Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )

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

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NES Boy

And here are the addresses for Lemmy and Wendy (and their dummies):

LEMMY: 0x19D22E -- Default values...

  • 05 45 05 45 05 00
  • 05 45 05 45 05 00
  • 05 05 05 00 00 00
  • 05 05 05 45 00 00
  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 05 05 00 00 00
  • 05 05 05 00 00 00
  • 05 45 05 05 00 00
  • 05 45 45 45 00 00
  • 05 45 05 05 05 45
  • 05 45 45 05 45 00
  • 05 45 00 00 00 00
  • 05 45 00 00 00 00
  • 05 45 45 05 45 00
  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
LEMMY DUMMY: 0x19D2A0 -- Default values...

  • 07 47 07 07 47 00
  • 07 47 07 00 00 00
  • 07 47 07 00 00 00
  • 07 47 07 00 00 00
WENDY: 0x19D2B8 -- Default values...

  • 09 49 09 49 09 00
  • 09 49 09 49 09 00
  • 09 09 09 00 00 00
  • 09 09 09 49 00 00
  • 09 49 09 09 49 00
  • 09 49 09 00 00 00
  • 09 09 09 00 00 00
  • 09 09 09 00 00 00
  • 09 49 09 09 09 00
  • 09 49 49 49 49 00
  • 09 49 09 09 09 49
  • 09 49 49 09 49 00
  • 09 49 00 00 00 00
  • 09 49 00 00 00 00
  • 09 49 49 09 49 00
  • 09 49 09 09 49 00
  • 09 49 09 00 00 00
  • 09 49 09 00 00 00
  • 09 49 09 00 00 00
WENDY DUMMY: 0x19D2A0 -- Default values...

  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
Like Iggy and Larry, the odd numbers are the palette.

As a bonus, here is a graphical error correction:

WENDY'S BOW ERRRORS CORRECTED:

  • At 0x19CFAF, change the byte 06 to 08.
  • At 0x19CFB5, change the byte 02 to 08.
  • At 0x19D1D7, swap bytes 1E and 1F.
  • At 0x19D1DD, swap bytes 1F and 1E.

Plus, here's the sprite data for the ending screen featuring Bowser and the Koopalings:


  • Bowser: 0x15B410
  • Morton: 0x15B4D0
  • Roy: 0x15B4F4
  • Lemmy: 0x15B514
  • Wendy: 0x15B52C
  • Iggy: 0x15B548
  • Ludwig: 0x15B554
  • Larry: 0x15B5A3

pocket

So I absolutely appreciate the efforts in finding all the information there. It seems Super Mario World isn't quite off the tables as I thought.  But I'd still like to get Mario All-Stars finished before I think about working on Mario World. I actually have heard from DarkSamus99 again, so it seems like things are finally coming back together, so it will hopefully be sooner rather than later that we'll be able to talk about Mario World.

All that being said... I still don't exactly know what I'm meant to do with all those numbers. Remember, I'm just a pixel artist really. It's embarrassing to frequently reveal how dyslexic I am about this kind of stuff on a board so full of people who are more knowledgeable about this kind of thing. Let's put a pin in it until Mario All-Stars is done, then someone can walk me through the process of turning the Koopa Kids colors into something that isn't so befuddlingly off the mark.

Lemmy and Wendy can actually be edited directly for the record, I guess something about no mode 7 being used in their boss rooms?  I actually did work on those two, the only issue is that it turns the fireballs flying around their rooms different colors. But I think that's being worked on.
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.

Chicken Knife

QuoteRemember, I'm just a pixel artist really. It's embarrassing to frequently reveal how dyslexic I am about this kind of stuff on a board so full of people who are more knowledgeable about this kind of thing.
I've felt this so many times. The threads related to my DQ projects have been so rife with personal embarrassment over last couple years, where I heavily relied on experienced people to guide me through the learning process of technical things that made me frequently feel mentally impaired. The good news is that this community is full of people who love to teach in a healthy, positive manner, and I really think that suffering through the embarrassment factor has been worth it. A lot of this stuff goes from bewilderingly complex to actually quite simple as soon as you get one of those "aha!" moments and the dots connect.

