Anyone Interested in Doing "SMB Special" for NES?

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

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Googie

Quote from: SMB2J-2Q on July 25, 2008, 05:14:22 AM
Please don't let your GF get in the way of things, Frantik...

Women needs lots of TLC, so um, yeah...

frantik: Now, imagine this hack being released on the same day as SMU...  :o  :cookie:

^________^'

MathUser2929

Let's rename the hack Super Mario Forever in honor of its delayed release.

frantik

QuoteLet's rename the hack Super Mario Forever in honor of its delayed release

that was actually the first name of Super Mario Unlimited :-p

and we're waiting for Karatorian to give us the updated patches so dont blame my gf :D

strfr

franktik, have you (or anyone else) been in contact with Karatorian recently?  His last activity on the board was almost two months ago, on June 7th...the same day as his last post.

frantik

nope.. we mostly communicated thru the board

i might have to finish my php level ripper thingy to at least release the completed Phase 1 rom i guess  :-[

rbudrick

Hmmm, does anyone have Karatorian's contact info?  Perhaps someone could email him and see if his heart is still in it.  I know I get deep into projects sometimes and then I just can't take it anymore and come back later.

-Rob

rbudrick

I figured I'd give this one a bump, since it's been a month since the last post and even longer since the last update.  It'd be a shame to see this one die after all the work we saw the boys put into it.   :(

-Rob

frantik

#467
if karatorian never returns i'll eventually figure out how to at least get the last round of bug fixes implemented since it's a decent port at this point if the bugs were removed

edit:  i tracked down his myspace and sent him a message...

Karatorian

Hey all, I'm really sorry I've been absent for so long. I took a little break from ROM hacking. It wasn't really planned, it just sorta happened, otherwise I'd have given you guyz some sort of heads up. (I got pretty deep into a web realated project of mine and then revived work on my OS project, so SMBS just sort of got neglected.)

I'm going through the thread now too see what I've missed. Hopefully I can get the outstanding bugs fixed soon. You can get the latest patch here. Unless there where unrealeased code changes that I don't remember, the only change is that this version uses the latest (three month old, my bad) level updates from frantik.

Once again, so sorry for the unexplained absence. I still want to work on this project.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

SMB2J-2Q

Quote from: Karatorian on September 16, 2008, 03:14:00 AM
Hey all, I'm really sorry I've been absent for so long. I took a little break from ROM hacking. It wasn't really planned, it just sorta happened, otherwise I'd have given you guyz some sort of heads up. (I got pretty deep into a web realated project of mine and then revived work on my OS project, so SMBS just sort of got neglected.)

I'm going through the thread now too see what I've missed. Hopefully I can get the outstanding bugs fixed soon. You can get the latest patch here. Unless there where unrealeased code changes that I don't remember, the only change is that this version uses the latest (three month old, my bad) level updates from frantik.

Once again, so sorry for the unexplained absence. I still want to work on this project.

Nice to have you back with us, Karatorian! And please, do remain true to your original commitments toward the development of SMBS ...

Lariria

Quote from: SMB2J-2Q on September 16, 2008, 04:40:41 AM
Quote from: Karatorian on September 16, 2008, 03:14:00 AM
Hey all, I'm really sorry I've been absent for so long. I took a little break from ROM hacking. It wasn't really planned, it just sorta happened, otherwise I'd have given you guyz some sort of heads up. (I got pretty deep into a web realated project of mine and then revived work on my OS project, so SMBS just sort of got neglected.)

I'm going through the thread now too see what I've missed. Hopefully I can get the outstanding bugs fixed soon. You can get the latest patch here. Unless there where unrealeased code changes that I don't remember, the only change is that this version uses the latest (three month old, my bad) level updates from frantik.

Once again, so sorry for the unexplained absence. I still want to work on this project.

Nice to have you back with us, Karatorian! And please, do remain true to your original commitments toward the development of SMBS ...

