Showing posts with label nes. Show all posts
Showing posts with label nes. Show all posts

Even though I'd already decided that the level design aspect alone of this Super Mario ROM hack project made it too problematic to be worthwhile (even though it was very simplistic, compared to any other ROM you'd want to hack), I still wanted to finish the thing. That meant trying to do anything else I'd be required to do if I pursued a legit project. In other words, I needed to change some sprites, work out the colors, and get some new text.

My first thought was to change out the Bullet Bills I had flying around the level. All the goombas had been replaced with Bullet Bills because it meant Colure wouldn't encounter any enemies, making it (relatively) impossible for her to die. But flying bullets didn't really mesh with the cutsey theme, so they need to go!

There's a number of ways to get to the sprites at a center of a ROM-POP. I opted to rip em out and screw around with them in good old MS Paint. This is the part where I started to panic a bit.

Sprites don't come out in pretty pictures, which I remembered. Nor do they have the correct "colors", which I also remembered. What I didn't remember was how easily it was to get a headache staring at these things while you played "Where's Waldo?", or in my case, Bullet Bill. I momentarily gave up and decided to just change the flag logo at the end to a heart.

Cute, but serious weaksauce. With renewed vigor, I went back and found Mr. Bill. I had no idea what to do with him. A smiley face seemed likely. I passed this one over to my resident artist and had her think of something while I worried about solving other issues; namely, palette. I didn't want to be limited to Bullet Bill's white-black-red color scheme, but unfortunately, I quickly discovered that it'd be impossible to change. Well, maybe not impossible, but very ill-advised. Early games had limited palettes, and plenty of objects shared the same one. In Bullet Bill's case, he happened to share the same palette as all of the environment backgrounds. Changing him to pink, for example, gave the whole world a serious hue of princess.

Not to be deterred, I opted to simply give our leading man a different coat of paint. Saddened that the world would not be bathed in pink, Colure suggested we make Mario dazzle instead. I obliged.

She also gave me two concepts to go with. One was too complicated to draw crosswise into four pieces; the other I could do poorly. So we went with that.

Finally, the only sort of thing I could think of to change that I hadn't yet was some text. So I fired up the old hex editor, worked up a letter table to help me find words (like I did back in the day when I wanted to prove that Shadow in FF6 didn't have a super-secret 7th dream), and made some minor changes. Fun to see how little text is actually used, and how much it stands out when you reduce everything down to hexadecimal.

And that's it. I'm ultimately amused by the project, but there's far better uses of time. I can really only see ROM-Hacking as a hobbyist pursuit by foaming-at-the-mouth fans of particular game, and I mean that in the most obsessive, craziest way. I might be a huge classic gamer, but considering just how cumbersome the process is, I don't think there's a single game I'd ever want to bother with that much.

So onto new horizons! We'll see what I end up screwing with next.


Posted by Kevin on 7:26 PM
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Now that school prep is temporarily finished while I wait to hear back on applications, I've thrown myself back into learning Python, which has been a blast. And while it's something I do try to do every day, it doesn't hurt to take breaks every now and then and do something else.

I've decided to use that time to work on silly projects. I say silly because I don't think they're really going to accomplish anything - they're mostly just a chance for me to educate myself about some area of interest. They'll all be fairly game-related, but I fully expect a lot of them will be mostly useless.

For example: ROM Hacking.

I once dabbled with hacking a ROM at a time when we weren't so removed from that generation. I gave up because initial attempts didn't work right, and it seemed like a waste of time. I was still pretty sure it'd be a waste of time, but I wanted to at least see what was involved in such a project, and just how much of a waste of time it would be.

I quickly decided on Super Mario Brothers as my game of choice, namely because it'd be easiest. I already knew there were a number of level editors that would make the level design aspect of hacking this particular ROM pretty simple, and the game itself is fairly basic.

My intentions weren't really to design an elaborate level - I just wanted to figure out how cumbersome it would. A "hello world" was in order! But since the world has never bothered to say hi to me, I opted to do a little dedication to my wife instead.


