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I want to make the entire game into one continuous level with no breaks in between. Where one starts, the next one will begin exactly as it is in the vanilla game. Bowser levels will just involve getting past him and then the first stage of the next world will begin, with 8-4 being the only exception. There are some issues such as cycles though. I am not sure how these things are loaded into the game, do the cycles start as soon as the level loads, or is it based on your position on the screen like a lot of other NES games? I'm also concerned that every Bowser and bullet bill will simultaneously fire from the beginning rather than waiting until you get to the "beginning" of each stage.

I'm also not sure what the best way of putting this together is. I downloaded a Japanese editor called SMB Utility. I'm not quite sure how to use it properly yet, but it looks ok. I'm still not sure if what I want will be possible with this thing though.

Edit: Warp pipes will also have to be changed. This will be fine with things like the coin room in 1-1, but if the pipes warp to another level, the exit point will obviously need to be updated.

I want to make the entire game into one continuous level with no breaks in between. Where one starts, the next one will begin exactly as it is in the vanilla game. Bowser levels will just involve getting past him and then the first stage of the next world will begin, with 8-4 being the only exception. There are some issues such as cycles though. I am not sure how these things are loaded into the game, do the cycles start as soon as the level loads, or is it based on your position on the screen like a lot of other NES games? I'm also concerned that every Bowser and bullet bill will simultaneously fire from the beginning rather than waiting until you get to the "beginning" of each stage. I'm also not sure what the best way of putting this together is. I downloaded a Japanese editor called SMB Utility. I'm not quite sure how to use it properly yet, but it looks ok. I'm still not sure if what I want will be possible with this thing though. Edit: Warp pipes will also have to be changed. This will be fine with things like the coin room in 1-1, but if the pipes warp to another level, the exit point will obviously need to be updated.

13 comments

[–] ScorpioGlitch 1 points (+1|-0)

There is no "hack" on the planet that can do this. You wouldn't even be able to run this on an emulator since the NES system is not capable of having so much in memory at one time.

You would literally need to have a level creator in a custom "Mario Creator" type of game and then a lot of time to faithfully reproduce things. For example, how do you transition from overworld to underwater? You would need to create a new screen area for that.

[–] PMYA [OP] 1 points (+1|-0) Edited

I imagine there will be a way to get around the emulator issue.

I wouldn't bother with the underwater levels to be honest, they're the worst part of the game.

Edit: I can recreate this directly from the vanilla ROM. It will actually be interesting to see what happens with water levels if those things are put into a normal level. It may be that Mario keeps his normal physics in those levels, if that's the case then I'd just keep it like that.

[–] ScorpioGlitch 1 points (+1|-0)

Given that emulators use a BIOS (the console OS) dump of the system, you're likely not going to "get around it" unless someone goes in and modifies the BIOS. Even then, you're going to run into issues if you use a ROM dump because they have highly optimized (read: dumb and position specific) ways of reading memory. To do this project, you absolutely won't use an emulator and you almost certainly won't be using a modified ROM dump. It would require dumping and decompiling the ROM, extending it's memory address buffers, extending that into a shell just to run the game (and thereby mimicking the console BIOS just to read your modified ROM and breaking all kinds of laws).

This could only happen in a special environment made to allow level creation/editing or a special game executable. If you went the executable part, Nintendo would shut you down as soon as they heard about it. If you used a special environment (such as Mario Maker <hint hint>), you would be limited to whatever limitations and mob behavioral changes the developers put into place.

[–] PMYA [OP] 2 points (+2|-0)

This isn't going to be anything I'm actually going to put on the internet, though I would probably post it here, so Nintendo isn't really an issue.

Upon further inspection, the thing I was using is not powerful enough/doesn't have the amount of features I would need to do this. I think there are still going to be things out there that could do this though. Emulators are not the same as a real NES, sprite limits can be ignored, for example. I would be very surprised if there isn't something available already that can do this.