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so we put a Klik in the 16-Mbit ROM, which was then synced to the SNES Mouse

Super Mario WorldSpritesWork in ProgressDemoResource ReleaseScreenshots

so basically,

i'm working on a short hack (20ish levels) in which p1 controls mario, and p2 controls this cute lil cursor named Klik, and so they have to cooperate to progress and stuff and it's kind of a proof of concept when it comes to multiplayer platforming. here's a tech demo :


⚠ this probably goes without saying, but this demo is best played by 2 people. everything should be playable by a single person, but i can't offer any guarantees.
⚠ i recommend using snes9x to play this demo. it is by far the emulator it's easiest to setup a port 2 snes mouse in.
⚠ this demo is but a tech demo. its level design is merely meant to showcase sprite functionality, and is far from perfect. if you're stuck in a room, tap SELECT twice to reset it.
⚠ this demo uses msu-1. to make it work, make sure your patched ROM is named mouse.smc, and put all the files here in the same folder. like this :


out of all the different "forms" planned for Klik, 4 are currently in a playable state in this demo :

UFO
Target a sprite, then left-click it to abduct it! Left-click again to release it anywhere you want!
You cannot store multiple sprites simultaneously.



HILO
Move Klik up and down, then click to adjust the height of many different things! Water, lava, platforms, you name it!


BLOX
Change a level's terrain from inside the game!
Left-click blocks to place and remove them, but be careful how many you can store!



MAGIC
Abracadabra~ Left-click two sprites to mark them with cards, then right-click to swap their position!
To quickly unmark sprites, just left-click twice in the air.



...some others are being worked on, and hopefully i'll be able to show gameplay of them soon enough~







i plan to release all resources this hack makes use of, with the exception of the Klik sprites themselves of course. you can already get a few :

MaxtileDrawOne
the maxtile system used by the sa-1 patch is cool, but tedious to use. this pixi macro interfaces directly with it, lets you draw any sprite tile anywhere on the screen, either using absolute or relatives coordinates, and auto-calculates if the sprite tile will be offscreen. this makes writing gfx routines considerably easier, as you don't need to mess with $00-$01-Y and call GetDrawInfo/FinishOAMWrite anymore.

atan2
this simple routine gives you the angle between two points, as long as they're close enough to each other.

sprite door
see these colored doors in the demo? well now you can use them too! they're highly customisable.




feel free to ask any questions about the project and resources, and i'll answer to the best of my ability~
I saw some progress on the Discord, and I have to say this is just awesome work!

An amazing original idea! Can't want to see the finish product
Layout by LDA during C3.

I love all the ideas here
Every dream is but another reality, never forget…

My In-Progress Hack

Can't wait to try this out. This is the stuff people at Nintendo probably dreamed about making back then.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
This seems like a really cool idea and a fun 2 player game.
Wow. This is amazing - can imagine some really awesome hacks using this.

Just wish I had a friend! #smw{T_T}


Can't wait to find out what this little dude does :)


But also, holy crap! I don't think the other responses are properly capturing how INSANE this is!! Might be worth looking into making the game single player friendly if you haven't already (never require the player to move and hold an action button at the same time so they can always have one hand on the controls and one on the mouse). I could see the water level making that a little difficult, but even a simple rebinding of keys could make it a lot more doable (if the hack never requires pressing up or down you could make up jump and down y/x (tho idk how intuitive that would be, but if the player is using a mouse anyways i think it's fair to expect them to adapt to a unique control scheme lol)

Just thinking out loud, haven't been this inspired by something smw related in a looong time. 5 stars!! #smrpg{y}
ask me if i give a f*ck...
This is definitely one of the coolest showings around! Even with just a handful of levels it was a blast to go through, and I had the pleasure to play the thing on actual hardware with an FX Pak and snes mouse.

That mouse is a lot less sensitive than a modern optical mouse, but I was still able to get through everything alone. I'm curious how difficult things can get though, and how tricky you plan on making certain parts. Would it even be a good idea to make puzzles with such antiquated hardware in mind? The level design on offer here seems like there's nothing wrong with that, but this is more of a stop-and-go design where it's easy to put down a controller and pick up a mouse without being in much peril. Even if this didn't have one of the best features around, the visuals and sound were amazing. The Kirby's Adventure/ Dream Course graphics with those dreamy colors were really charming to behold.

