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Poll

What should I do for the Princess in Vanilla Lost Levels?

Leave her the same as SMB1
Leave her the same as SMB1 but with slightly different dress
Leave her the same as SMB1 but with a ponytail
Swap her out for Daisy
White and Red Dress like the Famicom version

Author Topic: Super Mario All-Stars Redrawn  (Read 45247 times)

cartridge_rom

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #40 on: January 18, 2020, 01:04:14 pm »
Amazing work :o with the new SMB.2 sprites, it's practically the same box art and instructions or the Super Mario show on Saturday mornings, your work is spectacular / pocket. :beer:


MathUser2929

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #41 on: January 18, 2020, 03:13:35 pm »
Are you gonna add the vegtable that is in marios hand.

Nuclear3D

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #42 on: January 18, 2020, 04:06:55 pm »
Might be a dumb question but will this work on real hardware ?

Ar8temis008

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #43 on: January 18, 2020, 05:50:37 pm »
Wart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.


Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?

Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels.  The result? Well, it turned the game into just Lost Levels.  It even removed the brick fix.

What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics.  Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu
 :laugh: )

Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.
I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama )  buuuut it's not quite something i'm dying to do.

Patching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.

What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #44 on: January 18, 2020, 06:32:26 pm »
I’m excited about the possibility of returning the Kings in SMB3 to their NES counterparts! I had posted a request for that a few months ago as it’s something that has always bugged me. What’s the limitation on the dog exactly? Thanks for working on this!

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #45 on: January 18, 2020, 08:29:11 pm »
O M G !!!!!!!!!!!This is AMAZING!!  I was laughing at the Super Show King Koopa sprite too!  It was perfect. You did everything perfectly to the instruction manual counterparts, but the Phanto... He needs ta frown a bit and change his eyes,. Everything else is 100% perfect!  :D

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #46 on: January 18, 2020, 10:54:04 pm »
https://imgur.com/a/KNjlIBt

Re: The Red Shades

Why couldn't you just checkerboard the dark pink color in the sprites pallet with another dark, warm color? Black, or brown, you know, in a checkerboard pattern with the dark pink.
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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #47 on: January 18, 2020, 11:37:24 pm »
Could you put the white gloves on Mario and Luigi's sprites in SMB3?

pocket

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #48 on: January 19, 2020, 04:10:50 am »
Patching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.

What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.

I see. Well When it comes time to make a patch, I'll copy paste everything to a clean rom so it will only be graphical changes. I'll likely make a Lost Levels version. Hopefully someone can either figure out how to combine them through some ASM wizardry, or figure out how to apply the brick fix to the yoshifanatic's split hacks.

Might be a dumb question but will this work on real hardware ?

I have no way of testing that, but I don't see why it wouldn't. I'm not changing anything but graphics.

Are you gonna add the vegtable that is in marios hand.


Perhaps. Might change one of the un-ripened veggies into it.

I’m excited about the possibility of returning the Kings in SMB3 to their NES counterparts! I had posted a request for that a few months ago as it’s something that has always bugged me. What’s the limitation on the dog exactly? Thanks for working on this!



So, the main problem is that the dog was twice as wide as what SMAS replaced him with, and I can't make a sprite bigger than what I'm editing. It has to be same size or smaller. What's more, the Cobrat moves back and fourth across the screen while the dog sat there scratching it's ear. I could improvise and just make the dog walk around but the problem of width is still there. In other words, that dog would have to be very tall and thin.  I just can't think of a solution that would look good.

A lot of the transformed kings are different sizes and moves in different ways than the original NES kings, so that's why i'm not sure i'll be able to change all of them.

O M G !!!!!!!!!!!This is AMAZING!!  I was laughing at the Super Show King Koopa sprite too!  It was perfect. You did everything perfectly to the instruction manual counterparts, but the Phanto... He needs ta frown a bit and change his eyes,. Everything else is 100% perfect!  :D

I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.

https://imgur.com/a/KNjlIBt

Re: The Red Shades

Why couldn't you just checkerboard the dark pink color in the sprites pallet with another dark, warm color? Black, or brown, you know, in a checkerboard pattern with the dark pink.

I don't really think it would look good, but you did give me another idea. The Dark Pink totally passes for red, so I just took the darkest pink out of Roy's head, put it on his shades, outlined the shades, and presto. Does this look alright?
 
That being said, I still haven't experimented with changing pallets aside from Triclyde ( mostly because BSNES runs unbearably slow on my laptop so getting the pallet info is a pain ) But I'll get around to that eventually. But if I can't redden Roy's shades, we at least won't have to settle for yellow.  I think i'll be tweaking the Koopalings a little more anyway since I worked on them pretty early on and have learned a little bit since then.

Could you put the white gloves on Mario and Luigi's sprites in SMB3?

