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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Metroid Facelift! New GFX hack! [TEK] | |
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KP9000

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Posted on 04-18-05 09:56 AM Link | Quote
The following is copied directly from My TEKhacks thread on TEK.



I am doing another GFX hack only for Metroid 1 for the NES. You may remember me doing a previous GFX hack that goes by the name of Metroid Mutation, but that one had some rips. This one has completely new GFX drawn by hand in harmony with the palettes. I'll stop talking now and show *A* screen.



There are a couple of things I need to work out such as the tile definitions for the roof and some tiles here and there. What do you guys think?
iamhiro1112

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Posted on 04-18-05 10:25 AM Link | Quote
It looks pretty nice. I hope you work on the sprites too.
Ice Ranger

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Posted on 04-18-05 10:54 AM Link | Quote
Dude, that is awesome. Just change the pallet for the status bar (get rid of the white and blue scheme) and Samus's graphics and will will be the best facelift yet. Heh, hope I don't speak too soon. The best part about it is, hand-drawn graphics. Hope you can do as well with the sprites even though the limitations may be hard to get around.

What's the plan for Norfair, Hideouts (Kraid & Ridley), and Tourin look like?
Dwedit

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Posted on 04-18-05 11:22 AM Link | Quote
The gradient effect almost looks like it was done with IRQ palette changing per scanline.
Peardian

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Posted on 04-18-05 08:43 PM Link | Quote
That's awesome! I like the pointy things. The ice looks really good, too.
KP9000

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Posted on 04-19-05 11:17 AM Link | Quote
Dwedit, I'm not sure what you are talking about but that sounds like something MMX4 mapper could do, (correct me if i am wrong, because I am a nUb at mappers and ASM) but I am going to get it on a spare Metroid cart to enjoy it on my TV when I am done.

Anyways, I probably wouldn't change any of the sprites because of the fact that I suck at spriting. I'll probably ask someone else to do that or just leave it as it is. As far as the palettes go, Samus's palettes are loaded each time she enters a new area/palette switch. So, in each area, I could *tweak* Samus's palettes so it looks like she is getting highlights or shadows of the area depending on where she is. In that screenshot, it would look a bit like she had a bluish tint to it. I will experiment with it a bit.

Shown is the Ice Temple. I will probably make other temples like the Fire temple for Ridley, Wind temple for Norfair, Water Temple for Kraid, and Dark temple for Tourian. I will post more screens as I go along.
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Posted on 04-19-05 06:29 PM Link | Quote
Originally posted by KP9000

Anyways, I probably wouldn't change any of the sprites because of the fact that I suck at spriting.
You want sprites, Kaypee? I got time.
KP9000

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Posted on 04-19-05 08:59 PM Link | Quote
Kawa, with that unbelievable amount of cleavage in your layout its hard to say no. But, I am going to give it a try first and if I don't do well I am going to let you try it. (which will probably result in my asking for your help anyways.) Thanks!

I will *try* to get more screens up by the end of the week showing off the next Temple/Area.
Dr. Mario

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Posted on 04-20-05 05:20 AM Link | Quote
If you need any sprite work I can see what I can do also. I've never checked out the GFX for Metroid, but it's a pretty old NES game made by Nintendo, and they are generally pretty straight forward.


(edited by Dr. Mario on 04-19-05 12:22 PM)
Dish

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Posted on 04-20-05 05:32 AM Link | Quote
Originally posted by KP9000
Dwedit, I'm not sure what you are talking about but that sounds like something MMX4 mapper could do, (correct me if i am wrong, because I am a nUb at mappers and ASM)


The mapper you're thinking of is probably MMC5 not MMX4. MMC5 is the infamous "super-powered" mapper that allows games to do a lot of crazy stuff. However the effect dwedit referred to (scanline IRQs) can be accomplished with just about any mapper with IRQ support (and there are plenty)
KP9000

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Posted on 04-22-05 01:35 AM Link | Quote
Almost makes me want to learn ASM faster to put *MMC5* in! Does it support scrolling backgrounds? Or stationary backgrounds?
Dish

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Posted on 04-22-05 02:07 AM Link | Quote
Not sure what you mean. MMC5 still is limited by the capabilities of the NES -- so there's only one background layer. If you want paralax scrolling backgrounds or something, you can fake it with CHR swapping tricks (Battletoads does this all over the place, as does Batman: Return of the Joker). However you don't need MMC5 to do this -- any mapper with CHR swapping will do.

