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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Bit-Blade
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Bit-Blade
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Posted on 05-26-05 01:50 AM, in Cv 3 Hack Search... Link
Well... give me some time. I'm extremely busy with another project at the moment.

Also, I want to finish this hack someday but with the current glitchy casltevania 3 editor reVamp this is inadviseable. I also ran out of creative juice.

I've got 2 levels completely done, and one level incomplete.

....


And I just remembered why I REALLY stopped. reVamp corrupted my rom and gave it a nasty sprite error. For all intents and purposes this renders my hack unplayable until I can recreate the levels and shit. For now you're going to have to wait until a new castlevania 3 editor is released *looks at Dan hopefully*.
Bit-Blade
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Posted on 05-27-05 04:18 AM, in NEW!!! RED MARIO BROS 3 Link
Oh don't be boring. Why bother sticking to a shitty palette when you don't really need to do so? Personally I find the NES's limitations a bit contricting at times but it's still a great system. Still... this is emulation. Things don't HAVE to be exactly the same as the nes, they can be better. Why even bother hackign the NES then? Because it's fun. One of the NES's biggest flaws was having the NES palette hard coded into the system itself, where as all systems after this have palettes that are determined by the games themselves.

And about 'fucking over' the users, well, there's a quaint way around that. Quite quaint, actually. Release two versions of your hack, one with the nes palette and one with your own. That's what I did with my Cv3 hack.

EDIT: I don't get you 'traditionalists'. What's the big freakin deal? The nes palette BLOWS. Don't give me that 'if you're going to do this then why don't you hack another system' bull crap, give me a legitmate reason why this is 'bad'. Is it rabid fanboy loyalty and are my actions offensive to you because of this? If that really is the case, then *shrugs* the easy solution to this is to not download the custom palette version hacks.


(edited by Bit-Blade on 05-26-05 11:25 AM)
Bit-Blade
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Posted on 05-27-05 11:13 PM, in NEW!!! RED MARIO BROS 3 Link
You know... it is getting a bit frustrating that I have to keep repeating myself. My target audience will be fine. As I have said before, the easy way around this is to release TWO hacks, one with my palette and one with the original NES palette.

I see what you are saying about emulation and functionality ona real NES, but I disagree. Because I am making this for an emulator there really isn't any reason not to. Fine, most people won't be bothered to go through the horrendous, trying effort of loading a custom palette. Just becase my hack would look awful with the nes palette if I switched it around like that to play on a real NES doesn't mean it would be broken. Hell, I bet you there's a way to hack the NES palette yourself, if one were so inclined and had the resources.

"If you want it to be an NES game then you have to follow the rules set in place by the NES"

It's going to be an NES game no matter what, Disch. Having a custom palette isn't automatically going to make a game start using SNES asm. It isn't going to change a damn thing about how the game runs or how the NES technically functions. The whole point I'm trying to make is that the static NES palette was a bad idea, and that in emulation you don't HAVE to abide by it.

For the most part, I think you guys need to lighten up. You're making a much bigger deal out of this than necesary.

Honestly... I wish there was an automatic way for this. What if, for example, an emulator was coded to automatically load a custom palette that bore the same file name as the rom itself? That would certainly be more expedient.

And lags, I'm sorry for getting your thread off topic.
Bit-Blade
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Posted on 05-28-05 01:26 AM, in NEW!!! RED MARIO BROS 3 Link
I carried this over to a pm. It isn't fair to bombard another persons thread with irrelvant posts. It's an unimportant debate, anyway. In the end it really doesn't bloody matter what colors the nes is able to use. The games remain essentially the same in function.

That said, I think this hack has promise but it could use a lot of polish.
Bit-Blade
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Posted on 05-31-05 03:26 PM, in Cv 3 Hack Search... Link
Kind of hard to contact you when the email you supplied doesn't work, eh? I tried. This is the first I've seen of you in a very long time.

As to your offsets... they don't do much. This sprite error is still there. Meh.


(edited by Bit-Blade on 05-30-05 11:30 PM)
Bit-Blade
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Posted on 05-31-05 09:50 PM, in Castlevania: The End of Destiny Link
Allright! With a big hand from Disch the palette problems have hopefully been solved.

