News: 11 March 2016 - Forum Rules

Author Topic: Bob-Omb Mario  (Read 5382 times)

NesDraug

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Bob-Omb Mario
« on: November 21, 2021, 11:51:01 am »
I always wanted to do a Super Mario Bros. 1 hack where I use the patch: Break Brick β
Fireballs can destory brick blocks.
Author of the ips: Masa&Yuu


This upcoming hack will be sort of the spiritual sequel to my hack Mario's Keep.

Mario will break blocks using bob-ombs.


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Also I'm working on some animations. Here's some waterfalls:



I think it will be a pretty straightforward hack with some puzzle elelments but it's also possible to speedrun the levels.
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werewolfslayr925

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Re: Bob-Omb Mario
« Reply #1 on: November 22, 2021, 09:58:00 pm »
Looks like fun! I'm not a huge fan of the SMB1 engine, but you make the game look pretty and fun enough to move me t give it a shot.
As the harbor is welcome to the sailor, so is the last line to the scribe.

Trax

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Re: Bob-Omb Mario
« Reply #2 on: November 23, 2021, 12:20:10 am »
What logic do you use for animations? Bank swapping? If so, you must have done a mapper change, MMC3 maybe?

NesDraug

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Re: Bob-Omb Mario
« Reply #3 on: November 23, 2021, 03:49:56 am »
What logic do you use for animations? Bank swapping? If so, you must have done a mapper change, MMC3 maybe?

Mapper 3 - VROM (CHR) Switch / CNROM.

Yes. It's a animation patch:

Once patched, they will be three extra sprites sheets (4 in total), so that you can edit the sprites. You can't open the hack in SMB Utility after patching this.
Author of the patch: Masa&Yuu

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So what I did was to repurpose vertical ropes of balance lifts into waterfalls.That's fine and all, but the waterfalls would be brown because they (ropes) share palette with the ground. I had the hardest time separating the palettes!



This is a perfect example of how cryptic this game can be to hack. I have got access to A Comprehensive Super Mario Bros Disassembly and still I could not find a simple way of just assigning a new palette to ropes.

So what I had to do was to take out the top of the cloud metatile (because thats's a different palette). ROM adress: 139A. And put it in the ropes metatile adress: ROM 0BBC. And that affected the bushes so I had to switch metatiles for bushes as well. That alone took me a week, but at least I'm learning stuff.




« Last Edit: February 05, 2022, 11:58:11 am by NesDraug »
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diablo666

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Re: Bob-Omb Mario
« Reply #4 on: November 28, 2021, 08:01:12 am »
It looks interesting at the initial stage. Waiting for the full version ;D

Trax

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Re: Bob-Omb Mario
« Reply #5 on: November 30, 2021, 10:22:16 am »
If I recall correctly, the palette attributed to a tile is determined by bits 6-7 of its Tile Code. Therefore, Tile Codes 00-3F have palette 0, 40-7F palette 1, 80-BF palette 2, and C0-FF palette 3 (cycling colors). The pointer table for tile mapping tables is at B08. Addresses are B10, BAC, C64 and C8C, for tile mappings of Tile Codes with palettes 0, 1, 2 and 3 respectively.

NesDraug

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Re: Bob-Omb Mario
« Reply #6 on: November 30, 2021, 04:43:38 pm »
If I recall correctly, the palette attributed to a tile is determined by bits 6-7 of its Tile Code. Therefore, Tile Codes 00-3F have palette 0, 40-7F palette 1, 80-BF palette 2, and C0-FF palette 3 (cycling colors). The pointer table for tile mapping tables is at B08. Addresses are B10, BAC, C64 and C8C, for tile mappings of Tile Codes with palettes 0, 1, 2 and 3 respectively.

Thanks. I´m not sure I understand how to put this information into action, but I´m fine with my solution for the time being. Everything works fine.

There are some stuff I wish to add to my hack though. Which I don´t know how to do.

- Decrease time on the intermediate screen

- Make Toad/Princess text say different things at the end of world 6, 7, and 8.

- Make end music play at the end of both world 7 and 8.

- Custom music 
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NesDraug

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Re: Bob-Omb Mario
« Reply #7 on: December 09, 2021, 08:32:43 am »


Pretty mean lookin' animated Bowser.

I'm now pretty much finished with the graphics and levels. Now I will try to hack the music. 
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diablo666

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Re: Bob-Omb Mario
« Reply #8 on: December 14, 2021, 01:40:50 pm »
This Dragon looks really more formidable :-)

NesDraug

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Re: Bob-Omb Mario
« Reply #9 on: December 27, 2021, 06:54:07 pm »
Goombas are now Bob-Ombs.


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diablo666

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Re: Bob-Omb Mario
« Reply #10 on: December 28, 2021, 08:10:51 am »
Good Idea

Arcade-Elite

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Re: Bob-Omb Mario
« Reply #11 on: December 30, 2021, 02:07:27 pm »
Looks like this Bob-Omb theme would be perfect for a Wario game  :laugh: keep up the good work. :beer:

NesDraug

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Re: Bob-Omb Mario
« Reply #12 on: January 15, 2022, 04:31:31 pm »
Bob-Omb Battlefield. Work in progress. Super Mario Bros music engine is pretty cryptic and hard to hack.  :o


https://va.media.tumblr.com/tumblr_r5rszrrMYG1y1nex7.mp4
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Googie

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Re: Bob-Omb Mario
« Reply #13 on: January 16, 2022, 10:46:55 am »
This is gonna be gangsta when it's done.  ;) :thumbsup:

diablo666

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Re: Bob-Omb Mario
« Reply #14 on: January 18, 2022, 01:42:11 pm »
How I understand you. but I'm sure you can handle it :-)  :thumbsup:

NesDraug

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Re: Bob-Omb Mario
« Reply #15 on: January 19, 2022, 06:25:53 am »
Goombas are now Bob-Ombs.



As you can see in the gif, Mario will always superjump in this hack. I think I saw a patch or hack somewhere that lets you do a superjump only if you HOLD A.

Any ideas on how to achieve this?
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Cyneprepou4uk

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Re: Bob-Omb Mario
« Reply #16 on: January 19, 2022, 07:45:53 am »
Add a condition to a superjump initial physics.

NesDraug

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Re: Bob-Omb Mario
« Reply #17 on: January 22, 2022, 02:57:46 am »
Add a condition to a superjump initial physics.

Good idea. I have no idea how to do though.
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Cyneprepou4uk

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Re: Bob-Omb Mario
« Reply #18 on: January 22, 2022, 03:42:34 pm »
Well, first of all find an address that holds gravity value or something, and take notes on what's the difference between these two jumps. There can be several addresses involved. Keep working on that until you'll be able to manually convert one jump to another by modifying necessary RAM values at the start of the jump.

Then there will be some coding involved, of course, where you need to hijack the physics setup for the jump and write different values depending on whatever conditions you need.

NesDraug

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Re: Bob-Omb Mario
« Reply #19 on: January 31, 2022, 11:47:27 am »
Well I made it. Thanks to StudsX (who is working on a music tutorial) I managed to change all tunes in the rom. :D




VIDEO WITH NEW BOB-OMB BATTLEFIELD MUSIC:

https://va.media.tumblr.com/tumblr_r6l283PQw01y1nex7.mp4
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