Language…
20 users online:  Atari2.0, DanMario24YT, Dennsen86, deported, derv82, drkrdnk, eltiolavara9, Fozymandias, h.carrell, kms415, krizeth,  LouisDoucet, masl, MorrieTheMagpie, Serena, sinseiga, sparksplit-smw, StarWolf3000, steelsburg, trihex - Guests: 282 - Bots: 306
Users: 64,795 (2,375 active)
Latest user: mathew

[ROMHack] SUPER MARIO BROS. R: An 8-bit like hack (version demo0.0.8)

Super Mario WorldDemoScreenshots

Also check my other thread! One sprite from SMB2, two from SMB3, and a custom one.

Welcome once again to:



Version demo0.0.8

This is the third C3 thread where I'm releasing this hack. It fas many features and stuff that weren't in the previous C3 release.

Features

» 8-bit styled graphics, music and sound effects.
» Takes advantage of SNES' Mode 0, using 4 layers at 2bpp, thus allowing for more alive environments.
» Some callbacks to the Mario franchise's story, and possibly in the future to the whole Nintendo story.
» Luigi-like physics for player 2. It is recommended to play as Mario, though, since Luigi doesn't use different GFX.
» Aims to be a throwback to earlier Mario games with every aspect, even level design (use of CCST-type of level designing).
» Three different powerups: Fire Flower, Ice Flower and Raccoon Leaf.
» Two HUDs to use: classic and modern. You can switch between them in the overworld with L/R. Switching to the classic HUD will play a coin SFX while switching to the modern one will play the "item coming out of block" SFX.
-The classic one looks like Super Mario Bros.'s original HUD.
-The modern one has a beam-like design and is on the upper left edge of the screen.
» Friendly pause menu that allows for easily exiting completed levels and displays lives and Star Coins to compensate for the classic HUD not showing them.
» Soundtrack with classic tunes, remix of them and original compositions.
» One world to play, with only the final level being unfinished.
» Free overworld where the player can move anywhere on it.
» An unique gimmick for each level.


_______________________________________________


Story

A story has been not written yet, but I'm aiming to make the game more story-driven than modern Mario entries.

The tone for the story will be much like that of the original Super Mario Bros., where Bowser transformed the Toads from Mushroom Kingdom into unanimated objects and kidnapped Princess Peach, the only one who could unmake the spell. This is unlike modern Mario entries where Bowser kidnaps the princess just because he happens to like her (see Super Paper Mario and Super Mario Odyssey).

Now for what I have planned, Princess Peach will get kidnapped when you complete World 1 (or, if I implement it, when skipping it by some mean like magic flutes or cannons).


_______________________________________________


Screenshots




Mode 0 in action!




_______________________________________________


Downloads


Version demo0.0.8
Version demo0.0.8b

(edit: fixed links)


The difference between both is that demo0.0.8b contains every level and event completed. Just create a new save, reset the game, enter that save again, and every level and path will be avaiable.


_______________________________________________


Warnings

» Yoshi gets dismounted by using Up+A/B instead of A, to match the NES' control scheme.
» For some reason when I switched to GIEPY, Yoshi gets damaged by things that shouldn't damage him, specifically Star Coins and midway flags. Dismount Yoshi before touching any of those or else you'll lose him (especially in World 1-6's midway flag).
» Don't exit/reset the game while a platform is going up or down in the overworld. It will leave you stuck in the air. However, you can exit/reset the game while standing on the cloud. The platforms will be waiting for you.


_______________________________________________


Credits, changelog and old versions
I'm extremely excited to check this out later. I've loved seeing your progress on the hack at other C3s and in #showoff, and I'm sure this newest demo will not disappoint.
Glad to see this once again, you've been putting so much love into it o:

I haven't checked on your progress for a while so it'll be fun to see all the stuff you've changed since last time I played.

Keep it up :3
Nice hack! Where did you get the music and the sound effects?
Hack progress: World 1: Complete, World 2: 100% Complete, World 3: 20% Complete, more worlds planned. NOTE: I am NO LONGER planning on updating or finishing this hack, as I completely lost all motivation to make SMW Hacks. Demo
Wow... just, wow! #smw{O_O}

This looks incredible! It's almost like this is a fangame rather than a hack! I'm really impressed, LMPuny, and I hope development for this hack goes along well (#smw{:TUP:})! Great work!
Really good works as always my friend, I'm really glad you are still working in this hack. The Modern HUD still looks a bit off in my opinion, but I can't really say what's wrong with it, however it's nice we can choose which to use.
Layout made by MaxodeX
2021 TRENO vibe check thread
This hack is looking more and more wonderful each C3. Loving what I see lots.
I'll may give the demo a go (just like every C3) #tb{:p}
I remember this hack specifically from last C3, it was one of the hacks that looked the most interesting to me, so nice to see you still working on it. #smw{:TUP:}

I have a question, though: last time, I tried playing the hack on my sd2snes (since I don't really like playing in emulators), but when I did, I kept falling through random tiles in the ground, essentially making it unplayable for me on there. I think I did try it in BSNES, though, and it worked fine in there, so it definitely wasn't a corrupt ROM or anything like that. Do you know of any patch that you might have used that that could potentially make the ROM hardware-incompatible? Or maybe you used SA-1 for the hack? Back when I tried it, the sd2snes didn't support SA-1 yet, but from what I know it does now, so if the hack does use SA-1, it might be worth for me to give it another try now with the new firmware.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Impressive as always, I've loved watching the progress on this hack unfold. It's seriously really cool to me to see mode 0 in action.