100% for sure on my agenda, regardless of if I redo Mario and Luigi's sprites or not. SMB3 sprites are just a bit of a confusing mess compared to SMB1 and 2, and player sprites are the biggest part of each game, so it could be a while before I get to that part. 
« Last Edit: January 19, 2020, 04:23:06 am by pocket »
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SkyLizardGirl

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #49 on: January 19, 2020, 05:42:11 am »
.. I like all the changes, 

But the Koopa Troopa and Larry Koopa's hair looks terrible.

Keep Larry's hair as the original game, Just make Larry's hair look more blue is all.
« Last Edit: January 26, 2020, 02:56:35 am by SkyLizardGirl »
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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #50 on: January 19, 2020, 06:29:13 pm »
Perhaps. Might change one of the un-ripened veggies into it.

I think that would be really odd and confusing to have Mario always look as if he's going around with a veggie in his hand in SMB2. Or am I misunderstanding?
Writer of the '80s-themed webcomic Satan Ninja 198X

pocket

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #51 on: January 19, 2020, 06:42:04 pm »



Interesting. The images above are from the same rom. Seems Lost levels and SMB1 actually have some graphics they don't share, despite them being identical.  Strangely enough, the tree trunk graphic is in the game twice, yet SMB1 and TLL DO share the same tree trunk graphics despite the tree TOPS using different graphics.So I was able to have SOME of Lost Level's unique BG elements. Just not all of them. I'd like to replace the fence posts with the little brown mushrooms as well but I unfortunately cannot find the top half of the fence post graphics.

Oh, also Lost Levels bush.


.. I like all the changes, 

But the Koopa Troopa and Larry Koopa's hair looks terrible.

Just make Larry's hair look more blue is all.

Koopa Troopas are hard to work with because the original sprites are so compact and the heads are oddly positioned and really tall and skinny, it looks all wrong compared to the art, so I made their bodies smaller to give more details to their heads.  I'm not sure how else I can change it but I'm open to ideas. I just don't want to revert it to how it looked originally.

As for Larry, i'm not sure what you mean, do you just mean his hair isn't blue enough?  Or that I should change it back to the All Stars version but blue? I don't think his all-stars hair resembles the artwork at all. I could possibly tweak it a bit though, that front spike does curve back a little to far i suppose.

I think that would be really odd and confusing to have Mario always look as if he's going around with a veggie in his hand in SMB2. Or am I misunderstanding?
:laugh: I meant I would change one of the veggies you pluck from the ground so it would resemble the one on the box art, not that Mario would always be carrying it in his hand. Like how I changed the Super Mushroom to resemble the Mushroom Mario is holding on the box art of SMB1 in Japan and Europe.
« Last Edit: January 19, 2020, 06:51:03 pm by pocket »
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DarkSamus993

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #52 on: January 19, 2020, 11:38:50 pm »
That being said, I still haven't experimented with changing pallets aside from Triclyde (mostly because BSNES runs unbearably slow on my laptop so getting the pallet info is a pain) But I'll get around to that eventually. But if I can't redden Roy's shades, we at least won't have to settle for yellow. I think i'll be tweaking the Koopalings a little more anyway since I worked on them pretty early on and have learned a little bit since then.
Roy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is. :)

So, the main problem is that the dog was twice as wide as what SMAS replaced him with, and I can't make a sprite bigger than what I'm editing. It has to be same size or smaller. What's more, the Cobrat moves back and fourth across the screen while the dog sat there scratching it's ear. I could improvise and just make the dog walk around but the problem of width is still there. In other words, that dog would have to be very tall and thin.  I just can't think of a solution that would look good.

A lot of the transformed kings are different sizes and moves in different ways than the original NES kings, so that's why i'm not sure i'll be able to change all of them.
Should be doable, I'll see what I can do.

I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.
small bg phanto:
pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.
gfx = 0xC4300

large bg phanto:
pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.
pal = 0x9E193 (flashing eye palette cycle)
gfx = 0xEB800

I'd like to replace the fence posts with the little brown mushrooms as well but I unfortunately cannot find the top half of the fence post graphics.
You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:


----------------------------------------

Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PK

What this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.

