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Mario Gaiden: An SMB hack intended to be EPIC. HELP WANTED!
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2018 - Mario Gaiden: An SMB hack intended to be EPIC. HELP WANTED!
Pages: « 1 »
When asked about the question which is the best SMB ROM hack, the answer would normally be Extra Mario Bros. Indeed, in playability and design, EMB triumphs over all others by a huge margin... but this fact actually shows the LACK of extremely high quality hacks based on SMB, since besides the final boss, in terms of technical achievements, EMB doesn't have much.
Time for a change.

PROJECT MARIO GAIDEN

This project NEEDS YOUR HELP! Currently I'm almost doing all of the programming work, and I'm already starting to get occupied with real life issues like my job.
Posts wanted:
> Assistant 6502 ASM programmer
> Level designer (work will start much later though)

A demo video is here https://www.bilibili.com/video/av18241594 , though it only demostrates some of the new mechanics in the game and not all of them.

Concept artwork:


Since it's currently only a prototype, it has only one test level available, so let's just name things that it's capable of doing.

> 4-directional scrolling
Yes, you hear this one right. To actually make this, the level loading mechanics have undergone a complete overhaul.


> An ability & equipment system
This is one enhancement that I intend to use to stand out from the others. Because yeah, 4-directional scrolling is hard to make, but SMB3 and SMW have it anyway. However, SMB3 and SMW don't have Metroid-like equipment.
To be honest, this part's coding isn't as complex since most just need some condition judgements to work (an exception is the speed booster), so there can be a great amount of upgrades to come in the future.

There are 4 categories:
Ability-A: Jump related abilities, like slowed descending, double jumps etc. Currently, they consume coins, but in the plan they would consume vitality instead.
Ability-B: Offensive and defensive abilities. They currently consume coins, but in the plan they would consume mana instead.
Equipment: Permanently in effect.
Spell: These are one-shot 'spell cards'.

In the plan, there are also vitality seeds and magic seeds for the player to uncover.

> Powerups
Powerups have second upgrades, and they have charge shots. Only those already implemented are written here, the plan has more. To see the moves, check the video.
Fiery: Everyone knows what that is. Upgrade: Shot has splash damage. Charge shot: Fires a large wave.
Bat: Can turn into a bat like Alucard in the Castlevania series. Upgrade: Bat form manacost lowered, and the player automatically transforms into a bat if he's about to fall into an abyss.
Gunner: Fires in 10 directions, but only if on the ground.
Ice: Freezes an enemy in place.
Ninja: Slower descending speed when clinging to a wall, and can do wall kicks.
(The plan also involves more complex moves, and powerups like Mage Mario)

> Multi-layered map
See gif.


> Cutscene mechanics
Text description: In cutscene mode, the game is able to arbitrarily control everything at best, but it requires custom programming then. Easier to do stuff in cutscene mode:
-A dialogue box, with choices available
-Fixes some memory addresses for a period of time
-Blackout and switch to another level
etc. These are already programmed.

> Programmed bosses
How complex can these bosses be? See https://www.bilibili.com/video/av831164 . Note that in actuality the difficulty wouldn't be this high.

> Music
You may think EMB's final boss theme kicks ass, but this game already modded the SMB music engine so that it's capable of defining all sorts of timbre and using the DPCM channel as well. See the video.
In fact, earlier, this game even used the VRC7 expansion chip which has sound on par with the Sega Genesis, but later I ported the game to MMC5 and have to use that chip instead. Neverless, MMC5 can still be utilised well:
these links prove everything (they are planned BGMs).

> Background: The game has user defined background, but the demo hasn't demostrated it well.
This is an image of an earlier hack I made called Rohrleitung Gate, which demostrates the concept. Note the parallax scrolling in the background.


> Scrolling effects
Using IRQs, we can achieve more interesting scrolling effects, for example this wavy scroll.


Also this is one window of the in-progress editor.
https://cdn.discordapp.com/attachments/270760865580449792/401567242330046484/unknown.png

More gifs from the original RHDN thread (these are much older minor mods intended to be in the game):





By the way, https://www.bilibili.com/video/av1229327 is my last released hack. That one is done in a hex editor AND without the SMB disassembly, although it might have already come out by then.

noivernedit: changed some images that stretch the tables to links
This project was practically made for me.

