Gold Statue sprite Mother: 25th Anniversary Edition

Finished!

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Mother: 25th Anniversary Edition aims to make Mother much more enjoyable for both Earthbound fans and those playing it for the first time.

All enemy graphics, NPC sprites and tiles are be redrawn from scratch to be more faithful to the clay models. The goofy enemies are goofier and the creepy enemies are creepier. A shiny new font and title screen was added, too!

The overworld has been tweaked to be much less bleak and repetitive, so it’s harder to get lost. There is more scenery, areas are more colorful and confusing areas like Duncan’s factory have been simplified. On the other hand, tiny areas like the graveyard and Crystal Cavern have been lengthened.

There are also a lot of changes under the hood. Enemies will yield slightly more exp and the encounter rate has been readjusted. The “Dangerous Foe” battle theme is used less often and party members will be met at a higher level. DragonDePlatino’s goal in creating this hack was to create a game easier than the original but still very challenging.

And last but not least, this hack uses Tomato’s official Mother 1 + 2 translation, adapted for the NES. Over 1400 lines of text have been altered to create connections with the rest of the series, improve clarity and shorten reading time. This hack will also feature much quicker battle text courtesy of vince94. Battles progress almost twice as quickly!








What ROM is this?

This is “Earthbound (USA) (Proto)”. It’s the very first dump, untouched by Demiforce and without the “Zero” in the title. It’s CRC32 file hash is F5EF5002.

But why not M1+2? The NES version’s so clunky!

But the screen’s a higher resolution and most of the songs from the NES version sound much better! Here’s a comparison of the Hippy Battle theme if you don’t believe me:
NES Version: https://www.youtube.com/watch?v=NEmxnPT6-LM
GBA Version: https://www.youtube.com/watch?v=C_BEEYn7tek
And trust me, Mother 1 has a fantastic soundtrack so you’d be missing out!

What tools did you use?

Sprites: ASEprite v1.0.1
Tiles: YY-CHR
Palettes: NES Palette Editor / FCEUX
Overworld: BBHack v1.0
Text and stats: n42’s EB0 Text Editor / Tiny Hexer
Town Map: NES Screen Tool v2.0

Will you be using Mother or Earthbound Zero content?

As far as censorship goes, I will not be following either’s example. As stated earlier, I’ll be following the game’s official art. This means some enemies will still have blood, but BB Boss will not have his knife. I will be keeping all religious references, though. As for town names, the ones from the Japanese version will be used since it’s what Mr. Itoi wanted. Finally, Giygas’s name is still Giegue (pronounced Gheeg), because it helps differentiate the character’s NES and SNES appearances.



THE GREAT KRAKEN HUNT BEGINS!

Hello, forumites! In celebration of M25’s release, I shall be hosting a little contest to promote the game! Here’s how it works…

In Mother: 25th Anniversary Edition, I have hidden the infamous Kraken in 3 places in the game. These are very hard-to-find places, but they are all encountered during normal gameplay. If you see the Kraken while playing M25, take an in-game screenshot and PM it to me! Your reward shall be the following forum badge, and the title of “Master Kraken Hunter” in the original post.

Rules:
1) There are three Krakens in M25, but nine badges will be awarded. If someone finds one of the Krakens, they will be given a badge. Once a Kraken has been found three times, I will no longer accept screenshots for it.

2) Do not collaborate with others or share Kraken locations. Do not speak about the contest in this thread or share information anywhere else. If I discover someone is doing this, they will be disqualified and receive no badge. If you have any questions or comments about the contest, PM them to me.

3) To balance the difficulty added by the previous rule, hacking is allowed. You may pry apart the game with hacking tools to search for the Kraken, but remember…you have to send me an in-game screenshot!


Day 1
1) Swimming
2) Fighting
3) Fleeing

Day 2
1) The sea
2) A box
3) The sky

Day 3
1) Along the coast
2) During a battle
3) Above the children

Day 4
1) It follows you everywhere
2) It waits very patiently
3) It moves incredibly fast

Day 5
1) Try to check your location
2) Survive for a long time
3) Look over to your right

Day 6
1) This one swims out of view
2) This one is made of text
3) This one has a steel body

Day 7
1) To find it, check your town map
2) To find it, defend, defend, defend, defend…
3) To find it, defeat the cosmic destroyer

Hints:
Every day, I shall give a hint for each the three Krakens. These hints will be added to this post and will become more specific as more are given. After eight days have passed, I will reveal the Kraken locations and it will be a race to send me screenshots.


