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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - General Project Screenshot Thread | |
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Jaspile

Red Koopa
Level: 20

Posts: 118/133
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Since: 03-15-04
From: Paris, France

Since last post: 20 hours
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Posted on 09-20-05 11:05 PM Link | Quote
Yeah that beach really looks awesome...
I might work on these tree again, that's true that the perspective doesn't fit with the game's perspective (though Z3 has some kind of unrealistic perspective...)
I'm also working on adding a layer to the desert area :
SePH

Geldman
Level: 33

Posts: 408/459
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Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
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Posted on 09-21-05 02:46 AM Link | Quote
Originally posted by NEONswift
I already added SePH's Beach GFX into my own hack (which is actually the work of Daisuke). Works really well....


~ i made the actual water waves animation (althrough i found it a little dodgy in the corners)
~ daisuke made the palm trees
~ the shore/desert tiles came from zelda classic

@jaspile: that layer idea can easily be done in any area by editing the tilesets to have the layer tiles in them. did you made them work without editing the tilesets?
Peardian

Lava Lotus
The Uncanny Mario Art Master
KvSG #87 is up!
No Trouter yet...

Halloween's over... Turkey time!
Level: 58

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Since: 07-01-04
From: before 3:00 - school, after 3:00 - Pearl Island

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Posted on 09-21-05 04:48 AM Link | Quote
Very minor YIWT update: I finally finished 8-3!! Next comes "8-4: Gary Goomba's Fort".

I'll post pictures of this new level soon.
Mega-Dog

Level: 20

Posts: 90/139
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Since: 03-15-04
From: Minnesota

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Posted on 09-21-05 05:10 AM Link | Quote



Jaspile

Red Koopa
Level: 20

Posts: 120/133
EXP: 37467
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Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-21-05 04:45 PM Link | Quote
Originally posted by SePH
@jaspile: that layer idea can easily be done in any area by editing the tilesets to have the layer tiles in them. did you made them work without editing the tilesets?


No, I just edited some tiles of the desert set. However we might manage to pick these tiles from a separate gfx bank so that the layers could be used anywhere in the game (i.e. maybe by using that blank space we can see between the backdrops and the sprites in HM)
I'll try to search about doing this, but I'm note very skilled in snes hacking...
PeterGriffinTheMan

Deddorokku
Level: 29

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Since: 03-02-05

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Posted on 09-22-05 12:03 AM Link | Quote
I can't wait to play some of those hacks, they look so cool. The zelda hack looks super awesome. Good work.
SePH

Geldman
Level: 33

Posts: 410/459
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Since: 06-23-04
From: Québec
Caliss de libéraux

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Posted on 09-22-05 03:46 AM Link | Quote
Originally posted by Jaspile
Originally posted by SePH
@jaspile: that layer idea can easily be done in any area by editing the tilesets to have the layer tiles in them. did you made them work without editing the tilesets?


No, I just edited some tiles of the desert set. However we might manage to pick these tiles from a separate gfx bank so that the layers could be used anywhere in the game (i.e. maybe by using that blank space we can see between the backdrops and the sprites in HM)
I'll try to search about doing this, but I'm note very skilled in snes hacking...
It would be nice to use this blankspace.

Another thing are those glitched areas in hm, GhideonZhi said he had found a way to make them work a while back in another thread. but that i don't know how

Also there is simply not enough palettes, I'm startying to run out of free ones.. i litterally used up gfx tiles aswell as palettes and tiles.. currently theres no known way of expending those... thats another reason why i find zelda 3 so limited sometimes.
Googie

Surarok
Level: 39

Posts: 548/624
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Since: 03-15-04
From: Corona Queens New York

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Posted on 09-26-05 06:52 PM Link | Quote
I'm glad that I'm picking up on this project again, kinda left it in the back burner...

Image hosted by Photobucket.com

SePH

Geldman
Level: 33

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Since: 06-23-04
From: Québec
Caliss de libéraux

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Posted on 09-30-05 10:08 PM Link | Quote
Looks sweet Googie! This game is a true classic to my eyes.. Now now if only the X series were hackable aswell

-I'm sure working in the shadows since a few months. While in the past I would post updates at least once in a week.. now it's pretty much once in a month.. Or almost..

One more:



My part of the project is going along fine. Althrough I'm having a hardtime doing re-doing the work already done (Yeah I managed to corrupt the rom twice today and had to go back to older backups). Meanwhile, the lightworld is 100% complete.. This time I don't intend to go back on my words because I'm proud of what I have accomplished. The dark world shouldn't take much longer through as some areas are near complete and the rest is planned on paper work.

More in a month or so...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 09-30-05 11:46 PM Link | Quote
Way cool. Does the boat actually move and take you somewhere? (The waves move way too fast, though...)
SePH

Geldman
Level: 33

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Since: 06-23-04
From: Québec
Caliss de libéraux

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Posted on 10-01-05 01:29 AM Link | Quote
The boat can't move from where it is unfortunately.

It's only a boat house which you can only go when you get the bird.. As for what's inside... hmm you'll see when you play it

The waves are somewhat a little slower then that in game (When I made the gif, I had to choose an interval and I put it approximately.. just to show the animation..) Still the animation, which can only have three frames, can't really be slowed down, because it would affect all the other animations in the game aswell.
giangurgolo

Level: 10

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Since: 06-04-05

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Posted on 10-02-05 03:38 AM Link | Quote
I guess this has actually become sort of a mini-project, but if anyone wants to see three new items I've added to the custom items patch, download it here.

