Super Mario Bros with mmc 1 and CHR RAM

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mikaelmoizt
Posts: 120
Joined: Sat Apr 12, 2014 12:11 pm
Location: Gothenburg, Sweden

Super Mario Bros with mmc 1 and CHR RAM

Post by mikaelmoizt »

Image

Super Mario Bros with mmc 1 and CHR RAM for extreme expansion.

Same old game.. some just cant get enough plumber action :shock:

Based on a patch made by Dr Floppy a few years ago,
this reworked edition will give you a full 8 banks whereof 4 are completely empty
(= more than 65536 bytes) to fill with new graphics, or whatever you want to work with and also the option to swap tiles during game play.
It may have been done before and better, but this one work too :wink:

Bank 7 (banks here on called by number in fceux ) has a nice 3264 bytes free too.
Yes, I know this is more of a hack than a homebrew, but since I really want to share this, here you go.

Large parts of sound engine (all of it?) are relocated to bank 2.
Startup set of graphics are located in bank 3.

Please note that a bank switch must occur in nmi in order for any music to play now.
Why not take advantage of that and just insert another music engine all together..?

How to switch upper bank:

Code: Select all

lda banknumber
jsr $ffc0
.. and that is pretty much it :)


By the way .ips are stupid, but if you really want I could supply that aswell.
Attachments
smb(ju)_mmc1_chrRAM.xdelta
(820 Bytes) Downloaded 214 times
I´ve got %01100011 problems but the BITs aint one.
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Drew Sebastino
Formerly Espozo
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Location: Richmond, Virginia

Re: Super Mario Bros with mmc 1 and CHR RAM

Post by Drew Sebastino »

Super Mario Bros with the MMC5. :twisted:
mikaelmoizt
Posts: 120
Joined: Sat Apr 12, 2014 12:11 pm
Location: Gothenburg, Sweden

Re: Super Mario Bros with mmc 1 and CHR RAM

Post by mikaelmoizt »

Espozo wrote:Super Mario Bros with the MMC5. :twisted:
Has that been done before? What an overkill mapper for that game :D
It seem a bit tricky to manage (for me) but why not give it a chance? :beer:
I´ve got %01100011 problems but the BITs aint one.
tepples
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Re: Super Mario Bros with mmc 1 and CHR RAM

Post by tepples »

I wonder if MMC5 would let you run two instances of the game in a split screen, one on top and one on bottom, with MMC5 ExGrafix providing 8x8 pixel metatiles (Super Mario Land size, as prototyped here). It'd be like the competition, except on one screen, like 2-player in Sonic the Hedgehog 3. And it might look like this:
smb_splitscreen.png
smb_splitscreen.png (1.75 KiB) Viewed 5228 times
Those 8 blank lines in the middle would be for rewriting the palette, one line for each set of 3 changed colors.
mikaelmoizt
Posts: 120
Joined: Sat Apr 12, 2014 12:11 pm
Location: Gothenburg, Sweden

Re: Super Mario Bros with mmc 1 and CHR RAM

Post by mikaelmoizt »

@tepples

Neat idea..! Considering having the same basic design of SMB, I wonder how sprite 0 hit and vertical split would work together in the game..
I´ve got %01100011 problems but the BITs aint one.
LocalH
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Re: Super Mario Bros with mmc 1 and CHR RAM

Post by LocalH »

I'd like to see that, Tepples. Even if it was released as another IP and someone hacked it back to SMB :P
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Myask
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Re: Super Mario Bros with mmc 1 and CHR RAM

Post by Myask »

Design issues: Music, SFX. (Expansion sound might be desired just to accommodate 2P's SFX without completely obliterating the music.)

And I can't see playing both player's music at the same time to be good...play according to whosover has the higher level number? (Plus fanfares?)

Also, there was Vs. mode in SMB Deluxe (GBC), complete with fireballs allowing you to trip your opponent up. (The two-tone switch-blocks were a good touch.)
tepples
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Re: Super Mario Bros with mmc 1 and CHR RAM

Post by tepples »

The music for Peach's Castle in Super Smash Bros. Melee sounds like the underground theme and the normal theme played at once. Make an accompaniment version of each other theme that fits in one channel, and whenever one player is in a normal stage and the other in a different kind of stage, play that pair.
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