Please don't try to pressure him.

frantik

Quote from: SMB2J-2Q on September 16, 2008, 04:40:41 AM! And please, do remain true to your original commitments toward the development of SMBS ...

lol Romhacking is a hobby for fun, not a "commitment".

great to have you back Karatorian.. thanks for the updated rom.. perhaps we should release your latest patch as a preliminary version and hope that perhaps we could possibly get more people working on the project once they see how far a long it is? 

Karatorian

Well, we're very close to the point where I'd be willing to do an official release. There's the timing hack which is only one (or was it two) bytes which should definetly go in and there's the vine bug that needs to be fixed. Are there any other outstanding bugs or minor changes to be made?

While the major changes (new enemies, new power-ups, SMBS style credits sequence) will take some time, I'd like to fix any outstanding bugs (at least) before we release anything official.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

frantik

do we want to include any of these?

#  Lower the Flagpole Height
# Lower bowser bridge, rope and axe
# Modify Bowser behavior to match SMBS more (doesn't jump as high, moves faster)

todo
# Modify game clock timer
# Fix 4-3 vine issue

Karatorian

Quote from: frantik on September 17, 2008, 09:53:06 PM
do we want to include any of these?

Well, it basically depends on how complicated the changes are. I'd want to hold off on anything overly invasive for now. Here's my estimates.

Quote# Lower the Flagpole Height

This might be as simple as changing a few constants. However, there is the issue of points. Depending on how the flagpole points routine works, making everything work correctly (i.e. proper values at the top and bottom) could get complicated.

Quote# Lower bowser bridge, rope and axe

Should be pretty simple. All it proabably requires is changing a few constants.

Quote# Modify Bowser behavior to match SMBS more (doesn't jump as high, moves faster)

This really depends on bowser's AI routines (which, as I recall are kinda involved). It could be as simple as tweaking a few values, in which case I'd say go for it. Or it could involve substantial editing, in which case I'd say hold off.

Quote# Modify game clock timer

This is solved, I just need to add the value you derived into the code base. I'll do it next time dig into the code. (Should be soon, perhaps tomorrow if I have some free time.)

Quote# Fix 4-3 vine issue

This needs some research done. I've never really investigated the vine routines, so I don't know what exactly it will entail. However, as a bug, rather than a new feature, it's gotta be taken care of.

I'll look into all of these and give you some more definite answers. All of your suggestions are things that should ultimately be done, but when depends on the size of the changes. I'll incorporate the game clock change and see what I can do about the vine bug. Once those are done I'll look into the other changes you've suggested.

Good night and keep upt the good work. Hopefully I'll release another patch soon.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

rbudrick

Awesome to see you back!  I've very much enjoyed this thread and watching it's progress, especially the genius methods used to overcome certain obstacles.

Can't wait to see more!

Quotedo remain true to your original commitments toward the development of SMBS ...

Commitment?  lolz.

-Rob

Karatorian

Quote from: rbudrick on September 18, 2008, 03:29:47 PMCommitment?

Yes, as in, I should be commited for spending so much of my free time on this ... he he he.

You can get the latest patch off my website. The changes in this version are rather minor. The level data is the same as the last patch. I (finally) implemented the timer speed increase. I've also fixed the bug with the vine in 4-3.

As a side effect of the vine bug fix, vines that start below a certain point don't reach the top of the sceen. However, none of the vines in SMBS are effected. (This behavior is present in the original SMB code, just at a different height.)

Now I'm off to investigate some other stuff.

Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

SMB2J-2Q

I can help you on some of these other investigations:

*The tall enemy bit in World 4-2 must be fixed (still not corrected in awhile).

~Ben

Karatorian

Quote from: SMB2J-2Q on September 22, 2008, 07:31:24 AMThe tall enemy bit in World 4-2 must be fixed (still not corrected in awhile).

Um, what now? Sorry, but if you explained this before, please do so again, I must have forgotten. What exactly is wrong in world 4-2? (If you have already explained it in detail, just point me to the post number or somethin`.)
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
@loop: lda (src),y — sta (dst),y — iny — bne @loop — inc src+1 — inc dst+1 — dex — bne @loop

MathUser2929

I long forgot about this project. I'm glad it didn't go uncompleted and forgotten. I hope there is a final release someday.