Here's a simple request. How about a flying Paragoomba, which acts like the Paratroopas in game do?
It could fly either vertical or horizontal, and maybe between two walls like in the modern Mario games. Seems like something that probably exists already, but it doesn't seem to be in the sprite section.
Edit: Oh, and obviously it loses its wings if jumped on, becoming a normal Goomba in the process.
Not sure if it was already asked, but I'd like to see an improvement on SNESGFX Tool: I'd love if the ripped pic could use more than just one single palette row. Perhaps, divide the pic in rows, and each row uses its own colors (i.e. if you want to use 4 palette rows = 60 colors, each row would use the 15 most frequent used colors in that row).
I'm aware it's not the first time I nag you about this, but
As for the Mode7 editor, it really looks interesting. Now we only need a way to make levels in LM using mode 7 like stage 5 of our hack.
I'd love to see a version of SNESGFX that handles multiple palettes too. Lunar Magic can already rip backgrounds like this with an unmarked feture, but it'd be nice to be able to rip entire tilesets and multi palette backgrounds with SNESGFX as well.
There are tons of graphics I know would work with Lunar Magic but likely have to use some odd setup to fit within the game's palette space (like individual 8 x 8 tiles using one palette and others using another), and it'd be nice to be able to convert them over more easily.
But how about the option to use palette rows after palette 7 for overworld foreground graphics and what not? There's already a patch to do that, and I think a few ASM heavy hacks in the past did something similar.
A while back, I converted a project I was working on to SA-1, in order to take advantage of the increased power of the chip and features it could offer. It's gone well for the most part, and almost all the sprites, blocks and level ASM I was using before translated fine to the new format.
However, there are two exceptions, and it's those two I need help with now.
.pos_dx SEP #$20
.pos_dy SEP #$20
.loop CMP #$0100
+ SEP #$30
- LDA $04
+ STA $00,x
If I replace this it can get converted, but I then have trouble getting the sprite to generate the projectiles correctly. So what would be needed to adapt the above routine and sprite to work with an SA-1 game?
I definitely remember Rex. Appeared in the first two Mario & Luigi games and Super Princess Peach as well as Super Mario World.
Either way, he'll probably make a comeback soon. Nintendo always brings back enemies from classic Mario games at some point or another; just look at the Hammer Bros, Magikoopas, Chargin' Chucks, Koopalings, Boom Boom, Reznor, etc. If there's ever a New Super Mario Bros 5, I'd bet anything Rex will appear it.
About the first: it uses the normal multiplication routine. SA-1 uses a different one, so you'd have to do an if-else structure in order to differentiate them. Now... since this particular routine is the Aiming one... if you're using PIXI, you could always use %Aiming() instead.
The second one... first, hardware registers are not long addresses; second... $2137 and $213C? After a rapid research here, I'm find odd to a sprite using those particular two. Maybe you're messing with them using the converter? I'd have to see the entire code to see if it's the case.
Sorry Ladida, just needed to have some version of the code available for anyone to know how it currently works.
For the former, I did replace that routine, but it still seems to think there are quite a few other addresses it can't convert as well. The code for that one is here (again, sorry LX5, this sprite's code isn't available otherwise):
Does anyone know why this is happening? It only seems to occur with certain songs (like Starry Skies from the music section here), and it's only started occurring after I ported my hack to Lunar Magic 3 with the SA-1 pack installed.
It's not a breaking issue or anything (since hey, other songs don't cause this, so I can just find another song for sky levels), but I'd love to get it fixed none the less, since I really like that Starry Skies song and want to use in my project.
Not sure why this might be happening, but recently, using GPS 1.41 on an SA-1 ROM has been causing all the custom map16 tiles to get overwritten with animated water tiles, or something similar.
This is rather odd, since the same bug only used to occur because GPS didn't support SA-1, and the version in the tools section explicitly does support it now. It also didn't happen until I'd used either PIXI or AddMusic K on the same ROM, so it seems like one of those is somehow screwing up GPS' SA-1 check.
Any ideas why this may be the case? I'm using the tool via Wine on a Mac if that has any effect here...
Just going to mention that in case you haven't seen the updates on Mario's Nightmare Quest at ROM Hacking.net and on Discord, the game was basically completely redesigned since that last demo, after some dissatisfaction with the original design.
I'd also like to mention that after some feedback in the past, and having seen the mistakes made in a certain previous project, I have been both learning ASM for a while, and taking a lot of notes from Mark Brown's videos on Mario 3D World and Donkey Kong Country Tropical Freeze level design philosophies. There's also now a new team of playtesters, and everything has gone in a very different direction to stuff like Brutal Mario.
Yeah, there was another one of these back in... about 2015 or so. But since virtually everything has been redesigned since then, I may as well post an updated version.
Either way, let's begin.
Some Background Info
This project became a Fusion Gameworks project in about 2015, so updates moved there for a while.
Unfortunately, due to... paranoia on the part of some of the team, Fusion Gameworks basically collapsed, with the community splitting into two. One half became an indie dev studio and started work on Muffin Legends, the other half decided to revive Mushroom Kingdom Fusion. Everything else there got canned, including Super Mario Fusion Revival and the site itself.
