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Posted on 03-19-12, 09:50 pm (rev. 2 by  Dirbaio on 10-24-12, 10:31 am)
Super Mario
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Here's a list. Feel free to suggest stuff.

- Intro screen DONE.
- Custom animated blocks DONE, requires tricky graphic file manipulation to add more.
- Custom blocks DONE, maybe we need more. If you can think of some simple blocks just suggest them
     - Note block from SMB3 -> It's bouncy!
     - Waterfalls from SMB3 -> Act like water but drag you down.
- Flying powerup PARTLY DONE. For now it's physics are shit and it's ugly as shit. We'd need someone to replace Shell Mario with Raccoon Mario with some model haxes

- Making SM64-like level mechanics. Add a hub (peach castle) and make levels accessible from it.
     - Loading levels: DONE
     - Saving: Not done.
     - Removing the timer on the hub level: Not done. Probably easy.
     - Entrances from hub to levels: DONE
     - Other stuff: Not done.

ASM hack code is on GitHub: https://github.com/Dirbaio/NSMBCR
Posted on 03-19-12, 10:29 pm (rev. 1 by LeWario on 03-19-12, 10:29 pm)
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-ROM locking (Encrypting NITRO FS & ASM to decrypt FS) DONE
-Minecraft Redstone and block falling physics & Pistons?
-NSMB Tile hack DONE
-NSMB Sprite Info printer DONE
Posted on 03-19-12, 10:33 pm
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Posted by ELMario
-ROM locking (Encrypting NITRO FS & ASM to decrypt FS) DONE

Not sure if we need that. But yea, if we do, it's done.

Posted by ELMario
-Minecraft Redstone and block falling physics & Pistons?

Maybe
I'll think about it.

Posted by ELMario
-NSMB Tile hack DONE
-NSMB Sprite Info printer DONE

Well yes, but what could they be used for in a finished hack?
xD
Posted on 03-20-12, 06:31 am
Porcupo
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Walking behind tiles?
Posted on 03-20-12, 08:31 am
Roy Koopa
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Posted by Dirbaio
Posted by ELMario
-NSMB Tile hack DONE
-NSMB Sprite Info printer DONE

Well yes, but what could they be used for in a finished hack?
xD


Have you played Yoshi Touch & Go? We can design levels with the Tile Hack to revolve around that style of gameplay, where you have no set path, but have to make your own and take risks to advance.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 03-24-12, 04:18 pm
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Posted by MARIOFANATIC64
Have you played Yoshi Touch & Go? We can design levels with the Tile Hack to revolve around that style of gameplay, where you have no set path, but have to make your own and take risks to advance.

Drawing tiles that can dissapear by themselves huh... that won't be easy.
Posted on 03-26-12, 06:03 am
Roy Koopa
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Posted by ELMario
Posted by MARIOFANATIC64
Have you played Yoshi Touch & Go? We can design levels with the Tile Hack to revolve around that style of gameplay, where you have no set path, but have to make your own and take risks to advance.

Drawing tiles that can dissapear by themselves huh... that won't be easy.


I didn't mean the disappearing part, i actually forgot they did that. But if it's possible that would be great.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 03-26-12, 08:15 pm
totally kinda runs irc and the community remix


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a dedicated yoshi touch and go hack would be cool and stuff,
but it seems like a bit much to have in a more general hack like this

the ASM hacks should allow for some neat tricks

but they shouldn't like, restructure how the entire game plays


<center>words / go / here</center>
Posted on 03-27-12, 04:32 am
Roy Koopa
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Posted by krutomisi
a dedicated yoshi touch and go hack would be cool and stuff,
but it seems like a bit much to have in a more general hack like this

the ASM hacks should allow for some neat tricks

but they shouldn't like, restructure how the entire game plays


Of course. But if there were a way to enable the tile hack for only a few levels, we could use it just as a minor gimmick, like Yoshi in NSMBW.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 04-11-12, 05:59 pm
Porcupo
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Maybe we can do blocks that fade, for in the ghosthouse levels. I dunno if we need ASM for this, but we could do this perhaps?
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Posted on 04-11-12, 08:30 pm
Super Mario
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Semitransparency is hard to do without using the 3D engine. It's pretty much the same problem as go-behind-tiles.