I'm really exciting to see where this goes! and I'm even more excited to see a TAS of this, because this is going to be one of the silliest games to get broken


Other Submissions of mine!
Originally posted by Hobz
Might be worth looking into making the game single player friendly if you haven't already (never require the player to move and hold an action button at the same time so they can always have one hand on the controls and one on the mouse). I could see the water level making that a little difficult, but even a simple rebinding of keys could make it a lot more doable (if the hack never requires pressing up or down you could make up jump and down y/x (tho idk how intuitive that would be, but if the player is using a mouse anyways i think it's fair to expect them to adapt to a unique control scheme lol)

thing is, i've already thought about that, but unfortunately i don't think it would work- aside from controller remapping which makes handling obstacles a lot less intuitive (the targeted "audience" here is people who are already well-acquainted with smw's controls and physics after all, and i'd rather keep the whole experience accessible to as many people as possible), it's pretty much impossible to entirely drop buttons. jumping with the up button would make it impossible to use doors, enter pipes or swim up quickly. dropping x/y and making the player run constantly would completely break carriable sprite mechanics. and so on. so while it's an original suggestion (thanks a bunch for making it~), i'm afraid it's not a viable option x)

Originally posted by Deeke
This is definitely one of the coolest showings around! Even with just a handful of levels it was a blast to go through, and I had the pleasure to play the thing on actual hardware with an FX Pak and snes mouse.

ngl i'm relieved to hear you say that, cuz i was all but sure this would work on real hardware xD and bsnes wouldn't let me setup a mouse in port 2 for some reason, so i couldn't develop this with proper "accuracy" testing-

Originally posted by Deeke
That mouse is a lot less sensitive than a modern optical mouse, but I was still able to get through everything alone. I'm curious how difficult things can get though, and how tricky you plan on making certain parts. Would it even be a good idea to make puzzles with such antiquated hardware in mind? The level design on offer here seems like there's nothing wrong with that, but this is more of a stop-and-go design where it's easy to put down a controller and pick up a mouse without being in much peril.

as stated in the original post, i'm anything but a proper level designer xD stop-and-go felt like the only sensible option to go for to make this demo as accessible as possible.
also i agree, mouse sensitivity is terrible : the Klik sprites already call position update routines twice to move at a somewhat okay pace xP there is a proper way to change mouse sensitivity tho (Mario Paint and Mario & Wario do use it), but i haven't discovered documentation about it yet- so with just a lil bit a luck, the next demo i produce should have this issue fixed, and "hardware antiquity" won't be a problem anymore~




...the general concern i have is that i don't know yet how accessible the final product will be : it's definitely gonna be a 2-player thing, and not the kind where you can do it all by yourself if you have decent enough coordination. if C3 allowed threads to have polls, i would've definitely made one to get a rough idea of how many people could play such a hack physically, using online multiplayer, or not at all- but since it's not a thing, this whole project is a big gamble. in parallel of development, i'm actively researching ways to make the experience as accessible as possible, and i have yet to find a proper solution.

while this may be a little discouraging, i'd rather be honest about it upfront and not trick yall : cuz while i can code some sprites, i'm not a level designer, and as such i'll soon have to find some people to work with. but i would largely prefer not to waste anyone's time if the whole concept, as cool as it may seem seem, doesn't prove feasible.

...that said, i really appreciate all the compliments, critiques and suggestions 🤍 with such feedback, i really hope i'll be able to bring this project to fruition someday~
this is probably one of the best puzzle/coop hacks (or even snes games) I've seen, it looks super fun and the new graphics are super charming. I definitely will be giving this a try sometime

An almost criminally underrated thread for sure, I really hope this gets more attention
thos is very unique and interesting! gg! looking forward to this!
Haven't had a chance to play it myself yet but I watched a friend play it a couple of days ago and this is one of the coolest tech demos I've ever seen. The concept is already really cool to begin with, and you've managed to make such creative use of it with all of the different abilities you gave Klik, which made every room feel so fresh and unique. The abilities themselves are also very well-designed and lend themselves so well to the style of gameplay you have going. The overall aesthetics and attention to detail are spectacular, especially all the little touches like making Klik wake up from a block when you hit it. They all come together to make the hack feel so vibrant.

Really the critique I could have is that some of Klik's forms may not be intuitive at first (in particular, I remember us being confused at first with how Magic worked, for example), but that's honestly not even an issue as far as the concept itself goes.

Whether you consider yourself a level designer or not, the quality and fun of this hack are both top-notch.

Super Mario WorldSpritesWork in ProgressDemoResource ReleaseScreenshots