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05-23-24 09:17 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Blaster Master(NES) upgrade ideas thread.
  
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Vurano
Posts: 12/37
WOW! A Blaster Master hack that's going to be so awsome! You get bonus points in my book.
Moppy
Posts: 13/38
A new weapon isn't unreasonable if you use the graphics you have, there are probably enough of them to make it look interesting. The overhead graphics in particular might look interesting used on the side view, assuming they're not a hassle to load/use in that mode.

You could always replace the 3 side-view "secondary" weapons.. most of the time I forgot those things were there anyhow.

Also, if you can find it, fix the bug that makes overhead damage persist while you're paused. Half the bosses in the game die in seconds to this

At any rate, this is definitely something I'd play. Loved this game as a kid.
Jigglysaint
Posts: 146/179
I have some updates to my hack:

First of all, so far I have implemented 3 full new upgrades; Spike Guard, Jet Boots, and Rapid Fire.

Spike Guard is self explanitory, and so is rapid fire. As for Jet boots, let's just say that it will turn the overhead section of level 7 into a freaking slip-n-slide. It's totally awesome and it only took like 14 bytes to make it too.

So that's 3 out of a possible 8. A few more ideas I have:

Subtank - invisible counter that upon death, will refill your energy. Unlike other upgrades, this one will require you to find it again before it will work.

Tank Armour: If I can find the routines, armour that lessens the damage.

Wall Piercing: Another gun upgrade.

Infinite Hover: Actually that's going to be in, and it WILL be manditory to finish the game.

This leaves one or 2 upgrades left(if armour does't work out). That means I am still open to suggestions. Keep them reasonable, and stick to side view upgrades only.
Jigglysaint
Posts: 139/179
I haven't done anything recently becuase I've been busy, but since that's done with now, I can try and see if I can do some more stuff.

High Jump for Jason would be good, but don't forget he dies just by falling a few blocks. A block breaking gun was useful in the GBC game because only Jason had it, not the gun. Blocks also didn't re-appear unless you left the room. In this game they come back if you leave the screen or pause.

I am still partial to the speed boost and maybe high-jump. Infinite fuel is also good, and I can think of a few places where it would be needed. Spike guard would be good, and could make a varia suit type area possible.
Stanley_Decker
Posts: 11/14
I like the ideas of giving Jason abilities in the sidescrolling mode, like high jump, block-destroying guns, better armor etc. Maybe even a jetpack that uses the same hover fuel as the tank. These things could open up alot of options for level designers.
anoobshobby
Posts: 1/17
Do something with the key. Either make it so you have to unlock things more often (say like to access privously unavailable power ups in the earlier levels levels) or Take the key out all together, you only use it two times.

As my name applies, I worked on just the graphical hack of BM and chnged the look of the bullets and took out Jason's shadow (how easy was that?). I posted cause I'm really really newoob at this (dispite the fact I've been downloading hacks since like 2000), but I still like BM. It was my first game for the NES. It wasn't important for me to say that, but this my first post. Hope to coninuw doing so. Maybe someone can be my mentor. I am but young grasshoppah!
MasterTenor
Posts: 21/45
Sorry for the double post -- I thought I may as well post in the correct thread.

My biggest complaint about movement (besides the walking down walls in level 8) was that I couldn't jump to the wall and catch it midair. Adding said powerup would rock. You could block off spaces with spikes to make it necessary:


| | spikes ---->
|
|
|xx
|xx
|xx
|xx

So jump, catch wall, drive up through tiny space (which isn't even always neccesary with proper spike placement), and continue game.
Jigglysaint
Posts: 137/179
For anything to do with weapons overhaul, or anything do do with Jason in overhead mode, I would have to expand the rom, and currently stuff like that is beyond me. An increasing life bar could be easy to do provided, but it would have to be more like 6 bars to 8, and would be only one powerup out of 8. I could do more, but it would mean that all special weapons won't be obtainable while in side view mode.
KP9001
Posts: 39/180
Here's a couple of ideas.

Jason, on foot, outside chambers

1) If you have full gun, allow shooting of Sophia's current weapon
2) an armor upgrade (OMGLOL VARIA)
3) ability to use grenades (press select to switch or something)

Jason, on foot, inside chambers

1) Total revamping of the more powerful guns
2) add ricochet grenades
3) fix boss/pause hit glitch
4) timed grenades?

Sophia III

1) a more powerful weapon, a level above the highest current one
2) higher jump
3) Down+B attack "Mega Flash" where everything on screen gets hit
4matsy
Posts: 17/17
Originally posted by Jigglysaint
I like the idea of an upgrade that renders spikes harmless(all damage zone are counted as spikes).

I've had that thought ever since I saw that unused "Spike" sign in the subscreen's graphics tables, as Shiryu hinted at.
(Judging from the high amount of spikes in the original level 8, I wonder if they originally intended for the player to fight the first boss and get the spike upgrade, then use it to find the final boss's room...)

Originally posted by Jigglysaint
As for the Wall items, they may seem like a hindrance, but the ability to drive down cliffs is very important to the game, especially if you need to get down a tight shaft. It would be cool though if there was a button code that turned it on and off, much like how in MA you could do that to the Shoe since it and water don't mix.

Yeah, the GBC version allowed you to turn it off on the subscreen if you didn't want to be annoyed by climbing down walls.



Anyway, my suggestions for upgrades. Some of these are from the GBC version, or at least Deathspork's guide that I got off GameFAQs tells me...I never played too far into the GBC game.

- Something that lets on-foot Jason's gun break blocks in the sidescrolling mode?

- Something that simply increases the tank's overall speed, or jump height?

