11 March 2016 - Forum Rules
Started by Somari the Adventurer, July 19, 2020, 11:55:38 AM
Quote from: Somari the Adventurer on January 19, 2021, 05:06:57 PMHello again to all, I'm back at it again and this time things look quite different, some aspects of the project are being reworked and how I'm working on this has also changed a bit. So, onto the new SMW NES Improvement update:On the technical side, progress on the disassembly is good, 6 banks have been fully disassembled so far and PalaceSwitcher has been working hard to understand this game's inner workings, finding many useful RAM addresses that the game uses for various things. The disassembly can be found here: https://github.com/palaceswitcher/SMW-NES-Disassembly and there is also a Discord server (https://discord.gg/3rJSuzqzmE) for those who would like to help out with the project. We would much appreciate any technical assistance you could lend to us if you would like to do so as it would speed up the disassembly process if there were more people working on it as it is currently only PalaceSwitcher working on this task.Now onto the graphical side of things, there are 3 main changes to how this is being designed now, 1; completely new and more flexible palette sets, 2; Graphics are now being organised in ROMs ready for later insertion, and 3; I'm aiming for a far more legitimate looking game than before.Here are Some sprites in the new art style:As promised, Bowser has also been worked on:And here are all the stage objects I have drawn so far:As you can see, things are looking a little prettier now, we have a more diverse colour set and, like some of you asked for, Mario now uses only one palette just as he did in the real NES games. This new set of palettes will not only allow for the graphics to appear more accurate to the SNES originals as a whole, but also prevent any palette clash issues when playing as the Luigi or when riding a non-green Yoshi. Following this new art direction, PalaceSwitcher and I have officially merged projects, so I am now the lead artist of the project as a whole.The reason that graphics are now being organised and arranged into graphics ROMs is because we realised that all of the work done to the Mapper 90 version of the game will later have to be transferred over to the MMC5 version (as that will be a conversion of the base game) and also, with the MMC5 version we should be able to achieve a far greater level of accuracy with more frames and more memory, so continuing to graphically improve the mapper 90 version seems pointless. Instead all graphics used in the game will be drawn in colourised and ready to insert form, including banking design for said graphics, meaning that when the MMC5 version is ready, we will be able to insert everything as needed.Anyway, that's it for this update, I hope you like the changes we've made and I look forward to hearing your thoughts,Thanks for reading and take care everybody!
Quote from: Somari the Adventurer on January 24, 2021, 09:03:39 PMHello again, just a small post this time to respond to some things and show off the latest sprite progress.First of all, thankyou all for the warm responses, I'm glad you all like the new art I'm making for the game and that people are interested in the project, your support is what helps us keep working on this So, to answer the couple questions that were asked ('Will the music be remade? and 'Will the physics be worked on?'), yes, this game is basically being torn apart and once that's done, it'll be rebuilt on the MMC5 with new music, new physics, new enemies, stages and many other improvements, this is a complete overhaul of the game. We would like to make as close to a perfect port as is technically possible, the MMC5 should allow us to achieve this, though due to the size of the project and our small team it will obviously take a fair while to do. As for sprite progress, here are the latest sprite sets that have been completed:Standard Koopa sprites and shell (can be palette swapped for each of the four colours)And Small Mario's in level sprites (missing cutscene specific sprites for now as they are a low priority)Good progress has also been made on Yoshi's sprites and they are nearly completed, so hopefully I can cross those off the list soon.On the technical side, PalaceSwitcher has updated the bank 63 labels and has begun work on disassembling bank 50, so there's been a little progress made all round.Anyway, as ever, thanks for reading and I look forward to hearing your thoughts,Take care everyone
Quote from: Lusofonia on January 26, 2021, 01:03:40 AMWell, you're right, but it varies from artist to artist. You can't please everyone. We can give suggestions, but it's up to the owner to decide what to do. Anyway, the NES comes with a color perfect for this job: 0x15. That's the hex for the magenta that'd look perfect without making Mario look too... "girl-y".Using 0x38 would make his skin color a light yellow and would also make the logo in this color too, it'd be barely noticeable and would not make his sprite palette look bad.As for Yoshi's palettes, it's intentional. Since the NES can only use four palettes for sprites at a time, the romhacker has to be very smart about how he uses these.
Quote from: Lusofonia on January 27, 2021, 11:28:30 AMThis. This is perfect. I wonder if moving the HUD to the top is possible? SMW and SMB1 both used HUDs at the top, not sure why Hummer moved it to the bottom.Also, is it just me, or that Fire Flower sprite is ugly? I think you shouldn't have used white for darker shading, althrough this technique worked in the green part of it because it looks like lighter shading. Maybe move the shading to the top-left to make it clear where the light is coming from.Edit: Forgot to say about the ? blocks. The way you've done them here is great.
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