Anyone Interested in Doing "SMB Special" for NES?

Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM

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frantik

#720
    Quote from: TRIFORCE89 on June 25, 2021, 09:59:02 PM
    Played it. Loved it. What a thrill.

    I thought the intro splash screen fit well. On the other hand, I thought the transition between Peach's message into the staff roll was way too quick and abrupt. Even just an extra loop of the Ending BGM would have helped it breath.

    I think you're right.  I tried it out with two loops and it felt slow, but one still felt too fast.  I think I'll set it to two loops of the music

    QuoteNow onto actual (maybe) bugs, and my apologies for the lack of screenshots.

    • I'm on a Mac. Game wouldn't run on Nestopia, be it standalone or through OpenEmu as a core. Just a black screen, no audio. Had to use FCEU.

    I tested it on FCEUX, PuNes, Mesen and a real NES using a PowerPak.. I didn't try Nestopia though. [Edit: just tried it on Windows Nestopia and it worked...?]

    Quote
    • At the start of 3-2, I hit two blocks and had two red mushrooms on the screen at the same time. I was small Mario. Grabbed the first mushroom, became Super Mushroom. Grabbed the second mushroom, became Fire Mario. Not sure if this is really a bug or just part of the core engine as I don't recall ever encountering two mushrooms at once in SMB before.

    You can't actually have two power ups on the screen at the same time in SMB, this is an engine change.  I checked the game play video and getting a second mushroom gives you firepower in the original px88/x1 version

    Quote
    • At the very end of 7-2 (flagpole/castle screen), the bottom left of the cloud to the right of the top of the castle was cut off. Just a skyblue tile was there.

    fixed, thanks!


    Quote
    • After the short Peach message at the end of the game and we start the staff credits, you have the 35th Anniversary message and credits. It reads "Ported to Famicon". I suspect this was intentional as a strict romanization, and not a typo - but it struct me as odd all the same. (on a similar note, would prefer English enemy and item names at the end of the game)

    Thanks, that is indeed a typo!  As far as the English vs Japanese names.. I think it's fun to see the japanese names for the enemies, and since the game was only released for Japanese computers, I felt it was appropriate.  That's why I put Famicom instead of "Ported to NES" as well.  I did consider putting both japanese and english.

    Quote from: ShadowOne333 on June 26, 2021, 12:42:14 AM
    Outside those, I also noticed some weird flickering in the HUD, but by experience I know this is caused because of too many sprites on-screen at once, as Zelda 2 does the exact same thing, so it's more of a hardware thing than the actual hack, so no biggie there.

    Yes, I noticed that especially with 5 enemies on the screen and then hitting coin blocks. I'm not sure if my added code is bogging down the game more than the original or if that's just the original game engine.  SMB doesn't often have that many enemies on the screen at once, they're more spread out. 


    Quote
    PS: Oh btw @frantik, please let me know when (and if) I can still contact you regarding that other thing I messaged you about :P

    Sure, shoot me a message once I upload the hack to the RHDN database in a few days
    I'll fix up these changes and put out the updated version


    Quote from: Googie on June 25, 2021, 10:10:23 PM
    I'm up world 5 now, and so far no bugs, this hack is gangsta.  :D :cookie:

    thanks dude![/list]

    niuus

    Quote from: frantik on June 25, 2021, 03:02:12 PM
    This is what you've all been waiting for 

    :crazy:  Super Mario Bros.  Special - 35th Anniversary Edition v1.0 :crazy:

    It's labeled version 1.0 so technically not a beta, but please post any bugs or issues you find and I'll sort them out before posting a full public release to the RHDN database

    When reporting bugs/issues, please include screen shots so it's easier to track them down
    I'm super excited to finally play this. Gonna patch right now.