I have a question though, have you made a set of Mode 0 tools to work with, or are you manually putting everything together?
Is it me or are the physics changed a bit? Either way, it's really interesting how the hack tries to be faithful to the NES limitations (except, obviously, for the graphics and even then, this is only for the implementation but the graphics themselves are 2bpp-styled) up to the audio. Definitively a hack I'm looking foreward to it.

There is a landmass below the starting isle which you can access through swimming. Will there be some kind of secret or sorts of?


Originally posted by LMPuny
» For some reason when I switched to GIEPY, Yoshi gets damaged by things that shouldn't damage him, specifically Star Coins and midway flags. Dismount Yoshi before touching any of those or else you'll lose him (especially in World 1-6's midway flag).

AFAIK, whether Yoshi flees from a sprite usually depends on whether he interacts with an enemy while Mario rides him. That means, any sprite which interacts with other sprites (and therefore Yoshi) causes him to flee. It might be a good idea to debug this and put a breakpoint for a Yoshi <-> sprite interaction.
I said it then and I'm saying it now: one of the best hacks I've seen lately

not much to say aside from that, this romhack kicks ass, that's all
Looks awesome.
I was about to say this would really benefit from mode0 and then I realized you already had that covered. This hack has my interest for sure. I'll be back with more in-depth feedback once I try it out.

allow shy guy emojis in post footers you cowards!
Originally posted by TheSpeedyJay
Nice hack! Where did you get the music and the sound effects?


The music has been partially done/remixed by me and from other people (musicalman and nicetas_9c3). The sound effects were replicated by me and custom ones were also made by me.

Originally posted by RPG Hacker
I remember this hack specifically from last C3, it was one of the hacks that looked the most interesting to me, so nice to see you still working on it. #smw{:TUP:}

I have a question, though: last time, I tried playing the hack on my sd2snes (since I don't really like playing in emulators), but when I did, I kept falling through random tiles in the ground, essentially making it unplayable for me on there. I think I did try it in BSNES, though, and it worked fine in there, so it definitely wasn't a corrupt ROM or anything like that. Do you know of any patch that you might have used that that could potentially make the ROM hardware-incompatible? Or maybe you used SA-1 for the hack? Back when I tried it, the sd2snes didn't support SA-1 yet, but from what I know it does now, so if the hack does use SA-1, it might be worth for me to give it another try now with the new firmware.


Hmm. I'm not sure what's going on, the first thing I can think about is GPS but if it's compatible with real hardware then I dunno what is causing that. Maybe it's the fact I'm using AMK 1.1.0 beta? It's like the old AddmusicM thing where every tile acted as water, right?

About real hardware compatibility, no. I'm not interested in making this hack compatible with real hardware, sorry. At least not for now...

And no, it is FastROM, not SA-1 ROM.

Originally posted by Teyla
Impressive as always, I've loved watching the progress on this hack unfold. It's seriously really cool to me to see mode 0 in action.

I have a question though, have you made a set of Mode 0 tools to work with, or are you manually putting everything together?


I'm putting everything together. Thanks UberASM. (I also use a hijack for the "Mode X store" that forces Mode 0 for the overworld and other game modes)

Originally posted by MarioFanGamer
Is it me or are the physics changed a bit?


Yes, they have been tweaked.

Originally posted by MarioFanGamer
There is a landmass below the starting isle which you can access through swimming. Will there be some kind of secret or sorts of?


You have a good eye, huh?

Originally posted by MarioFanGamer
Originally posted by LMPuny
» For some reason when I switched to GIEPY, Yoshi gets damaged by things that shouldn't damage him, specifically Star Coins and midway flags. Dismount Yoshi before touching any of those or else you'll lose him (especially in World 1-6's midway flag).

AFAIK, whether Yoshi flees from a sprite usually depends on whether he interacts with an enemy while Mario rides him. That means, any sprite which interacts with other sprites (and therefore Yoshi) causes him to flee. It might be a good idea to debug this and put a breakpoint for a Yoshi <-> sprite interaction.


I'll look into that before the next C3 release.

Originally posted by FPzero
I'm extremely excited to check this out later. I've loved seeing your progress on the hack at other C3s and in #showoff, and I'm sure this newest demo will not disappoint.


Originally posted by Eevee
Glad to see this once again, you've been putting so much love into it o:

I haven't checked on your progress for a while so it'll be fun to see all the stuff you've changed since last time I played.

Keep it up :3


Originally posted by Flippn'Fences
Wow... just, wow! #smw{O_O}

This looks incredible! It's almost like this is a fangame rather than a hack! I'm really impressed, LMPuny, and I hope development for this hack goes along well (#smw{:TUP:})! Great work!


