This hack is cancelled, read my latest post to understand why.
Originally posted by Old Post
It's been a long time since I came here. I'm retired from smwhacking more or less five years. Seems that now I'm inspired to come back to the scene and enjoy the new features and tools people made for smw hacking. Am I too late? I don't even know how to hack anymore.
Back in 2009, I was doing a project where I aimed to port World-e levels from Super Mario Advance 4 to Super Mario World engine, trying to replicate as much as possible the engine from SMB3. I stopped this project when I realized that there were many bugs that I wasn't capable of fixing, and my High School was starting. Now I'm on college and I have few time to work on this project. But if things works the way I would like to, I'll put effort on this project and bring it back to life, using the whole new features that smw scene done in these 4 last years.
But before I start working on this project, I would like some feedback. Will this project be worthwhile to put effort again, or is it a waste of time? Probably many people don't even remember when I was working on it, but I fell people enjoyed the pictures I shown.
Take note that all levels would need to be done from scratch. I don't have the tools I used before, and probably many gimmicks, sprites and blocks doesn't work with the new tools commonly used today.
Todo list
Code
- Build ROM
- Port Main Graphics and Tilesets (In progress)
- Port Main Levels (Progress: 01/39) 2,5%
- Apply Patches- HEX edits and physics
- Apply Custom Sprites
- Apply Custom Blocks
- Custom Music Patch or SMAS Soundtrack Patch?
- Port Gimmicks and Beta SMA4 elements
- Beta Levels from SMB3
Screenshots
e-12 Airship 1 - In Progress
(...)
Level Progress: 40% done
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I think the idea isn't half bad - but I think it shouldn't be extremely accurate. I don't really know about these levels you are remaking, but if they have issues you can fix, I believe people would rather you fix it.
Argh, I lost all my comment data! But Welcome back, and anyways, I think it'll be very good to work on it again! And if you want, I'll help you with the new additions and such.
Give it a shot! I still remember back in the day when that proyect was being worked on and I didn't even had an account and was kinda exited for it. And the current improvements of LM over the last years should make your job easier.
Also I tried to play them on an emulator the other day and I sucked like you have no idea 'cause mario physics are horrible.
Yan Ptooie
Posts: 1387/1606
Since:
Location: São Paulo, Brazil
I think the idea isn't half bad - but I think it shouldn't be extremely accurate. I don't really know about these levels you are remaking, but if they have issues you can fix, I believe people would rather you fix it.
Also, off topic, but welcome back!
Basically, these levels were extra levels Nintendo did for a port of Super Mario Bros 3 to Game Boy Advance. These levels weren't built in the cartridge. Instead, they came in cards with bar codes to be scanned with a device called e-Reader.
Also, thanks for the greetings ^^
Originally posted by cheeyev
Argh, I lost all my comment data! But Welcome back, and anyways, I think it'll be very good to work on it again! And if you want, I'll help you with the new additions and such.
Thanks! And yeah, probably I will need feedback to help guide that project!
Originally posted by LimeMaster92
The SMA4 e-Reader levels was actually how I found this site in the first place, so this is great news. I can't wait to see the finished product.
Haha nice! I'm glad to hear my project inspired you to come to the scene
Originally posted by reghrhre
Oh man, it's great to see you again! I recently got back into SMW hacking myself : P
I was really interested in this project back then so hopefully you'll end up continuing this again!
Welcome back man! It's good to see old friends here yet xD. I hope we can finish our products this time
Originally posted by Moltz
Give it a shot! I still remember back in the day when that proyect was being worked on and I didn't even had an account and was kinda exited for it. And the current improvements of LM over the last years should make your yob easier.
Again, It's good to see people was really enjoying that production I hope you are right about the easier of making hacks nowadays!
When I get more time, I'll post news about how things are going. I not promising anything, but I'll try to have some pictures yet this week.
Yan Ptooie
Posts: 1389/1606
Since:
Location: São Paulo, Brazil
The previous ROM looks quite good, although there are a few minor issues here and there.
Originally posted by Yan
Todo list
- Build ROM
- Port Main Graphics and Tilesets
- Port Main Levels
- Apply Patches
- HEX edits and physics
- Apply Custom Sprites
- Apply Custom Blocks
- Custom Music Patch or SMAS Soundtrack Patch?