Demo v0.3


(edited by Bit-Blade on 05-31-05 04:53 AM)
(edited by Bit-Blade on 05-31-05 05:03 AM)
(edited by Bit-Blade on 05-31-05 11:46 AM)
(edited by Bit-Blade on 06-02-05 01:34 PM)
(edited by Bit-Blade on 06-03-05 08:12 PM)
(edited by Bit-Blade on 06-07-05 04:45 PM)
Bit-Blade
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Posted on 05-31-05 10:41 PM, in Castlevania: The End of Destiny Link
Aww crap, sorry about that. Custom palette is there now.
Bit-Blade
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Posted on 06-01-05 03:04 AM, in Cv 3 Hack Search... Link
That wasn't animosity. That was just me talking XD. Guess you'd really have to know me in real life? I tried that data change at the offset you supplied but it didn't seem to make any difference, so I was kind of sad but... no, I don't dislike you.

Whoah whoah whoah, untrustworthy? Jesus, I'm wondering where the hell you are getting this from. I'm really sorry you took my post the wrong way but the only thing I really feel about the whole ordeal is slightly annoyed because I really didn't want to cancel this hack. Nothing on the order "omg that fucking rouki screwed me over good. what a bastard". Hell, I don't even KNOW you well enough to dislike you. Just because I get pissed at the editor every now again doesn't mean I'm necesarilly pissed at you. You did the best you could and that's all anyone can ask.

Anyway, I tried emailing you like a month ago and got a MAILER_DAEMON error of the email not existing, but it was a different email addy, I think. I'll save this one in my gmail. I'm bit.blade@ gmail.com.
Bit-Blade
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Posted on 06-01-05 03:46 AM, in Castlevania: The End of Destiny Link
I kind of had to work on it, actually. I redid parts of it and made other parts prettier. Pretty much it just got a bit of a touch up this time around.
Bit-Blade
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Posted on 06-01-05 04:43 AM, in Castlevania: The End of Destiny Link
Thanks! Looks like thanks to this theres going to be a few more updates to this hack.

I don't think I've enabled the Debug Level Select thing in this rom, though. Also... I'm going to have to make a new patch, anyway... I accidently made the patch for the translated rom. You can download the translated rom whole at some rom sites, but... meh. What a dumb mistake. I'll be busy tonight, but when I get back I'll get right back on fixing these glitches and releasing a patch that will work for the unstranslated rom.


(edited by Bit-Blade on 05-31-05 11:45 AM)
Bit-Blade
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Posted on 06-01-05 09:58 PM, in Castlevania: The End of Destiny Link
I'm not sure what to do about the palettes. I must admit they may be a little warped since it was designed using my shitty computer monitor. It is the same one I'm using, though.

Work will resume immediately on this hack. I think I may redo level one. there are many things I want to do differently. Here's the level line up so far.

Level 1: Ruins (Wallachia)
*Complete*
Level 2: Demon Tower (Clock Tower)
*Complete*
Level 3: Dark Castle (Mad Forest)
*In progress*
This one needs a lot of polish. And ideas. Hopefully I can pull through and turn this around. I don't like how it is so far.

Level 4: Moutain Ruins
*on hold*
Bit-Blade
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Posted on 06-02-05 10:14 AM, in Castlevania: The End of Destiny Link
FXE ultra. I think I solved the faulty colors problem, though. Hang tight for the next release, it's going to be soon. I'm tryign to work the (many) bugs out of what I shouldn't have released in the first place. The error with the palette file should be fixed on next release.

Level 3, Dark Castle is done. Level 4 should follow shortly after. that wierd sprite error is gone now, thanks to a little help, and and the game itself is getting some much needed love. I desperately need to align stairs so they don't keep dumping you off in the wrong area.
Bit-Blade
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Posted on 06-02-05 03:37 PM, in Castlevania: The End of Destiny Link
It's too soon to tell, but who knows? I rather thought it was a nice shade of brown, me'self.
Bit-Blade
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Posted on 06-03-05 06:27 AM, in Castlevania: The End of Destiny Link
As promised here is the next release.
http://www.geocities.com/mavrriknyne/TheEnd.zip

I fixed many, many bugs, although I am having a bit of a problem with some of them. In Dark Castle there are two areas where this... effect makes part of the background warp. You can see the result in what looks like a glitched up castle in two of the shots. The level design here is pretty straight forward so you shouldn't have TOO much trouble. However, if you have Grant with you there, you can press select to see through the evil mist. There are a few tough spots that you may get stuck at. There's a kind of... wall jump you can do when the conditions are right and it isn't all that hard. Just keep trying to jump into the wall and you should be able to gain footing.