- You can't make new sprites, but can you copy old ones? 3-way firing for the tank. I was thinking of Metroid's spazer/wide beam, and thought "eh, why not?"

- Speaking of Metroid beams, maybe plasma? It'd go right through enemies and breakable blocks, scoring multiple hits. Maybe even combine it with the wave beam suggestion, having one item make the shot go through everything.

- Start the player out with only 3 or 4 bars of hover, or Jason's gun in the overhead rooms, or maybe even tank life...then they have to find an item to get it up to the original 8.

- The "immunity to spikes" thing mentioned above. (Probably would have to be one of the last items picked up, since it's so powerful...)
subanark
Posts: 1/7
A powerup to allow Jason to jump higher and survive larger falls would be neet.

A way to allow Jason to teleport back to the tank or have the tank teleport back to the level entrace (yea this is probably hard).

Double shot: shoot foward and up at the same time.

Or even make the ability for Jason to recover health when he gets into the tank a powerup instead of automatic.
Jigglysaint
Posts: 136/179
A wave beam is doable, in fact it's been done, although it comes free with the Crusher beam. I like the idea of an upgrade that renders spikes harmless(all damage zone are counted as spikes). Ice spikes are a cool idea, but it's only useful for stage 6, and even then there is no way to use it as to block progress. A charge beam would be interesting, but without the ability to create new sprites(a beam is a mix of a couple of sprites), that idea isn't feesable. Same with keys, which I too would love to see more of. If I could, I want to make locks and doors standalone sprites so you hunt for a lock to open a series of doors. Currently I have no intention to make changes to enemies, but we will see about that.
Ultros
Posts: 1/1
Cool! I love Blaster Master. It's one of my favorite games. Expanding on the metroid sugestion, how about an upgrade that makes you impervious to lava? You could have new areas cut off by it. Also it would be cool to do more keys. I alwasy thought that was a neat part of the game when you had to leave the tank and hop around on foot to unlock doors, and I wish the designers had done more with it. You could also do something like ice spikes so you don't slip on ice. A jump upgrade was used in the enemy below game. Maybe you could do some upgrades for Jason while he's outside the tank (not in an overhead stage). As for weapons, how about a charge gun? (not sure if that one is even possible)
Dude Man
Posts: 87/96
How about a beam upgrade that works like Metroids Wave beam?
Jigglysaint
Posts: 135/179
Actually it might not be too difficut. all I need to do is make a toggle with the standard tank. The idea would be that with a certain key combination, and depending on which item you have, the bit(s) are unset, and then transfered to another location. For example, in ram address $99, which is the byte responcible for the 2 wall items, I could make it so if those two bytes are on(or one or the other, or none), then when you press a certain button code, it unsets the corrosponding bits and transfers them into memory location 3f1. Then, the game would check to see the memory locations contain those values, and once another code is entered, will restore wall function. It would take a lot of figuring out, but it could be doable. As for boost, I was thinking that if I could have it so if you hold the B button for a length, plus whatever direction you go in, you speed up and you will do a super jump. Again, it will take some figurng out, but I'll see what I can do.
Shiryu
Posts: 176/275
It would be near impossible to activate it with a button becouse it uses a different object for each climbing tank. I think it even would be easier to make new weapons...

I was messing with ram adresses (the beam one) and I found that thee are actually 4 beams (i don't know if this is a glitch or not) 03 is like crusher but it's more fast... maybe if you can find what makes this, and it's not shared with anything else you could have room for an extra beam...

If someone knows an activator code too (ones of the press select to levitate or things like that) then I could make the boost thing ^^
Jigglysaint
Posts: 134/179
I certainly did. I was origionally working on a graphics hack with metroid tiles amd inspired maps, and was going to add in things like the wave beam, gravity suit, etc, and explain why a tank is getting Samus' powerups.

This hack most likely will have map changes, but possibly nothing drastic.

As for the Wall items, they may seem like a hindrance, but the ability to drive down cliffs is very important to the game, especially if you need to get down a tight shaft. It would be cool though if there was a button code that turned it on and off, much like how in MA you could do that to the Shoe since it and water don't mix.
MogGuy
Posts: 17/52
If you can, try to fix the Wall upgrade so that when you drive off cliffs to get to lower ones, tou don't end up going down the wall. Thats my biggest problem with the last level, and my only real problem with the game, really.

Also, do you plan on altering maps and all that good stuff?
Jigglysaint
Posts: 133/179
I didn't add 15 upgrades, I added 8, plus the original 7 is 15. As for infinite hover, don't forget that the wall walking would still be useful since no matter how much hover you get, you can't fit into a verticle space 1 block wide.

But yeah, the idea to have an item hunt does sound cool. Origionally, I was thinking of upgrading current routines. If I can make changes in speed, weapons, or anything else, I'll try it.
Shiryu
Posts: 174/275
fliying over a pit would be usseles becouse of the wall upgrade XD

I think the armor thing would be better for area 7, half of it would be filled with lava.

also, you said you want to put 15 upgrades, you could put 2 upgrades on each level, so for example in level 4 you need the boost to go througt a path, but there's another path. There you find the hoverx2. you have then to go back to area 3, and you can fly over something you couldn't before, there you find the boost. ^^
That would be a bit like in metroid XD but it's good, and it would make the game longer and with more variety.

edit: and for making the boost, you can make it to set the current sppeed to X if you push foward when the speed is greater than Y, I think that would be simple. (at least it would be pretty like the "press L to do something" cheats, only with a line more that indicates when the speed is greater than something, and the opposite directions)
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Acmlm's Board - I3 Archive - ROM Hacking - Blaster Master(NES) upgrade ideas thread.


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