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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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dormento

Red Goomba


 





Since: 11-18-05

Last post: 6431 days
Last view: 6278 days
Posted on 02-15-06 02:34 PM Link | Quote
Right now i'm adding treasure chest and warp editing.
Sprite editing is trivial, as are monster stats.

Only now I have realized that you can actually resize the maps. If the ROM could be expanded, we could have many more (and bigger) maps to work with. That would be cool.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 02-15-06 10:28 PM Link | Quote
Originally posted by dormento
Only now I have realized that you can actually resize the maps. If the ROM could be expanded, we could have many more (and bigger) maps to work with. That would be cool.


... Please <3

It's entirely possible, I suppose. Not to say I've done it, but I remember reading a bit on FF1. I recall a few things such as mappers, and keeping the "main data" at the end of the ROM.
Sliver X









Since: 11-22-05
From: Panicus

Last post: 6289 days
Last view: 6287 days
Posted on 02-15-06 11:25 PM Link | Quote
He's talking about Dragon Warrior, which unlike FF has variously sized maps. Resizing them is very easy, but the trick is to actually make space for the bigger maps (DW is only 80KB).

Also, I don't know if you've read this, dormento, but it may be of some use.
dormento

Red Goomba


 





Since: 11-18-05

Last post: 6431 days
Last view: 6278 days
Posted on 02-16-06 01:45 PM Link | Quote
Thanks S-X, but this is already like, my bible

The data is actually pretty simple to understand, but it's layout is sometimes very odd. Like how the roof data intertwines with the map data, and how the ending screen text speed is related to the music (one of the problems you cited when doing DXO).
S.N.N.
wtf


 





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

Last post: 6284 days
Last view: 6278 days
Posted on 02-18-06 03:34 PM Link | Quote
Gots an update on YIKR. Been a couple weeks, so I figured it's time to show some screens of 3-5:



Chomps galore in this level.



Comments?
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6339 days
Last view: 6279 days
Posted on 02-18-06 04:17 PM Link | Quote
First. That is the biggest afro I've ever seen in a video game. Second. There's really not much to say. I guess I could say "it looks good" but really what makes Yoshi's Island good is cohesion. Second, the absence of a background is appreciated, but scares me. Ahhh. It's like... Level 3-5. "Uh oh where's the Ozone Layer"

Yeah, single YI screenshots are hard to critique, because it looks like you took them in the middle of the level and the levels are big and Yoshi moves fast so I really can't say much.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6280 days
Last view: 6278 days
Posted on 02-18-06 07:06 PM Link | Quote
Radiation, there is a background in that level. I don't know what you're talking about.

They're looking good, SoNotNormal. Keep at it; you're almost halfway done and doing a great job on this hack so far.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6279 days
Last view: 6279 days
Posted on 02-19-06 04:27 AM Link | Quote
In the second, the dark background colour doesn't really fit with the bright colourful images. Otherwise, they're pretty nice.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 02-19-06 06:31 PM Link | Quote
I have been hacking Castlevania. I just wanted to see what I could do with it. I'll just show some pictures to show what I have done with it. I've done some minor layout and musical changes to the game.


In terms of level layout, I only hacked level three.This is near the beginning. This part of the level is supposed to resemble an area in Castlevania 2, but it's pretty vague since I only used CV1 graphics using some GUI (stake). It's kind of primitive I guess, but it's just one of those first steps to editing the game. Also from Castlvania 2, I changed the musical theme on this level to that of the night time theme in that game. It's sounds pretty decent.


Another shot in the same area of the level. This is one of the many platforming challenges I experimented with: having to close in on a pillar of bones with a ghost chasing you while jumping over pits. If you don't execute this in the right manner, you could easily die. Don't panic.


Another shot outside. This is starting to resemble the original level 3. I don't know about the colour scheme though. My monitor is crappy and turned green, so the sky shows up as red and everything else is pretty much green.


This shows a hidden 1up I put in the game for fun. Aside from editing the music, It was one of the few things I found out how to edit without directly using stake.