A little corny I know, but fun. You'll notice the COLURE isn't quite to scale - it's basically spread throughout the entire level, which wasn't my desire. Levels are divided into rooms, which have a set number of objects and enemies. The first room you encounter, for example, has a row of five bricks, 3 question mark boxes (1 with a mushroom), and two enemies. Hacking a ROM image means you're limited to changing what you've got, less than creating per se. I couldn't just stick a ton of blocks in the first few rooms - I was limited to modifying what was there.

I'm not saying you couldn't get elaborately creative in working around that sort of structure - plenty of people have, believe me, and when you can change a pipe to a row of 5 or more bricks, that's no small change. But for me it seems like way more trouble than it's worth. That's basically the thesis statement of this project, by the way.

But we'll talk more about that tomorrow, when I delve into sprites, text, palettes and more!*

*Not actually that much more

Posted by Kevin on 4:11 PM
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Quick post before I konk out in bed: Friday at PAX was pretty awesome. Line to get in was absolutely insane, but it moved fast and we were in the expo hall quickly. Spent the better part of an hour and a half wandering and seeing the sights, while also giving the mechanical horse promotion for Darksiders a go. After that, we did some PA Q&A, met Kris Straub and Wil Wheaton, had some food, hit up the Scott Kurtz panel, and then ended the night with a Rock Band tourny entry (which won't go down as our best performance of "Carry on my Wayward Son", but might certainly have been the most fun), before finally settling into some console freeplay, giving the 1990 Nintendo World Championship cartridge a roll.

Ultimately I'd say the day was partially successful, if only because we missed the ODST panel (due to Q&A going long) and the DS World Record Attempt (because it was poorly planned), but despite both those setbacks still had an absolute blast. Honestly, the day worked out great and any complaints I have are far overshadowed by how much fun was had.

PAX is pretty much the best con I've ever been to, and this year so far has definitely surpassed my previous experience. There's just a lot more space for everything, and as a result the place feels less crowded, even though I know it's about 15,000 more people. I feel like I've already done so much, and yet it's only Friday. I have two more days and I still don't want this weekend to end.

Tommorrow's planned schedule is a lot more open, so we'll see where the day takes us. Also - this took longer then expected. Sleep needed now.

Posted by Kevin on 1:11 AM
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I maintain that if a game is undeniably fun, then your plot can be incredibly basic. Honestly, so many games nowadays are ruined by striving to have some sort of meaningful storytelling when all the game is really about is punching bad guys. Sometimes hitting bad guys is really enough, and any sort of attempt to weave some grand insight into the dark nature of man's inhumanity against man (or worse, some sort of life is worth living despite the harshness so don't give up! message) comes across pretty bleh. At the very least it's distracting, but at the worst it can completely ruin an otherwise perfectly fine game.

The point I'm trying to get to is that some game developers could learn something from Bad Dudes.

Bad Dudes is a classic Arcade beat-em up that was ported to the NES like any other classic Arcade Beat-em up. It's entire plot consists of two sentences showcased at the beginning of your adventure.

"The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"

That's it. There's never any talk about where these ninjas came from. How they got past Secret Service. What their ultimate endgame is. There's no character development for the Bad Dudes. I have no idea how they became Bad Dudes and why we as a country would trust such Bad Dudes to save our President. I've never known, but I didn't care then and I really don't care now.

I know all I need to. President's been kidnapped. Ninjas are involved. If I'm going to rescue him, I'm going to have to be one hell of a bad dude.

I'm not saying that I'm against games having stories; hell my greatest gaming experience is still the first time I played through Final Fantasy 7 and realizing games could actually pull off legitimate stories. My point is simply that not all games need to have grand plots, that sometimes less is more, and that it can be very easy to explain away things to the point of destruction.

I mean, would a heavier plot have made Bad Dude's ending any sweeter?


I seriously doubt it.

In short, more of this, less of that.

Posted by Kevin on 12:08 PM