New Super Mario Bros Wii: Retro Remix
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Super Mario Bros 1 & 2, recreated for the Wii. By yours truely: SMB Team
 
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 Super Mario Bros 1

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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptySun Aug 22, 2010 4:09 am

Just one thing, can you add me to the level testers group?

I'm testing these days Worlds 2 and further.

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Posts merged
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I don't if you noticed the topic. During the next days, I'll start a testing run on the current set of levels of SMB1, and SMB2 LL when finished with testing SMB1.
It won't start today, have to finish some C# programming stuff and then reinstall Windows before I start with this.

Edit: Removed test table, don't really needed it, just report whats wrong, is more simple.


Last edited by vbusfan on Tue Aug 31, 2010 7:12 am; edited 1 time in total
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 7:11 am

Found two things in the current set of SMB1 levels up to World 6:

- In the two underground stages that have warp pipe areas at the end, we could use the layer 0 spotlight effect when mario passes to normal exit pipe to go to the warp pipes as the line above the bricks is visible in NSMBWii. On the NES it was not visible so you could not see mario pass that pipe on top of the bricks.


- In the castle stage of SMB1 World 4, I started to go from the entry point to the right and after some steps right where the steps are, mario catches an entry point and appears again right at the same point on the top of the steps where he disappeared. When looking the level in Reggie, I saw that there is a duplicate of the entry area where mario starts and then he goes trough that entry point at the steps and reappears in the complete castle area that leads to the boss.

Does that have any sense? Or why do you have a duplicate of the entry area?


Note: I removed the testing table in the post above. To keep it simple, I just say., currently I tested SMB1 until World 6.
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 12:19 pm

I found an issue with file 02-03 (or NES 3-3):
- The paratroopa at the end of the level should be flying up/down, not left/right.
- Also, the first set of moving left/right platforms really bugs me. They are not supposed to be in perfect sync. Later in the level, there are two moving platforms that move correctly: one slightly behind the other. Is this just because of the way the game loads the level, or is there a way to fix the first set?

vbusfan:
That first thing you mentioned has been bugging me for a while too. With walking over the pipe at the end? It used to use the spotlight effect there, dunno why it doesn't anymore.

The second thing you mentioned is something we had to do, because the original NSMBW level that goes here loops. The looping is hardcoded into the game engine, and when we replaced the level it would mess things up. Adding that little area at the beginning was the only way they could keep the level from messing up.
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 2:48 pm

Caslte level 2-castle:

Ahh, so the original game uses Area 1 to loop the castle level 2-castle. I know what you mean with hardcoded, because I looked at that level to find out how that thing loops and in Reggie theres just nothing at the end of the three-way sections or at the beginning of them like an entry or a special sprite. Only thing is a scrolling controller for the autoscroll.
And if nothing is there to cause the loop then you could not remove anything from there to prevent the loop. But, on the other hand, the entry point of a level is always on area 1, so you just had to create that area transfer, right, to get the player into a loop-free area.

Underground secret warp pipes:

I found out why there's no spotlight effect in that levels when passing the pipe. The vertical pipe pice has to be both on layer 2 in the background and on layer 0 for the spotlight, but on layer 0 there is no covering pipe piece so there's no spotlight when passing it.
Just add the pipe on layer 0 and it will work again. Maybe someone accidently deleted the pipe on layer 0, I don't know.
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 3:06 pm

I think someone must have accidentally deleted it when they were messing around with hiding the entrance to minus world, idk. We'll fix it in the next batch of level updates.
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 3:27 pm

Its already been fixed / updated
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 3:41 pm

And the next thing:

The link of world 1 leads to "LL World 1.rar" which contains Lost Levels World 1 not SMB1 World 1.

World 4 is also LL levels instead of SMB1.

Which lavels of SMB1 have been changed (other than the underground ones)? As I'm currently testing through the levels, if you can tell me what has been changed, I don't have to play through all SMB1 Worlds 1-6 again.
Is the underground warp pipe thing the only thing that has been changed?
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 7:12 pm

Also, the paratroopa I mentioned still flies left/right.

If you could update the changelog with more specifics, that would be awesome Very Happy
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 7:15 pm

So we have the paratroopa and the underground pipes. Is that all changes?

Yes, specific information on what has been updatet would be good so we can test what has been changed without having to go trough everything again.

My current testing position: SMB1 Beginning of World 7
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 11:39 pm

Quote :
August 31st, 2010
- Fixed level information problems

I told you exactly what I updated. The levels didn't change.
Koopa now goes up / down
Pipes have been fixed
All links lead to right place now
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyTue Aug 31, 2010 11:52 pm

Alright, thanks. Wasn't sure if you made any level changes too or not last time.
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyWed Sep 01, 2010 7:15 am

Ok, missed the title page, sorry.

Just a little thing left: World 3.rar is two times in the MediaFire Folder.

Something to add: How does that castle 7-4 of SMB1 works??? (Wii level 4-tower)
I just can find the locations that trigger if mario uses the right way, but behind them I find only two special exit controllers (one per way with the entry symbols that send mario back), and they seem to not have any visible relation to Event Controllers in the locations.
Each locations has its "If" Event Controller, one of them says "Deactivates Target", the other active the target. They point to an event ID "20", but the special exit controllers don't have an event option to be switched by an event.
But if I go the right way, the special exit does not send me back.
So what did I miss? How does that relation work?
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyWed Sep 01, 2010 9:51 am

Fixed a misplaced bullet bull launcher in SMB1 World 8-2 along with trees and fence at that point

Edit: Another fix: In SMB1 World 8-4 (Wii: 4-castle): Removed invisible block placed in the top wall near the exit controller at the end of Zone 1, that block caused a hole in the wall because it covered the wall piece below.

