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SUPER MARIO BROS. Returns (An 8-bit like hack): Starting World 2!

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(First GIF isn't the actual hack, it's a sample of what it looks like. Second GIF is the actual look)

Hello people. So I'm making a chocolate SMW hack that looks and plays like a NES game in the following aspects:

-Has a SMB like HUD (status bar) with the item box from SMW.
-Every tile is limited to 4 colors (transparency + 3 solid colors), with the colors being from the NES's 54 possible colors.
-The music and sound effects are made with rectangular pulse waves, triangle waves and noise. I won't be using DPCM samples, to make an aproximation to the first SMB game. Also noise can't be identical to the NES one because the frequencies SNES plays the noise at aren't the same on the NES and using an external noise sample fails to sound accurate.
-Uses less graphical effects. For example, the skid smoke effect when turning is removed (except in the gif) and the contact effect appears only when hitting an enemy with a shell. (EDIT: I'm thinking about this since limiting these graphical effects would "clash" with how detailed the hack is, for example, the multiple-layered backgrounds. Also the fact that a NES game is done in a 8-bit system with graphical, code-related, etc. limitations doesn't fully means it has to use less graphical effects, Gimmick! is an example)

However, the hack isn't limited to this, as it will use some SNES capacibilities like:

-Will use 4 layers (as seen in the gif above).
-Sound effects are played on the last three channels to avoid interrupting music. Sound effects that use noise will play on the noise channel, though, due to an SPC700 limitation.
-In the NES, four 8x8 tiles in a 16x16 grid share a palette. This doesn't apply in this game, however, I won't abuse of this.
-etc...

Screenshots:




I'm trying to do level designs with a mix between the classic Mario level designs and the modern ones. If it comes well or not it's up to you, tho it would be interesting to know what you have to say about it.

Download the latest version (demo0.0.8)

Download the latest version with every level accesible (beta0.0.8b)
IMPORTANT NOTE: READ OR YOU WILL RUN INTO THE SAME ISSUE AS 5 USERS THAT DIDN'T READ THIS SO I HAD TO FIGURE OUT HOW TO MAKE THEM PAY ATTENTION. (sorry for the rudeness) For versions type x.x.xb, create a file, reset, enter that file again, and you'll have every path and level unlocked.

History: Changelog, old versions and bug historial (not up-to-date)

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Hey, this actually looks quite nice! I really appreciate your stylistic decisions here, and while there's not much to comment on so far, I wish you the best of look for this project.

I recognize the pipes, but did you rip the other objects too? Either way, I think it wall works well together.

First impressions are good! #smw{:TUP:}
Well, the BG (L2,3,4) is made by me except for the grass part which is ripped from KDL3.
The Goombas and bushed are made by Gamma V.
The Piranha Plants are edited from SML2.
The trees, fences and the ground is based on SMB2JP objects (the later being an unused tile).
The used, brick and question block are from some sheets from MFGG.
The cement block is edited from the SMA4 World E-reader brown block.

(I'm impressed that I actually remember where I got every object from) I'm mostly going to use SMB-related GFX.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
This is looking really polished so far.
I really like it when people use 8-BIT in a 16-BIT game.

The NES-styled restrictions are interesting as I'll be curious to see how you get around certain things as well as keeping all the GFX consistent.

Looking forward to seeing more of this as it progresses.
Originally posted by 1UPdudes
This is looking really polished so far.
I really like it when people use 8-BIT in a 16-BIT game.

The NES-styled restrictions are interesting as I'll be curious to see how you get around certain things as well as keeping all the GFX consistent.

Looking forward to seeing more of this as it progresses.


He's right. I love the concept of the 8-bit where it reminds me that Im playing SMB3 all over again, but with layer 4 is totally amazing of what I saw right now. Maybe you should sign me up, so I can do level designs if you would get a chance to pm me for it.
I really like how you used 8-bit on a 16-bit system. Although you wanted to have some 8-bit restrictions, like graphics and music, there's no way you can get layer 3 or 4 on the real NES. I hope I see the finished thing one day!
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

(I just wrote a very constructive and good post but then my browser decided to freeze this certain tab and thus i lost it all thanks)

I wanted to say that I really like the idea, even though it definetly isnt anything completely new and innovative to make an 8-bit styled hack, you're are implementing it really well apparently. I also like how you are breaking the boundaries a little bit by adding multiple layered backgrounds. Shovel Knight did something similar and even though I found it odd at first I've grown to like it.