The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice. :)

----------------------------------------

In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging. :thumbsup:
Code: [Select]
save slot #1:
$7E00B0 = SMB1: world number
$7E00C0 = SMB1: level number
$7E00B1 = SMBLL: world number
$7E00C1 = SMBLL: level number
$7E00B2 = SMB2: world number
$7E00C2 = SMB2: level number
$7E00B3 = SMB3: world number

save slot #2:
$7E00B4 = SMB1: world number
$7E00C4 = SMB1: level number
etc.

save slot #3:
$7E00B8 = SMB1: world number
$7E00C8 = SMB1: level number
etc.

save slot #4:
$7E00BC = SMB1: world number
$7E00CC = SMB1: level number
etc.
« Last Edit: January 20, 2020, 12:08:03 am by DarkSamus993 »

Jeville

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #53 on: January 20, 2020, 01:56:28 am »
I left phanto the same on purpose, partly because I think his original sprite is one of the few cases where the sprite is just so much better than the artwork, but I also don't think i'll be able to change the giant phanto with the glowing eyes in the backgrounds of key rooms. I also can't seem to find the decorative golden phantos that don't come to life. I figure making it red and white is enough of a change. Thanks for all the compliments, i'm glad you like everything else though.
The artwork is based on its appearance in Doki Doki Panic anyway, which can be read about here. "Despite the sprite for Phanto being modified between Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2, artwork for it usually retains its unsmiling appearance from the Japanese title."

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #54 on: January 20, 2020, 02:02:00 am »
I don't really think it would look good, but you did give me another idea. The Dark Pink totally passes for red, so I just took the darkest pink out of Roy's head, put it on his shades, outlined the shades, and presto. Does this look alright?

Presto, intendi adesso? ("Soon, you mean now?") ;)

Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.

The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.



My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.
« Last Edit: January 20, 2020, 02:28:23 am by Spooniest »
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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #55 on: January 20, 2020, 04:25:58 am »
A lot of the SMB2 sprites got re-worked today. Shy guys, Tweeters, Clawgrip, the little hedgehogs, and even Phanto, check out the OP to see them.. Though I'll give special attention to Phanto right now I suppose.



Since people were pointing it out, I've changed Phanto to match the art. I have no valid excuse anymore not to change it... but I still feel like the original sprite looks better. Seems like such a downgrade to me, so I may change it back while keeping the red and white colors.

Roy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is. :)
Should be doable, I'll see what I can do.
small bg phanto:
pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.
gfx = 0xC4300

large bg phanto:
pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.
pal = 0x9E193 (flashing eye palette cycle)
gfx = 0xEB800
You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:


----------------------------------------

Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PK

What this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.

The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice. :)

----------------------------------------

In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging. :thumbsup:
Code: [Select]
save slot #1:
$7E00B0 = SMB1: world number
$7E00C0 = SMB1: level number
$7E00B1 = SMBLL: world number
$7E00C1 = SMBLL: level number
$7E00B2 = SMB2: world number
$7E00C2 = SMB2: level number
$7E00B3 = SMB3: world number

save slot #2:
$7E00B4 = SMB1: world number
$7E00C4 = SMB1: level number
etc.

save slot #3:
$7E00B8 = SMB1: world number
$7E00C8 = SMB1: level number
etc.

save slot #4:
$7E00BC = SMB1: world number
$7E00CC = SMB1: level number
etc.

You are my hero. It even still works with the brick fix. Here's a look at what I've done with this. Some of it will likely be tweaked to look better of course.

At this rate should I bother making graphics only patches? Seems like with brick fix and a graphics seperator, we'll have everything important covered.

I'll admit, navigating all the debug menus and figuring out where each pallet is located is still pretty confusing for me. Hopefully I'll get the hang of it. Though I'm just praying that further pallet modification won't be absolutely necessary  :laugh: Perhaps I'll make a note of what needs pallet tweaking and save it for last.

Speaking of..


Well, Roy's got the red shades now. I haven't upated the Koopalings in the OP because yet because I think i'm going to tweak them further now that i'm going to be focusing on SMB3. Admittedly, some of them, there's not much I can do. Ludwig was already close to perfect, it was just the white hair and a single pixel of the eyes. Maybe the bodies could use work though.
Presto, intendi adesso? ("Soon, you mean now?") ;)

Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.

The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.



My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.

I couldn't really tell what you did different with her eyes unless I looked really really closely, but you once again gave me another idea... really simple one too. Eyelashes.



Although I only made her look "Scared" in the kneeling pose, because the Princess strikes me as the type to immediately put on a happy face when Mario saves the day...  though really, the scene is so short and the cage obstructs a lot of your view in SMB1/TLL. I think this thinking will come in handy if I modify the Princess's sprite in SMB2 though!


EDIT: Another "just for fun" thing that likely won't be in the final game.



You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.
« Last Edit: January 20, 2020, 06:04:49 am by pocket »
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.

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #56 on: January 20, 2020, 08:50:27 am »
It wouldn't make sense in Double Dragon. I'll totally buy it from Mario.

This is a universe in which punching glowing blocks marked with a ? produces Mushrooms, Flowers, and Stars that give plumbers super powers. Making sense can be bent a bit, I think. Live your dream.
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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #57 on: January 20, 2020, 12:05:49 pm »
EDIT: Another "just for fun" thing that likely won't be in the final game.



You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.