CleitonBR


pocket

You're not wrong there, I thought I was going to have to settle with having green Triclyde when this project first began but thanks to Darksamus99's walkthrough on page 1, I was able to learn how to alter color pallets. My understanding of it is less than perfect but at least I can do it.

It actually appears as if there's a patch for the fixed Koopaling Colors in stratoform's github anyway though, so all the leg work is already done it seems.  I really need to go through that thread if I intend to use any of it for this project.

September 26, 2020, 11:38:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

So it's a small update, but in an effort to make SMB1 look even closer to it's NES counterpart, the smiley faces on clouds have been removed. Background elements in Mario games weren't really a thing until the Lost Levels came out, so the smiley faces will still be on the clouds in Lost Levels.  Also the colors of the hills have been changed to more closely resemble the NES game as well. Lastly, i've slightly altered the ground tiles so that only the surface has a black outline. I hope it looks better.



Now, I think there's just one more major change left to the background elements to make the game feel like the 16-bit version of the world we explored in the NES game, and that would be to make the sky a more purplish blue color in the outdoor daytime stages.  Messing with the colors of backgrounds is intimidating to me and I don't know if it is even in my power but here's a mockup of what that might look like.



With that, the only thing left for SMB1 is the Mario & Luigi sprites, and the bark of the trees, which, I don't even know if I want to alter or not. The original doesn't translate well to 16-bit and the direction they took it seems fine enough.
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

 :thumbsup: looks very good,but and other backgrounds in smb1 game and lost levels too :huh:

cartridge_rom

The 1st image looks better, much softer the colors and good changes with the floor tiles and the clouds, its fidelity to the original version of NES 8-Bits seems great when updating art to 16-Bits.

the 2nd image is very saturated with purple and more dark tonality.

courhue

When I had a snes classic, I remember something about homebrew needed to be 512 KB or larger. So that could be why your standalone demos are failing.

You could also ask here, which used to be popular until the Sluffy went away.
http://www.romhacking.net/forum/index.php?topic=25789.0

Hellfire

Hey there. This hack is pretty cool! Although, I'm in a mixed bag about SMB3 Mario and Luigi but they're good for the most part. I love their poses but the design of em is weird. I really don't like SMB2 Mario and Luigi. They just.. look weird aswell. I don't know how you can do the SMB2 ones better though, but I've made this SMB3 Mario. Me and my friend are gonna use him in a project (Although with color changes and some minor edits) but if you want I can make a sheet of him.

pocket

I've been avoiding replying to the thread since i've not worked on the hack in a few days, so i've nothing to show, and I don't want to run into another situation where my thread doesn't get bumped when I have a real update because of the double posting rule. I've actually gotten in contact with DarkSamus99 again so it seems the wait for the build script is underway again.

Quote from: CleitonBR on September 27, 2020, 10:01:25 AM
:thumbsup: looks very good,but and other backgrounds in smb1 game and lost levels too :huh:

You're going to have to rephrase that because I can't make sense of this...

Quote from: cartridge_rom on September 27, 2020, 08:42:46 PM
The 1st image looks better, much softer the colors and good changes with the floor tiles and the clouds, its fidelity to the original version of NES 8-Bits seems great when updating art to 16-Bits.

the 2nd image is very saturated with purple and more dark tonality.

I should have mentioned that the mockup is from an older build so the bricks will be the same as in the 1st image.  The darker color is intentional to make the colors match the NES game better.  I will keep the lighter color skies for Lost Levels.    It is just a mockup for now, but DarkSamus is looking into making it a reality.

Quote from: courhue on September 27, 2020, 09:58:08 PM
When I had a snes classic, I remember something about homebrew needed to be 512 KB or larger. So that could be why your standalone demos are failing.