    I suggest adding to the readme the ROM name and hashes. Right now i have what i think are two of the most used:

    Super Mario Bros. (JU) (PRG0) [!]
    CRC32: 3337EC46
    MD5: 811B027EAF99C2DEF7B933C5208636DE
    SHA-1: EA343F4E445A9050D4B4FBAC2C77D0693B1D0922

    Super Mario Bros. (World) (HVC-SM)
    CRC32: 006EA95A
    MD5: B6FA79ABF0AA1BCE8831C7C5AD8AB1F2
    SHA-1: AAAE1FD2F7B25B261B20C1B2CB414F472C4B2159

    No clue what is the correct one, i'll just patch both and cross fingers.

    Thanks for the first release!

    frantik

    Quote from: niuus on June 26, 2021, 01:46:01 AM
    I'm super excited to finally play this. Gonna patch right now.

    I suggest adding to the readme the ROM name and hashes. Right now i have what i think are two of the most used:


    That's usually on the RHDN page.. but it's 3337EC46

    mahou

    #723
    ohh !! great we can finally try it !!
    I want to play and see the great work you've been doing
    Thank you so much !

    ;D ;D :woot!: :woot!:

    One of the things that I have noticed is the Mario jump, in the x1-pc88 versions it is higher
    For example, when it comes to reaching the plant that is in 2-1, it is much easier to reach it than in this version (I really am not able to go up to it)

    It seems that the behavior of this goomba is different, in version x1 it falls to the platform in the hack it falls to the void

    https://ibb.co/dKvYPFN
    https://ibb.co/9yRWLd9


    June 26, 2021, 12:17:51 PM - (Auto Merged - Double Posts are not allowed before 7 days.)



    Baggins

    Any chance of working in Luigi mode from SMB2, and with alternate jump mechanics?

    frantik

    #725
    Quote from: mahou on June 26, 2021, 09:27:17 AM

    One of the things that I have noticed is the Mario jump, in the x1-pc88 versions it is higher
    For example, when it comes to reaching the plant that is in 2-1, it is much easier to reach it than in this version (I really am not able to go up to it)

    I have not played the x1 version enough to know for sure, but in one area I did have to add a hidden block to gain access to a pipe that is up high.  But everything else it seems you can still get to all the places with Mario's standard jump height.  I didn't want to change the way Mario moves though.

    Quote
    It seems that the behavior of this goomba is different, in version x1 it falls to the platform in the hack it falls to the void

    Yes, it seems when enemies are falling they move horizontally more in the x1 version.  The same thing happens in 1-1 with the first set of falling koopas.  I may take a look at this but I don't think I will bother trying to change it

    Quote from: Baggins on June 26, 2021, 02:38:47 PM
    Any chance of working in Luigi mode from SMB2, and with alternate jump mechanics?

    Luigi isn't in Super Mario Bros Special, so no plans to include him


    shanem

    #726
    Great job, Frantik. I see SRAM saving was included.

    I have two questions:

    1) Will you be incorporating Demo Action Data for the title screen or perhaps just void the current loaded data altogether and

    2) Will there be an option on the title screen to switch to NES palettes (perhaps with the Select button)?

    EDIT: I noticed a bug: I first heard this on 3-1 at the flagpole. When jumping on the pole the flagpole music repeats. My guess is that you added scroll stops to fix jumping over the flagpole. SMB2J does this but codes it differently so the music does not repeat.

    Baggins

    Is it just me or are the fireworks mechanics broken at end of stages? Or was that something Special didn't have originally?

    frantik

    #728
    Quote from: shanem on June 26, 2021, 04:09:42 PM
    1) Will you be incorporating Demo Action Data for the title screen or perhaps just void the current loaded data altogether and


    I changed the demo to be completely random each time, just like how it is in SMB Special.  There might be a little surprise in the demo if you watch it enough times though  8)

    Quote
    2) Will there be an option on the title screen to switch to NES palettes (perhaps with the Select button)?