Hahaha, those are awesome! I'd keep them, honestly! In Super Mario Odyssey, there's a costume that turns you into N64 Mario in an HD world, so... I think you can get away with it!  ;)

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #58 on: January 20, 2020, 02:45:12 pm »
Thank you! I have been wondering what I might do once this is all over. I'd really like to do something with Zelda tbh, BS Zelda in particular interests me a lot but there's not a lot I think I COULD do with it. The sprites already look really good, I'd really just be tweaking Link and Ganon and maybe some of the NPCs. I wish I knew how to do more than just sprite editing because I'd kill make BS Zelda into a proper Zelda 1 remake.  EarthBound did cross my mind at one point, the overworld sprites in particular could really use some work imo, could be worth looking into if ShadowOne333 is still looking for someone when SMAS is finished.

If you are interested in some Zelda 1 stuff, I am currently seeking help to make a graphic change for Zelda 1 Redux, to modify the original assets to better fit their original artwork without compromising the design of the sprite itself.
Kind of like a link between the original design and the artwork if that makes sense to you.
Here's a good source for the original artwork that I want the sprites to be based on from both official artworks (including Million Publications):
https://www.zeldadungeon.net/wiki/Gallery:The_Legend_of_Zelda_Enemies
And here's the link to the on-going Zelda 1 Redux project:
https://www.romhacking.net/forum/index.php?topic=29403.0

As for EarthBound, I did finish the project, called MaternalBound Redux.
Although, I am always open to any suggestions or new mockups for the enemy sprites and overworld sprites :)
Those can be found here:
https://github.com/ShadowOne333/MaternalBound-Redux
In the SpriteGroups (overworld sprites) and BattleSprites (Enemy sprites in-battle).

If you are willing to help out on any of those two, I'd be thankful :)
You'd be properly credited as well once the project is out.

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Re: Super Mario All-Stars, Artwork Faithful Edition
« Reply #59 on: January 20, 2020, 07:05:39 pm »
Good news, I think i've kinda started understanding pallet stuff a little better. I also got BSNES to run at full speed.
I do need to be careful about things that share pallets though, I really don't want to screw anything up. Ludwig and Larry share pallets for instance, but luckily, the changes I wanted to make to them were the same. Here they are with more vibrant blue hair ( and slightly tweaked designs, i'll update the OP when I get around to all the Koopalings )




And, another thing i've done with what I've learned... it's the veggie from the SMB2 Box art! It replaces the tiny unripened turnips which are the most common veggie.


EDIT: I guess I should hold off on doing further pallet edits though, because i'll have to do them all over again if I decide to do a graphics only version or if I do a SMAS+Super Mario World version.

Sorry for the smaller sizes, I only really enlarge when I'm making an update for the OP.

Regarding the Mario Bros. style battle mode sprites, i'll keep em if a few more people speak up on that.

If you are interested in some Zelda 1 stuff, I am currently seeking help to make a graphic change for Zelda 1 Redux, to modify the original assets to better fit their original artwork without compromising the design of the sprite itself.
Kind of like a link between the original design and the artwork if that makes sense to you.
Here's a good source for the original artwork that I want the sprites to be based on from both official artworks (including Million Publications):
https://www.zeldadungeon.net/wiki/Gallery:The_Legend_of_Zelda_Enemies
And here's the link to the on-going Zelda 1 Redux project:
https://www.romhacking.net/forum/index.php?topic=29403.0

As for EarthBound, I did finish the project, called MaternalBound Redux.
Although, I am always open to any suggestions or new mockups for the enemy sprites and overworld sprites :)
Those can be found here:
https://github.com/ShadowOne333/MaternalBound-Redux
In the SpriteGroups (overworld sprites) and BattleSprites (Enemy sprites in-battle).

If you are willing to help out on any of those two, I'd be thankful :)
You'd be properly credited as well once the project is out.

I was not aware of MB Redux, it looks great! I'll have to replace the version of EB on my SNES Mini with it, because i'm trying to find the most improved versions of every game I can, and MBRedux looks like the one. I love what i'm seeing, and i'd love to edit some sprites. When I get some free time maybe i'll make a few mockups of some overworld sprites.

As for Zelda Redux, I've been peeking at that thread once in a while since Zelda 1 is one of my favorite games. I wouldn't mind contributing to it.

Speaking of Zelda, I did play around just a smidge editing an existing hack of BS Zelda so Link looks closer to the NES game's artwork as opposed to the OOT style it appeared to be based on ( mind the green sleeves, I only really edited the head and a few other tiles )


I don't want to give my full attention to anything until i'm done with Super Mario All-Stars though, thankfully i'm moving at a pretty brisk pace and the finish line doesn't look that far away. ( though doing Super Mario World for the SMAS+W version is intimidating to me )
« Last Edit: January 20, 2020, 08:58:17 pm by pocket »
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.