With Fassad the Fadass having found Kraken #1, the Great Kraken Hunt now comes to a close, 9 days after it began. In case you weren’t able to find them, here are screenshots of the Kraken locations:

Kraken #1 can be found in the town map, outside of the upper-left boundary. If you go into your emulator’s video settings and expand the resolution to 256×240, you’ll be able to see this Kraken.

Kraken #2 can be seen if you survive 256 turns in any battle. In Mother, the turn number is tracked with a 1-byte variable. This means that if the turn number exceeds 255, the game will overflow to turn 0 and you’ll get the message “The battle rages on…” For M25, I replaced this message with “Why, hello there!” and inserted an image of the Kraken made out of text.

Kraken #3 can only be seen for an instant while Giegue’s ship is flying away. To insert this Kraken into the game, I edited the tileset of the Mother Ship and added in a Kraken. If you’ve beaten the game while looking for Krakens, this one might have passed you by!

Now that the contest is over, let me give a big thanks to everyone who participated! This contest wouldn’t have been as fun without your participation, and you’ll all be receiving your badges shortly.


Kraken #1
1) LadyTe-chan
2) An E and Two 8
3) Fassad the Fadass

Kraken #2
1) gooieooie
2) MariettaRC
3) Buck Fever

Kraken #3
1) Yoshistar
2) skyrunner14
3) PSIRobot

sprite Palom

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I like how those new screenshots look! Can’t wait to play this once it’s done.

sprite agrastiOs

It looks very cool! Can’t wait to play this!

Currently doing a hack named
Mr. Tenda’s Wacky Adventure ! Check it out! More coming soon!

sprite Ninten.Zero

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Do you plan to release a demo?

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Thanks for all the support, everyone! I was a bit hesitant to release an Earthbound Zero hack on these forums, but I’m glad it’s been pretty well received. So now’s your chance, people! If you had any complaints about the original Mother, go ahead and tell me and I’ll see if it’s in my hacking abilities to fix. I know a lot of people had complaints about the bland text, high encounter rates and confusing areas (like Duncan’s Factory) so I’m already fixing those.
Is there anything YOU would fix about Mother?
And keep it simple! Something like changing a certain enemy’s stats or the appearance of an NPC. I want to keep the same experience the original Mother had, so I won’t do anything like change the battle system or rewrite large parts of the story.

Do you plan to release a demo?

With the finicky nature of NES ROMs and how the text is laid out, it would be hard to release a complete game up to a certain point. But most likely, I’ll polish everything up to the first Magicant visit and allow a few beta testers to give me feedback on that.

sprite Gamefan919

    Would there be anyway to add a run button like in the GBA port?

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    The NES version already has a run button.

    sprite Gamefan919

      Oh, my bad I never actually played the original version, only the GBA port. So you already are making the game easier and making the text as faithful to Tomato’s translation as possible so that’s good. Besides the music are there any more differences in the GBA port?

      sprite Ninten.Zero

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      I think you should try to make more shortcuts in the overworld , and…

      With the finicky nature of NES ROMs and how the text is laid out, it would be hard to release a complete game up to a certain point. But most likely, I’ll polish everything up to the first Magicant visit and allow a few beta testers to give me feedback on that.

      I offer myself as a beta tester.

      sprite LurkerShep


      I have a few questions.
      1. Will Ninten in your version have the neckerchief that he has in fanart and such to add a bit more differences to Ness?
      2. Is it possible to add more items in the game since, from what I read of the MOTHER remake thread, there weren’t many to choose from really?
      3. With the tiles, is this taking a leaf from the Remake’s book and as you go towards certain areas (like Snowman) it changes colors, or is there only limited amounts you can do with the colors for things like the swamp?

      Sorry if these are weird questions, back to lurking.

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      I offer myself as a beta tester.

      Hey, thanks! Once I finish polishing the text and all the enemies up to Magicant, I’ll start beta testing since there’s a lot of broken text and graphics right now. I’ll PM you when I’m ready.


      I have a few questions.
      1. Will Ninten in your version have the neckerchief that he has in fanart and such to add a bit more differences to Ness?
      2. Is it possible to add more items in the game since, from what I read of the MOTHER remake thread, there weren’t many to choose from really?
      3. With the tiles, is this taking a leaf from the Remake’s book and as you go towards certain areas (like Snowman) it changes colors, or is there only limited amounts you can do with the colors for things like the swamp?