You could also ask here, which used to be popular until the Sluffy went away.
http://www.romhacking.net/forum/index.php?topic=25789.0

It actually works with retroarch, but I'm not a fan of having to use retroarch when I don't have to.  It's not an important matter anyway, the stand alones would be nice to have displayed on my SNES Mini's slick UI, but if it doesn't work out of the box, i'm not going to do a ton of digging to try and make it work. I'm fine with the compilation.  The Stand Alone hacks are mostly going to be used for demo purposes, but if there's any sort of demand for the games as stand alones, i'd welcome others to make them work... although it would require the pallet editing to be done from scratch for each stand alone game.


Quote from: Hellfire on September 29, 2020, 09:09:24 AM
Hey there. This hack is pretty cool! Although, I'm in a mixed bag about SMB3 Mario and Luigi but they're good for the most part. I love their poses but the design of em is weird. I really don't like SMB2 Mario and Luigi. They just.. look weird aswell. I don't know how you can do the SMB2 ones better though, but I've made this SMB3 Mario. Me and my friend are gonna use him in a project (Although with color changes and some minor edits) but if you want I can make a sheet of him.

Well I'm sorry you don't like them, I'd rather not hear that if you don't have a mock up of how to improve it.  I have no plans to change Mario and Luigi right now as I think they resemble the art quite well and i've put a lot of time into making sure they resemble the game's art work, which is the main goal of this hack.  The only sprites I'm not satisfied with for SMB2 is maybe a few of the small sprites and crouching sprites.  Other than that, I'm very proud of my SMB2 Mario and Luigi sprites.

I do appreciate your SMB3 mockup but I prefer what I've done. The Mario 3 sprites are still a work in progress that i'm not quite satisfied with yet so they may change.  I've contemplated just doing what the original Mario All Stars did and reuse my Lost Levels Mario with the shirt and overalls colors swapped as a base, but I'm not 100% on board with that idea. A big appeal of the original All-Stars is that they all had different art styles, so I'd like that to be true for the Mario sprites as well...
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.

Hellfire

Oh, alright. The issue with SMB2 Mario and Luigi is that the space between their hair and eyes is a bit too much. The head looks way oversized for the rest of the body. So I edited them a bit myself. Here's the image link since for me img doesn't work.
https://imgur.com/a/fk9CDIP

pocket

That actually does look a fair bit better, so perhaps I will implement those changes. Seems like a pretty small change and luckily SMB2 sprites are actually the easiest to modify out of the three games so it shouldn't take too much work. Especially if it's just the head since the head is mostly just a static sprite that doesn't really change for the most part.

As for imgur, they changed it up slightly. You have to select "Get Share Links" from your image, and from there choose BBC Code (forums)
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.

Hellfire

Alright. I can make a full sheet if you provide me the sprites, so the workload will be reduced. Thanks for the imgur tip!

pocket

So, last time I provided sprites for someone to edit there was a lot of confusion because I sent them the raw .bin files to edit when they were expecting like a PNG to edit in MS paint. I want to make sure that's not what's going on here because I can't simply copy and paste images into YYCHR and it works fine, it completely messes up the colors in the process, it would actually be more work for me to do it that way...   If you actually know how to use YYCHR or some other graphic editing program, you can just directly edit the sprites from the demo provided in the OP and then DM them to me when they're finished.
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.

Cyneprepou4uk

You should provide them with palette files as well then.

pocket

Afraid I don't have those, I don't know how you even obtain those. What I do have is the ZSNES save states which YYCHR uses to get all the loaded pallets at once. I'll toss those in the Mega temporarily.
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.

Cyneprepou4uk

It's simple, you need to save/export palette into a .pal file after you set it up in yy-chr. But if savestates work then nevermind.

Hellfire

Well, I opened the rom using YY-CHR, loaded the pallete, but uh.. Mario and the others seem to be horribly transfigured in pieces and scattered around. The other sprites are fine though. There's also a copy of the original SMB2 players.

Justamariofan

There should be plus(+) and minus(-) buttons. Just press whichever until you can see the player's graphic banks.

Hellfire

Quote from: Justamariofan on October 02, 2020, 05:54:10 PM
There should be plus(+) and minus(-) buttons. Just press whichever until you can see the player's graphic banks.
That worked. Thanks!