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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - General Project Screenshot Thread | | | |
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Jaspile Red Koopa Level: 20 Posts: 118/133 EXP: 37467 For next: 4972 Since: 03-15-04 From: Paris, France Since last post: 20 hours Last activity: 11 hours |
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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 : |
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SePH Geldman Level: 33 Posts: 408/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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Originally posted by NEONswift ~ 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? |
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Peardian Lava Lotus The Uncanny Mario Art Master KvSG #87 is up! No Trouter yet... Halloween's over... Turkey time! Level: 58 Posts: 1393/1696 EXP: 1545376 For next: 32170 Since: 07-01-04 From: before 3:00 - school, after 3:00 - Pearl Island Since last post: 7 hours Last activity: 6 hours |
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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. |
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Mega-Dog Level: 20 Posts: 90/139 EXP: 40051 For next: 2388 Since: 03-15-04 From: Minnesota Since last post: 8 days Last activity: 4 days |
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Jaspile Red Koopa Level: 20 Posts: 120/133 EXP: 37467 For next: 4972 Since: 03-15-04 From: Paris, France Since last post: 20 hours Last activity: 11 hours |
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Originally posted by SePH 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... |
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PeterGriffinTheMan Deddorokku Level: 29 Posts: 384/425 EXP: 137018 For next: 10867 Since: 03-02-05 Since last post: 4 hours Last activity: 6 hours |
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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 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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Originally posted by JaspileIt would be nice to use this blankspace.Originally posted by SePH 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. |
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Googie Surarok Level: 39 Posts: 548/624 EXP: 380784 For next: 23987 Since: 03-15-04 From: Corona Queens New York Since last post: 3 hours Last activity: 3 hours |
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I'm glad that I'm picking up on this project again, kinda left it in the back burner... |
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SePH Geldman Level: 33 Posts: 418/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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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... |
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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 Posts: 7365/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Way cool. Does the boat actually move and take you somewhere? (The waves move way too fast, though...) | |||
SePH Geldman Level: 33 Posts: 419/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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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. |
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giangurgolo Level: 10 Posts: 42/42 EXP: 3346 For next: 1068 Since: 06-04-05 Since last post: 31 days Last activity: 22 days |
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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) |
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Mega-Dog Level: 20 Posts: 105/139 EXP: 40051 For next: 2388 Since: 03-15-04 From: Minnesota Since last post: 8 days Last activity: 4 days |
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An Updated Picture of FatCamp |
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KTurbo Paragoomba Level: 15 Posts: 74/78 EXP: 15418 For next: 966 Since: 06-19-04 From: Swe Since last post: 8 days Last activity: 30 min. |
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Originally posted by SePH Yay, still using my idea. It was originally for... "that zelda island hack" you made. (Can't remember the name ) |
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SePH Geldman Level: 33 Posts: 420/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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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. |
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Googie Surarok Level: 39 Posts: 560/624 EXP: 380784 For next: 23987 Since: 03-15-04 From: Corona Queens New York Since last post: 3 hours Last activity: 3 hours |
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Originally posted by Mega-Dog Nice pic Mega-Dog. I forgot what level is that. |
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Mega-Dog Level: 20 Posts: 110/139 EXP: 40051 For next: 2388 Since: 03-15-04 From: Minnesota Since last post: 8 days Last activity: 4 days |
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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 EXP: 380784 For next: 23987 Since: 03-15-04 From: Corona Queens New York Since last post: 3 hours Last activity: 3 hours |
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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 Posts: 75/87 EXP: 16741 For next: 3515 Since: 09-02-04 Since last post: 7 days Last activity: 17 days |
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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. . |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 2375/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Nuff said. |
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Acmlm's Board - I2 Archive - Rom Hacking - General Project Screenshot Thread | | | |