![]() ![]() For example, getting 23 lives would show 23 instead of D. *The Lives display is updated to display two-digit numbers instead of # when the player has 10 lives or more. **The menu also can be switch between one of three options: 1 or 2 Player, 1 Player Only, or SMB2J-styled Mario or Luigi option, giving Luigi his higher jump but less traction should the Mario or Luigi option be used. *The title menu can be edited to allow choosing with the Control Pad instead of the Select button. Graphics CHR can be exported into “.MAR” files. *Levels can be imported and exported into a special dedicated “.MAL” file, which is a text document documenting the design of a single level and all it’s corresponding sub-levels. *Because of the larger memory allowed, many additional rooms can be created. **Optionally, graphic banks could be duplicated to allow for animated tiles and sprites, such as to animate the water like in SMB Deluxe. **! Switch Blocks and the blocks they turn on/off. ***Unlike any SMB1 hack with spikes, spikes only can damage Mario and cannot instantly kill him. ***Sprites for Bumper and Conveyor Blocks: ( ) **More freedom for placing Used Blocks in levels. **Support for longer pipes (so pipe-stacking isn’t necessary to make a pipe that goes as high as possible) **Non-enterable horizontal ground-colored pipe tips (like those seen in water levels) **L Pipe, backward L Pipe, and double L Pipe 2x2 tiles (rather than L Pipes being one object, they become multiple individual objects with this upgrade, allowing for more dynamic pipe constructions). **Horizontal Pipes not part of a reverse L pipe. **Downwards-facing and enterable downwards-facing Pipes. **SMBS Items (Hachisuke, Wing, Hammer, Lucky Star, Clock) **SMBS Enemies (Barrels, Icicles, Fighter Flies, Sidesteppers, Firebugs) ![]() *Any ROM loaded in would be expanded to MMC3, allowing for more complex level designs and more freedom of placing tiles, including writing new graphics to the ROM featuring new objects unseen previously: This new version would allow the following options: So, taking a few hints from the SMB+Portal fangame mashup "Mari0", I had the idea of improving on SMBUtility further to make it have a more user-friendly interference, similar as to what Mario Maker on Wii U will also feature. *There's no way to add or remove rooms in the ROM, from what I've seen. *Dragging one of these blocks off the play area can lead to thpir A counter would be shown, displaying how many of these "blocks" are left. To my knowledge you cannot move these across to other levels, or delete them all in either the current room or in every room in the game so you can then copy the blocks to a palette, where you pick what kind of object you'd like to place in the level, and place it. *Because each object or series of objects in the game is registered as a block according to SMButility, instead of placing enemies and blocks individually thanks to the very small ROM size of the game. However, IMO it's incredibly difficult to learn how to use it properly. 21 of 08-16-14 05:25 PM)Īt the moment, "Insectduel's SMB Utility" is currently the most advanced SMB1 editor out there. Main - ROM Hacking - Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement ![]() Please chime in on a proposed restructuring of the ROM hacking sections.Ġ users currently in ROM Hacking | 1 guest Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE! Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement - Board 2 ![]()
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