in a discord server? I'd really like if I could get more direct feedback more quickly, and possibly have a bit more hands on help,  though I also don't want to open it to a flood of lurkers just waiting for the project to get finished. 

EDIT: I have finally finished all of Mario's poses.  Now if I can finish Luigi, and finish my touch ups of Bowser, then I think i'll be ready to release a SMB1 demo...
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.

Red Soul

The amount of precision and talent involved in this sprite work effort is always jaw dropping to me.

pocket

So I finally have Mario and Luigi's final sprites finished down to every last pose.  I do wish I could make Luigi a bit more slim but I can't really make him look much thinner without making his form less recognizable. I wanted to give them a walk cycle like the original SMB game and use what I have now for Lost Levels, but after seeing something a lot like that in action in a Super Mario World romhack, I decided the original run animation would probably look a little too awkward in the 16 bit style.  So I'm just going to share Mario and Luigi's sprites between SMB1 and TLL ( though I would like to give Luigi a unique "skidding" animation for TLL )   Also a friend of mine threw together some snazzy template for me to show off the "before" and "After" and the artwork I'm referencing. Suppose I'll slowly update the OP with these as I go back to make some touch ups.




Only thing left on the docket for SMB1 is touching up Bowser and maybe Toad... then if I can find a way to slap a brick fix patch onto the stand alone rom I'd be happy releasing a demo.  There would be a few things I'd like to modify after that but I don't think I can do it alone, so i'll put a pin in that for the time being.  Then it's just a matter of tackling Super Mario Bros. 3
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.

Razieldemon

Very good to see you again. I liked the work you had done years ago.

I rarely post but nearly every month for three years ive come to see if you returned. Your work is just that beautiful.

Im sorry you went through what you did. But im glad things are looking a little more optimistic.

Dark Prince

Hello pocket! i've been popping sometimes to check this thread and i like this project!
I saw that you had some issues regarding smw and i would like to help you with that if you want
thanks in advance

pocket





Another batch complete. Bowser was such a pain, his animation cycle confuses me, especially since he mostly just slides around without moving his legs anyway. I almost wonder if he isn't bugged.
A tiny bit more fine tuning and i'll be ready for another demo.  I'd really like to include the brick fix patch but I'm not sure how to add that on to the individual games I've compiled with Yoshifanatic's disassembly. Anyone able to help me out here? DMs are open.
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.

Pethronos

Quote from: pocket on February 24, 2023, 11:52:56 PMSo I finally have Mario and Luigi's final sprites finished down to every last pose.  I do wish I could make Luigi a bit more slim but I can't really make him look much thinner without making his form less recognizable. I wanted to give them a walk cycle like the original SMB game and use what I have now for Lost Levels, but after seeing something a lot like that in action in a Super Mario World romhack, I decided the original run animation would probably look a little too awkward in the 16 bit style.  So I'm just going to share Mario and Luigi's sprites between SMB1 and TLL ( though I would like to give Luigi a unique "skidding" animation for TLL )   Also a friend of mine threw together some snazzy template for me to show off the "before" and "After" and the artwork I'm referencing. Suppose I'll slowly update the OP with these as I go back to make some touch ups.




Only thing left on the docket for SMB1 is touching up Bowser and maybe Toad... then if I can find a way to slap a brick fix patch onto the stand alone rom I'd be happy releasing a demo.  There would be a few things I'd like to modify after that but I don't think I can do it alone, so i'll put a pin in that for the time being.  Then it's just a matter of tackling Super Mario Bros. 3

Somehow I don't get Luigi's victory pose (chin & shoulder)

pocket

Quote from: Pethronos on February 28, 2023, 05:01:25 AMSomehow I don't get Luigi's victory pose (chin & shoulder)
It's a bit of a nod to this pose from Luigi's Mansion.
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.

