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Main - Posts by DahrkDaiz

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DahrkDaiz
Posted on 07-14-12 01:36 AM, in New member introduction thread! Link | ID: 20435
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So hi, I'm new here n stuff.

DahrkDaiz
Posted on 07-14-12 02:54 PM, in New member introduction thread! Link | ID: 20453
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I've been pretty good actually! I've been toying with this SMB3 disassembly. I was so excited I literally had trouble sleeping last night lol.

DahrkDaiz
Posted on 07-15-12 04:33 AM, in New member introduction thread! Link | ID: 20500
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Seriously? Hiryuu? You stalking me?!

DahrkDaiz
Posted on 07-15-12 01:26 PM, in KKE (New Demo 12/27/2014) (rev. 10 of 07-23-12 01:51 AM by DahrkDaiz) Link | ID: 20562
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Before you freak out, this is not a definite sequel hop from the original Mario Adventure. This isn't even a planned project. This is more or less some toying around with the SMB3 disassembly by southbird.

I'm hosting the project on Google Code under svn repository. This will allow incremental changes to the SMB3 assembly to be tracked, merged and enable revert breaking changes.

You can check out the project @ http://code.google.com/p/smb3project/
I'm the only one that can make commits for the time being, but I invite everyone to check it out and keep track of the changes I make to SMB3. I will try to include comments so everyone knows what I've changed.

The project includes a Visual Studio solution that allows editing all of the .ASM files in a single project. the batch file included by southbird has been modified to execute a ROM Merger. Since southbird's assembly is set to include hard-coded level data, I merge changes tot he assembly with a working rom so I can use the working rom for level modifications and the assembled rom from ASM changes and have everything merge nice and neat.

Current Demo:
7/22/2012 Test Level Demo
Change log:

7/14 - Implemented breaking bricks by hammers thrown by Hammer Mario
7/15 - Implemented global ice blocks. These are generated by the old movable blocks.
- Added frozen coins and ice blocks that are thawed with fireballs. They are slick and are globally available.
- Added Ice Mario mode with ice balls distinguished from fireballs.
- Iceballs turn enemies into ice blocks
- Add an ice flower power up
- Ice flower has it's own ? block it lives in
- Enabled jumping from vines
- Separated small and big jumping sounds
- removed the score sprites completely (which borked ths coring overall, woops!)
- Added rainbow palette cycling for invincibility effect, applies to grabbing an ice or fire flower "transformation" as well

7/16 - Attempted to do mid-scanline palette swap for the status bar. Was patially successful but caused a lot of new bugs. Reverted the change.
-Removed goal card goals (not used in game)
-Modified Piranha plants to emerge from pipes with a greater velocity.

7/17- Modified ice balls to freeze standing water
-Placed in code to plan for an "alternate" version of all power ups via a flag.
-Removed all the versus mode code
-Added a thaw/freeze table for up to 4 tiles to be thawed/frozen
-Rewrote the status bar update code to for more fine tune control

7/18 - Status bar code done
- Four digit coins

7/20 - Started Koopa Mario
- Shell mode started, destroys enemies and bricks
- Graphics changes started

7/21 - Ninja Shroom started
- Ninja Shroom costume completed
- Wall jumping works

7/22 - Hammer Mario throws hammers that look biggre
- Ninja Mario throws shurikens, can throw them up, up/diagonal and straight ahead
- Boo Mario created, can go through walls
- Boo Pumpkin

DahrkDaiz
Posted on 07-18-12 11:03 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 07-18-12 12:44 PM by DahrkDaiz) Link | ID: 20935
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Here's the ice flower and the status bar below is hijacked to lo be finely controlled now.


Ice Mario freeze standing water


Standing on the frozen water



DahrkDaiz
Posted on 07-18-12 05:46 PM, in KKE (New Demo 12/27/2014) Link | ID: 20958
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I will do one better, the basis of this hack:

This will be an "adventure" in a true sense. Rather than having point A to B objectives, the game will be require you to search the 7 worlds for specific items (keys if you will) that are hidden (a la Mario Adventure). Rather than completing levels, levels will be a means as to traverse maps.

Every level will be entered via a pipe on the map. You will start the level exiting a pipe. You will end the level entering a pipe and being placed on a different part of the map. Then on the map you go to the next available pipe and do it again. You will be able to get back to the other pipes by playing the levels in reverse (thus every pipe will be able to enter and exit).

I plan on implementing several ideas I've always wanted to try in my hacks:

-Experience system
-Air meter
-Item shops
-Mini quests

The status bar will display the different pieces of information and also be used for dialog when necessary.

DahrkDaiz
Posted on 07-19-12 02:06 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 07-19-12 08:38 PM by DahrkDaiz) Link | ID: 21004
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Quick progress update:



New status bar display started. P-Meter displays again, experience below that. Coins are a 4 digit number, air meter.

I'm basically thinking of a Metroidvania type deal.

Edit: I don't want to do this whole thing alone. I'm going to need some sprite work and if anybody wants to have their sprite work featured in an amazing hack that will probably get lots of recognizition, let me know :B

DahrkDaiz
Posted on 07-20-12 01:33 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 07-20-12 08:17 PM by DahrkDaiz) Link | ID: 21061
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Experience will trigger special powers that I will not disclose yet. The experience will not be required to complete the game, but a benefit will be given to those who gain high experience.

http://www.youtube.com/watch?v=O9_0khCO8hE

DahrkDaiz
Posted on 07-22-12 05:00 AM, in KKE (New Demo 12/27/2014) Link | ID: 21231
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Ninja Mushroom


Ninja Mario


Let's do this


Wall clinging


Wall jumping


While we're at it, watch this, ducking under a pipe


No more "slide through half the level during a TAS" trick:

DahrkDaiz
Posted on 07-23-12 12:46 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 07-23-12 01:00 AM by DahrkDaiz) Link | ID: 21391
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New Pumpkin!


