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Author Topic: Anyone Interested in Doing "SMB Special" for NES?  (Read 317686 times)

rbudrick

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #240 on: April 04, 2008, 04:11:56 pm »
Just curious...with the errors found in the original PC8801 disk image, could the glitched image be repaired so one could properly play through it now?  It would be an excellent way to really test these levels.

-Rob

You know there is a patch on the main site right? It fixes world 4-4.

Nope, didn't know that.  Thanks!  I guess I thought all the patches were for the SMB rom.

-Rob

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #241 on: April 05, 2008, 10:39:29 am »
almost done with 7-4.. it uses so many objects they can't all be put in one room! the smb engine starts to wig out after a certain amount.  luckily it's a pipe maze so parts of it can be put in other rooms

Googie

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #242 on: April 05, 2008, 11:39:58 pm »
Nice that 7-4 is almost done, can't wait to sink my teeth into the final product...  :beer:

Karatorian

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #243 on: April 06, 2008, 04:48:14 pm »
Ok, I had a busy weekend, so I didn't get around to fixing my bugs until now. I've fixed the Red Piranha Plant code in the expansion codebase and have uploaded a new patch here. While I did test it this time, it's still experimental, so please report any bugs.

There are two known differences between my code and frantik's original hacks. The Red Piranha Plants don't come out of the pipe if you are near it and they don't move faster than the Green ones. These are both intentional and more accurately reflect the gameplay mechanics of SMBS.

Additionally, due to having hit my webspace quota, I've removed all but the final version of the level renders from my page. I doubt anyone would actually want the old buggy ones, but if for whatever reason, you do, just message me.

I hope world 7 comes out soon, so I can intergrate it into the expansion.
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strfr

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #244 on: April 06, 2008, 06:39:15 pm »
When you kill certain enemies with fireballs and shells (AFAIK Goombas, Bloopers, Spinies, Hammer Brothers, Lakitus, and Cheep-Cheeps, NOT Koopa Troopas or Buzzy Beetles), their graphics glitch - not unlike how Green Piranha Plants die without any cover (i.e. a pipe).  If you don't know what I'm talking about, the lower 4 tiles of the sprite is shown, then the upper 2 sprites are shown after a few seconds.  I suspect Bullet Bills are affected by this as well, since it seems as if the non-shelled enemies have trouble...dying properly.  :P  I think it's a good guess that killing these enemies with Starman invisibility also causes these glitches.  Otherwise, I haven't found other glitches so far - very impressive job with the port so far!   :)

EDIT:  Podoboos do not mirror properly when they go down.  The tiles themselves are mirrored, but their positions are not.  The balance platforms in the outside 3-1 area don't align properly with their ropes.  The left rope of the second set of balance platforms in 3-3 turns green when it moves, so it doesn't seem to change palette properly.
« Last Edit: April 06, 2008, 06:52:18 pm by strfr »

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #245 on: April 06, 2008, 06:49:42 pm »
when reporting bugs please state which ROM you are using :)

i suspect that you're using the rom with Karatorian's custom piranha plant code which he has acknowledged is buggy

strfr

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #246 on: April 06, 2008, 06:53:13 pm »
when reporting bugs please state which ROM you are using :)

i suspect that you're using the rom with Karatorian's custom piranha plant code which he has acknowledged is buggy
Yes, it is indeed Karatorian's most recent version that I was reporting on.  Sorry!  ^^;

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #247 on: April 06, 2008, 08:32:35 pm »
oh i didnt notice karatorian had just put out a patch in the post before yours.. so it should have been obvious which patch you were talking about.. so i should be saying sorry lol  :D

and Karatorian I can host stuff without fear of hitting my quota if you like :)

Karatorian

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #248 on: April 07, 2008, 08:06:05 pm »
Hey, thanks for the offer, but removing the old level renderers freed up about 4 megs, so I shouldn't hit it again anytime soon.

Well I tested the Pirhana plants, but I guess I introduced some other bugs which I didn't notice. I'll have to look into that. Lukily, based on the description of the bugs, I have a good idea where the problems might be.
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MathUser2929

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #249 on: April 07, 2008, 08:14:17 pm »
You surely dont really mean 4 MEGS do you? Cause NES games don't usually run that large. You must mean 4 kilos.