So since then, the project got moved around to various forums (including my own), until I decided to just share screenshots/updates in many different places again.
I've also decided to redesign pretty much every level due to dissatisfaction with some of the original layouts, and some more interest in Nintendo style level design after watching lots of game design videos.
So now it's being redone to use DKC Tropical Freeze type level design, like in this video:
As a result, every level now needs to have at least two interwoven mechanics, has to explain them intuitively without the use of text boxes, and keep them appropriate to the level/world theme.
All levels are also designed to be beaten toolless, without the use of save states, rewinds, etc.
I've also got some new testers, including some game design focused YouTubers, an ex Nintendo game designer, and people who have written articles about game design. Just to try and make sure I'm on the right track here.
As far as interesting changes are concerned, they're still as before. Custom powerups are in (courtesy of LX5's powerup patch) and sprite can now interact with springs, platforms and other sprites.
There's also that DKCR style status bar, various custom blocks and sprites, custom music, the retry patch and various other changes. Some custom resources are also custom coded by myself too, since I'm learning ASM right now and have got a bit better at programming in the last few years.
Oh, and there are a ton of... unique level themes, especially later on. Don't expect stuff like SMB 1 remakes, brambles, rising lava levels, Muncher runs, etc in this one.
Also Bowser, the Koopalings and Peach are not in this game.
Finally, here are some screenshots posted online recently. The ones with SMB 3 graphics are from more... extensive demo builds, the ones with SMW graphics are from... level test demo builds.
Also note that standard enemies are themed according to the world, with Kremlings and pirates in the beach themed world, horror themed monsters in the haunted world, city dwellers in city and factory levels, etc.
A mountain level, with Chain Chomps as a main mechanic.
One of the beach levels, with those sharks from Super Mario Land 2 (and Boss Bass).
A random level inspired by Super Mario Odyssey's Cap Kingdom. Graphics by PROX.
Yet another Mario Odyssey inspired level, based on the Wooded Kingdom/Steam Gardens.
One of the older city levels, set in a nuclear power plant. The status bar here is really outdated.
A graveyard level from a haunted area, with undead style enemies.
Finally, here's a slightly more updated factory level, with security guards replacing Koopas and what not.
Slight clash with the Indiana Jones tiles but I don't really mind. Makes a hack more charming to me.
Originally posted by cheat-master30
Originally posted by lion
Looks really good. Looking forward to playing it.
Thanks! If you want to be on the QA team again, I'll be fine with that.
fuck me up fam
I've managed to get through most of Mice and VIP1 savestateless (still have to beat them), infinite lives tho, so I don't have many doubts about my Mario skills (on keyboard, that is). I'd help with ASM but your hack seems to ask for more complex stuff that I don't feel ready coding yet (I'd like to make a small warm-up hack to get used to that stuff).
If you're getting through Mice and VIP 1 savestateless, you're gonna have no trouble whatsoever with this game. I'm getting through it savestateless, and I have never got anywhere close to the end of a VIP game or anything by worldpeace and co without tools.
Don't worry, hard for this one means Donkey Kong Country by Retro level hard, normal means something along the lines of New Super Mario Bros Wii or U.
So yeah, should be fine to do some testing.
For ASM, surprisingly this game isn't actually all that ASM heavy for the most part. The majority of mechanics are fairly simple, and are things I'm coding myself, or things I happen to already have perfectly good sprites and code for.
It will likely have some very, very fancy ASM near the end (since the last world has three complex custom bosses planned, including the final one), but that's a while off, and I'm going to be coding as much of said sprites as I can myself.
Despite the block being set to act like tile 25, and nothing in the code itself seeming like it should make it act that way. Here's the code for the block in question, which I got from this site about a year ago:
I've also had a similar thing happen with some other blocks (both custom made and from this site), and I'd really like to figure out what causes it/how it can be fixed, since it's occasionally causing bugs in certain levels.
In this case, it's probably because of your use of the Y register. During block execution, the Y register holds the high byte of the block's acts-like setting; if you modify Y, it'll modify that as well. So e.g. if Y is 01 when you return, it'll make the block act like tile 125 (a ? block) instead of 025.
Hence, if you need Y, should should preserve and restore it by the time the code finishes (usually by just surrounding the code using it with PHY/PLY).
Thanks, I'll make that change now. Knew it'd be something simple I was missing here.
Looking at the screenshots, the hack looks really interesting so far. I'm glad to see that this is still being worked on.
Also, yeah, I'm never exactly one to give up on a project, regardless of how long it takes.
you and carol if the suspension and not cancellation of Brutal Mario is taken into account
if FPI is still working on TSRP3 after like 10 years i will cry
Of course, that raises the question of whether carol will actually return to the project... but hey, never say never. I thought Mushroom Kingdom Fusion was dead too, and that project got a major revival a months back.
Yeah, I know about Dyzen. When I need to code more complex sprites, it's likely I'll be handling some of the graphics routines using it, since otherwise the more... interesting ones I have planned will be a pain in the ass to configure the graphics for.
Also... current feedback from the tester who tried two of the newer levels is positive so far.