Pethronos


pocket

Well, I'm not going to wait any further for someone to make the brick fix patch work, a demo for SMB1 is now available in the same folder as SMB2: https://mega.nz/folder/6CRU3ADY#xV3kUhMufDyreEL_OfErDA

This will likely be pretty representative of the final game, there's not much color work that needs doing, though I'd like to darken the shade of brown that outlines Mario and Luigi's flesh and maybe change Fire Mario's color pallet to be a more pale orange like the NES game for better visibility.  That being said, a lot can still change for the final game if I find i'm not too happy with a sprite.  I'm already looking to go back to SMB2 for tweaks.

You can likely expect a Super Mario Bros. The Lost Levels Demo next, and the wait may not be long since I'm thinking I might just share all the character sprites between those two games instead of trying to make them more subtly different.  Maybe that can be a 2.0 patch or something.

Anyway I hope you all enjoy. One step closer to the finish line.

EDIT: I just speed-ran the new demo, using a real Super Nintendo via FX Pak Pro.  I am very happy witth it for the most part. I did notice a minor error with Toad in 6-4 that i'll address in the full game, or if I do a 2nd demo. That and Bowser's Flinching animation can be better but as I said, his animation cycle is really perplexing to me. I hope it doesn't come off as me tooting my own horn, but I'm just very happy seeing my work in motion on a CRT like that.

I did play the Super Mario Bros 2 demo for a little bit since I haven't tried it yet on a real SNES.  It works great, but now I kind of want to re-do all the player sprites.

EDIT:  Next on the docket for me is doing all the power up variants for Mario and man this is going to be tedious... but I'm happy with how it's coming along.



....I can't say the same thing for Small Mario though...



This is another one of those things that is just beyond my control though because Small Mario's sprite in SMB3 is exactly 16 x 16 pixels, where as in SMB1, small Mario had a bit of unused space above his head where I could just barely make his sprite bigger and therefore more detailed, without completely throwing off his hitbox.  But SMB3's Small Mario has none of that... I'll just have to trust the player to be good enough at the game that they don't see Small Mario often, lol.
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.

NiO

Nice, like a lot of other users, I log into RHDN expecting to see news about this project, and its great to see this isnt dead.

Creature667

I'm happy to see this making progress as the spritework you've been doing is absolutely breathtaking, my dude. I only have a couple slight nitpicks and they are things I could definitely live with if you decide to totally ignore my suggestions and tell me to go pound sand up my @$$.

Almost everything about the Princess is an improvement except the fact that the first redrawn sprites you had, you had put one or two pink pixels to define her mouth. The new ones have no such definition and I think she should have a clearly delineated mouth in at least some frames. Notably, in action poses where she is doing something that takes effort (i.e. like throwing something). You clearly have a knack for being able to express emotions through these 16 bit characters, which is not something many people have succeeded in when trying. Chrono Trigger and FFVI (USA FFIII) being two that come to mind as winners, albeit less with facial expressions and more with exaggerated body language. But I digress... Somebody pin a Golden Dankey Kang on this bad mamajamma and give them a job in a retro game studio before this talent languishes untapped and unappreciated...

The second Nitpick I have is with the Koopa Troopa, which looks mostly fantastic aside from the sudden flat beak on its face thanks to limitations on its sprite box. I see only one way to remedy this and that is to shave the shell down by a pixel width at the front of the shell and bring the entire head back by one whole pixel space. This will allow you to keep space between the things head and its shell and youll gain the one pixel width in the facial area where you can curve the beak down more naturally instead of looking like it Wile E Coyote'd into a wall and turned into a Pug... If any of that makes any sense over text instruction.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
Yo! I be gettin' them fat stacks shootin smack, makin rom hacks and sniffin butt-cracks... Boy,  I know this rhyme is whack, and my use of alliteration isn't exactly exhilarating, but it sure beats being depressed and on medicine, dressed like a furry and beating my meat to venison.

erpster2

Quote from: pocket on February 28, 2023, 09:43:49 PMWell, I'm not going to wait any further for someone to make the brick fix patch work, a demo for SMB1 is now available in the same folder as SMB2: https://mega.nz/folder/6CRU3ADY#xV3kUhMufDyreEL_OfErDA



that's ok, just leave out the brick fix if it's not essential for your project.
maybe ask some of the folks here on how to include it via hex edit