Anyways I'm definetly looking forward for future updates and I hope that the Hack will turn out great!
// Layout by Maxo
Looks good, and at the same time... not right. Background still looks somewhat detailed to me. You'd better to apply more NES limitations in here to make it look more natural. 4 Layers sounds too much.


Originally posted by RussianMan
Looks good, and at the same time... not right. Background still looks somewhat detailed to me. You'd better to apply more NES limitations in here to make it look more natural. 4 Layers sounds too much.


I disagree on that. It looks very detailed the way how it looks when you play SMB on nes, then you can get the vision of what he was doing that is so much better with SNES capability than the actual NES. Layer 4 looks just perfect for me for his own vision that gives an idea of what his designs look like that is based on actual NES.
Look at a game like Shovel Knight (as Tob said); that does a similar thing. While it makes sure to only use NES colours (save for a few) and its graphics are drawn as such, it's far from feasible on an actual NES, but that's fine, since that wasn't really the point of the game. Basically try and look at this the same way.
If you look on Yatch Club Games website/forums you can find some interesting articles on how they kept the NES-feel whilst not just limiting themselves to super strict restrictions for Shovel Knight.

(like their inclusion of multiple layered backgrounds)

Anyways getting back on track.
I do not have much else to ask about the hack other than would we be seeing less traditional world themes or will it bee keeping it simple and keeping with the classics like Snow-Desert-Lava-Sky etc. ?
Originally posted by 1UPdudes
If you look on Yatch Club Games website/forums you can find some interesting articles on how they kept the NES-feel whilst not just limiting themselves to super strict restrictions for Shovel Knight.

(like their inclusion of multiple layered backgrounds)

Anyways getting back on track.
I do not have much else to ask about the hack other than would we be seeing less traditional world themes or will it bee keeping it simple and keeping with the classics like Snow-Desert-Lava-Sky etc. ?


That's one of the things I'm thinking and yeah, probably I'll use some classic themes mixed with new ones the Mario franchise never had like factory, idk.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Loving what I see so far, really happy to hear you're going with the smallest details even in the music part. I've seen some 8-bit hacks here and there, but none of them pulled a genuine 8-bit feel like you're doing.
Just make sure to not go too far from the limits, even though I really appreciate the extra effects so far.

I look forward playing the full version of this, whenever it'll come out.
Originally posted by RussianMan
Looks good, and at the same time... not right. Background still looks somewhat detailed to me. You'd better to apply more NES limitations in here to make it look more natural. 4 Layers sounds too much.


uhhh you sound like you want me to do the hack totally 8-bit which isn't the point of doing the hack with some limitations. It is not like I'm saying "oh i'm making this hack so it feels really 8-bit in a 16-bit console".

Originally posted by Wakana
Loving what I see so far, really happy to hear you're going with the smallest details even in the music part. I've seen some 8-bit hacks here and there, but none of them pulled a genuine 8-bit feel like you're doing.
Just make sure to not go too far from the limits, even though I really appreciate the extra effects so far.

I look forward playing the full version of this, whenever it'll come out.


It's nice to have feedback about the musical part because that was the hardest thing to do lol

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Little update

I still have to do the cave sections of the level. Aside from that it is done and is beatable.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
First level finished. Going to do the second one.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
I loved it. You did a good job capturing the look, but the feel of the level is also very Super Mario Bros. Quite impressive and I look forward to playing more.
GANYMEDE

Chapter Two: Land of No Shame
that looks quite impressive, I hope to see it finished #smw{:TUP:}
I haven't played it, but I like what I see.
BG4 doesn't get used much on the SNES, because Mode 0 is the only mode that supports all 4 background layers, and Mode 0 uses only 4 colors per tile.
Looks really damn good, great job!

Originally posted by Drex
words

no one mentioned bg4 but ok
HackPortsASM"Uploader"

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