Turns you into "Boo Mario"


Get a running start


Come out the other side!

Basically, this is how Boo Mario works, when you press Down + B, Mario's current X and Y velocity will remain in tact as he turns into Boo. He'll keep moving in the same direction but he can go through walls. This mode is temporary! If you reform into Mario inside a wall, YOU WILL DIE!

If you turn back to Mario on top of an enemy, they will be destroyed :) With walking speed you can clear about 1 block's length. When a running start you can clear up to 3.

Oh and Ninja Mario throws Shurikens straight aned and...

Up


and diagonal

DahrkDaiz
Posted on 07-24-12 01:20 AM, in KKE (New Demo 12/27/2014) Link | ID: 21444
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Thanks southbird! You did a wonderful job and I have you to thank for getting me back into rom hacking. At any rate, I love what you've done in your SMB3 hack so far, I look forward to seeing what else you do!


As for me, I finally got to start the maps:


You move one tile per move. Notice all the pipes. Mario will traverse this maps via pipes. Every level exits via pipe and starts entering a pipe. Levels are renterable (and honestly, required for back tracking!)

DahrkDaiz
Posted on 07-25-12 02:03 AM, in KKE (New Demo 12/27/2014) Link | ID: 21560
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DahrkDaiz
Posted on 07-25-12 03:10 PM, in KKE (New Demo 12/27/2014) (rev. 3 of 07-27-12 01:49 AM by DahrkDaiz) Link | ID: 21583
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Alright here's the updated map, Mushroom Glades:



Hammer Bros coins have been started:


Basically every stage will have 1 hidden coin. These coins will be required to access areas of the map guarded by Hammer Bros.

Mushroom Glades

DahrkDaiz
Posted on 07-27-12 01:05 PM, in Windows 8 (Opinion Thread) Link | ID: 21788
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Er, there's something misleading info about development for Windows 8. Windows 8 on desktop will run all x86 based apps just fine. Only ARM versions are required for tablets and honestly, the .NET framework has such a huge base it won't matter as .NET runs byte code, not direct machine compilation.

Windows 8 also supports a version of JavaScript and HTML to run apps natively on either desktop or tablets just fine. Independent development isn't being hampered in anyway. Windows 8 just runs on arm based tablets because ARM is better suited for mobile devices anyways since it has low power consumption.

DahrkDaiz
Posted on 07-27-12 04:13 PM, in KKE (New Demo 12/27/2014) Link | ID: 21795
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It's just water appearing over the hill graphics set.

DahrkDaiz
Posted on 07-27-12 04:16 PM, in KKE (New Demo 12/27/2014) Link | ID: 21797
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Shyguy

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Oh there are pools of water in the stage, I just took a snap at the wrong place displaying it.

DahrkDaiz
Posted on 07-28-12 03:11 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 07-28-12 08:58 PM by DahrkDaiz) Link | ID: 21846
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Coming across a Hammer Bros on the map:


Video Demo #3

DahrkDaiz
Posted on 08-01-12 01:47 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 08-02-12 09:43 AM by DahrkDaiz) Link | ID: 22285
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Posted by Ailure
The fact that the demo rom runs in Nestopia (and probably will work on a real console) is making me very happy as I said earlier. As it means I can play it on a real NES with a powerpak too.


Final Item Shop:



Plesae ignore the off colors on the clouds, just a slight bug I'm fixing right now :P

Edit:


DahrkDaiz
Posted on 08-02-12 09:59 AM, in KKE (New Demo 12/27/2014) (rev. 2 of 08-03-12 03:22 AM by DahrkDaiz) Link | ID: 22389
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Posted by gridatttack
Awesome! The rain weather effect is like the wind in smb2:Lost Levels, and the rain falling has a smooth effect.
Also, I wonder about the shop. Regarding the prices, can we go back to a level and get coins?
As for physics, will we be able to throw things up like in SMW/Luigi vs Mario?
Anyway, looks awesome. Cant wait to see more :)


Oh most definitely! Every level can be replayed over and over, allowing you to grind those coins!

As for tossing shellls upward, I'm undecided on that. I've tried in the past and had slight issues since there was no code to detect upward movement of thrown shells.


Just a quick update:

Golden Leaf:


Fire Fox Mario:


And just to show that it's not a replacment:



That brings the power count to a total of 3 returning, 1 modified and 5 brand new to the game!

DahrkDaiz
Posted on 08-03-12 11:07 AM, in KKE (New Demo 12/27/2014) Link | ID: 22460
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Posted by gridatttack
The idea of throwing fireballs and flying sounds awesome! (that's what the golden leaf does, right?)
Also I have a question, regarding the shield item that now stacks, will there will be something to tell how many you have stacked? Or we will have to keep in mind how many we bought?


Actually, no, firefox Mario will not throw fireballs and fly. His powers will remain a secret ;) And yeah, for any stacked item, there will be an indicated to show how much life you have left.
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