11 March 2016 - Forum Rules
Started by pocket, January 10, 2020, 09:11:21 PM
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
Quote from: Pethronos on February 28, 2023, 05:01:25 AMSomehow I don't get Luigi's victory pose (chin & shoulder)
Quote from: pocket on February 28, 2023, 03:28:17 PMIt's a bit of a nod to this pose from Luigi's Mansion.
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
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.
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
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 $01FFE0BrickFix: LDA #$01 STA $A0 STA $1600 RTLorg $00BFF3 ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1. JSL BrickFix
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,
org $01FFE0BrickFix: LDA #$01 STA $A0 STA $1600 RTLorg $00BFF3 ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1. JSL BrickFix
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:Code Select Expandorg $01FFE0BrickFix: LDA #$01 STA $A0 STA $1600 RTLorg $00BFF3 ; Set this address to $00BD86 for SMBLL or $00BFF3 for SMB1. JSL BrickFixHope i was helpful. PS, keep up the great work, I've been following this thread for awhile, just haven't been too active.
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