Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
Well, being a type of branch statement BRA is used skip some code, right?
From what I've learned the JMP statement is used to jump to some code to execute and then it returns to the line right after it.
Did you actually place the water tiles manually, or did you just delete all the old tiles that were present? the reason I ask is because the bare background is made up of water tiles that have a seemingly random revolving palette. You'd have to make sure to place 'real' water tiles in manually.
I was wondering if it is possible to have a custom block that reacts to being bumped from below? I'm doing a revision of the early SMB games and it's been kinda nagging my brain that I can't get coins(block type) by bumping them from below.
Thanks for all the help guys!
I didn't think it would spark a debate.
Before it goes on any further, let me explain myself.
What I ultimately want is coins that work just like in SMB 1 & 3. I haven't found any custom blocks that work the way I want; where Mario can get them by bumping them from below with a turn/brick block. That's why I was asking about how certain things work. =)
Super Mario Bros. - Adventures in the Mushroom Kingdom
This is an ExGFX hack + Revision of SMB1, SMB2j, & SMB Special.
It'll include custom blocks, custom sprites, ExAnimation, pretty much everything needed to make as accurate a port as technically possible.
As for the world map, I'm basing it off the beta version of the SMW map, because well it's a giant freakin' mushroom!
Edit: Yes. All those pictures are from the first stage.
I've full knowledge of those hacks, and have played them both. =D
Those hacks are simple ports with the wrong graphics sets to boot. Not to sound like I'm putting those works down, but my product is aimed to be superior in every aspect and to have a somewhat different game play experience. I'm also hacking Mario's physics and adding 'Extra' stages of my own design ala SMW2:YI. =)
Also, neither of those hacks include the little played stages from Super Mario Bros. Special. Before anyone mentions that SMB Special is emulated... I know. Try playing the freakish thing on it's original platform and see how long you can endure the controls. >
Thanks for the support, dude! And, yes!You are correct about my original content. It won't be a lot, but it isn't the main focus of the project anyway.
edit: Holy Hell! I just saw your video! Awesomeness with whipped cream and a cherry on top! Super Combo Win!
I forgot to thank you for the comment on the last post, so.. THANKS!
The idea I had for the Piranhas was to have the bottom set of leaves be like a bulb like on some of the more modern designs, but I ended up giving it more of a 'budding leaves' look and I liked it. There'll be plenty of minor changes like that to give everything a fresh look. I did something similar with the ground and the Koopa Troopas.
Oh! I don't know if anyone noticed, but the underground areas have ground blocks based on the ones from SMB2j. Now that I mention that, I'm going to modify the bushes and fence in the SMB2j sections into segmented bushes and mushroom rocks like in the NES version. It always ticked me off that the used the SMB1 graphics in the Lost Levels.
Actually, I think the simplest thing would be to permanently add the second set of values to the first and then changing the second set to x00. Otherwise you'd just be increasing Mario's walking and running speed.