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04-28-24 01:42 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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DarkPhoenix

Red Goomba


 





Since: 12-27-05

Last post: 6283 days
Last view: 6283 days
Posted on 08-24-06 03:49 PM Link | Quote
ajstal8 - I like the chocolate, maybe give it a "frosting on the cake" kind of look, with a lighter surface dripping over the edge, or add some tan and white (caramel and nougat), if you're going for more of a candy bar look. Making the bridge brown is a bit much.
Maybe give it a Hershey's wrapper or something, and give the square elevator blocks Reese's wrappers. I'd imagine that's feasible. Right now it looks like you're just taking one image and applying it to everything.
As for the tower - it's way too dark. Keep in mind that when things get too dark, shadows no longer have enough contrast to give the player proper perspective. there are other ways to make things look dark, without making the whole palette essentially black.

S.N.N. - Sweet.
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

Last post: 6280 days
Last view: 6278 days
Skype
Posted on 08-25-06 07:00 PM Link | Quote
To lift the mystery, the displayed song was a remix of the main theme of Mario Movie which I just had clicked into it before taking the screenshot. It was broken in the sense of me blatantly having forgotten the first measurement.


Progress. This time displaying a small piece of the the SMB3 song which plays when you defeated an airship koopa kid and descend from the skies with the wand.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6278 days
Last view: 6278 days
Posted on 08-25-06 08:52 PM Link | Quote
I came up with a nice little UI object, the Browser, to make translation of Zelda II a lot easier. For now, only the "Dialogs" section is loaded, but the other ones (story, selection screen, ending credits, etc) will be added soon...

And since dialog text is not too strict in Zelda II, any dialog can be extended to almost infinite length (you are still limited by the size of the "bubble", which is restricted to 4 lines of 10 characters). If a dialog would overflow at the end of the restricted space on the ROM, the program will automatically skip to a nearby unused section in the ROM...



Pointers make the world go round...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6278 days
Last view: 6278 days
Posted on 08-25-06 10:04 PM Link | Quote
Have you tried to find the pointers for the dialog "bubbles"?.......Back when I first started my Zelda II hack, i stumbled upon an offset that moved one of the bubbles edges (just by randomly changing bytes).....i wasn't that smart then, so I didn't record any of my findings onto paper.....
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6278 days
Last view: 6278 days
Posted on 08-25-06 11:43 PM Link | Quote
Well actually, I did not find such a thing yet, but I guess it could be pretty easy, since the bubbles are probably displayed the same way the text is. The same way the code for "A" is 0xDA, the code for the bubble corner is 0xCA...
Milly

Metal axe
mrew~
We're downpouring again!

Affected by 'wtf I'm posting Syndrome'








Since: 11-17-05
From: Mirabel, Québec, Canada

Last post: 6296 days
Last view: 6278 days
Posted on 08-26-06 03:05 AM Link | Quote


I was only messing around with the ending data, but this wasn't just done with a hex editor ... I actually disassembled the whole thing, looked at one of the ROM banks and found the ending code and data, then changed stuff and reassembled it

... and what might this be?





That was all several months ago, actually, but I still do stuff sometimes when I'm bored enough
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6285 days
Last view: 6281 days
Skype
Posted on 08-26-06 03:10 AM Link | Quote
I like the title screen, Acmlm.

Although, the map itself is a bit uh.. I'm sure you know.
Hapi-San

Kabu








Since: 11-17-05
From: London, UK

Last post: 6292 days
Last view: 6278 days
Posted on 08-26-06 09:23 AM Link | Quote

"So here's this giant enemy crab..."
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6285 days
Last view: 6281 days
Skype
Posted on 08-26-06 11:53 AM Link | Quote
Do we have to flip him over for massive damage, or is a regular hit enough?

Either way, that looks cool.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6292 days
Last view: 6289 days
Posted on 08-27-06 12:06 AM Link | Quote

A New Super Mario Bros. ground remake from the beta screens. See what I'm talking about here.
Any comments or suggestions?

Edit: Credit given to Icegoom for many of his amazing GFX skills that make everything look more fitting with the ground.


(edited by Yoshi Master on 08-26-06 11:10 PM)
ajstal8

Red Goomba


 





Since: 07-11-06
From: The Land of EverLasting Boredome.

Last post: 6399 days
Last view: 6399 days
Posted on 08-27-06 12:34 AM Link | Quote
Well, I took the advice given to me and changed the ground I made, and turned it into frosting! I got a few messed up textures, but I will fix them eventualy.





Well, thats the frosting for you. It's still gonna be called choco mountain, but I can make more things into candy if it suites you all. =)
Juga Juga

Micro-Goomba


 





Since: 07-13-06

Last post: 6409 days
Last view: 6409 days
Posted on 08-28-06 03:22 AM Link | Quote
I am making a dark mario 64 game. It is like Luigi's mansion. Mario gets a letter in the mail saying that he has won a new castle. When he gets to his castle, he finds Lakitu, where he gives Mario a few rude comments. When Mario enters the castle, he finds that it is actaully Peach's castle, but vandalized by king boo. Mario must retrieve the power stars and beat king boo in this all new adventure! I have changed physics, music, text, textures, and much more! Take a look at some screenies:


Title screen, it needs some work, but a good concept


The castle looks....different... Boo added a few homey touches to the exterior...


and interior...


