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Mario Adventure 3

This looks like the Newer Super Mario Bros Wii of SMB3 hacking. Will play ASAP.

Dear God yes I've been waiting for this :D
Layout by LDA during C3.
I'll make sure to play(test?) this once I have free time. Schoolwork is SO hectic at the moment.

Though, I already played a few minutes regardless. The graphics and the day/night system look so fancy. Who knew NES games would look so... 'fluid' and fancy. Can't say anything about level design/new powerups yet :D

e: Found more time to try this out. While at the top-most mushroom level:

In this segment:

I managed to make the mushroom powerup appear as the frog suit powerup. First, I made the frog suit pop out. Then I entered the (reset?) pipe, then I got hit to become small. Then, I hit the powerup block again, but the mushroom appeared as a red frog suit. It also made a little bounce like the frog suit powerup before sliding like a mushroom again.

Another thing I noticed is that if you carry an ice block, the pattern on it turns into a V shape of some sorts, instead of staying something like / , but more to come later this week? Is there any place you prefer to have bug reports sent in, or is this thread fine?
Very rarely I check this forum, but I can say this hack is awesome! Haven't played it yet and will do as soon as I find a ROM through Google to apply a patch. The changes you made there are impressive, including the addition of sprites from other games to this hack. Nice job!
Windowless ride, feeling alive
Are you alive or just breathing?
Its things like this that inspired me to start modding ROMs in the first place. I'll be trying this later tonight, fully knowing that somehow you will have topped the original Mario Adventure.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Ersanio
I'll make sure to play(test?) this once I have free time. Schoolwork is SO hectic at the moment.

Though, I already played a few minutes regardless. The graphics and the day/night system look so fancy. Who knew NES games would look so... 'fluid' and fancy. Can't say anything about level design/new powerups yet :D

e: Found more time to try this out. While at the top-most mushroom level:

In this segment:

I managed to make the mushroom powerup appear as the frog suit powerup. First, I made the frog suit pop out. Then I entered the (reset?) pipe, then I got hit to become small. Then, I hit the powerup block again, but the mushroom appeared as a red frog suit. It also made a little bounce like the frog suit powerup before sliding like a mushroom again.

Another thing I noticed is that if you carry an ice block, the pattern on it turns into a V shape of some sorts, instead of staying something like / , but more to come later this week? Is there any place you prefer to have bug reports sent in, or is this thread fine?


Bug reports are fine in this thread, I tried to frequent all the threads I post in. I'll add this to the list. I take it the power up acted like a mushroom, it just simply had the graphics of a frog suit, correct? I've also noted the ice block bug. I think it's not mirroring correctly when carried.
Pretty cool dahrkdaiz. It's also nice to see you here.. I haven't really saw you since back when board2 was actually somewhat active (and when I was actually active there.) It's also really nice to see people still hacking NES games at an advanced level.

Good job.

Give Mario some love?~
Originally posted by dahrkdaiz
I take it the power up acted like a mushroom, it just simply had the graphics of a frog suit, correct? I've also noted the ice block bug. I think it's not mirroring correctly when carried.

The powerup did act like a mushroom, but I swear I also saw it do a 'jump' once like the frog suit powerup once it popped out of the box, before starting to slide like a mushroom. I don't remember if this happened every time, but I can say that it did happen at least once.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
wow, dahrkdaiz, I remember playing the original Mario Adventure way back in the day when I was like 7 or 8 on this old shitty laptop I had. I never even knew you made a second one, let alone the fact you're now working on number 3. Will be playing this one for sure!
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
I gave this a shot, and I've gotta say - you've come a tremendously long way since Mario Adventure 1 and the demo of 2. The power-ups are incredibly creative and fun, the level design is very, very sweet, and everything in this game is just brimming with creativity. This is amazing so far.

Some thoughts:

The air meter is really easy to miss, especially if you're used to being underwater without needing it in vanilla SMB3. One thing I might consider is having the air meter blink as it's being consumed (assuming that wouldn't be too tough to tackle) so that the player's eye is more likely to go to it and keep their attention.

Yay for love for the Mario Land spider! However, in the level they're introduced (I think the vertical one) the very first one tends to come down from seemingly out of nowhere due to it being off the screen. One thing I might try is adding a single block jutting upward where the spider falls. That way, you might be less likely to go under it assuming nothing will happen.

Why does your air meter seem to drain in the rain?
Originally posted by Din
I gave this a shot, and I've gotta say - you've come a tremendously long way since Mario Adventure 1 and the demo of 2. The power-ups are incredibly creative and fun, the level design is very, very sweet, and everything in this game is just brimming with creativity. This is amazing so far.

Some thoughts:

The air meter is really easy to miss, especially if you're used to being underwater without needing it in vanilla SMB3. One thing I might consider is having the air meter blink as it's being consumed (assuming that wouldn't be too tough to tackle) so that the player's eye is more likely to go to it and keep their attention.

Yay for love for the Mario Land spider! However, in the level they're introduced (I think the vertical one) the very first one tends to come down from seemingly out of nowhere due to it being off the screen. One thing I might try is adding a single block jutting upward where the spider falls. That way, you might be less likely to go under it assuming nothing will happen.

Why does your air meter seem to drain in the rain?



Thanks for the feedback! Minor things like the first spider's appearance being a nuisance are good to know as little nuances can detract from the total experience. As for the air draining issue in the rain, that's not intended and it may be a bug that I've since fixed as others have reported it but I'm unable to reproduce. Just for verification, were you using the patch for PRG 1?