    Don't tell anyone but pause the game, then hold UP and press select

    Quote
    EDIT: I noticed a bug: I first heard this on 3-1 at the flagpole. When jumping on the pole the flagpole music repeats. My guess is that you added scroll stops to fix jumping over the flagpole. SMB2J does this but codes it differently so the music does not repeat.

    Thanks for pointing that out.  I don't play with the sound on so totally missed this one.  You are right there is a scroll stop there.

    Edit:  I tried to reproduce this error but couldn't, either by touching the flag pole before or after triggering the scroll stop.  How did you cause it to happen?

    Edit2: I see now..

    Quote from: Baggins on June 26, 2021, 04:16:24 PM
    Is it just me or are the fireworks mechanics broken at end of stages? Or was that something Special didn't have originally?

    There are no fireworks in SMB Special

    Agahnim

    #729
    amazing job! I waited so many years for this. thank you!

    I find a bug: https://file.fm/u/gkqh7sye2

    Baggins

    #730
    In level 1-2... There is supposed to be a area to reach behind last pipe, much like a 'warp zone' area, but it isn't. It's same place a pipe earlier in the level will take you to, if you decide to use it.

    In your version it doesn't scroll further right if you get on top of the pipe at the 'end' of the level (infact you cut off the last three rows of bricks that can be seen in the last screen just beyond the piope normally in the regular game). You can see the secret here:

    https://www.youtube.com/watch?v=VpHlh26Fxao

    Is there a change to the icecycle AIs? I watch some videos and it seems that icycles drop on their own after a certain amount of time in the original versions of the game. While in your version, they seem to only drop when you get close enough to them?




    frantik

    Quote from: Agahnim on June 26, 2021, 09:56:33 PM
    amazing job! I waited so many years for this. thank you!

    I find a bug: https://file.fm/u/gkqh7sye2

    Are you doing these with TAS tools?  Or are you just really good at landing those frame perfect?  I can't recreate it, though you're actually supposed to be able to enter the pipe so it's not a problem, though your second video showing mario entering the ground isn't good.  But I dont think most people will even be able to do that

    Quote from: Baggins on June 26, 2021, 10:20:21 PM
    In level 1-2... There is supposed to be a area to reach behind last pipe, much like a 'warp zone' area, but it isn't. It's same place a pipe earlier in the level will take you to, if you decide to use it.

    In your version it doesn't scroll further right if you get on top of the pipe at the 'end' of the level (infact you cut off the last three rows of bricks that can be seen in the last screen just beyond the piope normally in the regular game). You can see the secret here:

    https://www.youtube.com/watch?v=VpHlh26Fxao

    oh wow i didn't realize you could do that.. thanks.  luckily the level was laid out so all I had to do was remove the scroll stop

    Quote
    Is there a change to the icecycle AIs? I watch some videos and it seems that icycles drop on their own after a certain amount of time in the original versions of the game. While in your version, they seem to only drop when you get close enough to them?

    in the original it seems like they just drop as soon as you enter the screen, but since there's no scrolling on that and there is scrolling on this one, I changed their behavior.  The fighter flies also don't follow mario in the original game, but I thought it was more interesting to change it. 



    Baggins

    #732
    Quoteoh wow i didn't realize you could do that.. thanks.  luckily the level was laid out so all I had to do was remove the scroll stop

    I wonder if there are any more levels like that, with secret areas beyond the margins of the screen?

    I did discover the "Hello" area behind one flagpole, that ends up sending you back to the start of the map area (just before the flagpole) once you get to pipe at the end!

    QuoteDon't tell anyone but pause the game, then hold UP and press select

    Speaking of that, I notice on some areas, that doing this will totally change colors of some art assets... Like in is it room 6-3 that has grey trees. Doing it once will change them to green trees, but if you try to change back to your color choices, it will change the trees turn to just a slightly different shade of green, and not back to grey.

    Will you be adding the X1 color scheme later? Including 'dithering' for water? I noticed X1 also seems to have more 'pink' in color choices which might work better for those levels that have coral in the overworld stages.