Hacking a game to take advantage of MMC5 would be a very heavy task, because a game has to pretty much be designed to use MMC5 from the get go. If it isn't, you'll have to rewrite a substantial portion of the drawing info. However some other features of the MMC5 can be taken advantage of pretty easily.

For a quick breakdown of features MMC5 provides:

- 8 bit * 8 bit = 16 bit multiplication register
- 2 extra square wave channels, and an extra channel for PCM output (although the PCM channel isn't very useful)
- Up to 64k WRAM! (most mappers only have 8k)
- Up to 1MB PRG and CHR
- Scanline IRQ counter
- "Extended Attribute Table" mode -- allows you to not only to specify a palette for each 8x8 tile (as opposed to the normal 16x16 block), but also lets you specify a PRG page number for each tile (effectivly expanding the number of available 8x8 BG tiles from the normal 256, to a whopping 16128 -- without mid-frame CHR swapping!)
- Vertical Split Screen Mode (more of a novelty than a feature -- not very practical to use)
- When in 8x16 sprite mode, the sprites don't have to share tiles with the BG -- they get the full 8k of CHR to themselves, and the BG uses a seperate 4k for its tiles.


There are pros and cons to some of the features. For example Extended Attribute Table mode, makes it kind of difficult to keep a status bar (due to the way you store the attribute info). However you could shut off extended attribute mode for the status bar and leave it on for the rest of the screen....

Extended attribute mode also makes it difficult to swap out CHR banks (to do paralax scrolling or other CHR swapping animation effects). Instead of doing 1 write to a register to change the graphics for every tile using those graphics, you have to change each tile's attribute info seperately.
KP9000

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Posted on 04-26-05 04:50 AM Link | Quote
Okay, got another screenshot for you guys, here it is!



Marvel at the new SM-style doors! Dont worry, the doors themselves will also get the SM-style treatment!
Zerodius

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Posted on 04-26-05 06:38 AM Link | Quote
Hmm... are you SURE this is a real screenshot?

Is it really possible for a NES game to have such a beautiful door GFX?

Anyway... if it's not a fake... then here is my short yet accurate comment:

AMAZING!
Dish

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Posted on 04-26-05 06:46 AM Link | Quote
Having played Batman: Return of the Joker -- few games make me say "omg can the NES really do that" anymore. That game is just stunning visually.

But yeah, these are looking really nice KP -- keep it up. =D Although that screen makes it look a little icey (is that what you were going for?)
Fx3

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Posted on 04-26-05 06:53 AM Link | Quote
This gfx replacement is quite decent...
I like it. Looks like an Iced Land, but oh well...

Very nice work, dude.
iamhiro1112

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Posted on 04-26-05 08:29 AM Link | Quote
Originally posted by Zerodius
Hmm... are you SURE this is a real screenshot?

Is it really possible for a NES game to have such a beautiful door GFX?

Anyway... if it's not a fake... then here is my short yet accurate comment:

AMAZING!


Well, it seems to have the right number of colors. So Im sure its real. The bottom half uses some different colors from the top half tho. But it's still 4 colors.
Googie

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Posted on 04-26-05 08:47 AM Link | Quote
You listen to Disch, cause he's the man!

Originally posted by Disch
these are looking really nice KP -- keep it up. =D


As for this pic...



Simply kickass! Love that SM feel.
Dish

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Posted on 04-26-05 11:42 AM Link | Quote
Originally posted by iamhiro1112

The bottom half uses some different colors from the top half tho. But it's still 4 colors.


Nope -- top and bottom half use the same palette -- only 3 colors (doesn't use black -- which I'm assuming the BG color is). Just three shades of grey and a very good job of shading.


(edited by Disch on 04-25-05 06:42 PM)
iamhiro1112

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Posted on 04-26-05 11:47 AM Link | Quote
Now that I zoomed in I can see your right. It is 3 colors. Very good job at shading tho.
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