But no, the project isn't dead or on hiatus. Just been focusing more on YouTube/article writing for a bit, as well as some other stuff.
Also, been coding some new blocks, sprites and uber ASM mechanics for this game too, all of which should make for some interesting levels and much of which should be fairly unique as well.
As a result, the game will be ported to a new ROM soon, in order to add the resources coded since the last dev version was setup.
Either way, have a few new pictures for now:
Firstly, here's a picture of the intro. Unlike the one in Super Mario World, this is a proper intro level which acts as a tutorial for the game, along with an opportunity to give some background info on the storyline.
Part of this level involves avoiding smaller saws (Grinders) which cut through wooden platforms and logs in the treetops. It uses these mushroom variations of Bowser Statues, who shoot magical projectiles at Mario instead of fireballs.
The secret exit area of this level (which you've seen a few pictures of earlier) is based on the Deep Woods from the Super Mario Odyssey level that inspired it, with its own new mechanics and level design.
That's actually one of the unique mechanics there; if you fall into any 'bottomless pit' in the main level, you end up in the Deep Woods rather than well, dead.
However, note that:
1. Exiting the area via a vine/beanstalk would put you back in the above ground area parallel to where you exited (like in Odyssey)
2. Falling into the Deep Woods will always put you at the start of the area (again, like in Odyssey)
3. It's obviously very dark there
4. Falling into a bottomless pit while there is again, lethal.
There's also talk of a third secret exit in this level, but that's just a rumour.
Either way, that's all for now. Got to keep a bunch of surprises for the next demo after all!
Sorry for the late reply, but based on a few videos I've seen recently, I think it'd be neat to see some of the following genres represented in Super Mario World ROM hack form:
1. Super Mario 64 style collectathon. I know Super Mario Bros X has this for some episodes, and games like Super Mario 63 exist too, but it'd be neat to see someone implement the setup into Super Mario World too. Have a hub area like Peach's Castle/Defino Plaza/The Comet Observatory, then have the levels accessible from entrances there, with multiple objectives in each one.
Could even use the cursor sprite and some blocks/level ASM to set up a star/shine select screen for the levels too, which send you to different versions based on which mission you select.
2. Agreed with Metroidvania. There's a lot of potential for one of those with Super Mario World mechanics, and it'd be a fun ASM challenge too.
3. I'd also like to see a detective/mystery themed hack as well. SimpleFlips have a whole competition with this theme for Super Mario 64 hacks, and some of the creators there did surprisingly well at doing things like implementing Ace Attorney esque court scenes and murder mystery/Clue style setups in Super Mario 64's engine.
4. A board game type hack would be an interesting idea too. Limit the player to moving based on dice block rolls, and have Mario Party events play based on where they land, and you could make some really unique levels.
To a lesser degree, the Big Board from Wario Land 4 could be a model for a 2D platformer board game setup too.
5. Also, how about some hacks that use the overworld map as part of the gameplay loop? At the moment it's kind of static in most Mario games and mods, but I think you could build something super interesting by taking inspiration for the map in Smash Bros Ultimate's World of Light mode, where things like switches, partners and puzzles existed on the world map as well.
There's a lot of potential there. We really just need a nice consistent overworld sprite editor to make use of it.
Finally, it'd also be kinda cool to see something that really makes use of the old 'RPG player patch' setup, complete with puzzles and a tweaked combat system. Lunar Magic recently added the option to make levels in all kinds of layouts too, so I definitely think a Zelda esque experience could be doable with enough effort.
Right, it's been a bit of a while. Mostly because I've been working on porting this to a new ROM, plus some other projects.
Either way, a few updates:
Yeah, this game has a hub now. In this hub you'll be able to talk to various characters (mostly Toads),buy items, enter Peach's Castle and attempt a Paper Mario styles Pit of 100 Trials, which ties into a postgame setup.
A few WIP screenshots are here:
Plus one of the item shop:
As you can guess, this is in the style of Wario Land 4, with the cursor sprite eventually being used to select items from a menu rather than from hitting blocks or whatever most mods do.
(obviously the final version will hide the HUD)
Some updated gfx for the world 2 minecart level. Thanks to PROX from Super Mario Bros X for making these, they were surprisingly easy to convert to SMW format.
But now that's out the way... well the other news.
Looking for Contributors/Team Members
Basically, I've decided the only way this project will get done in a... reasonable time frame is to start finding/hiring team members to do things like create some levels, make graphics, compose music, etc.
So I'm now opening this up as a team hack, and am willing to accept anyone who wants to contribute.
At the moment, we'll need people to fill the following roles:
Starting with level designers. I've already designed and built a lot of levels for this project, but I think a few more people willing to do that will be needed.
So yeah, if you feel like designing levels (and you're willing to design them in the same way that Nintendo and Retro Studios did via four step level design), definitely join.
We also need at least one, maybe more artists for the game too. That's because at the moment, there are some level themes, enemies, bosses and other elements we'll need graphics for.
However, unlike with levels there are a few rules here. Basically, anyone who wants to do this will need to be able to loosely mimic Kopejo's style for tiles/backgrounds: