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| Acmlm's Board - I2 Archive - - Posts by EverdredReturns |
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EverdredReturns Micro-Goomba Level: 7 Posts: 1/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Hey, I'd like to know if there's any way to recover the password to my old account (well, not that old, like a month, but I only used it once or twice). I have no idea what it was! Thanks. | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 2/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Looks pretty good, but some pointers: - Those branches look kinda flimsy and repetitive. Either make them thicker or have another tile set aside for them. I'm sure there's got to be leftover "solid" tiles in the level, since level one has like 9 or so (not including the door tiles). - Those leaves are huge, especially when compared to the branches. They're nice-looking, but they're about the same size as Grant. Dunno if this is what you're aiming for in the first place, but I'd just like to point them out, since they stand out quite a bit. - Fill in the background a bit more. Have some trees in the distance, or possible some shrubbery (if you can make a good distinction between the plants and the green ground). |
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EverdredReturns Micro-Goomba Level: 7 Posts: 3/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Green for meduas wouldn't be a bad thing at all. I'm pretty sure their two main types are green with blue face and green with orange face. In the Castlevania hack I'm working on they're green (both the regulars and the boss) and that's working fine so far. It's unfortunate that the laptop that I work on my hack with is currently in for repairs, because I also have sprite data information on some of the bosses on there (I'm not 100% sure Medusa's documented, but I could find it in a matter of hours if I don't have it yet). I was planning on keeping it to myself before I had the majority of it all written out, however I could let you in on some of the sprite data locations. With them, you could just switch which palette the medusas use then, and it's be no fuss. (edited by EverdredReturns on 03-24-05 02:56 PM) |
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EverdredReturns Micro-Goomba Level: 7 Posts: 4/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| I'm working on a Castlevania hack, which is mapper 2 as well, so this info is pretty interesting...Dunno if I'd go all the way to changing the mapper on my hack (as Castlevania seems to have a decent amount of empty space in places so I have no need to expand the ROM size, plus I don't want to mess with too many ASM changes). I also know that in Castlevania, there are values that "count up" at the beginning of most of the PRG banks (all except the 5th I think) that go 00h to 07h. Thanks for posting this! |
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EverdredReturns Micro-Goomba Level: 7 Posts: 5/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| I'm really excited about this hack (at least, the English retranslation part). I tried playing through Breath of Fire 2 long ago (back when you could still rent SNES games), but the incredibly unpolished dialogue (and ESPECIALLY the random dropping of periods!) kept me from playing through the whole game. This hack can't come soon enough! | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 6/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Can't play it just yet, but the idea sounds good; I loved the music in 3D Blast! It's no surprise that they remixed a decent number of the songs in the first Dreamcast Sonic. | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 7/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Anyone happen to know how to change the music that plays in the second half of Level 4? I know it's linked to the music that's picked for Level 2, but I'd prefer that it not be if that's possible. Thanks. | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 8/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| I don't think anyone's found out how to switch which tiles have solid properties to them. It's best to just make good use of what the level's got. So some tricks you can do: - When making solid ground, only make the top tiles solid and Simon will be able to stand on them just fine. In this case, you can have only the very top row of tiles of the grass as solid and you'll be fine. You can do the same for the blocks as well. - Make use of the less necessary solid tiles in some levels for other puposes. For example, some of the levels have solid stair tiles for stairs that have solid ground at their very tops (so that you can, say, go up on some right-facing steps and then go left once you reach the top). What I do is just use these tiles for other things that need solid tiles and design the levels around the lack of solid stairs. - Same goes for door tiles. That's three extra solid tiles in each level if you don't mind having nonsolid doors. Some of the levels will have plenty of solid tiles for you to use if you make use of the above tricks. I think level 1 has something like 12 solid tiles total, so that's usually more than enough. Just experiment a little bit and you'll be able to get by alright without having to actually change the solidity properties of any tiles. |
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EverdredReturns Micro-Goomba Level: 7 Posts: 9/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| I couldn't find the custom palette anywhere... However, the game looks amazing. Maybe I've just spent too much time hacking around with the original Castlevania (which isn't quite as graphically pleasing as Castlevania 3), but this seems like some really nice work so far. I really hope the sprite problems and such get fixed and work continues on this hack. |
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EverdredReturns Micro-Goomba Level: 7 Posts: 10/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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The graphics themselves are looking more like the SMS version's, at least. I'm not so sure about the whole B&W thing (as that gameplay screenshot looks a little...bright to me, particularly the status bar), maybe a different single-color would work better (after all, Classic Game Boy games were rather greenish , and the NES does have a decent number of greens). But still, it's looking a lot better than the original NES version. |
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EverdredReturns Micro-Goomba Level: 7 Posts: 11/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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I've been working on this hack off and on, very slowly, for a while now. But I figure I should show a few shots of it at some point. It's for the original Castlevania, and I plan to change most every aspect of the game. I already have a few levels done, some background graphics done, and a few sprites redrawn. Though I haven't changed any of the music yet, I have been poking around with the music data to see what all can be done with it. So enough babbling, here's a few quick shots of the first level.![]() ![]() ![]() Go ahead and critique them very harshly; I need to be motivated to work harder on this hack. ![]() |