O well that's all I really got right now.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6466 days
Last view: 6466 days
Posted on 02-19-06 08:25 PM Link | Quote
Would you mind sharing how to edit the hidden items?
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 6284 days
Last view: 6278 days
Posted on 02-19-06 09:35 PM Link | Quote
Originally posted by optomon


Another shot in the same area of the level. This is one of the many platforming challenges I experimented with: having to close in on a pillar of bones with a ghost chasing you while jumping over pits. If you don't execute this in the right manner, you could easily die. Don't panic.


Heh, normally I would say that's way too difficult, but considering the stunts Konami was asking you to pull in the original Castlevania games I'd say this is right on par.

Everything looks pretty good so far to me -- the third and fourth screen shots especially look cool. And in case you haven't been able to check on another monitor, the palette looks okay, but maybe a little variation would help; the blue castle against the blue sky is a bit awkward, and the dark blue shadows on the bright green blocks seem a bit unusual, too, but nothing hideously, unplayably bad.


(edited by PSlugworth on 02-19-06 08:35 PM)
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 02-20-06 04:27 AM Link | Quote
Originally posted by Dragonsbrethren
Would you mind sharing how to edit the hidden items?


I wouldn't mind at all. I'll show you where you they are and how I did it. I guess this might be somewhat of a spoiler since I will show you where some of the games original secrets are. Plus, my terminology is pretty akward since I rarely explain anything.



This is a section in the Castlevania rom at around 18000 or so. This is near the beginning of data that describes some of the special features in levels. I haven't explored them too much. However, I know where the special items are. In the picture above I highlited the bytes describing the hidden items that emerge from the floor in level 1. Each hidden item is described by a series of 4 bytes. I will break up the bytes in the highlited sequence above and explain what they represent.

The first four bytes:

B6 DA 1A 00

This is the hidden money bag that appears when Simon jumps behind the Castle entrance. Here is a screenshot of it for visual representation's sake.




Each of the nybbles represents something...

the first nybble is the row on the screen in which Simon has to be for the bag to appear. In this case it is B, so Simon must be near the bottom of the screen.

The second nybble 6 is what Simon has to do to get the bag to appear. In this case Simon just has to simply get to the spot where the bag is to appear. ( I think if the nybble is 0 Simon needs to wait on the block for a few seconds; if it's 2, then Simon must kneel for it to appear; if it's 4, Simon needs to walk into a wall for a few seconds over the block; Add 8 to the nybbles value to have the item accessable on the second quest).

The third nybble is the column Simon must be on the screen for the item to appear. Simon must be almost to the far right since the nybble is D. If it were say 3, Simon would have to be just left of the statue in that screenshot for the bag to appear.

The fourth nybble is what "room" Simon must be in. A room in this case is the size of the screen. The screenshot above is exact description of room described under the nybble 2. A value of 8 has been added to this nybble to make Simon have to be just one half step to the right more for the item to appear so hence the nybble "A". If you change the nybble to 8, then Simon will need to walk in that same spot, but on the very first screen in level 1.

The fifth nybble is the row in which the item will appear relative to Simon. It is 1 in this case, so the item appears on level with Simon's feet. It were 2 it would appear below Simon's feet, if 0, it would be on level with Simon's head.

The sixth nybble is the column which the item appears relative to Simon. Set it to 0 to have it appear in the same row as Simon. Since it is A in this case it appears to the left. If it were more than 0 and less than 8, it would appear to the right of Simon. If it were set to 8 in this case the item would appear off the screen.

The last byte in the sequence is what the the item actually is. It is 00 here so the item is a money bag worth 1000 points. If 01 is a 1up, 02 and 03 are items worth 2000 pts. (One is the chest the other is the crown not sure which is which off the top of my head). 04 is the moai worth 4000 pts. Past that is just a bunch of random sprites with random points values. The vast majority of them aren't very pretty if you want my opinion.

Anyway, onto the rest of the bytes in the highlited sequence:

BA 31 1A 00 : This describes Simon kneeling next to a statue in the courtyard on the second quest for a moneybag.

FF: These singular FF bytes tell us that a new set of secrets begins for another part of the level eg after halfway points. I believe they can be readjusted.

B2 D1 D9 00 : The money bag down by the fishmen in the basement.