      1. I’m afraid not. As tempting as it would be to do things like add more detail to Giegue, change some enemy designs or alter Ninten, I’d like to keep the experience as authentic as possible so that first-timers could rest assured that they’re playing an authentic game (or about as authentic as a ROM hack can get). On the other hand, I did just realize that my Ninten sprite doesn’t have a sideways cap or black button (unlike Ness), so I’ve edited it to reflect that.

      2. …Possibly. There are some items removed in the US version like the time Time Machine that I’d like to hack back in. There were also some unused items from the Japanese version I could add in.

      3. I’d love to change area palettes! At one point the graveyard, Spookane, caves and building tops all had their own palettes! …But changing them corrupted the ROM and forced me to undo a few days of work, so I’m going to say no on this one.

      sprite DragonRaiderX9

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      I personally found it annoying that the Gigaborg and Omegaborg give less exp. than the Megaborg. Why? I mean, I guess most people aren’t still level grinding by that point, but still…

      Anyway, this looks really neat. Truth be told, I’m more interested in the Remake that’s being made, but I may give this a try sometime down the line. I applaud the dedication necessary for this, in any case.

      May the way of the Hero lead to the Triforce.

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      I personally found it annoying that the Gigaborg and Omegaborg give less exp. than the Megaborg. Why? I mean, I guess most people aren’t still level grinding by that point, but still…

      Anyway, this looks really neat. Truth be told, I’m more interested in the Remake that’s being made, but I may give this a try sometime down the line. I applaud the dedication necessary for this, in any case.

      Ah, of course! That’s understandable, considering for the Mother Remake everything’s being built from the ground-up. Here, I’m just aiming to deliver a more polished version of the original.

      As for those enemy’s exp, I’ll go ahead and fix them. The base exp drops (before multiplier) for the Megaborg, Giga Borg and Omega Borg will be 98, 180 and 197, instead of 197, 98, 180. I’ll also bring the Omega Borg’s stats closer to the Giga Borg’s for balance.

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      If you are looking for Beta Testers, I’d be glad to help. However, I will be on vacation this week, so sorry if you were planning on releasing the beta this week.

      I also have never played Mother 1 that far before (I got to the graveyard) so I might be useful because of my blind perspective. I hope I can be of some use.

      sprite agrastiOs

      I could be beta tester, if you need some. I got in Mother 1 to beating up Starman Jr., and getting to Canary Island.

      sprite LurkerShep

      I got about as far as PSIRobot myself, and I got loads of free time. I’ve watched a Let’s Play too and know how insane the encounter rate can be along with the grinding, so I could help. If you want anyway, if you have specific questions that need answering during beta I could try to help with that.

      Otherwise… You know, lurking in wait.

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      OK then, I think it’s decided. I’m not that great at collaborating with people so I’ll limit my beta testers to 3. Once the ROM is halfway finished, Ninten.Zero, PSIRobot and agrastiOs shall be my beta testers (sorry LurkerStep, they asked first.)

      Until then, I want to keep everything very hush-hush asides from answering questions. But just today, I experimented with palettes some more and I found out a way to alter them without corrupting the ROM. I can’t resist sharing these, so I’ll go ahead and post them and add them to the OP:

      As you can see, things are quite different now! I always thought Earthbound Zero’s colors were very washed-out, so I darkened everything up and added more detail. With careful experimentation, I was able to add brown trunks to the trees at the sacrifice of pink flowers on the overworld (they’re now blue). And speaking of foliage, every area now has it’s own unique tree and grass, to contrast them more. Finally, Ninten’s dog isn’t some weird furry abomination anymore. It looks like it should.

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      If you want, I can put new text in for you. I’m pretty knowledgeable about how EB0 handles text – http://youtu.be/ovfSFCZQqhs
      I can’t re-insert the whole script, but I can fix typos and change individual things if you want.
      Like the battle text – in a hack I’ve been working on for about a year, I’ve got it so it doesn’t make you press the A button over and over again when you level up.

      EDIT: Whoops, I just carefully re-read the main post, and it looks like you’ve already done stuff with the script. I seem to remember the text editor program not doing anything with the text pointers, though, so let me know if you have any strings that you’d like to have more space for.

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      If you want, I can put new text in for you.

      Ah-HA! How incredibly useful! I’ve been dying to know how to alter pointers and at this point I know enough about hex editors to be able to decipher all this nonsense. But really, I’d like to keep things simple and manipulate text without changing any pointers whenever possible. It’s been working well so far. But if I run into any trouble, I’ll make sure to ask you for help! Thanks for sharing.

