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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stratoform

SMB2. Have working throw animations. Should behave like NES.

1. When on the ground, it will show the throw arms for 10 frames then revert to walk.
-- Advance does this too.

2. When in the air, it will show throwing for 10 frames. Then revert to jump / fall.
-- Advance does -not- do this. Like SMAS, the throwing pose will remain until player hits the ground.
-- Advance does not show the mid-air Luigi throwing pose either, like SMAS.


No animated pics yet. Because it required a decent amount of changes to the script engine, I'll post the updates later together.

__________________________________________


SMB1. First I thought of changing to NES behavior. When mid-air, briefly play standing fireball sprite. But GBC has a new sprite for jumping fireball. I think maybe I can lift that one and backport to SNES. Same for swimming likely then.

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[-- Future updates as they come --]

Alex O.

#361
Just checked the SMB1 DX version: it doesn't have a new swimming fireball sprite, merely using the standing version instead.

In SMB3, Mario's physics are off in the demo patch.

stratoform

#362
Quote
In SMB3, Mario's physics are off in the demo patch.

Actually you're right. I swapped the Mario and Luigi gravity physics without noticing during a rewrite. Was wondering why Luigi seemed less floaty at times..

Going to re-write even more clear code everywhere.


Thanks as always! I need to add you in a special mention. You have a remarkable eye.

_______________________


So I tried playing with the palettes from the DarkSamus993 tutorial. Oh wow. That is going to kinda suck; not how I imagined it so it'll take some thought. Especially with all the shared gfx conflicts going around.

________________________


I'm going Windows *.pal format. RGB triples. Do the color conversion to snes myself using asar macros. Make this easy on everyone.

________________________


Good news is that I have a system setup to handle yy-chr palettes easily. Testing by having some fun with airship colors for demo, and making palette tutorial along way.

Bad news is found out Tile Molester *.pal format is not same as yy-chr. Urgh! I'll think this through if can.

ETA on next release will be way off. Much less time. More work to get in than I imagined for Add-Ons project. LICEcap is easy to make animated gif so yay for me!

pocket

I don't know if it's helpful information, and it's a very convoluted process that is probably not necessary, but for YY-CHR, I just open the game in ZSNES and make a save state, making sure the sprite that I need a pallet for is on screen, and renaming the save state file so I know what it's used for.  It's a pain in the butt, and if you don't have a completed save file of the game ( which I got from themushroomkingdom.net ) it's even more troublesome, but it's the only way I know to have the colors represented accurately in YY-CHR... though you have to keep in mind that if you make changes to the Pallet, you'll also need to make a new save state.

ZSNES is a pretty terrible emulator, I know, but it's the only emulator that makes the save files YY-CHR uses for color pallets that I know of.
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.

stratoform

#364
That would drive me crazy with my time schedule!
(I'm doing 13-hour workdays lately with small breaks)


What I have so far is I manually dump the palette in snes format myself. Run it through my converter which makes a proper Windows 32-bit *.pal file. I can now load this file in Tile Molester, YY-CHR and other editing programs that take it.

I did demo palette editing in YY-CHR and re-saved it back out. Problem here is it saves without the header, which messes with every other program not named YY-CHR, SMAS Add-Ons.

My plugin engine will accept header(-less) palette file. But to re-use YY-CHR pal somewhere else, you have to run it through my converter again to re-add the header.


Still have to writeup a TM tutorial for use with my external palettes. Both are annoying process but passable.



The airship tech demo is done, which is largely based on NES colors with some liberties for demo purposes (Wendy = pink, Roy = red, Bowser = charcoal). I might add ability to change Tank 2 colors also since they're shared with Bowser, and also show up as charcoal atm.

Also getting some gif demos done. Still might be a month off though. Each pain is more than 1hr of my life. :)

___________________________________________


Where did I leave off..?

SMB3 kick sprite is now fixed. Only Mario Raccoon looks affected. Requires asm so not trivial. Backport fixed gfx from Advance.

Luigi Raccoon needed foot fixing too.

___________________________________________


Funny how feels like I did lots of work. Then going through the asm list, looks like not much was done. :)

Half-way through a mid-release; going to add everyone else's work for a post-release.

MushroomZeroArt

Quote from: pocket on June 09, 2020, 01:42:52 AM
I don't know if it's helpful information, and it's a very convoluted process that is probably not necessary, but for YY-CHR, I just open the game in ZSNES and make a save state, making sure the sprite that I need a pallet for is on screen, and renaming the save state file so I know what it's used for.  It's a pain in the butt, and if you don't have a completed save file of the game ( which I got from themushroomkingdom.net ) it's even more troublesome, but it's the only way I know to have the colors represented accurately in YY-CHR... though you have to keep in mind that if you make changes to the Pallet, you'll also need to make a new save state.

ZSNES is a pretty terrible emulator, I know, but it's the only emulator that makes the save files YY-CHR uses for color pallets that I know of.

Hi. I'm new here, but I just read through this entire thread in one sitting and really had to congratulate you on all of the fantastic work you have been doing with this. Not only do the changes look great, but the whole idea of the mod being based on the original artwork is genius. As someone who is also a sucker for classic Mario, I adore it. I've wanted to do something similar for a long time.

