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Acmlm's Board - I3 Archive - - Posts by Jigglysaint |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Could you post the offset? If it's in both games, you should be able to do a search for it and get a match in Seasons.
I am quite familar with these games, Sasons moreso than ages, but both have the same format for data, just at different locations. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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The overall tune is good, sounds almost like it should be in a video game. Hoever, there were certain effects that for me are quite unpleasent to hear, so based on that alone, I am thankful that it never appeared in a game.
But personal taste aside, great job. Is that song compatable with any sound engines in any current games? It would be neat to have an NSF comopser/extracter/inserter for some of the most popular formats. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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You are talking about Metroid Redesign, and congrats on getting it, altough I bet you couldn't get out again.
Welcome to SB land, |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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There is a pokemon hacking forum at the bottom of the main page. You will have far better luck posting there. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Okay, I am working on a hack for Blaster Master that when finished, will insert 8 extra upgrades into the game. One thing I allready did, was convert the item pickup for multiwarhead missiles, in the tank stage, to an item that sets a bit depending on which stage you are in. I also want to add the upgrade music to give it an upgrade feel(that reminds me, I should disable the time limit on it too).
Now, to get this to work, I've decided I need a countdown loop that lasts the duration of the song, so when it's over, the regular stage music can play again. The problem is the countdown is instantanious, and nowhere near enough time for the music to play. What I need to know, is how I can make a countdown loop, and control it's speed so I can achieve it's desired effect. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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So I can steal an existing routine from somewhere? If I can't find one, how would I go about making one? | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Blaster Master is a NES game, BTW. Anyway, I am not familar with how I can go about to use frame rate or empty loops to make the countdown slow down enough. The basic premise is for a countdown to occure while a song without a loop is playing, then have it branch on 00, to the next part of the code that plays the level's music again. Perhaps there is another method of timing things? | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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As it turns out, the song I was trying to time, came with a cue that allowed me to branch once the song finished playing. Even better, it comes with a pause effect making it look extra cool. Now I am working on the upgrades, so if anybody has any ideas, go right ahead and share. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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The best part about all of this is I still have tons more data I've found that Inter doesn't even know about. Perhaps when MZME comes out, I might take a look at things like event code and see if I could make more bosses that appear with certain items like ridley. It would also be cool to have upgrades as standard items and not nessicarily inside those balls. That would be good for making the game more vertisile. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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I think what he means is 20ED is the offset, not the value. There should only be one 20ED offset, and it should be the value you want to change. |
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Acmlm's Board - I3 Archive - - Posts by Jigglysaint |