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Posted on 08-20-11, 11:53 am (rev. 2)
Micro-Goomba


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Posts: 7/16
Since: 07-22-11
I made a hack (remake) of Super mario bros 1 nes, included graphics and block animation of smb1 nes.

Video of 1st stage:
http://www.youtube.com/watch?v=0iuPHMoE5m0
Download:
http://www.mediafire.com/?a44mmvfr6bpupmp beta 0.5 (1-1 1-tower)
Required EUR Rom


Posted on 08-20-11, 11:57 am
Roy Koopa


Karma: 4011
Posts: 445/2722
Since: 06-26-11
Wow very nice I like it, but perhaps you could change the pipes and other blocks, too?
And at the end you use the wrong flagpole object (Use the one near the end of the tileset) or the end of level sprite has to be moved one tile to the right
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Posted on 08-20-11, 12:29 pm
Micro-Goomba


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Since: 07-22-11
as edit the pipes?
Posted on 08-20-11, 12:44 pm (rev. 1)
Roy Koopa


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Since: 06-26-11
Yes editing the pipes. They are in the filebrowser in the polygon unit folder. I think the names are soemthing with dokan^^

EDIT: Why is your mario white when you get a star?
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 08-20-11, 12:45 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10010
Posts: 655/4457
Since: 06-08-11
It's a bug in no$gba when you select OpenGL rendering.

BTW, xpgnome, the hack looks cool
Posted on 08-20-11, 12:52 pm
Roy Koopa


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Posts: 448/2722
Since: 06-26-11
Posted by Dirbaio
It's a bug in no$gba when you select OpenGL rendering.


Oh ok. I've never noticed it, beacuse I dont use OpenGL render
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See a lots of creative DS Hacking here
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Posted on 08-20-11, 04:49 pm
Birdo


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Posts: 119/2021
Since: 06-28-11
looks cool. I wonder if could be possible done to make the BG 8bit? To add the feel of the game?
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Posted on 08-20-11, 07:31 pm
Micro-Goomba


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Since: 07-22-11
Posted by Dirbaio
It's a bug in no$gba when you select OpenGL rendering.

BTW, xpgnome, the hack looks cool

Use desmume 9.7.
Posted on 08-20-11, 08:03 pm


Karma: 3752
Posts: 288/2112
Since: 06-28-11
I dont know either, why people are using NO$GBA.
If the Computer is too slow, you can also set the "Frame Skip" Up to the number, NO$GBA will work.
Posted on 08-21-11, 05:25 am
Banned for being a complete idiot.

Karma: 529
Posts: 218/987
Since: 07-09-11

I might create one when I have time too, and with a re-textured Mario too.

Seriously guys, use DeSmuME. It's better, because it's maintained by an open-source community, and the emulation doesn't have glitches like No$GBA.

And for the end flag, split the block at the bottom into two objects. One object will have the left part of the block, and the other can have the right part. This way, you can use the default flag pole, not the beta one.
Posted on 08-22-11, 06:29 am
Roy Koopa
The guy who does things.

Karma: 12694
Posts: 61/2796
Since: 07-01-11
I like the looks of this hack using the actual NES graphics, but I have a few ideas you might want to try:

-Hack the enemy graphics. You could revert them to their 8-Bit appearances.

-Change the background to the solid blue colour that was used in the original NES SMB.

Then it will look really great, as if the modern Mario has travelled back to the 1985 technology...
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 08-22-11, 05:47 pm
Banned for being a complete idiot.

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Since: 07-09-11
Posted by MARIOFANATIC64
I like the looks of this hack using the actual NES graphics, but I have a few ideas you might want to try:

-Hack the enemy graphics. You could revert them to their 8-Bit appearances.

-Change the background to the solid blue colour that was used in the original NES SMB.

Then it will look really great, as if the modern Mario has travelled back to the 1985 technology...


That's exactly what I was planning to do.
But a retextured Mario might look a bit funky though...
Posted on 12-18-11, 05:13 am (rev. 1)
Paratroopa
banned for uploading a ROM to the uploader

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Posts: 1/147
Since: 12-17-11
This looks like a great hack to me I think this should be continued so we can see its greatness .
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Posted on 06-23-12, 02:41 am
I am random… very random.

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Posts: 4/682
Since: 01-17-12
Awww man,I was making a remake of SMB 1...If you want I could help you changing the Warp Pipes,& I could also help you with the springboard.
<Silvreus>It has been 1 month, 4 days, 2 hours, 21 minutes and 3 seconds since I last remember being lazy.

Posted on 06-23-12, 06:31 am (rev. 1 by xfix on 06-23-12, 06:32 am)
All aboard the RandomTests train!

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Posted by MK7
Awww man,I was making a remake of SMB 1...If you want I could help you changing the Warp Pipes,& I could also help you with the springboard.

Look at last post date and last visit of xpgnome. I doubt he works on this hack anymore.

Also, nothing stops you from making SMB1 Remake, but I would encourage guys to be more creative than this .
Posted on 06-23-12, 12:54 pm
Ninji
xxcvxcvxcbvn

Karma: -13
Posts: 57/241
Since: 12-29-11
i didn't like warp pipes, they seems that they are for people who can't beat the full game(like me )
Posted on 07-28-12, 11:17 pm
Goomba


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Posts: 12/32
Since: 06-15-12
can you make it look A LOT like the original that would be cool plus can you make it so you can use it on a US rom please
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Posted on 07-28-12, 11:20 pm
☭ coffee and cream


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As long as it's pure level editing, it should be compatible with any ROM region. Now I don't know if Jyotyu is edited, is the editor's patching clever enough to only export/import the graphics from the overlay, and not the whole overlay? If he tries to reproduce the original graphics, he'll have to edit Jyotyu, so he may have to do it for each ROM version...
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Posted on 07-28-12, 11:21 pm
Super Mario
( ͡° ͜ʖ ͡°)

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The only problem across regions is jyotyu behaviors, these are stored in Overlay 0.
Everything else is in files, so it works properly with NMP patches
Posted on 07-28-12, 11:23 pm
Goomba


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Since: 06-15-12
but when i tried it on my US rom it didnt work
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