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Author Topic: Super Mario World NES: The Complete Improvement Project  (Read 34472 times)

Lusofonia

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #80 on: February 20, 2021, 06:04:08 pm »
They look amazing! But, can't you use red to color some of the Rex's parts, like in earlier versions of his sprite? Just a suggestion.
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thewindowsandbootleghacke

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #81 on: February 25, 2021, 09:37:00 pm »
Can the Podoboos will be replaced by Bullet Bills?

TGG778

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #82 on: February 27, 2021, 09:43:50 am »
Can the Podoboos will be replaced by Bullet Bills?
Yes, the Podoboos can be replaced by REGULAR Bullet Bills, but they can't be replaced by a single,large Banzai Bill due to the sprite limit, as placing a single Banzai Bill would cause the game to freeze, crash or even reset (it happens when too many sprites are on screen)

Lusofonia

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #83 on: February 27, 2021, 11:43:12 am »
Maybe make a smaller Banzai Bill? Small bullet bills are 16x16, the trimmed down Banzai Bill could be like, 24x24.
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Satoshi_Matrix

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #84 on: February 28, 2021, 05:02:37 am »
Take a look at the Korean Super Boy 4 for the Sega Master System.

https://www.youtube.com/watch?v=TiF2-dAB48Q

This video at about 15 seconds in.

That's a banzi bill sprite that the Famicom could render. it's 32x32.

PalaceSwitcher

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #85 on: March 06, 2021, 10:46:08 pm »
Maybe make a smaller Banzai Bill? Small bullet bills are 16x16, the trimmed down Banzai Bill could be like, 24x24.
That's what we're planning on doing

Lusofonia

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #86 on: March 07, 2021, 10:48:24 am »
Take a look at the Korean Super Boy 4 for the Sega Master System.

https://www.youtube.com/watch?v=TiF2-dAB48Q

This video at about 15 seconds in.

That's a banzi bill sprite that the Famicom could render. it's 32x32.

Speaking of bootleg games, there's a clone of Super Mario World called "Buzz and Waldog" from which perhaps we could take some tiles from.

https://youtu.be/Sb9KXViuILg?t=61

There's also another SMW clone for the Master System called "Toto World 3" that could also get some of it's graphics from. Notice the spring board and Starman graphics:

https://youtu.be/fvXOwxgKyow?t=268
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Somari the Adventurer

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #87 on: March 09, 2021, 07:20:45 am »
Hello again, just a small update today but I thought I should make a post as it's been a couple weeks at least since the last one.
Most of the recent goings on with the project have been behind the scenes as we ran into what we thought would be a massive technical issue due to a misunderstanding of the MMC5's capabilities that stripped us of an additional 4K of sprite RAM, but thanks to a bit of research and me studying the original game more closely I've worked out a way to get everything working with just the standard 4K of sprite RAM. In case anyone is thinking it, I do know about the 12K VRAM trick, but that forces you to use 8x16 sprites and that would mess up all of the sprite banking and would also make the palette clash much worse, so unfortunately this trick cannot be used for the game, we were under the impression that this could be used with standard 8x8 sprites, but you learn as you go ay. But rest assured, we won't be cutting anything important to the gameplay, the only cuts will be to particles and a few animation frames for some objects, I can make this work.

So now that we've solved that issue things are moving forward slowly as normal, PalaceSwitcher has been continuing with labelling code and is currently seeking help with that (if you'd like to help out the thread is here), and I have been continuing with enemy sprites, though most of these past couple weeks have been spent studying the SNES game more carefully and looking at exactly how to bank enemies as I have to be a little more smart about it being down a whole 4K of RAM.
Here's a few of the latest additions to the sprite sheet:


There have also been a few other small sprite tweaks such as the hunched Koopa's shoes being made smaller to reduce the colour clash, so I think that the graphical progress has been good. Also, the reason the red was removed from the Rexes was because it had a lot of cut off/clash on the majority of their frames, it only looked decent on the one frame it was originally shown on in my previous posts. As you can see, the Banzai Bill has been made smaller to work better on the NES as well, though I'm not sure if I'll keep the rather heavy shading around the eyes, but for now I like it.

Anyway that's it for now, I hope you like our progress and with any luck someone with some technical knowhow will join us soon, we could really do with a second technical member,
As ever thanks for reading and take care everyone!


(links: Discord Server :: Github Disassembly )

 

RetroGameFan

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #88 on: March 09, 2021, 09:04:52 am »
As you can see, the Banzai Bill has been made smaller to work better on the NES as well...
I'm a bit confused. Is that sprite on the sprite sheet 32 x 32? Because someone here just said that a sprite of that size works on the SMS via the game Super Boy 4, and can work on the NES.