I'm sorry to hear that you aren't in the best place right now. I've been there. Just wanted to drop in and offer some encouraging words.

(Also, I LOVED the Special TLL sprites. Any chance that part of the project could be released as is? I hate to see it go, but I completely understand your reasoning for it.)

stratoform

Funny moment. Read above comment and thought.

Snes9x 1.60 savestates are zip-compressed. Unzip and we get raw data. Palette data is @ x14f + 512 bytes, MSB format. VRAM tiles are at xc19 + 65536 bytes.


If I make extractor, I can dump vram tiles + windows 32-bit *.pal palette. We can then use in yy-chr, tile molester, wherever.

Guess I then make inserter and then it's ready for snes9x loadstate.

Alex O.

#367
I've made a .zip file of all the SMAS+SMW patches I have so far (including the ones I posted earlier): https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0

It contains these patches and more:
SMB1/TLL:
-Lava Bubbles have their original jump heights.
-The SMB1 Bowser fights are the same as in the NES version.
-The TLL Bowser fights should be as close to the FDS version as possible.
-Fire Flowers turn Small Mario into Fire Mario.
-Fire Mario reverts to Super Mario if hit, not Small Mario.

SMB2:
-Reverted the ladders in World 7-1 to their original lengths.
-Pidgits, their carpets, and Autobombs all have their GBA color schemes.

SMB3:
-All midair-spawning enemies were moved down one tile so that they spawn on the ground/platforms instead.
-Super Leaves now make the "item sprout" sound when they appear from blocks.
-The wooden tiles Mario enters the World 8 (Air-)Ships' boss rooms from are now Warp Pipes.
-The "power-up"/"transform" sound effects when using an item on the world map are more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing now use the "transform" sound instead of the "power-up" sound.
-Based on Super Mario Advance 4:
   *Small Mario grabbing a Fire Flower or Super Leaf now turns into the respective form instead of Super Mario.
   *The missing coins in World 2-1 are present.
   *Recreated the exit part of World 2-Pyramid from SMA4 so that the structure actually looks like the other side of the pyramid. (No P-Switch or coins)
   *Recreated the end pipe arrangement in World 7-Piranha Plant 1 in SMA4 so it makes more sense.
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.
   *Placed a castle wall tile 1 tile above the statues in Bowser's Castle to fill in the gaps.

These are changes I would like to be made:
SMB1/TLL:
N/A

SMB2:
-Have thrown shells hurt the heroes if touched on the sides.

SMB3:
-Obtaining a Starman in a level plays the "power-up" sound.
-Sliding down a hill plays the "skidding" sound.
-Being able to stomp enemies while underwater.
-Munchers don't become Empty Blocks when hit.
-Being able to stomp/carry upside-down Spiny Shells without harm.
-Add the "raccoon tail" sound and the tail's wagging animation while ducking and flying/gliding at the same time.

Credit goes to Insectduel (his patches: https://sites.google.com/site/insectduel/insectduel-s-remodeling-projects), the people at gamehacking.org (their codes: https://gamehacking.org/?game=44854&hacker=all&format=raw), and AgentTer (his SMB3 hack: http://acmlm.kafuka.org/board/thread.php?id=8419).

Elyos03

Quote from: Alex O. on June 11, 2020, 06:39:05 PM
I've made a .zip file of all the SMAS+SMW patches I have so far (including the ones I posted earlier): https://www.dropbox.com/s/h64vsu847zyoiw1/SMAS%2BSMW%20Patches.zip?dl=0

It contains these patches and more:
SMB1/TLL:
-Lava Bubbles have their original jump heights.
-The SMB1 Bowser fights are the same as in the NES version.
-The TLL Bowser fights should be as close to the FDS version as possible.
-Fire Flowers turn Small Mario into Fire Mario.
-Fire Mario reverts to Super Mario if hit, not Small Mario.

SMB2:
-Reverted the ladders in World 7-1 to their original lengths.
-Pidgits, their carpets, and Autobombs all have their GBA color schemes.

SMB3:
-All midair-spawning enemies were moved down one tile so that they spawn on the ground/platforms instead.
-Super Leaves now make the "item sprout" sound when they appear from blocks.
-The wooden tiles Mario enters the World 8 (Air-)Ships' boss rooms from are now Warp Pipes.
-Based on Super Mario Advance 4:
   *Small Mario grabbing a Fire Flower or Super Leaf now turns into the respective form instead of Super Mario.
   *The missing coins in World 2-1 are present.
   *Recreated the exit part of World 2-Pyramid from SMA4 so that the structure actually looks like the other side of the pyramid when you are coming out. (No P-Switch or coins)
   *Brick Blocks directly under of Warp Pipes/Bill Blasters became Coin Blocks so that if the blocks are hit, the pipe/cannons won't be floating in midair. (Mainly in the World 5-Tower outside areas and World 5-7)
   *Recreated the end pipe arrangement in World 7-Piranha Plant 1 in SMA4 so it makes more sense.
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.
   *Placed a castle wall tile 1 tile above the statues in Bowser's Castle to fill in the gaps.

