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Super Mario Bros 3 Demo by Chris & LadiesMan217

Super Mario WorldStandardWork in ProgressDemoScreenshots

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Fanatical like a Demon
Some backstory
During SMW 30's development, I ported SMB physics over to use for the arcade and classic levels. After a while it got me thinking... what about SMB3? I had achieved the ability to modify SMW's physics into SMB3's. However, I didn't just want to copy-paste SMB3's physics to any SMW ROM because it wouldn't feel right if the graphics werent from SMB3 when doing such a thing. As a result, I set out to find any SMB3 style hacks I could try this on. Thanks to SF - The Dark Warrior I was led to a great hack by someone who goes by Chris . I patched the physics and not only was I surprised by how similar it felt, but the hack was extremely fun and well-made! I couldn't stop playing it and actually completed the entire hack which is a rare thing for me to do. The hack was severely outdated and broke modern emulators bc it used the SMAS Music Patch and had other things I was confident I could help improve. I set out to find his whereabouts and with SF - The Dark Warrior's help, I found him at smwhacking.de, a German SMW hacking community. Through wye's help I was able to get in contact with Chris and we started talking. I loved his passion for SMB3 and how much work and effort he put into the hack. I pitched the edit I had made of his hack as an idea for possible improvements. Coincidentally, he had been trying to finish the hack for many years but it was a slow process due to his lack of free time. He was sold on idea with the aforementioned physics changes and other fixes I made to his hack along the way that I was entrusted to finish the hack and as a result, here we are.






Features
-SMB3 Physics
-Switch to Luigi by pressing R
-SMA4 Luigi Physics
-SMAS SMB3 Graphics
-SMAS SMB3 Music
-SMB3 Custom Sprites
-SMB3 Koopalings
-Lx5 Powerups adapted to act exactly like in SMB3

The hack aims to be as close as possible to SMAS SMB3. In fact, we hope you question whether or not this is an SMW hack haha! The level designs are from Chris and most modifications are from me with the exception of smwc resources and advance asm such as the powerup triple animation being from  imamelia and Larry Koopa being made by binavik (still in the works too). The demo ends when you defeat Larry Koopa. The player will catch the wand and it soft locks afterwards due to the sprite not being finished (yet). I would like to thank imamelia and yoshifanatic for helping me through a lot of debugging issues that I couldn't figure out on my own.

Chris's Super Mario Bros. 3
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Seeing the progress of this was very neat, and finally seeing a public release of some kinda is epic. Can't wait to test it out, and can't wait for other people to.

Nice work LadiesMan :]
Love the attention to detail in this port. Like the card selection at the end of the level is really impressive.Thank you for making the boom-boom timing accurate to the original!

I found a bug where you can accelerate beyond max speed by flying backwards.
NewPointless
Fanatical like a Demon
Originally posted by King Mayro
Seeing the progress of this was very neat, and finally seeing a public release of some kinda is epic. Can't wait to test it out, and can't wait for other people to.

Nice work LadiesMan :]

Hope you love it!

More stuff!



Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
This looks really cool! I do recall that SMB3 hack Chris made, believe it or not.

Anyway, I wish to ask you some questions about the Boom-Boom sprite.

One, whose version are you using?
Two, the flying version can't fly off the top of the screen (making the boss fight unwinnable), right?
Finally, is this Boom-Boom vulnerable to any projectiles? I recall fireballs and hammers were effective on Boom-Boom in SMB3.

Again, great work! I am truly impressed.
This looks really cool bro! I can't wait to try your work soon. (or now lol)

Originally posted by Knight of Time
This looks really cool! I do recall that SMB3 hack Chris made, believe it or not.

Anyway, I wish to ask you some questions about the Boom-Boom sprite.

One, whose version are you using?
Two, the flying version can't fly off the top of the screen (making the boss fight unwinnable), right?
Finally, is this Boom-Boom vulnerable to any projectiles? I recall fireballs and hammers were effective on Boom-Boom in SMB3.

Again, great work! I am truly impressed.

If you are asking about the Boom-Boom in the hack, 2 years ago, codfish1002 has made a summer C3 thread about his SMB3 Nipper and Boom Boom. I think they belong to him. Make sure you thank codfish1002 for making these amazing sprites he had done.
I made this hack many years ago, about 2012, but it has never been officially released as it wasn't free of bugs. Due to a lack of time, asm knowledge and motivation I wasn't able to finish and update this project. The only thing I did was updating and improving some custom sprites.

Some time ago LadiesMan217 asked me if he could bring this project up to date and now here's the result. I'm glad that he is spending a lot of time with this update. I wouldn't have been able to implement this SMB3 card system, the toadhouse scene and other things. So I'd like to thank LadiesMan217 for his efforts. Hopefully this hack will be finished one day and we have a complete modern SMB3 (styled) hack.