      Ohhh and an ASM hack to speed up the levelling text? I’ll definitely be interested in that later, if you’d like to share it. And a quick question…Have you figured out how the game renders messages? Normally, it generates one character per frame but I’d like to to generate 2 characters per frame. Is that possible?

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      I haven’t done anything with ASM. I wish I could learn it, it’s so freakin’ hard!
      What I did with the battle text was leave out the control code(s?) that makes the game pause the text and wait. I haven’t had time to properly work on my hack for a while, but I remember it being finicky, I’ll have to go into my ROM and see what I specifically did.

      I have done some DTE stuff, which means stuffing two letters into one character. In this screenshot, you can see special “li” and “…” letters.
      http://imgur.com/ehdWUnz

      Here’s the font CHR data and TBL file I use. It’s got some custom stuff, since I put in my own DTE letters, and custom SMAAASH and YOU WON graphics, but the TBL should work on a ROM without that stuff. I’m putting together a video that shows some changes I’ve made, and I’ll edit this post once it’s up.

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      Can I just say I really like your sprite artwork?

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      Here’s the TBL file I use. It’s got some custom stuff, since I put in my own DTE letters, and custom SMAAASH and YOU WON graphics, but it should work on a ROM without that stuff. I’m putting together a video that shows some changes I’ve made, and I’ll edit this post once it’s up.

      Ohhh! That’s awesome! Previously I had been using my own custom font, but after taking a look at that .bmp I noticed how much more readable some of your characters were, namely the Q, M and the punctuation. After crediting you, I’ve gone ahead and cobbled together my own mix and tweaked some things, with this being the result:

      Is there any way you could help me with getting that YOU WON! into my ROM? I’d think you’d get that in by editing the table, but I don’t see anything like that…PM me and we can exchange ROMs and resources, if you’d like.

      Can I just say I really like your sprite artwork?

      Thanks a lot! And are you talking about what I’ve shown so far? That’s nothing! Not to brag or anything, but over the course of a few weeks I’ve actually redrawn every single enemy and shown em’ all to Gabe (Mother 4 Artist Co-Lead). And he said they were pretty good!

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      I just sent you an IPS patch with everything I’ve done so far on my hack.
      I remember having to repoint the original “YOU WIN” to a different location and type in whatever hex values correspond to the new graphic. It was lucky that whatever graphics used to be there were unused! (I seem to remember it just being blank space, but I forget.)

      EDIT: Here’s a video where you can see this in action! https://www.youtube.com/watch?v=lPJJteJX_rk

      Man, it feels good to be messing with this game again. I got kind of burned out last fall from working on it too much, and then real life got in the way. (Heck, I should be studying for my summer class right now…LOL)

      sprite LurkerShep

      Before I go back into lurk mode:

      No trouble at all, I understand. Too many hands in a project can tend to make a mess of things, which is why Beta stuff exists. You get a controlled test before you move on, so I can’t wait to see the latter stage later (or at least the occasional screenshot update). Also, it’s LurkerS-H-ep, not S-T-ep. XD

      Speaking of screenshots, love the updated look a lot! Can’t wait to see more of it in the future (though I know I’ll have to wait), here’s hoping it all looks as great!

      LURK LURK

      sprite agrastiOs

      Those screenshots look awesome!

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      The game looks beautiful so far! Is the Famicom/NES seriously capable of these visuals?!

      Also, thanks for allowing me to be a beta tester! I’m looking forward to playing this!

      sprite Ness's_Shoes

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      Oh my sweet lord Poseidon this looks awesome! I love it! And uhm. If I could perhaps have the permission I’d love to do an LP on the hack once it’s finished.! Good job.

      おげんきですか?

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      The game looks beautiful so far! Is the Famicom/NES seriously capable of these visuals?!

      Also, thanks for allowing me to be a beta tester! I’m looking forward to playing this!

      Definitely! If you know your way around the restrictions of the system, you can really push the system a lot harder. And really, even though I practice a lot I’m still nowhere near as good as pixel artists like Snake.

      And your welcome! ^ . ^

      Oh my sweet lord Poseidon this looks awesome! I love it! And uhm. If I could perhaps have the permission I’d love to do an LP on the hack once it’s finished.! Good job.

      Of course, man. In addition to more exposure, it’d be a good way for me to get some feedback if you’re also doing live commentary. And I’m curious…are you doing it for the LP badge?

      sprite Giygas999

        Even though you started. I am working on a EBzero module for coilsnake. Better than EB0 PK hack or N42’s text editor.