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #250 on: April 07, 2008, 09:16:54 pm »
he means the rendered PNG images of the levels.  each old pack was a little under a megabtye.

just need to finish checking for layout errors and ill post up the world 7 patch.. hopefully ill get the time to finish it to night

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #251 on: April 09, 2008, 01:02:11 am »
Download World 5 thru 7 patch  :)

includes water graphics height changes and mario swimming height changes.  need to implement swimming height changes for bloobers still

next i will release the 1-4 patch with water level changes and other various bug fixes
edit: here's that patch

Download World 1 thru 4 patch


four more levels to go :)

« Last Edit: April 09, 2008, 01:25:02 am by frantik »

SMB2J-2Q

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #252 on: April 09, 2008, 03:25:56 am »
Some flaws I discovered:
*In the World 7 patch, after you leave the bonus room in World 7-3, you are returned to the beginning of it.
*In the World 4(B) patch, the game doesn't end at World 4, as Mario moves on to a glitched-up World 5-1. But I did discover the elevator bug in World 3-1 was repaired.

~Ben

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #253 on: April 09, 2008, 04:02:37 am »
oopsies

fixed both those bugs and replaced the ips files.  (sorry karatorian ;))

edit: got 8-1 and 8-2 done.. almost there.. :D
« Last Edit: April 09, 2008, 06:09:25 am by frantik »

MathUser2929

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #254 on: April 09, 2008, 09:45:37 am »
So when world 8 is done, then what? Are you gonna make some asm changes? or is it straight to the custom made patcher?

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #255 on: April 09, 2008, 05:05:41 pm »
once i'm done with the levels i'm going to start looking into how to add the hidden power up blocks. I feel those are necessary to replicate the game play properly for multiple levels.  I also think adding at least the falling spike enemy would be a good and not too difficult addition.

the "flying" and "clock" power ups wouldn't be so hard to implement either, though i'm not sure how to implement the actual power up sprite routine.  also these are only used like once each in the whole game, and are hidden power ups anyways, so gameplay isn't as affected


rbudrick

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #256 on: April 09, 2008, 05:45:55 pm »
once i'm done with the levels i'm going to start looking into how to add the hidden power up blocks. I feel those are necessary to replicate the game play properly for multiple levels.  I also think adding at least the falling spike enemy would be a good and not too difficult addition.

the "flying" and "clock" power ups wouldn't be so hard to implement either, though i'm not sure how to implement the actual power up sprite routine.  also these are only used like once each in the whole game, and are hidden power ups anyways, so gameplay isn't as affected



Whoa, wait, flying and clock power ups?  I knew about the hammer and the bee, but where did these come from?!  Wow. 

When this is finished, it would also be great to have a list of what could and could not be implemented from the original (NES limitations and such).

-Rob

frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #257 on: April 09, 2008, 05:50:59 pm »
yep.. can't recall which level has the "flying" power up (it's really more like swimming according to Karatorian) and the clock showed up for the first time in world 8.  it just adds time to the game clock

Karatorian

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #258 on: April 09, 2008, 07:59:28 pm »
The wings power-up is in level 4-1.

I was able to fix the graphical glitches introduced by my reworked Red Piranha Plant code pretty easily. However, while testing that, I noticed two other things about the Red Piranha Plants that needed fixing. Firstly, I renabled the code that I thought would make the Red Plants stay in their pipes when Mario is nearby, but it was working totally backwards. Rather than not come out, they'd not go in instead. This was as a result of the fact that they where moving in the opposite cycle as the Green Plants.

This also lead to the other issue I noticed. The plants where not syncronized properly. When a Green Plant and a Red Plant are near each other, they ought to move out of the pipe and and go back in at the same time. (Provided, of course, their cycle hasn't been disrupted by "hiding".) Instead one moves out while the other moves in.

To fix all of this, I've basically rewritten the Piranha Plant intialization code. Based on code from the original game, frantik's rewritten Green Piranha Plant code, and the Red Piranha Plant code from an unknown Japanese hacker, I've created a cleaned up implimentation of both plants types. However, I had to go to sleep last night before it was completely finished.

I should have the modifications complete sometime tonight. Once I get that done, I'll release a new expansion patch that incorportates the new plant code, worlds 1-7, and the bug fixes in levels in 1-4.

Once I'm done with that, I plan to look at fixing the graphics on the bottoms of the inverted pipes. While the fact that they're upside down is easy to ignore while playing the game, they stick out like a sore thumb in a sreenshot. Additionally, all this Piranha Plant hacking has given me a pretty good idea how to impliment new enemies in the SMB engine, so I'll look into that as well.
Current ProjectsFinal Fantasy EngineSMB Special for NESStudio Karatorian
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frantik

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Re: Anyone Interested in Doing "SMB Special" for NES?
« Reply #259 on: April 09, 2008, 09:20:21 pm »
it shouldn't be too hard to change the pipes, though it will require 8 tiles of CHR rom to do properly.  we could put the title screen information on a second CHR rom page which would free up a bunch of tiles

glad to hear you've got a handle on the enemies though :D

oh and hey you might want to hold off for a day on the new ROM cause i'm almost down with world 8