- Port Gimmicks and Beta SMA4 elements
- Beta Levels from SMB3
A suggestion is to also add new levels and such into the game, maybe even changing the graphics and music around in already existing e-levels to give it a new flair.
I would like to announce the kickoff ROM is in build! I'm using the latest Lunar Magic and the following patchs are added to the ROM (subject to changes):
Code
Much Better Raccoon Patch
SMB3 StatusBar + Level Height
One File, One Player Patch
I'm starting to getting the way of things haha!
Graphics definitely won't be a problem, since there are many resources here and there and I can reuse tilesets from previous ROM. What I think that would be trick is that Best Raccoon+Cape Patch.
As you can see, with this patch, you can alternate between Cape and Raccoon Suit in the same ROM. But we would need some ASM knowledge to:
- Make a custom sprite that makes Mario become Cape Mario
- Make a custom sprite that makes Mario become Raccoon Mario
And anotehr tricky thing is to handle graphics and tileset. Definetely they would need to be refreshed each time gets the new powerup. If someone know how to handle the code for it, would be really awesome
- Main Levels? As in, the levels of the normal game, or e-Levels?
Basically I'm talking about the World-e levels, without counting sprites, bonus room, bosses. There are some levels that will be really tricky to port. For example:
As you said, the dimesions of this levels is really large and there's no way I can port this accurately to SMA4. Probably I'll need to break some levels in two or three sessions and change some sessions.
Originally posted by cheeyev
GPS is also the new tool for inserting blocks, so you'll have to change the blocks around a bit, and remember to use these screen-scrolling pipes by GreenHammerBro, since they're made for use with GPS.
Is GPS Global Positioning System?? runs...
Hmm, what are the advantages of using this block inserter instead of Block Tool Super Deluxe?
Originally posted by cheeyev
- Here's an unsampled soundtrack for SMAS. Get the sounds here.
I haven't decided yet if I'll stick with SMAS Music Patch or if I'll use Custom Music version. I personally didn't liked unsampled version, because some tracks were really lame
But I think if I keep everything like the original game, it would be just one more SMB3 styled hack. Using some custom tracks instead of only SMAS music would bring a new vibe for the levels
EDIT:
Originally posted by cheeyev
- Look here for unused e-Level objects, and here for unused e-Level Graphic and switches.
- Look here for the beta levels in SMB3 SMAS.
Definitely I'll include some of these stuffs in the project!
I'm planning doing a parallel project when I finish this one. It would be the World-e levels, but will feature the folowing things:
Code
Features Luigi instead of Mario
Less time to complete e-Levels
Quicker and stronegr enemies
As you can see, something like New Super Mario Bros U and the parallel Super Luigi U
Finally, now we have Raccoon and Cape Mario in the same level! I managed to remap properly the graphics with the help of my friend LX5 and this is the result.
Oooh awesome, I don't think I've actually seen hack that has both a Raccoon and Cape form before so it's really nice to see that. Looks like you're making some pretty good progress too (more than me especially xD). Can't wait to see more!
Yan Ptooie
Posts: 1399/1606
Since:
Location: São Paulo, Brazil
I would like to show the first level of World-e redone in the new base ROM. Also, this level haven't appeared in the old ROM, I have done it from scratch. Some things have changed in level layout to fit the SMW limits, like, this level is broken in two parts and some line guides and platforms had their sizes decreased.
Looks nice! Are you planning on disabling the fade out effect with the goals like in SMAS SMB3/SMA4? Or you're gonna leave it as it is?
(In case you want to be faithful as possible with the engine?)
ForthRightMC Mawful Mole
Posts: 421/1041
Since:
Location: Back from Grey Banned exile
Pronouns: He/Him
Looks nice! Are you planning on disabling the fade out effect with the goals like in SMAS SMB3/SMA4? Or you're gonna leave it as it is?
(In case you want to be faithful as possible with the engine?)
It's going to be disabled soon. There are some patches here and there that I will apply when I have enough progress. From personal experience, it wasn't a good idea to apply everything since start.
Originally posted by ForthRightMC
This project is fantastic! 8 worlds will be in this hack, am I right?
I haven't decided this yet.
More updates for this hack only on weekend!
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Porcu-Puffer
I remember seeing this hack before, and I have to say: It's still promising. Your levels are well-made, giving a nostalgic SMB3 feel. And the addition of the SMB3 Status Bar is quite a plus. Definitely looking forward to play your hack someday.
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