As for the air meter - I will try to make some adjustments to the system so people aren't caught off guard. I will say I've already modified it so that the air replenishes much faster so that you're not forced to hop out of water over and over just to replenish your air. The air will also replenish if you're head is simply above water, so jumping out of water isn't necessary.
Originally posted by dahrkdaiz
Just for verification, were you using the patch for PRG 1?


I believe so, yeah.
WOW


First thing what i,think on this hack:How someboby can make those palettes,beacuse i,think it,s awesome palettes.

I,don,t like retro hacks...

Anything in this hack is great palettes,textures,everything is great...
Me too kid.
SMW C:\\user_19007_shree\posts >> target.display('layout_mathos','Sea of Science')
I've tried to apply on 2 different ROMs, on 2 different emulators, but nothing works!

JNES just freezes, and FCEUX shows a grey screen.

I REALLY want to play this game, please help me!

BTW, what does 16 PGR Banks mean?
For those who've played the hack, I've created a post play survey to help improve on the project and get a general sense of where it should be heading:

https://www.surveymonkey.com/s/VN33NW7

Thanks to everyone who responds!
This is amazing no doubt that once it's finished it'll be the best SMB3 hack that exists. Hope everything goes well dahrkdaiz #smw{^_^}
I've been pretty busy lately, too... I'll try it when I get around to it. Just passing by to say that I've been looking forward to this hack's release for a long time now. So, best of luck with this project, dahrk :D
Currently working on a website that lists Minecraft Servers... if you have any suggestions for my Minecraft server list, let me know.
Originally posted by shreerocks1324
I've tried to apply on 2 different ROMs, on 2 different emulators, but nothing works!

JNES just freezes, and FCEUX shows a grey screen.

I REALLY want to play this game, please help me!

BTW, what does 16 PGR Banks mean?


did you apply the correct IPS patch to the original SMB3 ROM, shreerocks1324? there are at least two versions of the original SMB3 game. perhaps your ROMs aren't clean and you need to obtain clean ones before applying any IPS patches for the game. Google search on something like 'smb3 rom prg0' or 'smb3 rom prg1'. also, are you using the latest versions of JNES (1.1.1) and FCEUX (2.2.2)? I know the hack works on a recent FCEUX 2.2.3-interim SVN build that I'm currently using on Windows.

update 2/14: And I recently tested the game on jNes v1.1.1 on my Windows machine and it ran fine with no problems.

note to dahrkdaiz: I tried out your hack and it was great. however, I think I found a bug that involves a "defective" p-switch block in this level. I tried to step on this switch block and Mario simply passes through it as if it does not exist and does not activate/unlock a locked door nearby. Look at the pictures below:

 photo MarioAdventure3-demo2-0_zps83c43422.png

 photo MarioAdventure3-demo2-1_zps3c89db95.png

can you try to fix this problem? thanks.

I'm making a smb3 hack called Mario Madness 3, but I have one problem. How do you get warps to work? The pointer makes Mario go to a starry blank level.

[EDIT] 11111 views :P
Necro update GO! Yes, this project is still being worked on (quite a bit actually). Here's a few screen shots.













So I've taken a strong cue from SM3DW's design. Every level pretty much uses some sort of gimmick that's used through out the level over and over. Rather than apply "MORE BADDIES N HARDER JUMPS" it's "new enemy, new game concept, barrage you with new things all the time!" With that said, here's a few of the ideas that are being used:

-producer/destroyer blocks. This sort of work like the SMW conveyor blocks where one will eat blocks and the other will produce blocks. These can appear separately, have two speeds and can draw a single path, toggle back and forth on the path or have a eater/producer follow the same path.

-one block high paths no longer kill Mario. However, if you're pushed into a solid wall, you will die

-ceiling blocks extended infinitely up. Basically, if there's a block appearing at the top of a stage, if you try to jump over it, the game will act as if the wall goes up forever, so no more jumping over walls to skip chunks of levels. I did this because the alternative was produce invisible walls or coin blocks, I felt this was more natural

-Spikes now throw spiked balls that bounce along the ground and destroy bricks and stone. They will also kill enemies in the way

-Hidden Stars can dynamically show based on different conditions, such as activated P-Switch, enemies being cleared from a room or candles lit in an area

-Giant Chomps now have a "horizon" animation and fly upwards before falling down, eating away at the ground

-Chained Chomps are now tied to a block that if destroyed will allow them to bounce around freely

-Missile Mark are modifications to the homing Bullet Bills that will follow Mario in all 8 directs and explode when they come in contact of a solid wall

-explosions that destroy bricks/stones now have a 3x3 area explosion coverage

-some levels have water buoyancy, which means you will float to the top automatically. The only ways around this are either using the Frog suit or holding an item to increase your weight, allowing you to sink

-new level mechanic, rhythm based block changes. As the song is played, you will keep a "beep beep beep blip" where the blip initiates a change in what blocks are solid and not solid

-new level mechanic, timed levels where the timer starts out low and requires you to seek out clocks as you play the level to increase your remaining time

-new level mechanic, key collection scenarios. Collection all key tokens in a level will produce a key that you use to unlock a door found in the level.

-hidden coin blocks can now be hidden blocks with power ups

-subcon was redone to work like it does in SMB2. You enter a door and are given a few seconds to explore the subcon area that is one screen long and mirrored. Once the time runs out, you're immediately pulled back to the other world

And oh gods so much more I'm forgetting! As of right now I have approximately 20/63 levels complete. I'm progressing at ~1 level every 2 days and I have a beta tester going through every level and offering up initial thoughts with bug reports. Unfortunately, no release date still :P