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Main - Super Mario Bros. 3 Hacking - Communist Mario 3
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KP
Posted on 03-29-15 06:47 AM, in (rev. 5 of 07-24-15 04:33 PM by KP) Link | ID: 83899
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Sounds really shitty, yeah, I know. But, this isn't "Dick Nazis" all over again.

The other day I asked Setz/Skiffain to link me a game to play. He gave me his Mario 1 hack that he'd been working on where coins kill you. I played through it, and it's been really interesting to try and avoid coins. I actually enjoyed it. The only code changes he'd made was to make the lives counter a death counter and have coins hurt/kill Mario, along with some nice looking graphics.

I'm basically going to do the same thing with SMB3.

To Do:
- Fix random TSA errors (Plains 1 Ground, Underground Cloud Objects)
- Tweak more palettes
- Lay out future world map themes (Worlds 6-8)
- Fortress Lava Graphics re-edit (I suck at them)
- Change contents of the three 1-up giant block
- Minor sound effect changes
- Instrument modifying
- Implement Story; Change text, possible cutscene editing through ASM
- "Commify" most sprites in the game

7-14-15 Update
Changes:
- Fixed more bugs
- Added unique animated graphics sets for each world, as well as the ASM to handle it
- Shuffled around some TSA to better make use of the extra graphics

6-19-15 Update
Changes:
- Fixed more bugs
- Changed Status Bar graphics
- Fixed Hilly 2 TSA
- Changed some map screen tiles to use less graphics to make more room on the graphics page
- Moved around more TSA and graphics to make way for worlds 5-8

4-28-15 Update
Changes:
- Fixed coding bugs
- Fixed a LOT of TSA bugs in tilesets
- Updated graphics, see this post deeper inside this thread for changes.
- Making use of the Plains 2 tileset more throughout the hack, as opposed to just one level.
- More custom world map tiles.

3-29-15 Original Post
Changes thus far are implemented:
- Coins and coin boxes kill Mario.
- Death Counter takes place of Lives Counter.
- Mario starts off with 0 "lives" instead of the normal 4 (for fresh death counter)
- All 1ups are nullified. (1up powerups, goal card 1ups, roulette 1ups)
- Normal and Invisible 1up blocks now have mushrooms in them.
- Card matching game has 1ups and coin bonuses replaced with more stars and mushrooms.



Lunaria
Posted on 03-30-15 12:04 PM, in Link | ID: 83929
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Will there be a way to tell coin blocks from those with powerups in them? Otherwise it may turn into a game of memorisation before you can enjoy the hack.

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KP
Posted on 03-30-15 01:17 PM, in Link | ID: 83932
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Posted by Lunaria
Will there be a way to tell coin blocks from those with powerups in them? Otherwise it may turn into a game of memorisation before you can enjoy the hack.
No way whatsoever. In another less-known game, it might have required some form of differentiation, but I think it's acceptable in this case since a lot of people know the game well.

You should give Setz's Communist Mario 1 a try. I was able to get through that without much issue, without many powerups.

Playtesting is going to be fun though. Gotta make sure levels are viable. Man, coin ships are gonna suck... Also, level 5-2 sticks out in my mind as well, if you don't catch the pipe before the long fall.

When I have the Plains graphics set done, I'll post some screenshots.



Lunaria
Posted on 03-30-15 04:14 PM, in Link | ID: 83945
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I'm fairly familiar with SMB3, and I know where powerups are in certain levels. But I can't say that's true for the wast majority of them. It's a very cool concept for an hack, and I'd think it would be a shame if it was limited to only those who have played to death and memorised each and every level. :P

Maybe release two version? *shrug*

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KP
Posted on 03-31-15 12:14 AM, in (rev. 2 of 06-22-15 12:43 AM by KP) Link | ID: 83966
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Well, I don't think it's going to be too difficult. If it is, then maybe it isn't for everyone. It's mostly a toy project, and I'm having fun making it.

Here's a few screens.






Not even remotely done with graphics yet. There are some inconsistencies in the graphics I have to take care of (clouds, bushes) but this is a bit like writing a rough draft; I'll go back and change them later. The title screen is obviously not done; just playing around with some ideas. Mario's not dressed in a red coat, like he should be in this hack, but that'll come later. Progress is still steady though!



Nicole
Posted on 03-31-15 12:29 AM, in Link | ID: 83967
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The title screen reminds me of that old SMB1 bad dump floating around the internet since time immemorial :p The graphics look good overall, though. The cave with the bright green lines is maybe a bit eye-searing, though?

As for the concept, I think it could be fun... though I'd have to play it to find out, I suppose.


Squiddy
Posted on 03-31-15 12:35 AM, in (rev. 2 of 03-31-15 12:59 AM by Squiddy) Link | ID: 83968
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Looks nice so far. If I were interested in SMB3 hacking, maybe I would have modified the wooden tanks to resemble Soviet tanks and replace the finishing roulette block with a flagpole where grabbing it produces the Soviet flag. :P
As with the SMB2 hack, maybe I'll play it. :P

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Emuz
Posted on 03-31-15 01:28 AM, in Link | ID: 83975
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Awesome so far for sure!
Are you going to do a few minor enemy sprite mods as well?

