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PostPosted: Tue Apr 07, 2015 10:47 pm 
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I redid the snowy palette as I sort of disliked my original light blue. Here is the wind again compared to the original. --ShaneM, the Master of ASM


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Super Mario Bros. 1&2 SRAM Plus (Japan) - Copy_014.png
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Original color.png
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PostPosted: Thu Apr 09, 2015 12:07 pm 
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Some have suggested the lava was too dark. I've corrected this. --ShaneM, the Master of ASM


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PostPosted: Thu Apr 09, 2015 4:19 pm 
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tepples wrote:
It looks like polluted water to me, but that's equally useful.


Espozo wrote:
Looks like blood to me. Lava produces its own light, so even if it were in a dark place, it would still be bright.


Maybe it's the blood of all those poor Koopas I made Mario stomp as a kid? Come to think of it, didn't Mario throw flames? Damn, maybe Bowser was not the only villain! (LOL, :facepalm:)

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PostPosted: Fri Apr 17, 2015 7:29 pm 
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tepples has informed me of a Nintendo-original glitch that I recently fixed. My code and the topic can be found, here. Here are some shots with it fixed in my game. This will be available in my next release build v1.2 come this mid-May. --ShaneM, the Master of ASM


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Super Mario Bros. 1&2 SRAM Plus (Japan) - Copy_016.png
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Super Mario Bros. 1&2 SRAM Plus (Japan) - Copy_015.png
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PostPosted: Sat Apr 18, 2015 9:59 am 
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alphamule wrote:
tepples wrote:
It looks like polluted water to me, but that's equally useful.


Espozo wrote:
Looks like blood to me. Lava produces its own light, so even if it were in a dark place, it would still be bright.


Maybe it's the blood of all those poor Koopas I made Mario stomp as a kid? Come to think of it, didn't Mario throw flames? Damn, maybe Bowser was not the only villain! (LOL, :facepalm:)

Maybe it's from all the Marios dying while the developers were making the game.


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PostPosted: Tue Apr 21, 2015 9:40 pm 
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The Pit

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PostPosted: Fri May 01, 2015 6:14 pm 
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LocalH wrote:
The Pit

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mariodeaths.jpg

Scary! Many Zombie Marios! So many deformations!


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PostPosted: Wed Jul 22, 2015 3:00 pm 
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I added a couple more original bug fixes that I found throughout the web. In addition, I've added new features to the SMB1 portion. I will release this on the anniversary I started this on, August 23rd, 2015. Changes will be noted with the release; that is all. --ShaneM, the Master of ASM


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PostPosted: Mon Aug 10, 2015 12:49 pm 
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I redrew Bowser in a way that gave him hair. Something that the original crew wanted to do as seen in promo art but were unable to due to CHR RAM limitations. I also gave him an eyebrow. Expect this in next week's build.

Image

Original art:

Image

Mine:


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Super Mario Bros. - The Lost Levels_019.png
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PostPosted: Thu Sep 03, 2015 9:51 pm 
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I know release for a new build was due a week and a half ago but my job is hard and I will release it as soon as I'm not so tired to type properly. For now, I found a way to add onto this project. I've recreated ANNSMB from my SMB1J assembly files (which is a hack using my SMB2J assembly files). I will release it really soon. I will release the ANNSMB for Halloween as a surprise! Maybe I'll add an Xmas version too, like on the NES Remix for Wii U? Who knows. But here are some shots. So far, I've recreated all the ANNSMB levels using my assembly files; this version contains every single bugfix, just as my other Mario games. There are some changes from the original ANNSMB:

*All stages are now night
*Wind is present
*Poison Mushrooms
*Negative warps
*A downgrade of the SNES special SMW Bullet Bill (see photo) new sprite
*World A-D was replaced with 9 (which the original ANNSMB lacked in)
*No room for the palette swapping routine so Goro Itoi is used on all castles.
*Created custom code for when the game is beaten 8 times for a surprise
*More additions until October?

Here are some shots. I gave myself 8 stars to show off the moon sprite I created to replace the stars when the game is beaten, to give it its own theme. I also assigned the Fuji TV icon to the title screen, so the language of the title is "universally" a symbol. --ShaneM, the ASM man

Image

Image

Image

Image


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Super Mario Bros. All Night Promo_012.png
Super Mario Bros. All Night Promo_012.png [ 3.32 KiB | Viewed 5068 times ]
Super Mario Bros. All Night Promo_003.png
Super Mario Bros. All Night Promo_003.png [ 2.71 KiB | Viewed 5068 times ]
Super Mario Bros. All Night Promo_007.png
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PostPosted: Mon Sep 28, 2015 4:17 pm 
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I still don't know when I will release the final version of this, but soon. I've done a lot of creative things with both games so far, here are some more original glitches I found and fixed:

1. Goomba Glitch
2. Double Death #1
3. Double Death #2 - I couldn't find a video of this one, but the site describes it very well.

On SMB1 I decided to do a little more with (because I had the opportunity to). I remade the tiles of SMB1's Ghost House from Mario Maker and made use of them in my tile swapping routine.

I've utilized tiles from all the remakes and ports of SMB1 (since I used level designs from ANNSMB, VS SMB and SMB Special on these games).

The pixelated bushes from SMB Special have been used in place of the beta cactus; the VS SMB ground tile has been used in the place of the beta ground tile.

On SMBTLL on Side B, the beta tiles are still there and used.

In addition, I've used the special 25th anniversary tiles on SMB1 from the special Japanese Wii red bundle.

The most amazing thing this far are the SMB1 Ghost Tiles which I think I'm the first one to make for the NES.

Here are some shots:


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Super Mario Bros 1_009.png
Super Mario Bros 1_009.png [ 2.69 KiB | Viewed 4866 times ]
Super Mario Bros 1_008.png
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Super Mario Bros 1_004.png
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PostPosted: Mon Sep 28, 2015 9:26 pm 
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If you read my post from earlier today, you should see that I've made some tile additions to the SMB1 portion. But I cannot decide on this and want some opinions: should I leave the water tile alone I ripped from VS SMB or should I use this new one I remade which is from the wintry stage of SMB1 in NES Remix?

EDIT: video


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Super Mario Bros 1_008.png
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Super Mario Bros 1_010.png
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PostPosted: Wed Apr 27, 2016 10:09 am 
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Is your gamma just out of wack, or are your palettes all extremely dark?


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PostPosted: Mon Jan 16, 2017 2:20 am 
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where is the IPS


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PostPosted: Thu Feb 16, 2017 2:03 pm 
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annuvin wrote:
where is the IPS

If I see ShaneM hanging around in IRC, I'll try to remember to remind him to upload it.

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From: I have an idea. It seems logical. Thus everyone must agree.

Fail, fail, fail again. Keep trying, then maybe this damn thing will work. Eventually you might even know why it worked.


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