8D 80 FA 01 : A 1up upstairs in the area just before you head downstairs to where the fishmen are. To get it, you must walk into a block for a few seconds and it must be on the second quest.

FF : another buffer. On to another segment of the level.

68 43 1C 00 : Yet another second quest secret. A moneybag hidden a top the highest platform in which those black dogs are. This is one of these wait a few seconds in a particular spot secrets as indicated by the second nybble.

FF FF : Two of these. There are no more hidden items of these kind in level one. Normally, I believe there would only be one of these, but in this case I think a segment of the level is left out (the final are of the level where the boss is).

Immediately preceding these highlited bytes is the info for staircases in the level 1. Following the bytes are the items that Simon uncovers when he whips a block (The first two describe the 400 pts on the dog platforms). I'm not exactly fresh on how these works since it's easy to manipulate these with stake. But if you do use stake it wont alter this section of the rom and instead creates a new space in the rom with the same info and changing. It makes me wonder why its creator didn't bother to alter hidden items that rise up from the floor, since the data is so adjacent. Oh well.

Anyway, following that data is miscellaneous data for other features in level one. It goes on for a good while. Eventually a similar pattern will emerge as you scale down the data. You'll find that of later levels.

Great god look at this mass of words I've spat out. Well, a little overspecification and not being concise on my part. Uf.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6279 days
Last view: 6278 days
Posted on 02-20-06 05:12 AM Link | Quote



(edited by peter_ac on 02-20-06 04:12 AM)
(edited by peter_ac on 02-20-06 04:12 AM)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6287 days
Last view: 6278 days
Posted on 02-20-06 05:36 AM Link | Quote
Originally posted by optomon
It makes me wonder why its creator didn't bother to alter hidden items that rise up from the floor, since the data is so adjacent. Oh well.


Because I'm rather lazy, and more importantly, I never entirely figured out the format for the hidden items. I think the last version of Stake I ever released did actually load the data, but doesn't do anything with it, because all the code to even indicate to the user that Stake has any kind of support for hidden items has been disabled.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6466 days
Last view: 6466 days
Posted on 02-20-06 05:54 AM Link | Quote
Thanks optomon, this will be useful.

Dan, if you work on Stake again you should add the ability to edit these, it'd be useful
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6287 days
Last view: 6278 days
Posted on 02-20-06 07:25 AM Link | Quote
I think if I ever worked on Stake again, I'd probably rewrite it from scratch, using .NET. The current version of Stake is just terrible to me. (for example, it completely ignores the pointers for things, doesn't make best use of space in the ROM, doesn't allow any flexiblity in editing the actual layouts of levels)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6466 days
Last view: 6466 days
Posted on 02-20-06 09:55 AM Link | Quote
I think the inability to edit the level layouts actually helps me, I've been having a hard time coming up with anything good in MM1 since I started editing layouts...
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 02-20-06 05:07 PM Link | Quote
Oh, you made stake. Well, I thought Stake was a good and complete editor compared a lot of other ones out there anyway. It was at least complete. But if you feel you can do better then I highly encourage you to do so.

I would create level editors myself, but I wouldn't know exactly where to start and my knowledge of programming languages is rather mild. I don't think I've ever created a complete GUI with programming language now that I think about it.

And what do you guys mean by the layouts? Do you mean like rearranging or creating more/less rooms for the levels? Do you guys know how to do that in Castlevania?


Oh and regarding that Mario screenshot. It looks like Mario 3 on the SNES All Stars, but appears to have the stats display of Mario World. Are you somehow going to put Raccoon Mario in it too? That'd be pretty slick.
NEONswift

Bee








Since: 11-18-05

Last post: 6279 days
Last view: 6278 days
Posted on 02-21-06 12:20 AM Link | Quote
since incorporating the dark world's gfx and palettes into the light world my hack has taken a very colourful variation to the lttp look. Finish working on this area just now. Since i havent shown much off for a while.





(edited by NEONswift on 02-20-06 11:22 PM)
(edited by NEONswift on 02-20-06 11:22 PM)
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 02-21-06 01:30 AM Link | Quote
The water seems to be lacking depth compared to the original's water. Unless that's walkable water.

However, everything else is damn hawt
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