Edit 2: I managed to finish SMB1 but I had to use a lives cheat, just died to often and did not want to repeat levels all the time after getting game over.
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyWed Sep 01, 2010 8:10 pm

Was there any area in particular, or specific tough levels that you kept dying at? I've bene having some problems with a few levels too. I played it with 2 friends a while back, and I think by the end we had like 16-ish deaths each. we've cleaned up a lot since then, but I still think some areas need adjusting.


Anyway, was there any part in particular that you kept dying at?
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyWed Sep 01, 2010 11:28 pm

Just playing through a few of the levels again, and posting things I notice.

02-01.arc:
- The fence near the beginning needs to be moved to the other layer still.

02-22.arc:
- Note to CanadaX21: the firebars don't have blocks behind them in this stage.
- At the end, you see fireballs coming at you, even with "Bowser" in sight. I don't think you should see the spawning fireballs anymore when you can see the fire bro. This is a problem in many of the castles, but this one especially.
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyThu Sep 02, 2010 2:38 am

Fixed all the problems you guys mentioned, and the new files are uploaded Razz

Its really nice having 2 dedicated testers, thanks so much guys Very Happy

VampireLordAlucard wrote:
- At the end, you see fireballs coming at you, even with "Bowser" in sight. I don't think you should see the spawning fireballs anymore when you can see the fire bro. This is a problem in many of the castles, but this one especially.

I moved the spawn areas back a bit, but I'm not changing all the levels until we come up with a better solution for this problem Razz

vbusfan wrote:
So what did I miss? How does that relation work?
Checking out THIS THREAD may help you.
After downloading and placing the most current spritedata.xml, check the level again and you should understand it Smile
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Sep 03, 2010 12:17 am

04-05:
- The castle at the beginning doesn't have all of its layers. Is this because of the castle wall behind it..?
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vbusfan




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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Sep 03, 2010 9:15 am

Just a little fix for 4-05:

Two of the gates of the castle wall have been placed two times next to each other overlapping. Removed one gate at each of the points so they now are single.

http://www.mediafire.com/download.php?vy29d54wdspzfp2

But I couldn't fix the castle problem. If I copy over a caslte of a normal level then the transparent parts of the castle object cover the wall behind an you'll see the background there instead of the castle wall.
It's strange but, just an example, look at the doomships. The wooden background walls have windows on them, but there are no holes in the walls behind the windows, the background is one big piece all over the area. And the windows are above the background and you don't see the wooden wall trough the window, you see the background. So the transparency of the above objects seems to disable graphics placed below the transparency (the wooden wall piece behind the window). That's also why you can place invisible objects above walls and you see holes in the wall instead of the wall being visible trough the invisibility, as you normally expect.

Another thing: As I'm finished with testing SMB1, there will be no more reports for now, but I'll check each week, if you have changes that have been uploaded to the download center and I'll test them, if something important has been changed on a level. Or if you have new music or...
Well, I can only do level building or testing, and now we have all levels together. But I'm always open if anything new level related thing gets here then I will test it for you.


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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Sep 03, 2010 9:35 am

Wednesday is my last day of school for 2 or so week,s so I plan to post a lot of updates then. Expect some edited objects and small tweeks across the board to be made! And hopefully a set of converted music too..
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Sep 03, 2010 1:59 pm

VampireLordAlucard wrote:
04-05:
- The castle at the beginning doesn't have all of its layers. Is this because of the castle wall behind it..?
Hamradio wrote:
6th May 2010 (hamradio)
- Changed background to a castle wall with new tileset
- Had to change the entrance castle back to a normal one that can't be entered and remove a few pieces of grass to accomodate the background tiles
vbusfan wrote:
Just a little fix for 4-05:

Two of the gates of the castle wall have been placed two times next to each other overlapping. Removed one gate at each of the points so they now are single.

I believe that the doors were overlapping on purpose to be centered in the middle of the tower, as a single door would be off-center
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Sep 03, 2010 2:49 pm

I'm not talking about the wall in the background, I'm talking about the very first little castle that is at the beginning of many stages. Try walking across the top of it - some of the invisible blocks are missing, and you can only walk on part of it.
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyThu Sep 30, 2010 9:23 pm

Levels are now all updated to use the new entrance castles :p

Also, 1-02 and 4-02 now have the proper spotlight fixes

Please note that you need to download the new tileset package from here
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptyFri Oct 01, 2010 2:57 pm

new entrance castles..?
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CanadaX21
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptySat Oct 02, 2010 1:35 am

The grey castle wasn't working as part of the mushroom tileset, so I moved it to the greyscale tileset, and in the process moved the regular castle to the grassland tileset.

Also, the castles now have the proper collisions set now so they no longer require the invisible blocks.
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VampireLordAlucard
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PostSubject: Re: Super Mario Bros 1   Super Mario Bros 1 - Page 2 EmptySat Oct 02, 2010 3:23 am

Did you redraw the trees using the new tileset as well..?
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