Originally posted by Shiny Ninetales
Really good works as always my friend, I'm really glad you are still working in this hack. The Modern HUD still looks a bit off in my opinion, but I can't really say what's wrong with it, however it's nice we can choose which to use.


Originally posted by Wakana
This hack is looking more and more wonderful each C3. Loving what I see lots.
I'll may give the demo a go (just like every C3) #tb{:p}


Originally posted by Pinci
I said it then and I'm saying it now: one of the best hacks I've seen lately

not much to say aside from that, this romhack kicks ass, that's all


Originally posted by zacmario
Looks awesome.


Originally posted by Von Fahrenheit
I was about to say this would really benefit from mode0 and then I realized you already had that covered. This hack has my interest for sure. I'll be back with more in-depth feedback once I try it out.


Thanks everyone.
Originally posted by LMPuny
Thanks everyone.

You're perfectly welcome, LMPuny!
You deserve the praise! #smw{:TUP:}
Originally posted by LMPuny
It's like the old AddmusicM thing where every tile acted as water, right?


I think it was a bit different from that. If I remember correctly, a lot of tiles were okay, but then a few random tiles in the ground acted like holes and I fell through and died, and I couldn't really recognize which tiles were affected, becaues they looked normal, only the behavior was different.

But yeah, figured that hardware compatibility probably wasn't a priority. After all, the minority of people probably try to play hacks on real hardware, and for all I know, it might very well just be the sd2snes' that's causing the problem (after all, everything seemed to work fine in BSNES/Higan). Might be a good idea for me to just download the newest firmware and see if that changes anything.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Wakana
This hack is looking more and more wonderful each C3. Loving what I see lots.
I'll may give the demo a go (just like every C3) #tb{:p}

I agree with my cutie. Started small this hack gets bigger and better every C3. If Wakana plays your hack, i'll surely watch the videos (dunno if i have time to play myself).
But as many other people said, this hack is looking pretty great and you do a decent job considering your 8-Bit restrictions! #tb{:j}








I enjoyed pretty much every second of this. The presentation is slick and there are many cute little flourishes and details on the world map and environments (the platforms to the sky, the Koopaling decoration in the castle) that really helped. I like the new sprites, the use of color (except for some of the darker objects underground being dark to the point of being hard to quickly identify), and the solid variety in visuals. Levels are briskly paced and varied without feeling underwhelming. The one boss present was absolutely adorable, even if the actual fight had way too much downtime.
It's clear that a lot of love was poured into this. This is easily one of the most promising things I've seen in a long time.
I've had my eye on your project for quite some time now, and it was only this C3 I finally forced myself to try some hacks for a change.

And to the surprise of nobody, this game of yours is supreme! It looks great, it feels great, and it sounds amazing - I don't know what special kind of agony those custom sound effects must have been, but rest assured the effort shows and is appreciated. (Also, your custom "Presents" sequence is really cool - with that said, though, I super-appreciate your letting the player skip it!)

Originally posted by LMPuny
CCST-type of level designing

I don't know what that is, but if it's what you have, it works. Difficulty feels consistent for World 1, too.

I took notes while playing through your demo, and I wanted to pass along some quirks I ran across and some impressions I had. But please, understand that these are a drop in the bucket compared to the sheer quality of the game at large:

• The sky platforms on the world map were kinda finicky - I had to wriggle around for a bit to convince them to bring me to my destination.

• Dying in world 1-5 seemed to consistently garble the sprite panel behind the player sprite on the overworld map. Played on Snes9x 1.55, for what that's worth.

• I spy a sliver of a blue garbage tile towards the top-right of the black bar on top of the world map, when scrolled all the way to the right (near 1-Castle).

• I'm not wild about the Bad Buddle enemy. Can the version of this enemy in the demo be stomped? It didn't seem to respond to shells, either, but maybe I just missed. It seems like this guy's just plain going to hit you, and if you're airborne (in this sky level), there's a good chance that's the end of you. I found myself seeing the bubble and having to drop exploring what I was actually interested in to get on the ground, get its attention and have it pop itself on me in a safe spot before resuming. Just my gut reaction - it is an enemy, it's supposed to harass you after all. Consider it food for thought if they're going to make a comeback in even trickier levels down the line.

• I managed to get Yoshi stuck in a wall after getting hurt; I didn't spend a lot of time trying to recreate it, but it happened in the access tunnel for the pipe barricaded with bricks and berry blocks.

• Yoshi's flutter jump is a cool addition, but I personally dislike how holding B for too long forces you into the entire flutter animation. I press B on and off during any given jump to buffer my fall speed, and that goes right out the window on Yoshi - it's either a low hop or the full flutter, with few exceptions. Again, this blurb makes the issue sound worse than it is.

• Yoshi's snoot sticks out of the castle wall during the victory march.

And that's that. You have a solid project on your hands, and I wish you all the best of it.


(Oh, and for the "Yoshi gets hurt by benign sprites" issue - check around $01F6DD; that's where the game puts the "don't let sprite hurt Yoshi if X" checks.)

Super Mario WorldDemoScreenshots