Elit3Darth

I have an asm brick fix file that Yoshifanatic1 sent me a few years back that works with the standalone smb and ll. I quickly tried it on the smb1 demo pocket uploaded and it works. Didn't do a full game test but from what i see i think it is what your looking for. I think you can copy and paste the following in a notepad and save as an ".asm", and run the patch in ASAR.... if that doesn't work i can send you the file.


org $01FFE0
BrickFix:
   LDA #$01
   STA $A0
   STA $1600
   RTL

org $00BFF3            ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1.
   JSL BrickFix

pocket

Quote from: Creature667 on March 03, 2023, 11:44:03 AMI'm happy to see this making progress as the spritework you've been doing is absolutely breathtaking, my dude. I only have a couple slight nitpicks and they are things I could definitely live with if you decide to totally ignore my suggestions and tell me to go pound sand up my @$$.

Almost everything about the Princess is an improvement except the fact that the first redrawn sprites you had, you had put one or two pink pixels to define her mouth. The new ones have no such definition and I think she should have a clearly delineated mouth in at least some frames. Notably, in action poses where she is doing something that takes effort (i.e. like throwing something). You clearly have a knack for being able to express emotions through these 16 bit characters, which is not something many people have succeeded in when trying. Chrono Trigger and FFVI (USA FFIII) being two that come to mind as winners, albeit less with facial expressions and more with exaggerated body language. But I digress... Somebody pin a Golden Dankey Kang on this bad mamajamma and give them a job in a retro game studio before this talent languishes untapped and unappreciated...

The second Nitpick I have is with the Koopa Troopa, which looks mostly fantastic aside from the sudden flat beak on its face thanks to limitations on its sprite box. I see only one way to remedy this and that is to shave the shell down by a pixel width at the front of the shell and bring the entire head back by one whole pixel space. This will allow you to keep space between the things head and its shell and youll gain the one pixel width in the facial area where you can curve the beak down more naturally instead of looking like it Wile E Coyote'd into a wall and turned into a Pug... If any of that makes any sense over text instruction.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         

Toadstool still has the lips in SMB1 it's just smaller so not easier to see. Her smaller sprite is on the screen for like 2 seconds and is obscured by bars and then gets covered up by a large sprite of her kissing Mario, so i'm not too fussed about her. I will take this into consideration when I touch up her SMB2 sprite though.

As for the Koopa Troopas, does this look better: 


It's a lot like how they'll look in SMB3. I already shrunk their shells a lot, I really wish I could just extend their sprites just a smidge, like 8 pixels would be enough.  But this is the best I can do.

Quote from: erpster2 on March 03, 2023, 12:00:45 PMthat's ok, just leave out the brick fix if it's not essential for your project.
maybe ask some of the folks here on how to include it via hex edit

Hex editing is like greek to me, sorry. It's just a demo though, the final game will have the brick fix though for sure.

Anyway I still have a lot of work to do on raccoon Mario but here's a preview of the Frog Suit



EDIT: I'm revising Mario Bros. 2 sprites and Toad probably got the more drastic update, I made his body just a little smaller without shrinking his overall height any further... I also found out that one of the poses that I thought was just an extra frame in the walk animation is actually a separate frame used for their jumping animation, so I ended up redoing a SMB1 pose as his jumping animation, and I may give Mario his classic fist in the air jump.



Please excuse the slow low quality gif. I used a free website to convert an avi into a gif.

EDIT:
Quote from: Elit3Darth on March 03, 2023, 05:53:36 PMI have an asm brick fix file that Yoshifanatic1 sent me a few years back that works with the standalone smb and ll. I quickly tried it on the smb1 demo pocket uploaded and it works. Didn't do a full game test but from what i see i think it is what your looking for. I think you can copy and paste the following in a notepad and save as an ".asm", and run the patch in ASAR.... if that doesn't work i can send you the file.


org $01FFE0
BrickFix:
   LDA #$01
   STA $A0
   STA $1600
   RTL

org $00BFF3            ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1.
   JSL BrickFix

I somehow didn't see your post until now... any way you could share it in the form of an IPS patch? I don't understand how to do asm stuff at all,
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.

