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Posted on 08-24-20, 07:51 am


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Hello Guys,

I'm working on a Nsmb version for the NeoGeo using homemade tools and engine.

Maybe anyone would be kind enough to point me out already exported sprites with correct palettes ?
(using nsmdb editor)

i'm also searching for axis correct version of mario character as a 2D sprite sheet if anyone knows about it ?

i'm asking here bcoz most of sprite sheets that you can find on the internet are not really usable as is .. as the axis information is generally incorrect.

That's it, let me know guys, i'm about to release a first demo soon (using bad axis aligned data) for NeoGeo and Windows.





Posted on 08-24-20, 05:17 pm (rev. 1 by  poudink on 08-25-20, 11:51 am)
Giant Red Paratroopa
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Well this sounds like a very interesting project. I'm looking forward to see what it'll be like.
The Spriters Resource is usually the best place to look for things like this. If there's anything you can't find on there, then look on MFGG. I don't know if the stuff there is aligned well though. If there's anything you need that's not there, you can tell me and I might try to rip it myself if it's not something that's too hard to rip.
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Posted on 08-25-20, 08:40 am


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Thx for the answer, i will post in this thread a link when the demo will be out.

I will certainly release the map and sprite editor if some ppl want to join the party :)
Posted on 08-30-20, 04:34 pm (rev. 1 by ozzyyzzo on 08-30-20, 04:42 pm)


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here are some screenshots from editors ->





eveything should be up next week :)
Posted on 09-09-20, 06:34 am


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Hey!

I've been struggling with video editing but the *thing* is up ^^

Prototype and making of on youtube :

https://youtu.be/WmwpnJBYWcU

Project page for more informations :

https://ozzyouzo.itch.io/neosmb


Basically, i was just testing and building from scratch with the SMB NES world 1-1 map as a reference.


In the future i will get directly map brushes from NSMB Editor (e.g *not* building tile by tile) ofc it will be also possible to modify and/or make custom maps aswell.

There are also 2 others editors dedicated to sprites (not made available yet):

neoGraph : sprites drawing tool using neoegeo colors/palettes constraints.
neoAnim : sprites animations / collisions and sfx tool.






Posted on 09-10-20, 05:14 am
Giant Red Paratroopa
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seems to be going very well so far, though it's still clearly unfinished.
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Posted on 09-10-20, 01:23 pm


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yes it's *only* a prototype running on a 12Mhz plateform ^^

As i said in my first post, a proper port would need correct sprites export (with a correct axis information for correct animations rendering) , maybe nsmb editor could help for this task ? i haven't tested it myself yet...

For the main character 'Mario' it may need a specific solution as it is a ripp from an animated 3d mesh converted to 2D frames..

Finally, sprites could be re-colorized to take advantage of color/palettes possibilities of the Neogeo.
(by default it is just a conversion to 4bpp / 16 colors)

Concerning maps , Nsmb editor seems perfectly suited for data extraction, so not much a trouble on this part :)

Already quite some work needed on the gfx part to begin with ^^

Then on the code side all the game content which may take a while and a lot of dedication. :)


That's it, if someone is interested by the gfx part let me know or cya next year or so :)=


Posted on 09-10-20, 01:52 pm (rev. 1 by  poudink on 09-10-20, 01:53 pm)
Giant Red Paratroopa
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NSMBe won't help in getting sprites from models. For that, I'm afraid you'll have to rely on taking a shit ton of in-game screenshots. You can also use an NSBMD/NSBCA rendering tool and take your screenshots from that. I recommend Apicula. Whichever path you take, it'll be tedious.
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Posted on 09-25-20, 02:37 pm (rev. 1 by ozzyyzzo on 09-25-20, 02:37 pm)


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Hello Guyz,

Is there any way to get rid of the Grid while editing a level with NsmbE ?
I need to take some screenshots :) Exporting the whole level as an image would also help if it is possible / implemented ?
(but not found it yet^^)

example below:
nsmbE-01

thx for any help

Posted on 09-25-20, 03:25 pm
Giant Red Paratroopa
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no, you can't. it shouldn't be a problem though since the grid goes under the tiles
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Posted on 11-11-20, 09:33 am (rev. 1 by ozzyyzzo on 11-11-20, 09:34 am)


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Hey guyz,

Just to let you know that the project has been updated to demo 0.01

Youtube video below featuring Nsmb Editor to export levels! ;-)

https://youtu.be/aGkc4h_5rBE

Enjoy!
Posted on 11-11-20, 06:57 pm
Red Koopa
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are you planing to have a thing where mario has to get a mushroom to turn into big mario if so i have found a sprite sheet with the small mario sprites http://www.mariouniverse.com/wp-content/img/sprites/ds/nsmb/mario.gif
Posted on 11-12-20, 06:30 am


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Since: 08-24-20
Hey!

Yep it will be implemented in a future version and my goal is now to get the most sprites out of the original rom bcoz i think i have already found all others resources available on the internet as you are pointing out with the mario.gif file ;-)

I'm planning to work on a tool of some kind that could be able to ripp from pre-recorded videos.
Meanwhile it will require some dirty manually sprite extraction ^^

I'm glad anyway, that nsmb-editor can provide a super fast way to export maps and entities positions!

So i need also a fast way to get sprites now ^^ is it possible ? time will tell
Posted on 11-13-20, 01:10 pm
Paratroopa
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Just a small question. Are you going to implement powerup storage and bottom screen HUD?
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