    Looks like 8-3 is supposed to have lava in the cave section rather than water.
    http://www.mariouniverse.com/wp-content/img/maps/x1/smb/8-3.png

    frantik

    Quote from: Baggins on June 27, 2021, 01:07:03 AM
    I wonder if there are any more levels like that, with secret areas beyond the margins of the screen?


    there's one more.. in the original game it led to a glitched pipe

    Quote
    Speaking of that, I notice on some areas, that doing this will totally change colors of some art assets... Like in is it room 6-3 that has grey trees. Doing it once will change them to green trees, but if you try to change back to your color choices, it will change the trees turn to just a slightly different shade of green, and not back to grey.

    I didn't spend a ton of time on that feature but maybe I'll at least make sure the secondary level colors are added.  It works right when you restart the level, just is weird when you switch.  It's not a documented feature, just a bonus for people who absolutely can't stand the colors I picked

    Quote
    Will you be adding the X1 color scheme later? Including 'dithering' for water? I noticed X1 also seems to have more 'pink' in color choices which might work better for those levels that have coral in the overworld stages.

    No, I already stated my opinion on dithering a few pages back.  I think this representation uses the NES palette the best while still being reminiscent of the X1 colors.  Dithering looks terrible on a real NES, it causes artifacts that the X1 and pc88 didn't have to deal with

    Quote
    Looks like 8-3 is supposed to have lava in the cave section rather than water.
    http://www.mariouniverse.com/wp-content/img/maps/x1/smb/8-3.png

    Thanks, I missed that

    mahou

    There are no fireworks in SMB Special

    No ,in SMB Special there are fireworks
    Looks this!
    X1
    https://streamable.com/9o90lh
    Pc88
    https://streamable.com/cm5dgj

    you probably haven't seen them, because in the emulator you can increase the fps rate or cpu speed
    and when going at a different speed than the original one, it ignores them when representing them

    frantik

    Quote from: mahou on June 27, 2021, 04:00:39 AM
    There are no fireworks in SMB Special

    No ,in SMB Special there are fireworks
    Looks this!
    X1
    https://streamable.com/9o90lh
    Pc88
    https://streamable.com/cm5dgj

    you probably haven't seen them, because in the emulator you can increase the fps rate or cpu speed
    and when going at a different speed than the original one, it ignores them when representing them
    oh ok, i'll turn them back on.  are they triggered the normal way? 6, 3, 1 on the clock?

    mahou

    Well, I don't really know that.
    I imagine they will be equally programmed ...

    aml435

    I've played up through 6-3 this morning, so far with no bugs that I've noticed.
    This hack is a pretty awesome achievement.

    TRIFORCE89

    QuoteSpeaking of that, I notice on some areas, that doing this will totally change colors of some art assets... Like in is it room 6-3 that has grey trees. Doing it once will change them to green trees, but if you try to change back to your color choices, it will change the trees turn to just a slightly different shade of green, and not back to grey.
    Similarly, after learning of the button code I toggled it on and then reset the game to see if the colour palette saves. It does! But the title screen's brown elements are definitely still more X1 reddish. When you then start the game in 1-1, the difference is apparent.

    And not sure the intention, but while the title screen is mostly effected by the colour toggle - the splash screen is not at all. (haven't tested anything else yet beyond those screens, 1-1, and 4-1)

    Agahnim

    Quote from: frantik on June 27, 2021, 01:00:19 AM
    Are you doing these with TAS tools?  Or are you just really good at landing those frame perfect?  I can't recreate it, though you're actually supposed to be able to enter the pipe so it's not a problem, though your second video showing mario entering the ground isn't good.  But I dont think most people will even be able to do that

    I didn't use any TAS tools. It happened to me the first time I played this hack. then I tried a few more times, It's pretty easy to enter in the wall between the two pipes