Maybe someday I'll hax the 3D tile system in NSMB and then we'll be able to do fancy stuff with it
Posted on 06-03-12, 01:41 pm
Birdo


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I suggest a hack that prevents Lakitu's cloud from disappearing in particular levels so levels can be made where you have to navigate through the level in the cloud.
Posted on 10-08-12, 05:05 pm
Super Mario
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Yay. So I've been thinking of something we could do for the hack.
We can entirely trash the entire world map. And replace it with a hub level, like the peach castle in SM64. You enter doors, or pipes, or whatever, from the castle, and end up in the different levels. WHen dying or completing the level, you'd go back to the hub. The castle could have multiple floors, every floor would be like a world, or something...

On the technical side of this: I'm NOT planning on using the area overflow bug. We'll do this properly. I already figured out how to load a level from another one. I just gotta fix some glitches (it's not unloading textures properly or something) and add the gameplay part of it

Suggestions, comments, ideas are welcome.
Posted on 10-08-12, 05:09 pm
Porcupo
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Posted by Dirbaio
Yay. So I've been thinking of something we could do for the hack.
We can entirely trash the entire world map. And replace it with a hub level, like the peach castle in SM64. You enter doors, or pipes, or whatever, from the castle, and end up in the different levels. WHen dying or completing the level, you'd go back to the hub. The castle could have multiple floors, every floor would be like a world, or something...

On the technical side of this: I'm NOT planning on using the area overflow bug. We'll do this properly. I already figured out how to load a level from another one. I just gotta fix some glitches (it's not unloading textures properly or something) and add the gameplay part of it

Suggestions, comments, ideas are welcome.

I really like the idea from SM64 castle, I guess, the floors are the same theme as the level is.
Maybe we can do also something like: Collect all of those, then open this level? That would be totally cool.
Just like the power stars from SM64

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Posted on 10-08-12, 05:11 pm
Birdo


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Posted by Dirbaio
Yay. So I've been thinking of something we could do for the hack.
We can entirely trash the entire world map. And replace it with a hub level, like the peach castle in SM64. You enter doors, or pipes, or whatever, from the castle, and end up in the different levels. WHen dying or completing the level, you'd go back to the hub. The castle could have multiple floors, every floor would be like a world, or something...

On the technical side of this: I'm NOT planning on using the area overflow bug. We'll do this properly. I already figured out how to load a level from another one. I just gotta fix some glitches (it's not unloading textures properly or something) and add the gameplay part of it

Suggestions, comments, ideas are welcome.



This is a great idea.

The hub you're describing reminds me of the NES kirby games, which has something like that.

Still I wonder, does the hub level will be a different area for each world? Since it will be a level, it will have the same BG...

Also how will it flow form level to level? Once you finished the level, a new path will be created/destroyed?
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Posted on 10-08-12, 05:14 pm
Super Mario
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We could use star coins in place of power stars
And put somewhere doors that need a certain number of star coins to be opened?

About the area stuff, I guess yes, we'll need to make one area for each world. But that's not a problem, we can reuse the MvsL levels, and maybe the unused levels too. And if it's not enough, I can add more levels with ASM hacking (probably).

About the flow of the level, I'm not sure. I'd make it so that there's a bunch of doors, one to each level, and the world tower and final castle are doors you have to get through to advance, and you'd need a minimum number of star coins to open these. But feel free to suggest. This is not a very original idea (It's kindof copying SM64DS) so if you have other ideas, share them!
Posted on 10-08-12, 05:17 pm
Birdo


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Can you also use pipes to enter levels instead of doors?

Also, for level flow, let say that you need starcoins. Is the only way I can think of progress in a 2D hub.
(aside from completing a level to progress)

Also what about secret exits?
This could lead to a new area in the hub and could be used to hide levels, the cannons and stuff.


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Posted on 10-08-12, 05:21 pm
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Yeah I think both pipes and doors can be used. Or we could use the warp sprite. I'll look into it but I'm sure it's possible.

Entering levels with pipes would be weird, though.
Dunno
Posted on 10-08-12, 05:22 pm
Birdo


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Actually, why don't we use all 3 methods?

Also, there is that unused exit from pipe entrance

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Posted on 10-08-12, 09:21 pm
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Good news, I got level loading working. This means I can now try to code entrances that go to other levels

I've updated the first post. Also the hack's code is on GitHub. Feel free to check it out, compile it or whatever.
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