Oh yes, and this palette should work this time. If it doesn't then I'll update it again.




(edited by Bit-Blade on 06-02-05 01:30 PM)
Bit-Blade
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Posted on 06-04-05 03:55 AM, in CastleVania: The Wicked End Link
Originally posted by Dr. Mario
Well I was riding high, wowing everyone with how well I can make gfx, but Bit-Blade's CV hack just totally made me his bitch.


I wouldn't say that. Your hacks are very nice, as are you graphics. You should come to the darkside of custom palette hacks! mwahahahaha.

Seriously though? Take the graphics/levels you have in your other dumped hacks. You'll have a complete hack in no time.
Bit-Blade
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Posted on 06-04-05 06:45 AM, in Castlevania: The End of Destiny Link
rename it to .rar

I forget that not everyone uses winrar x.o

Well, this is annoying. I can't figure out why the palettes will not work on other computers. Jnes and FCE Ultra .75 load them just fine on mine... So does FCEUXD. Are the palettes being corrupted because of zip format/geoshitties?
Bit-Blade
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Posted on 06-04-05 01:12 PM, in Castlevania: The End of Destiny Link
http://www.geocities.com/mavrriknyne/TheEnder.zip

Allright, FINALLY fixed the palette problems. Everything should work perfectly now. Failing that, the NES palette patch should work fine.



Started work on another level because this idea pretty much struck me in the back of the head. I call it the coral palace. I'm using a new font now, as well as various other things I've edited, like making a sort of... zelda-ish life bar, skulls for the boss bar, treasure bags are now treasure boxes, and all the candles look different. I also have skull laterns, which look creepy.

The bad thing is that the rom seems to be corrupted again, it has something to do with Mud and mud people and for whenever you get a heart on some unedited screens... totally crashes the game on heart pick up. This will probably get fixed soon enough, but I'm not making a release until these two levels are finished, just to keep things a tad simpler.

I am getting some help with the level design and a few odds and ends, so hopefully this will mean better progress before I overkill myself on this project.


(edited by Bit-Blade on 06-06-05 07:52 AM)
Bit-Blade
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Posted on 06-07-05 02:20 AM, in CastleVania: The Wicked End Link
Interesting story concept, and certainly a bit more thought out than mine is, at the moment.

So... will old man belmont kick some ass? He better show them young'ns what for.

You seem to be making the same mistake I did with stars. The way you are using them, it makes the level feel as if light is glinting off the facets of a great many shiny rocks embedded in a wall. They don't look like stars because you are over populating the sky with the super bright shiny ones. To make it seem more authentically starry you would need to use the smaller, dot stars much more, and to use the brightests stars maybe only a few times per screen. But... if this is a cave level, keep it this way, maybe add some dark rock shapes in between using the darkest color. Where's your third color for the crosses/rocks? Is it black? You might consider using 0C as the darkest shade (seems to work well with the gray, since it isn't obnoxiously bright like... say, 02 is). Oh yes, and a note on your crosses. They are very... ancient looking (which is a good thing) but I think they would look even better if you gave the ends of them edges (I usually end up doing things like this but if you're tight on space don't bother).
Bit-Blade
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Posted on 06-07-05 02:32 AM, in I've calculated Mario's height and speed Link
I dated a japanese girl named Risa Kai a few years ago. I don't remember what region she's from, though... She was 4 foot... something. Gah, it's been too long.

Why the crap would mario be 6ft tall? That seems downright absurd. If anything, he would be around 5'2. He's supposed to be a short little fat chubby guy, right? Although this does bring into question that mario is a midget when he starts out the game and THEN grows 6ft? Meh. Doesn't leave a good taste in my mouth. Something like that would mean every single person in the mushroom kingdom is a giant, and at 6ft mario would barely come up to Peach's chin.

*reads some more of the thread*

Oi... you guys are taking this a bit far. So mario's a 500 lb fat ass?
Bit-Blade
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Posted on 06-07-05 10:51 AM, in Bionic suit offers wearers super-strength Link
It'd be nice if I could view the site...

I am reminded of a certain bionic technology that can allow the blind to see by hooking up a camera to your brain and having it use your optical nerves.
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