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EverdredReturns Micro-Goomba Level: 7 Posts: 12/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| The main character (for now) is Hugh Baldwin, from the same Castlevania as Nathan. There's a good chance that will change, though. I've been meaning to change the leaves for a while, but haven't been able to draw them any better yet. My main problem is that, while the tree trunks have the appearance of jutting out a bit, the leaves always end up looking flatter and it screws up the perspective a bit. The fade to black in the sky I've been meaning to fix as well, I just need to find a good place to take tiles from to make the transition a bit smoother. I'm probably not going to take out the white, as that palette is used in the status bar as well and I'd like to keep the white text in there if possible. The brick wall is kinda static in height because in part of the level you're inside of a broken-down building with that same brick wall in the background. I'll probably try making the wall look less uniform in height in the final part of the level as soon as I find a 32x32 tile square I can throw out. |
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EverdredReturns Micro-Goomba Level: 7 Posts: 13/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Just a few notes: - Of course, pretty much everything looks great and makes me feel really bad about my humble little CV1 hack...I have to step up the quality and effort now. - Good job changing the status bar and making its palette primarily gray. Things were starting to look a bit too orange. ![]() - It might just be my ROM is slightly off, but almost none of the staircases line up with the stair up/down objects. I didn't check if they were consistently off in one direction or another, but it wasn't a major annoyance for me. - Those candles that were changed to floating flames look a bit weird to me, like something's missing. Maybe have a bit of light refelcting off part of their candle or something? - Custom palettes == the devil. ![]() |
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EverdredReturns Micro-Goomba Level: 7 Posts: 14/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| "How about putting in "stands" below them and then gaslight bulbs (the part that Hugh will swipe at) above?" I just spent about an hour experimenting with this. The main problem I have is making room for new candle sprites. The main candle graphics are loaded once and kept that way throughout the entire game, and I'd prefer not to have gas lamps in every level. In order to have specialized graphics such as gas lamps and so on, I'd need to draw candle graphics in another part of the pattern table that gets reloaded with each level. One annoying problem is that Castlevania DOESN'T load the entire sprite table for the first level: for some reason, the last two lines are just left as what they were (you can see this in FCEUXD's PPU viewer; get past level one, then reset and start over). The thing is, there IS space set aside in the ROM to finish level one's sprite table. So basically what I need to do is either find a way to make it load those extra two lines, or cut an enemy type out of the level. However, cutting an enemy type out would be a lot of work, though, because I'd have to fix a ton of sprite data so that other levels will load candle graphics instead of part of an enemy's head. I also can't move the candle graphics to the background graphics table since that is pretty filled up. As it is I'm kinda short on tiles when it comes to making the gas lamp's stands. Sorry, I can't explain it all to well. In short, I'm out of tile space, I see a theoretical way to make more, but don't know how to do it. As far as the font, I kinda want to keep the classic font since it makes it feel more like it was a game that was actually made for the NES in the late eighties rather than an elaborate hack. I've thought about using a fancier font, but if I did it wouldn't be CV3's since so many other CV1 hacks do that already. I'm sorry I don't have any more screenshots to show right now, a lot of the work I've done recently on the hack has just been documenting and figuring out different things about the ROM. And, as it stands, level 2 looks pretty ugly right now so I need to fix that up a lot. ![]() |
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EverdredReturns Micro-Goomba Level: 7 Posts: 15/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Looks pretty good. I don't really agree with using custom palettes, but there is a lack of good dark colors to use in a Castlevania hack. Just one tip: on the last shot, give the ceiling/ground a different set of colors so that they don't blend in with the background too much. Or, at least have the ground use mainly one of the four colors and the background use mainly another of the four colors (like have the ground use mainly a lighter brown and the background use mostly a darker one). | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 16/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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You know how good this hack is? I'm actually somewhat happy to see it go because it means my hacks won't look as bad by comparison anymore. So there you go. It's gotta be worth all the ROM corruption, it's just gotta! ![]() |
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EverdredReturns Micro-Goomba Level: 7 Posts: 17/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| A few things: - Is it really stereo sound, or just dual mono? I know you can hack an NES for faux-stereo by splitting the sound channels, but did they do that? - It's interesting for me if only for the ability to play Famicom games, too. I just hope they support external sound well. - I would understand the price a bit more if it included component video or s-video out. Yeah, the NES creates composite video and nothing better, I know, and trying to make it better would cause palette discrepancies, but maybe they could have had an option for adjusting the palette? - A SNES/NES combo system would be sweet, but from what I hear Messiah's system was feasible in part due to the expiration of a 20 year patent on the NES hardware, so if the same were to apply for the SNES it'd be about 6 years before we see such a thing. And by then we'd have the Revolution and all of that, and may even be on to the generation of consoles after the upcoming ones. |
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EverdredReturns Micro-Goomba Level: 7 Posts: 18/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| Looks interesting! When I get the time, I'll post a slab of info for the Castlevania page. At the very least, this could help inspire me to work on my hack a bit more. | |||
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EverdredReturns Micro-Goomba Level: 7 Posts: 19/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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| The idea may be a bit too ambitious, but some of the screenshots are interesting, at least. I really like the .nsf of the FFX Prelude, too. That along with the recent music work on Dragoon X Omega II really gives me hope for future ROM hacks with new music put into them. |
| Acmlm's Board - I2 Archive - - Posts by EverdredReturns |