These are changes I would like to be made:
SMB1/TLL:
N/A

SMB2:
-Have thrown shells hurt the heroes if touched on the sides.

SMB3:
-Obtaining a Starman in a level plays the "power-up" sound.
-Sliding down a hill plays the "skidding" sound.
-Sliding into enemies plays the "kick" sound instead of the "stomp" sound.
-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.
-Being able to stomp enemies while underwater.
-Munchers don't become Empty Blocks when hit.
-Being able to stomp/carry upside-down Spiny Shells without harm.
-Add the "raccoon tail" sound and tail wagging animation while ducking and flying/gliding at the same time.

Credit goes to the people at gamehacking.org (their codes: https://gamehacking.org/?game=44854&hacker=all&format=raw) and AgentTer (his SMB3 hack: http://acmlm.kafuka.org/board/thread.php?id=8419).
The NES Sprites thing is quite curious. I checked the SMB1/TLL one out but I didn't feel a difference.
buy mega man zero/zx legacy collection with money

Alex O.

It's less a whole revamp and more changing minor things (like the end-of-level castles and flags) to resemble their NES appearances more.

Elyos03

#370
Quote from: Alex O. on June 11, 2020, 08:36:00 PM
It's less a whole revamp and more changing minor things (like the end-of-level castles and flags) to resemble their NES appearances more.
Huh. I thought it would at least make Mario & Luigi's animations look less like copypastas from their SMB3 counterparts.

Or at restore the NES ground tiles' appearances, the NES mushrooms or remove the eyes from the Fire Flower.
buy mega man zero/zx legacy collection with money

stratoform

That is a large list of patches. :o I will have to figure out exactly who did what for each one; thankfully many are small. Some might pose problems for my plugin engine and may have to skip them.



Because I'm getting annoyed at my constant delays, I will start publishing wips as I start finishing things.


Whatever I feel like hotflash posting will be here, which nothing is there yet..
https://github.com/stratoform/remote/tree/smas


and they will not be archived for long-term github storage. Just for those who don't want to wait as long. Expect lots of rewrites or other unstable goofy things to happen.

Like my plugin engine rewrite has knocked out everything and I'm first sorting SMB3. Back to work while I can..

zarkon

Quote from: Alex O. on June 11, 2020, 06:39:05 PM
   *The Arrow Lift in World 7-Piranha Plant 2 is changed to a Wood Block, as in SMA4.

Bit curious about this one, I couldn't see a arrow life in W7PP2 SMAS or a wood block in SMA4.

https://youtu.be/KSgSduRUEdE?t=9
https://www.youtube.com/watch?v=GBeXa2q0j-Y

Am I looking at the wrong level or is there another pipe that leads somewhere?

Alex O.

They're seen here: https://themushroomkingdom.net/smb3_snes2sma_w7.shtml#w7-gpp2
You'd need a P-Wing to see it in-game, as it's too high up.

stratoform

#374
It's a mess and not organized at all.
https://github.com/stratoform/remote/tree/smas


If someone wants to draw better airship colors or minigame portraits, go right ahead! Credit will go to winner.

I will add Redux white gloves.
-- edit: And flag to build using NES airship colors.

zarkon


stratoform

Quote from: Alex O.
-Making the "power-up"/"transform" sound effects when using an item on the world map to be more accurate/consistent; the Frog Suit, Hammer Suit, and P-Wing should use the "transform" sound instead of the "power-up" sound.


Here's notes for overworld powerup sound


$29/DCC8 BD F7 EE    LDA $EEF7,x[$21:EEFB]
$29/DCCB 8D 00 12    STA $1200  [$21:1200]


21:eef7 sfx table
00   00 = none
0a   01 = mushroom
0a   02 = fire suit
0c   03 = raccoon suit
0a*  04 = frog suit
0c   05 = tanooki suit
0a*  06 = hammer suit

0a   07 = cloud
0a*  08 = p-wing


00:1D80 = powerup1

00-08
09 = star
0a = anchor
0b = hammer
0c = whistle
0d = music box

Alex O.

#377
Thanks! The modifications work just fine!
Just added it to the .zip file I posted earlier.
Use this link if that one doesn't work: https://www.dropbox.com/s/eim1nbtfdrwvfv6/SMAS%2BSMW%20-%20SMB3%20Map%20Power-Up%20SFX%20Fix.ips?dl=0

stratoform

Was looking for the SMB3 status bar fix in your collection..? TBH, I like your naming conventions better.


BTW, here's my SMB3 free roam codes
238E5E:80
238A85:80

Alex O.

#379
It's right here: https://www.dropbox.com/s/mabh93vzi28qqnw/SMAS%2BSMW%20-%20SMB3%20Fixed%20Status%20Bar%20GFX.ips?dl=0
It's also part of my Fixed GFX patch.
_________________________________

Just found out that the demo patch won't let me play SMB1; selecting either mode on the game's title screen sends me back to the All-Stars title screen.
_________________________________

Found that the Replayable Levels code for SMB3 didn't let you enter Bowser's Castle, so it was removed.