-Not SMW
-Mario, but completely different
-Really cool stuff already done
-Needs a level designer, but not right now

Sign me up. :D
Holy shit. There is a good piece of work right here

It's REALLY impressive how have you done to do all of this with only ASM, you clearly have a lot of potential! Seriously, I doubt all this can be done on a single SMB rom. I really liked the parallax background and the inventory system.

On the other hand, I was never involved into SMB hacking, but I guess I could design a level if I manage to learn how to use the tool for making levels (I'm not sure tho) But I actually have a friend who used to hack SMB, I'll tell him of this great proyect, he'll probably want to contribute.
Layout made by MaxodeX
Damn, impressive indeed! I also like the fact you're going all-out with the music too by using the MMC5 expansion chip; not to hate on SMB's soudtrack, but it just sounds way too simplistic, even for 2A03 standards

too bad I can't help sadly, since I barely have touched upon the world of NES chiptunes; unless you used a MML compiler for this, in which case I can probably help???? I dunno honestly
Layout by Mathos
Famitracker did the song!

Im a nice chiptuner, we can improve
oh shit you're the steins;gate puzzle hack guy

Guess I can expect good level design to go along with the bangin' ASM you're promising.
Best of luck to you and the team you end up assembling!

I'd aid in programming but my """expertise""" (if you can even call it that!) is solely on 65c816 and SMW.
If coding 6502 within SMB's environment and limitations isn't too hard to learn I'd consider helping, but I also don't wanna weigh you down.
You already know I'm interested, but have you tryed talking to or showing any of this Dr. Floppy at rhdn?
I now two potentional guys who know famitracker aswell.
Originally posted by zacmario
You already know I'm interested, but have you tryed talking to or showing any of this Dr. Floppy at rhdn?
I now two potentional guys who know famitracker aswell.


Technically Floppy's in, but he's also occupied with too many other projects. This is a problem.
As for chiptune, since I'm in the chiptune scene itself I can handle most of the songs (given the time) and I also know more people.
w7n, your SMB hacking skills are amazing! I wish that wanted to hack SMB soon, even though I still have free time!
Holiday names whe--*shot*.
This song is DOPE.
“Well, don’t think you can beat us just because we’re women.”Sheena, Tales of Symphonia
I started hacking SMB before SMW but I would never be able to create what you have made.
Doing a complete overhaul of SMB and its engine is incredible. Great work. :O
Originally posted by w7n
Originally posted by zacmario
You already know I'm interested, but have you tryed talking to or showing any of this Dr. Floppy at rhdn?
I now two potentional guys who know famitracker aswell.


Technically Floppy's in, but he's also occupied with too many other projects. This is a problem.
As for chiptune, since I'm in the chiptune scene itself I can handle most of the songs (given the time) and I also know more people.

Alright cool. I'll try to think of others.
This IS running on an NES (Emulator) right?
// Layout by Maxo
This is simply amazing, and the parallax effect is incredibly well done.
When I looked at the video I legitimately thought this was actually an indie game made to be SMB but cool, I was actually kind of shocked when I realized this is a hack. It's so smooth!

--------------------
Your layout has been removed.
You madman, this looks interesting as hell lol. I'll keep track of it

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Gotta admire the effort you're putting into hacking and expanding further than anyone ever has a 30 years old game that's basically outclassed by its succesors in the hacking scene. This sure will be an interesting ride, so, uh, it'd be nice to help in the level desing development, cause right now I don't know if I'd be of help in any other regard.

Oh and thank you my man @Shiny Ninetales for telling me of this as I'm not really into C3 stuff.

--------------------
take a look at my youtube thingies
I must admit that I haven't seen a smb1 hack like this. From what I've been told, there wasn't much free space in the original rom which made hacking very limited. So I'm guessing you ported the rom over to a better mapper or expanded the rom or something.

Will it have a mario theme or be a totally different character?
Pages: « 1 »
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2018 - Mario Gaiden: An SMB hack intended to be EPIC. HELP WANTED!

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