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        Ohhh don’t even get me started on PK Hack. I tried using that program to edit enemy exp values and it completely corrupted my ROM. Good thing I keep backups…And N42’s text editor is nice and all, but it won’t let you change the length of lines and punctuation won’t show up correctly.

        If I could make a suggestion, I think a way to improve on N42’s text editor would be support for tables so the punctuation works. You could load a .tbl file (like vince94 did a few posts ago) and it would alter the characters the editor displays. Another nice thing would be support for shorter character lines. If you try inserting a short line in N42, it throws all the strings out of alignment with their pointers. Instead, it should accept your line and fill in the blank space with empty data. I think if your EB0 text editor had those two things (and maybe a nice visual display of what the string would look like in-game) it’d be perfect!

        EDIT:

        And yes, I would absolutely use this program, whether or not I’ve already started. I’ve only polished 500/1400 lines and still have a lot of work to do. After I initially release the ROM, I’m planning to go back over everything a third time and polish it up even more after checking with Tomato on some things.

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        Holy crap, an EB0 extention for CoilSnake would be like a godsend for what I’ve been up to as well! Would it dump and reinsert/repoint text like CCScript?

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        Just a simple guess, but the Famicom can only have three colors per sprite right? So does that mean you would use two sprites to create something like a tree? (Bottom sprite has brown, black, and dark green. While top has green, light green, and black.)

        Is that how you set up some things?

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        The trees are actually background objects, which typically have four colors (usually three plus black for outlines and such). In the first post he mentions that he changed the pink color in the overworld palette to brown to let the tree trunks look more natural, although that means the pink flowers are blue now.

        Now that I look at it, it looks like there’s more than one type of generic tree now… interesting.

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        Hey, guys! Since the subject just turned to palettes, I just thought I’d set some things straight, raise some expectations and lower some expectations. In the process, you might learn more about NES graphics and try hacking Mother yourself! Here’s the scoop…

        The NES can hold 8 palettes at a time. 4 of these are sprite palettes and 4 of these are background palettes. Every NES game ever made had these restrictions, even good-looking ones like Mega Man 6 or Castlevania III. Here, I labelled the sprite palettes 1234 and the Podunk’s background palettes ABCD.

        Mother always uses these 4 sprite palettes. Characters, vehicles, NPCs…anything that moves can only use these 4 palettes. Boooring…But! The NES can recolor 8×8 sections of sprites! Take a look at Ninten. The top 16×8 portion of his uses palette 1, and the bottom 16×8 portion of him uses palette 2. The same goes for Pippi, who uses 1 for her top half and 3 for her bottom half.

        Moving on to background palettes, they’re a bit different. You still have 4, but every palette must include black, just like any sprite palette must use transparency. In addition, Mother’s overworld MUST have the grass color in every palette. So that leaves us with…2 usable colors. Brown things like fences and paths use palette A, while anything grayscale uses palette B. Then…things get interesting with palette C.

        Originally, Mother had used palette C for…pink/green things? The trees and flowers used the same palette, so trunks were black and flowers had green centers. But what I did was change palette C to include BROWN and green. And that turned the flowers brown, so I simply made them use palette D. Simple as that!

        And I’m going to be doing this throughout the game! Mother was a very monochromatic game, so I’ll be moving around palettes and colors to see if I can make the game look as good as possible. To put things into perspective, that was just 1 out of 32 background palettes I’ve tweaked. And Mother doesn’t even use all of it’s palettes…there are so many possibilities!

        sprite LurkerShep

        To be honest with you, hearing that so much can be done raised my expectations and didn’t lower them a bit. Hearing that all this great work was only one of of 32 things just makes me eager to see what else you can do with everything else, the other 31 and the unused palettes. The character sprites are looking great as well.

        sprite FaulkFan420

          This is simply amazing! Keep up the great work, the screens are stunning.

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          Great explanation! Complicated, but still great.

          Just wondering, would it be possible to add diagonal sprites like in Earthbound and Mother 3? That would make the game so much more beautiful.

          sprite Ninten.Zero

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          Great, Amazing, Fantastic!!!

          P.S: Thank for letting me a Beta tester my friend, also, do you mind if I livestream it?

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          Great explanation! Complicated, but still great.

          Just wondering, would it be possible to add diagonal sprites like in Earthbound and Mother 3? That would make the game so much more beautiful.