Btw, we can't promise that this is free of bugs or glitches for now, but it's just a demo #tb{;)}
Glad I was able to establish contact for what seems like a really fruitful collaboration! The dedication to this project from both of you is admirable, and it's really impressive to see so much progress being made in just the past few weeks to get the minute SMB3 details right. (to the point where I was wondering if it wouldn't make more sense to hack SMAS directly, but SMW does give you more tools and freedom.)

I haven't actually played this, so I've got to ask: is this already a finished hack as far as levels go? Will Chris be contributing any more levels, or have you fully taken over development?


 
I'm making a SMB3 style hacked ROM too.(Although it has been discontinued for a while now.) and would like to use the sprites used here.
Fanatical like a Demon
Originally posted by NewPointless
Love the attention to detail in this port. Like the card selection at the end of the level is really impressive.Thank you for making the boom-boom timing accurate to the original!

I found a bug where you can accelerate beyond max speed by flying backwards.

Hey bud! Sorry I didn’t see your post sooner! The boom boom sprite is codfish’s sprite. All I did was add the sma4 features. The glitch you’re describing, is this the hack or from smb3 itself?

Originally posted by Knight of Time
This looks really cool! I do recall that SMB3 hack Chris made, believe it or not.

Anyway, I wish to ask you some questions about the Boom-Boom sprite.

One, whose version are you using?
Two, the flying version can't fly off the top of the screen (making the boss fight unwinnable), right?
Finally, is this Boom-Boom vulnerable to any projectiles? I recall fireballs and hammers were effective on Boom-Boom in SMB3.

Again, great work! I am truly impressed.

Cool to hear someone who’s played the og! I hope the differences make this a much different experience worth replaying! The sprite is from codfish. I don’t know whether or not about the flying offscreen unwinnable bug. Fireballs do indeed affect the boss exactly like smb3.

Originally posted by Chris
I made this hack many years ago, about 2012, but it has never been officially released as it wasn't free of bugs. Due to a lack of time, asm knowledge and motivation I wasn't able to finish and update this project. The only thing I did was updating and improving some custom sprites.

Some time ago LadiesMan217 asked me if he could bring this project up to date and now here's the result. I'm glad that he is spending a lot of time with this update. I wouldn't have been able to implement this SMB3 card system, the toadhouse scene and other things. So I'd like to thank LadiesMan217 for his efforts. Hopefully this hack will be finished one day and we have a complete modern SMB3 (styled) hack.

Btw, we can't promise that this is free of bugs or glitches for now, but it's just a demo #tb{;)}

Thank you for the opportunity and entrusting me with your project! I know for some it can be very difficult to entrust a project to someone else, especially when you have put so much time and effort. I will work my damn hardest to ensure your vision is met and maybe even surpassed!

Originally posted by wye
Glad I was able to establish contact for what seems like a really fruitful collaboration! The dedication to this project from both of you is admirable, and it's really impressive to see so much progress being made in just the past few weeks to get the minute SMB3 details right. (to the point where I was wondering if it wouldn't make more sense to hack SMAS directly, but SMW does give you more tools and freedom.)

I haven't actually played this, so I've got to ask: is this already a finished hack as far as levels go? Will Chris be contributing any more levels, or have you fully taken over development?

If I was more talented with asm I’d definitely directly hack smb3 haha but yeah, smw offers more freedom with all the resources we have, as well as the people available to help. Chris has expressed wanting to add more levels to the hack and maybe even redo some. Planning to use Yoshifanatic’s ow revolution patch to make maps much bigger to get that accurate smb3 overworld feel. All new levels designs will be handled by Chris as far as I know but for now I’ve taken control of development with Chris’s feedback.

Originally posted by lo fang 123
This looks really cool bro! I can't wait to try your work soon. (or now lol)

Tell me how it goes!

Originally posted by Hayashi Neru
I'm making a SMB3 style hacked ROM too.(Although it has been discontinued for a while now.) and would like to use the sprites used here.

Any non public resources used for this hack will not be released until we finish. I’m looking at a possibility of 2 years on this if all goes well and we don’t hit any bumps both in the project and ofc irl. If and when the resources are released they most likely won’t be released into the sections since the resources are only being made in mind for this hack so it’ll be up to the individuals that use said resources to make it work for their own projects. The only exception so far for this is the Koopalings which do plan to have a public release into the section (though lately it’s been running into a lot of problems that involve a specific setup to function so I’m not sure if it will get a section release seeing as how it’s not noob friend for the general romhacker but we’ll see).