This picture didn't turn out too great, but I must say it isn't horrible


This Yoshi picture looks very nice, and comes with a description in the room


Another cute Yoshi portrait- which also comes with a description


Most of the people you meet will be rude to you. Just a little humor


This level meets the game description


changed quite a bit


Koopa the Quick


Mario! Trim those hedges!


More eerie than usual...


A humorous "Mario Heaven" Level that could still use some work..


Mario Paradise; with fitting music of course!


Nice view
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6397 days
Last view: 6278 days
Posted on 08-28-06 01:14 PM Link | Quote
I'll burst in with some editor progress..
My Megaman 3, 4, 5 and.. 6 (suprise!) editor is alive and well.
Here's a peek at the upcoming features.

http://elazulspad.net/matrixz/mfle2_mm6.png

This shows some new features which might have been missed, or come to great aid.

http://elazulspad.net/matrixz/mfle2_mm62.png

And there it is.. Megaman 6 support. Its early, and wont be so much focused on as the other MM games supported, at least not yet.

http://elazulspad.net/matrixz/mfle2_mm63.png

Looking nice, hm? The sky has the wrong palette becouse MegaFLE X doesnt load it correctly. The $80 sprites are used to decide how the level goes in direction.

http://elazulspad.net/matrixz/mfle2_mm4.png

This is a new Megaman 4-only feature. It lets you accurately edit how CHR graphics are loaded at the start of the level / in the middle of the level / for enemies / at cutscenes, and so on.

http://elazulspad.net/matrixz/mfle2_mm42.png

Another shot, showing sprite graphics being loaded in the middle of Ringman's stage.

Im thinking of releasing an update soon, maybe within this week or the next.
Cheers..
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6281 days
Last view: 6281 days
Posted on 08-28-06 02:08 PM Link | Quote
Here's 2 pics of a SmB3 hack I'm working on...





I'll be using these levels in my SmB3 hack called Luigi's Chronicles 2. So far 1-1 and 1-5 are complete.
Stanley_Decker

Micro-Goomba


 





Since: 04-23-06

Last post: 6450 days
Last view: 6450 days
Posted on 08-29-06 04:54 AM Link | Quote
That all-in-one megaman editor looks awesome.

I'm not sure, but it seems like a few other capcom side-scrollers might use a similar engine (darkwing duck, rescue rangers etc). Maybe you could add support for them in a future release if its not beyond the scope of the project. Some of the capcom disney games were pretty cool, but playing as disney characters kind of turns me (and I'm sure alot of other people) off to them.

Anyway, I'm looking forward to the release.
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

Last post: 6300 days
Last view: 6278 days
Posted on 08-29-06 04:55 PM Link | Quote
Sweet looking MegaMan Editor updates, that is an excellent series, I hope to see more of your tool, good luck with all of the stuff you have to do for it.

Other than that

@Googie: Those levels look OK, and it's a good start, if you would show more screen shots then maybe I could say more.

@Juga Juga:Weird looking on some, pretty good on others, a lot of that stuff just doesn't look right textured... I mean a lot of them look good, but... some look sloppy, like Mario Heaven

@ajstal8:Nice looking texturing, I hope to see more of it, hopefully soon you'll be able to change the levels, not that I'm hinting anything on anyones certain editor, but even when that gets released, I'm pretty sure eidtting won't be simple...
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6284 days
Last view: 6278 days
Posted on 08-30-06 02:59 PM Link | Quote
Alright, now I need some opinions. While I was tweaking around with 5-1, I noticed that disabling the forest part makes this level feel more "barren." In a good way, that is - I want to make the level feel like a hot wasteland. So now I ask - which looks better?

Exhibit A - Trees with bushes in the background. To me, this just makes it feel more crowded and more like a safe atmosphere.



Exhibit B - Tree/Bushless. Now you can clearly see the hills in the BG, with the blazing sun upon you. Somehow, I think this fits the level. I mean yeah, it makes it a bit more empty, but...



Which one do you guys think - forest or no forest? Majority wins
StingX2

Micro-Goomba








Since: 07-16-06
From: Camden

Last post: 6428 days
Last view: 6428 days
Posted on 08-30-06 04:54 PM Link | Quote
B by far, it has that feel. SNN have you had any kind of demo posted yet, i'm drooling to play this
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6284 days
Last view: 6278 days
Posted on 08-30-06 05:22 PM Link | Quote
Originally posted by StingX2
B by far, it has that feel. SNN have you had any kind of demo posted yet, i'm drooling to play this


My most recent demo is a 2-world one, from really long ago. I deleted it though after discovering a lot of bugs/low detail. Now, the hack is pretty much bug free and I've tweaked everything up, but no one gets to test it anymore until the final release - which should be close to Christmas depending on how much stuff I have to do between now and then
Dr_Death16

970


 





Since: 05-07-06
From: Iowa

Last post: 6278 days
Last view: 6278 days
Posted on 08-30-06 05:28 PM Link | Quote
In my opinion, the tree/bush motif does indeed give more of a feeling of safety, the barren Ex. B makes the sun more of a focal point, and the feeling of "It's hot" is more clear and present.


(edited by Dr_Death16 on 09-04-06 02:41 PM)
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread |


ABII

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