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05-11-24 07:29 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Blaster Master(NES) upgrade ideas thread. New poll | |
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Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-06-06 12:25 AM Link | Quote
Okay, so for those of you who don't know I am working on Blaster Master, specically to increase the amount of upgrades you can get from 7 to 15, I need your help in comming up with some cool, simple ideas to make alterations so that in each level, you can gain an additional power besides the one you normally find. There is one powerup per level, and it replaces multiwarhead missiles item, which means you only find them in the overhead section now. When obtained, it acts like a real upgrade, except you don't get warped, and it does come back if you switch levels(although the effect you gain stays with you).

So far I have written routines that enable special weapon usage after beating certain levels, and ammo capacity increase after beating other stages. Also, I have tons of room to work with for the tank levels, but almost none in the overhead sections. There is empty space at the end of the last bank, but it's shared with the credits, so it gets messed up when I use it.
BOBTHEVILA

Koopa
idiot-branded








Since: 07-07-06
From: Silent Hill, USA

Last post: 6480 days
Last view: 6480 days
Posted on 08-06-06 02:24 AM Link | Quote
You gave me the idea to do a GFX upgrade hack of BM...

As for ideas. Lets see. How about a freezing missle that freezes enemies(touching them breaks them).

Nuke missles that sends a missle out and explodes with the GFX of the tank exploding!!

Your hack is going to be realy nice.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-06-06 05:27 PM Link | Quote
Perhaps I should be clearer. The upgrade can't be anyting totally complex. Weapons are harder to do, and may be too much for me to tackle. Nuke missiles sounds interesting, but I can't increase the ammount of sprites available. I did want to turn one of the orb bombs into a special weapon, but I am not sure how to do that.

But you never know, maybe a seemingly complex idea could in fact be doable. I was thinking of an upgrade to lessen spike damage or maybe even decrease by half the amount of damage taken while in tank mode. Upgrades in this sense are like improvements to the tank's performance in general. I can do some Jason side view stuff, like maybe have him shoot homing missiles or somthing cool like that.
Shiryu

Gungun








Since: 02-24-06

Last post: 6293 days
Last view: 6291 days
Posted on 08-06-06 06:36 PM Link | Quote
New upgrades? that sounds cool ^^ I'll download the hack for sure when you finish it ^^

Have you thought (or I don't if someone has done this before) about the "spike" upgrade? I think is still data of it in the game (or is not beta stuff, but an upgrade that you can get in the game?)

another ideas:

-make the tank enter in caves would be awesome, but impossible XDD

-like you said, an armor that reduces the damange taken or even prevents from lava, allowing you to make levels under lava.

-electric beams for the guy that paralizes enemies

- something that allows you to shoot faster and more.

- a boost or something, when you press foward twice you'll boost foward very fast, this can be done in air too. (like in megaman X) I think this is the best one of these suggestions


(edited by Shiryu on 08-06-06 05:39 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-06-06 06:52 PM Link | Quote
As for making tanks enter caves, that is actually quite pointless because entering a cave while in the tank, just makes it so when you exit, you are still in the tank. Jason still appears in the overhead section as normal.

An idea to stop damage from liquid would be cool. Of course in the current game, it would lead to a few impossibe to exit areas, but still cool. I will consider that one.

As for a beam weapon, I don't think so. Considering the lack of space and limitation of hacking abilities, a freeze beam would be too complicated.

A dash button would be neat, but I would have to figure out how to change the tank's speed depending on what button you push. Most likely the boos would not have a mid-air function.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 6294 days
Last view: 6291 days
Posted on 08-06-06 07:31 PM Link | Quote
How about fuel conservation for the Hover engine? Allows twice as much air-time as an un-modified engine. (ASM-wise it should be fairly easy to do; just add an auto-toggle in RAM to only decrease the hover gauge for every other execution.) Or perhaps alter Dive so you still move sluggishly (even if it gives free movement) and you need a hydraulics upgrade to get the speed Dive would normall offer? Gun strength/tank armor?

Just some thoughts!
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-06-06 07:39 PM Link | Quote
I was thinking of infinite hover, then make it needed to complete level 7. I was also considering reverse hover mechanics, in which you tap A to engage hover, then hold A and land to disengage. I could make it so it's the powerup in level 8, then you need to come back to 7 and fly over a massive pit, to beat it. Increased hover performance sounds great too.
Shiryu

Gungun








Since: 02-24-06

Last post: 6293 days
Last view: 6291 days
Posted on 08-06-06 09:43 PM Link | Quote
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)


(edited by Shiryu on 08-06-06 08:50 PM)
(edited by Shiryu on 08-06-06 08:50 PM)
(edited by Shiryu on 08-06-06 08:50 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-06-06 10:31 PM Link | Quote
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.
MogGuy

Kabu


 





Since: 12-03-05
From: Look behind you...

Last post: 6331 days
Last view: 6299 days
Posted on 08-07-06 12:26 PM Link | Quote
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

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-07-06 12:32 PM Link | Quote
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.
Shiryu

Gungun








Since: 02-24-06

Last post: 6293 days
Last view: 6291 days
Posted on 08-07-06 10:50 PM Link | Quote
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

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-09-06 08:10 PM Link | Quote
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.
Dude Man

Shyguy


 





Since: 11-18-05
From: Wareham MA

Last post: 6343 days
Last view: 6343 days
Posted on 08-09-06 08:18 PM Link | Quote
How about a beam upgrade that works like Metroids Wave beam?
Ultros
Newcomer


 





Since: 01-24-06

Last post: 6484 days
Last view: 6484 days
Posted on 08-09-06 11:51 PM Link | Quote
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)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-10-06 12:10 AM Link | Quote
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.
subanark
Newcomer


 





Since: 08-10-06

Last post: 6310 days
Last view: 6310 days
Posted on 08-10-06 01:56 AM Link | Quote
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.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6484 days
Last view: 6318 days
Posted on 08-10-06 02:38 AM Link | Quote
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...)
KP9001

180
I'm going Weasel in 3 months! Where will I end up going?








Since: 01-30-06
From: Show Low, AZ

Last post: 6292 days
Last view: 6291 days
Posted on 08-10-06 02:56 AM Link | Quote
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
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6311 days
Last view: 6296 days
Posted on 08-10-06 11:33 PM Link | Quote
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.
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Acmlm's Board - I3 Archive - ROM Hacking - Blaster Master(NES) upgrade ideas thread. |


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