List of Bugs So Far
-On hardware, Airship level colors mess up. Need to further look into this to see if it really is a hardware emulation inaccuracy for emulators or if the fx cartridge pack isn’t emulating something properly.
-Luigi doesn’t have proper y speed for some interactions yet so expect sometimes jumping super high.
-When switching to Luigi in the OW, his colors aren’t yet coded in.
-it seems under certain circumstances you can jump backwards at insane speeds but verification is needed.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
Cool to hear someone who’s played the og! I hope the differences make this a much different experience worth replaying! The sprite is from codfish. I don’t know whether or not about the flying offscreen unwinnable bug. Fireballs do indeed affect the boss exactly like smb3.


Do hammers have any effect on this Boom-Boom? BTW, I didn't actually play Chris' original hack yet, I saw YouTube videos of it (but I might play it for real someday).
Originally posted by LadiesMan217
Originally posted by King Mayro
Seeing the progress of this was very neat, and finally seeing a public release of some kinda is epic. Can't wait to test it out, and can't wait for other people to.

Nice work LadiesMan :]

Hope you love it!

More stuff!





Oh man you replicated the closed door effect from SMA4's Boom Booms. That'a a neat touch! (definitively will be giving the demo a try soon.
Fanatical like a Demon
@Moltz, yep! You can choose what map16 tiles get spawned and there’s no issues with there being multiple boom booms.

Also I seemed to have forgotten to make tags in the op…
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Already mentioned on Discord how impressive this is. Porting SMB3 mechanics to SMW with such a level of detail certainly speaks to your dedication. If you ever end up releasing the resources and code that were created for this hack, I'm sure it'll be a complete game changer for people wanting to create SMB3-styled hacks.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I like the idea of porting all SMB3 into a SMW ROM Hack, and I can say that you're giving your better efforts here! I've seemed before some progress of this on Discord, and it really is impressive (i.e. How you've done the 3-Card animation during level ending)

Good job and keep going.
This sure is the 3rd game in the Super Mario Brothers series.
Mr. Palmaro my beloved.
Originally posted by LadiesMan217
The hack aims to be as close as possible to SMAS SMB3. In fact, we hope you question whether or not this is an SMW hack haha!

Judging by the level screenshots alone, I can say for certain you succeeded. I can't wait to play this as soon as I get some free time!
si abres una iglesia me hago religioso
Fanatical like a Demon
Originally posted by RPG Hacker
Already mentioned on Discord how impressive this is. Porting SMB3 mechanics to SMW with such a level of detail certainly speaks to your dedication. If you ever end up releasing the resources and code that were created for this hack, I'm sure it'll be a complete game changer for people wanting to create SMB3-styled hacks.

Oh definitely! Chris brought the idea up of making a base so anyone can make an accurate smb3 hack after we finish this. The GFX would probably be reorganized to have the accurate tilesets of the fg/bg and sprites as well as all the resources that'll be made for this hack. Not sure how noob friendly they'll be but we're hoping to expand on the results of this hack bc it would really benefit the community and spawn a ton of creativity!

Originally posted by TheXander
I like the idea of porting all SMB3 into a SMW ROM Hack, and I can say that you're giving your better efforts here! I've seemed before some progress of this on Discord, and it really is impressive (i.e. How you've done the 3-Card animation during level ending)
Good job and keep going.

I can't thank imamelia enough for the hard work on that. I started editing the smb3 goal card somewhere around the end pf July/beginning of June and it took me like 2 to 3 weeks I think to get everything working minus that triple animation. I would never have been able to do that seeing the end result's code involved XD.

Originally posted by KaidenThelens
This sure is the 3rd game in the Super Mario Brothers series.

Haha it sure is!

Originally posted by Erik
Judging by the level screenshots alone, I can say for certain you succeeded. I can't wait to play this as soon as I get some free time!

Can't wait for that reaction bud! The physics really are what make this faithful!

Future Plans
-Definitely want to use yoshifanatic's cutscene revolution patch to recreate the sma4 cutscenes
-Use yoshifanatic's ow revolution patch to recreate more faithful maps that span beyond 1 screen like smb3.
-Have smb3's inventory system ported over to work with lorom/sa1, lx5's powerups, and the vanilla/ow rev maps.
-Add new levels with the expanded new maps.
-Have the remaining smb3 sprites that aren't yet made.
-A disassembly of SMB3 Bowser to be more accurate.
-Recreation of the credits but using the new maps instead and creative changes.
-Get Luigi fully functional.

If there's any asmer's that'd like to help out please don't hesitate, my dms are open (if we share servers that is)!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I tried a couple levels yesterday (it was late and I needed to sleep and soon I gotta sleep as well) but from a technical standpoint I am impressed on how the physics handle and how authentic this project feels. But I gotta say that I still feel kinda like playing SMW because imo the controller response seems much better than it is compared to all SMB titles. For me, though, this is a positive aspect, since it improves the experience.

I look forward to all upcoming updates.
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Super Mario WorldStandardWork in ProgressDemoScreenshots