Somari the Adventurer

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #89 on: March 09, 2021, 09:35:04 am »
The Banzai Bill is 5 tiles wide by 5 tiles high, so 25 tiles total or 40x40 pixels, this is about as large as I think I can make it before it just becomes too much with all of the other things the Banzai can appear with

Satoshi_Matrix

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #90 on: March 10, 2021, 03:13:04 am »
The buzzy beetles look great. Dithering on sprites. You rarely see it, and rarely see it done so well.

Lusofonia

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #91 on: March 10, 2021, 06:29:08 am »
These graphics are awesome. I wish you good luck with your project!
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UltraEpicLeader100

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #92 on: March 16, 2021, 07:55:06 pm »
Those sprites are clean as hell Somari. Good job!

Drewhinson7

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #93 on: March 18, 2021, 10:43:26 pm »
hey um do you accept beta testers cause i wanna be one of them u know to test out the game

PalaceSwitcher

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #94 on: March 23, 2021, 10:11:39 pm »
hey um do you accept beta testers cause i wanna be one of them u know to test out the game
We're probably going to be releasing alpha/beta patches anyway.

TGG778

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #95 on: March 24, 2021, 09:10:16 am »
We're probably going to be releasing alpha/beta patches anyway.
i'm waiting for the patches, anyways, did you guys fixed the music slot issues? (Invincible and Valley of Bowser seem to share the same music slot) i really wanted to be a Beta Tester, is there a way to expand the music slots in order to add a proper boss theme and to add some of the missing songs?

PalaceSwitcher

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #96 on: March 28, 2021, 12:59:26 am »
i'm waiting for the patches, anyways, did you guys fixed the music slot issues? (Invincible and Valley of Bowser seem to share the same music slot) i really wanted to be a Beta Tester, is there a way to expand the music slots in order to add a proper boss theme and to add some of the missing songs?
No changes have been made yet because we're still in the process of disassembling it.

Somari the Adventurer

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #97 on: March 30, 2021, 03:34:26 pm »
Hello again to all, it's been a while since my last post so I thought I'd share our latest progress, I've been on a little bit of a break from my graphical work to do some other things but I've still made some decent progress on what I've done.
Map: So we've decided that the overworld map should use the MMC5's Ex attribute mode which allows for 8K of tile data as well as 8x8 palette application for backgrounds. With that in mind, I've ported every single map tile the SNES game has and created a mockup to go with it. We are currently unsure if the sides of the map boarder will be possible on the NES, but for the sake of this mockup they are included. (the numbers around the edge are just for my reference of keeping track of a palette grid)

I think it came out quite nicely for an demake. The downside to Ex attributes is that they prevent normal background animation using bankswaps, so the only way we could animate the water would be using tilemap updates, but we are currently unsure of how taxing/feasible this would be on the hardware.
Luigi: Some of Luigi's sprites have also been worked on with good results, though they aren't an exact match to any of the legit sprites of Luigi, they are as close as I can make them without significant palette clash or looking weird like some of the actual ones do (looking at you Super Mario All Stars + World Luigi)

More have been completed than shown here, but I thought I'd try using a couple of animated sprites in my post for once.
Stage Backgrounds: I decided to start a little bit of work on the stage tilesets, and have completed one of the cave sets so I'll probably make a mockup using it soon. (not much else to say on that really, I just made that one set)
Technical: Technical progress is slow and steady as usual, more banks have been reverse engineered and commented/labelled with a couple of interesting finds in the process. Turns out that Mario has what appears to be a very early skidding action state, when forced to activate, small/super Mario will switch to a garbled sprite (though Fire Mario will use the actual unused frame for it) and move very slowly when you press left/right. While in this state he can't climb properly or ride Yoshi and will return to his normal standing state once you stop moving, it's not much use, but it was an interesting find none the less. There also seems to be an unused state for Yoshi spitting out a 1UP, perhaps it was planned for him to be able to spit out bonuses similar to how he makes 1UP eggs in the SNES version sometimes.

Anyway that's it for now, as ever, thanks for reading and take care everyone


Links: Discord Server: https://discord.gg/uHWgznJhGA   ::::   GitHub: https://github.com/palaceswitcher/SMW-NES-Disassembly   

Lusofonia

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #98 on: March 30, 2021, 04:48:50 pm »
Is it possible to reimplement those unused states, like the unused skidding one?
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Vanya

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Re: Super Mario World NES: The Complete Improvement Project
« Reply #99 on: March 30, 2021, 06:22:47 pm »
That's looking mighty fine so far.
If you can get the maps looking close to that mock, then you'll already have a superior version of this port.