          Agreed! But…very likely impossible because of the NES’s data limitations. Notice how when I made a very small change (brown trunks) and had to down-grade something else (flowers). If I wanted to give the main characters 8-directional walking, I’d likely have to remove all the walking animations of the regular NPCs to make room for the new frames.

          Great, Amazing, Fantastic!!!

          P.S: Thank for letting me a Beta tester my friend, also, do you mind if I livestream it?

          I’m still thinking about that. This won’t be like other betas where everything’s finished up to a certain point. Because of how EB0 organizes it’s text, only 3/5 of the lines you’ll run into will be changed, making things pretty unprofessional. On the other hand, all the graphics up to that point will be finished and I’ll really need some live feedback on enemy balancing, so we’ll see…

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          What if you redesigned the NPC’s so that they are idle? Kind of like in Pokemon or Chrono Trigger, but they still look around.

          Just a thought though, so take it with a grain of salt.

          sprite agrastiOs

          Thank you very much for letting me be beta tester!

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          This looks outstanding! I needed an excuse to play through this game again!

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          TO ADMINS:
          DO NOT REMOVE THESE ROMS.
          THEY ARE NOT GAMES.

          Hello, forumites! Another update!

          Not a lot of progress today was made on the graphics or script. But I WAS able to do a lot of experimenting! By playing with Earthbound Zero’s samples, I was able to create some of my own rearranged music in Famitracker. My goal here was to use the NES’s restrictions to create music which would work in an actual ROM. And as proof, here are two NES ROMs (openable in emulators), each containing a rearrangement of “Department Store” and “Snowman”.

          Department Store OriginalDepartment Store Rearranged

          Snowman OriginalSnowman Rearranged

          So, what do you guys think? Are these an improvement over the originals? Would you prefer to have the original soundtrack or a rearranged one? But unfortunately, even if people do end up liking these, there is a slim chance they’ll make it into the ROM unless I can find a proper hacker who can insert them for me. I can compose the music, but hacking it into the game is beyond me.

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          How do you listen do those? I only know how to play .mp3 or .wav files.

          I’m sure it’s awesome though.

          sprite LurkerShep

          How do you listen do those? I only know how to play .mp3 or .wav files.

          I’m sure it’s awesome though.

          Just download them and open them in an NES emulator. They’re very good.

          sprite Ninten.Zero

          • !I believed in Smash

          I would love to see your version of the Dept. Store in-game, kinda have mix feelings with Snowman however.

          sprite Mrpinci19

          Ummm there’s a way to implement expansion chips to the game and edit its music? It would be great to make some imrpovements to the music since some themes sound off, for example the portamento on the Hippie Battle theme or on the Paradise Line theme
          Also about the trees, can you use another pallete for the tree trunks so you can still keep the original flowers collor?

          sprite LurkerShep

          I just thought of a new question. Are enemies with new palettes the same as ones that show up before, just designed to have things added to them when they load up? Like the Nancy bots and her recolored/changed variants having the broken pieces show up after the sprite is loaded, the stray dogs being wolves that have collars load up on them and the Borgs being pallet swaps? If they are not and are different sprites, will you be redrawing them to look different (poses and such) or just stick with the same poses while changing the colors and such like they do now?

          In case the question doesn’t make sense (as seen from a video) :
          1. Juana (for example), loads up looking like a red Nancy at first.
          2. Her differences rapidly load up right after, like her exposed eye and bits of metal sticking up.

          Will your sprites be forced to follow the above method due to limitations, or will they be their own sprites with their own poses and things?

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          Ummm there’s a way to implement expansion chips to the game and edit its music?

          Yeah! It’d be awesome if a better chip like VRC6 could be put into the ROM, but as far as I know that’s never been done before. For now, I think I’ll just rearrange it in 2A03. A lot of the originals songs didn’t use all of the channels, so improving on them is as simple as using all the channels for each…if I could insert the music into the ROM.

          As for the trunks, sorry. There’s no way I could add the pink flowers back unless I blackened the trunks, as I just explained. I think the blue-and-white flowers look more patriotic, anyways.

          Will your sprites be forced to follow the above method due to limitations, or will they be their own sprites with their own poses and things?

          Good question! Because of the limitations of MOTHER’s engine and my inability to use ASM, I’m afraid everything will have be drawn similarly. There will also still be that same effect when enemies appear. But don’t worry! Even with the same limitations, I can still make a big improvements on the sprites! Just take a look at my redone gorilla:

          sprite LurkerShep

          Thanks for answering! Gorilla looks great, especially with more of its details and fixed limbs so it doesn’t just look like it’s standing on fused legs.