Elit3Darth

Quote from: pocket on March 03, 2023, 07:58:08 PMI somehow didn't see your post until now... any way you could share it in the form of an IPS patch? I don't understand how to do asm stuff at all,

I wish i knew more on converting and hex but im in the same boat as you when it comes to that. However, ASAR is extremely easy to use. You can download the program in the utilities section on this site. Just put the rom and ".asm" file in the same directory as the ASAR program, and run ASAR. it will ask you to enter the asm file name, hit enter, then the rom name, then enter, and it will patch the rom.

You can make the asm file really easy too. Just open up notepad, copy and paste the following code and go to save as. change the save as type to "All files", and when you save, make the filename whatever you want, just make the ending ".asm". and save in the directory of ASAR.

Code:
org $01FFE0
BrickFix:
    LDA #$01
    STA $A0
    STA $1600
    RTL

org $00BFF3                ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1.
    JSL BrickFix


Hope i was helpful. PS, keep up the great work, I've been following this thread for awhile, just haven't been too active.


kaiisen

Wow, I just found out about this project, it looks gorgeous!

I won't play any demos though, I don't wanna spoil it.

I'll be cheering for you, this is amazing!

pocket

Quote from: Elit3Darth on March 05, 2023, 06:04:51 AMI wish i knew more on converting and hex but im in the same boat as you when it comes to that. However, ASAR is extremely easy to use. You can download the program in the utilities section on this site. Just put the rom and ".asm" file in the same directory as the ASAR program, and run ASAR. it will ask you to enter the asm file name, hit enter, then the rom name, then enter, and it will patch the rom.

You can make the asm file really easy too. Just open up notepad, copy and paste the following code and go to save as. change the save as type to "All files", and when you save, make the filename whatever you want, just make the ending ".asm". and save in the directory of ASAR.

Code:
org $01FFE0
BrickFix:
    LDA #$01
    STA $A0
    STA $1600
    RTL

org $00BFF3                ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1.
    JSL BrickFix


Hope i was helpful. PS, keep up the great work, I've been following this thread for awhile, just haven't been too active.

Ah, thanks this was pretty helpful,  I've now updated the demo so the brick fix should be included, and i'll be able to do the same for the eventual Lost Levels Demo.

As a bonus this new updated demo has the new Koopa Troopa sprites so they can be compared to the old ones. And Luigi's sprites have been somewhat tweaked as well, I managed to make him just a slight bit more slim.



Ah, about the Mario 2 jumping animation I mentioned earlier, I don't think I can raise Mario's fist after all.  Seems the only reason I was able to do a special pose for Toad is because I made him so short and didn't need to alter the upper portion of his head, which is shared with his idle/walking pose. But I can give Mario a little open mouth like on the box art when he's jumping.

So I thought more people would be voting for the discord thing, and I realize now the options I provided are a little messy.  I already made the server when I made the poll, I just wasn't sure I wanted to actually go through with it since i'm not very social and don't do well in group conversations, but I think i'll go ahead and open the server, just don't expect it to be a floodgate of activity since i'm still pretty busy.  Here's the link: https://discord.gg/TvCD5R7x

And thanks for all the support everyone.

EDIT:  In the actual disassembly folders it looks like there's a place to put your Asm files so that when you assemble the game, it should automatically apply the patch so I won't have to manually apply it every time I assemble a new version of the game,  but I can't seem to figure out exactly how that works.

EDIT: I also just realized I probably broke Koopa Paratroopas with this update, oops, i'll fix that real soon.
EDIT: Okay, the Paratroopa is fixed. Hammer Bros sprites have also been updated a tad.

EDIT: Frog Mario's done



God willing, I'll never suddenly find myself disliking Mario's face, because editing these power up variants is such a pain in the butt..
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.

Noside

Excuse my ignorance but, isn't the frog suit illustrations wrong placed? is the one on the left the original one?