Included is a savestate in both snes9x and zsnes format, and a SRAM file. In order to put any of the items to use the savestate/save game MUST be loaded from the patched rom. The items are in the item/equipment inventory.

2 screenshots of 2 of the 3 new items:


The first of the 3 are the Pyro Gloves, which allow for a faster fireball rate, and three times as many fireballs for the Fire Orb, Super Flame, and Ultra Flame all.

The next is the HermeticBalm, which targets the entire party for invincibility.

The latest item is the Cement Cap, which disables almost all interaction with all objects, save for those that need to be jumped on (save points, spring boards, etc.). It also enables you to walk on top of molten lava.


(edited by giangurgolo on 10-01-05 06:42 PM)
(edited by giangurgolo on 10-01-05 06:45 PM)
Mega-Dog

Level: 20

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Since: 03-15-04
From: Minnesota

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Posted on 10-02-05 05:04 AM Link | Quote
An Updated Picture of FatCamp

KTurbo

Paragoomba
Level: 15

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Since: 06-19-04
From: Swe

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Posted on 10-02-05 03:22 PM Link | Quote
Originally posted by SePH
The boat can't move from where it is unfortunately.

It's only a boat house which you can only go when you get the bird.. As for what's inside... hmm you'll see when you play it

The waves are somewhat a little slower then that in game (When I made the gif, I had to choose an interval and I put it approximately.. just to show the animation..) Still the animation, which can only have three frames, can't really be slowed down, because it would affect all the other animations in the game aswell.


Yay, still using my idea. It was originally for... "that zelda island hack" you made. (Can't remember the name )
SePH

Geldman
Level: 33

Posts: 420/459
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Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
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Posted on 10-02-05 08:58 PM Link | Quote
Oh yeah, Lyra Islands!

Well I still have all the ideas/stuff people wanted to have when they actually play the game. I'm trying to keep everything, althrough I change a few things... like that lava area idea which has come to life again.. in a somewhat different way but still good:



Notice there's no animation in the corners as there's suposed to be. That area is still incomplete. But that's an exemple of what I'm going for.
Googie

Surarok
Level: 39

Posts: 560/624
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Since: 03-15-04
From: Corona Queens New York

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Posted on 10-03-05 01:09 AM Link | Quote
Originally posted by Mega-Dog
An Updated Picture of FatCamp




Nice pic Mega-Dog. I forgot what level is that.
Mega-Dog

Level: 20

Posts: 110/139
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Since: 03-15-04
From: Minnesota

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Posted on 10-03-05 06:45 AM Link | Quote
It is like stage 5 or 6. Also FatCamp now support both the USA rom and the JAPAN rom.
Googie

Surarok
Level: 39

Posts: 564/624
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Since: 03-15-04
From: Corona Queens New York

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Posted on 10-03-05 08:53 AM Link | Quote
I shoulda remembered that. I really gotta refresh my memory, good work on the editor supporting both versions of the rom.
46

Shyguy
Level: 16

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Since: 09-02-04

Since last post: 7 days
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Posted on 10-09-05 12:06 PM Link | Quote
Whoo-hoo! I finally recovered my old hard drive and can resume hacking on my new higher-speed computer. It's an extremely long story about what happened, so I'll just say this. Do not ever compress a hard drive.

Well, I got a bit excited and I decided to take a few screen caps. This game used to be known as "SMB3: The New Quest". That title is so trite and lame and it will eventually be renamed. It has been around so long that you can even find a patch of it on the acmlm's main page. So there's a chance you may have played it before, but by the time I'm done with it, it will look almost nothing like that patch. I'm going back and re-modifying all the levels I don't like (ie. too similar to original, too unfair, etc)


1-2: A plains level. I modeled the pipes after those from SMW2 to the best of my ability with four colors. The P-switch is also animated with the "shine" on the bottom rotating clockwise.


1-4: A look at the sky level, with deadwood platforms and ground. The animated rope winder is one of my favorite graphics I've drawn yet.


1-Map: The map of world 1. The question mark, for now, is like an optional "bonus" level, which may become an actual level if I learn how to do certain things right.


2-1: An underground setting with my favorite underground color scheme. I have no idea why there's so many beetles. It's actually a bug that I decided to keep because it makes things a little more interesting.

Well, from what I've seen, hacks with just screens from world 1 are dime a dozen. So just to prove that I'm serious, here's a few from world 6.


6-9: A night level in the snowy hills. There's a few 3-byte objects here that should be cleared up, but other than that, this is one of my favorite levels in the game.


6-10: An underground tundra setting. That's one of the "floating" monster fish. So he's floating in the air. He's staying that way, too.


6-iceberg: This is the vertical ice level that literally took 2 years to get everything right in, due to the confusing method of data usage for vertical enemies that couldn't even be supported in an editor until hukka came along. I could see how this one might be a little frustrating if you're not the level designer, but I worked too hard not to use it, it's the first vertical level of its type that I know of, and hey, it's not world 1 anymore.

So, I'm open to any comments, criticisms, or suggestions. .
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
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Posted on 10-09-05 04:59 PM Link | Quote


Nuff said.
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