Heh Remember Kids, P Block is not as friendly was it once was! :)

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KP
Posted on 03-31-15 07:31 PM, in (rev. 2 of 06-22-15 12:44 AM by KP) Link | ID: 83989
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Posted by Nicole
The title screen reminds me of that old SMB1 bad dump floating around the internet since time immemorial :p
Yeah, that's what reminded me of it at first. I posted that screenshot so I could compare that one with the progress I've made with it:
Posted by KP9000
The title screen is obviously not done; just playing around with some ideas.
Pretty much done with the title screen now. I haven't decided what else I'm going to do with this. Maybe change the floor, put down some rubble or something on the floor, and some clouds up top? I think it looks great, but I see more potential for polish.
Posted by Nicole
The cave with the bright green lines is maybe a bit eye-searing, though?
Yeah, I'm going to change that. The editor is using a strange palette so I'm going to use something a little more subdued.
Posted by Squiddy
Looks nice so far. If I were interested in SMB3 hacking, maybe I would have modified the wooden tanks to resemble Soviet tanks and replace the finishing roulette block with a flagpole where grabbing it produces the Soviet flag. :P
As with the SMB2 hack, maybe I'll play it. :P
The tanks will look much more Soviet-like. Think Metal. Lots of metal. :D And the SMB1 version has a Soviet flag coming up out of the castle. This version will be laced with copious amounts of propaganda!
Posted by Emuz
Awesome so far for sure!
Are you going to do a few minor enemy sprite mods as well?

Heh Remember Kids, P Block is not as friendly was it once was! :)
Sprites will likely have some changes in them. I'm going to tackle spriting after all of the graphics sets are done for levels and miscellaneous stuff.

I'm actually quite enjoying this! :D



Emuz
Posted on 04-02-15 02:04 AM, in Link | ID: 84061
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I am too. Heck the board's April Fools event took a lot of it from your lead on this very project. I am looking forward to testing my SMB3 skills on Commie Pipe Maze!

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KP
Posted on 04-04-15 06:01 PM, in Link | ID: 84124
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Here's an updated title screen!


And here's a video of it in action:


Note: The tapestries have a year underneath them; the one on the right has been changed since those were made, and now reads "1912". Both years denote the year each was founded.

I did introduce what I thought was a large bug in the sound while implementing this title screen, but I did fix it. ASM can be really screwy...

I'm working on graphics tile management and TSA adjustments for the world map tiles. I want to add some extra animated tiles for each map to help fit the theme a bit better.

I'll continue to post screenshots!



KP
Posted on 04-06-15 03:43 AM, in Link | ID: 84216
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Alright, here's the next slew of screenshots! I'm mostly finished with World 1's graphics. Made some tweaks to World 1 level colors to make them fit better with the world map.






Level 4 has a pretty tricky jump, but it can be done (even while big) without getting hit. Level 6 also has a tricky jump with those coins above the koopa near the beginning of the level.

Things to do for W1 still: Edit lava graphics, fix clouds with jaggy edges, finish W1 airship palettes, edit Sky level bush graphics, finish airship tileset.




Emuz
Posted on 04-06-15 02:27 PM, in Link | ID: 84225
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Like the pallet scheme for World 1. Blends nicely! looking forward to seeing what you do with the other worlds/pals. :)

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Googie
Posted on 04-07-15 12:50 AM, in Link | ID: 84245
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This looks pretty tight, I really dig it! Makes me wanna start on my SMB3 hacks now... ^_^

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KP
Posted on 04-13-15 11:35 PM, in Link | ID: 84433
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Fixed a lot of graphical bugs, and world 1 and 2 are both done. Removed the desert theme and replaced it with a Tetris-y theme. (I need the music still...)



KP
Posted on 04-29-15 02:42 AM, in Link | ID: 84714
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Changed World 3 around a bit. Stole palette from Warp Zone and modified it. Previously, the hammer bros. pointers that were on land/water wasn't reflected by the world map design. That's been fixed.


Adjusted the Plains 1 tileset a bit more. I think I'm more happy with this than my last set.


More Plains 1 Tileset


Plains 2 Tileset. Normally, in vanilla SMB3, this tileset was only used in a single level; 3-7 (see next image), with the Spike enemies that throw up balls of spikey things and throw them at you. This tileset has been modified and will appear more regularly throughout the game.


Plains 2 Tileset in 3-7. Note the bright sherbet palette style! (Is this not too terribly eye-searing?)


More Plains 2 Tileset. Bushes! And they're winking at you! ;)


Fortress Tileset. This shows no background here; it's 1-F, and has the black background coverer on it.


More Fortress Tileset. This time with the background and pillars. So far, this is my favorite fortress in the game.


A subdued sky level palette. It's a water level, but it uses the sky tileset. Probably going to use a few of these to balance out how bright my palettes are.


Water tileset. Instead of the super-drab objects in this tileset, they all have new graphics here. Looks so much better now!





KP
Posted on 06-22-15 12:37 AM, in Link | ID: 85814
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World 1 - Homeland



World 2 - Tetris



World 3 - Russian Occupation of Georgia



World 4 - Chernobyl





Nicole
Posted on 06-22-15 12:41 AM, in Link | ID: 85815
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That's neat- map designs seem like an interesting hybrid of the actual layout, but making it look different.


Emuz
Posted on 06-22-15 01:11 AM, in Link | ID: 85817
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Nice! I love how well World 4 turned out! Pals work so well too. :)

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Trelior
Posted on 06-22-15 03:24 AM, in Link | ID: 85818
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Looking good so far.

Any objections to me streaming it when it's finished and released?
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