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KP9000 |
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Boomboom Level: 90 Posts: 3/1975 EXP: 6954773 Next: 233836 Since: 02-19-07 Last post: 3582 days Last view: 3206 days |
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Gideon Zhi |
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Paragoomba Level: 22 Posts: 13/78 EXP: 54585 Next: 3765 Since: 02-19-07 Last post: 3261 days Last view: 3258 days |
So I'm working on a hack of the original Blaster Master, on and off. For those of you familiar with the now-canon novelization of the original Blaster Master, Nemesis Rising is a prequel-expansion of the universe. Long story short, Eve's sister (whom she never mentions to Jason) is sentenced to exile from their homeworld. As she leaves, however, the planet comes under the attack of the thunder beings, and she returns to find the place in ruins.
Rather than entice you with omgfeatures that may or may not be present in the final version, I'm just going to post a link to a map of the tank view "first" Area, called The Old Lands. View the map here. Beware spoilers. The only plans I'll mention at this point is that the game is to be fully nonlinear in design, saving that you'll need all seven upgrades to Sophia to make it through the last Area, and that some upgrades will make some parts of some Areas easier (but all save the final will be accessible and completable from the very beginning.) I have ideas for what I want most of the remaining Areas to be, but I lack the technique to be able to render them well in tiles. (setz did most of the tile work for this map; the castles were adapted from Area 2 graphics, the gargoyle heads stolen from Zelda 2. The only bits of it that are authentically "mine" are the gates, and even those are slight adaptations of Area 2 graphics...) It is for this reason that I'm looking for tile artists to work closely with me to help realize the vision that is Nemesis Rising. |
Sonicandfails |
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Lantern Ghost Level: 60 Posts: 31/766 EXP: 1679888 Next: 92890 Since: 02-19-07 Last post: 5966 days Last view: 5773 days |
He means that the bushes in Zelda III are half tiled in the ROM and that they mirror over to complete the illusion of a full bush.
The only thing you could do is attack the code of the game head on and learn ASM. Unfortunatly, ASM editing is not an easy thing to learn. Your only other option is to make a bush that can mirror, that's all I can say. ____________________ I miss post headers more. |
setz |
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Spike fuck~ Level: 58 Posts: 86/722 EXP: 1537215 Next: 40331 Since: 02-19-07 From: Pittsburgh, PA Last post: 5293 days Last view: 2580 days |
Posted by TanksPosted by Nyletak made me think zelda classic personally. stars is a pretty nifty idea, I can't really say much else. You might want to give the overworld map pallete a rework, though. ____________________ |
JaSp |
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Shyguy Level: 24 Posts: 2/95 EXP: 73303 Next: 4822 Since: 03-02-07 From: Paris, France Last post: 4353 days Last view: 4148 days |
Thanks for all your comments, I appreciate
Posted by "Higsby"I think I'm gonna go with this; that way it'll be easy to put the number of stars required on the blocks. Posted by "Tanks"Water level I think, the instrument used fits better in these kind of levels. Posted by "AlexAR"Well, when I mean giant, I won't go further SMB3's limit, and I will definitely find a way to make them non-linear; maybe with different ways at the beginning, accessible areas according to your power-up or something... or maybe the stars could become checkpoints themselves, i.e. when you pick up a star and re-enter the level, you start where you picked it... I'll think about it. But I won't add a health system, I think that the game would lose its old Mario platformer game feeling. Posted by "Dr. Mario"I think I'll implement this as well, it's true that it sounds really cool. But it'll probably be for secret passages or things like that, not for the main progression. (I just love secret stuff in games ) Posted by "Acmlm"I had this idea in mind, to switch between worlds in levels. I think I'll do it with the original pipe-levels, just that it will change the world along with the position. Then I'll just block the pipes on map screen with the star-tiles. Posted by "Acmlm"Nope; actually I've managed to duplicate SMB3's musics data bank, so I can add new songs while keeping the original ones. So far I've added the main SMB1 theme, main SMB2 theme, and Yoshi's Island map screen theme from SMW; and of course Dire Dire Docks I'm not sure I'll use them all though... By the way, if anyone has suggestions for new songs, feel free to share them! The map screen graphics are from Link's Awakening, excepted the bushes that were first introduced into oot2d I think, and that are now implemented in every Zelda fan game. But I know there are way too much green on this map, it just is beta; it was mainly here to show that the maps will be different from the original forced-paths. Well, vacations are over for me tomorrow, but I'll try to keep the project sufficiently active |
optomon |
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Leever Level: 33 Posts: 5/198 EXP: 220519 Next: 8660 Since: 03-05-07 From: Vancouver, WA Last post: 2459 days Last view: 2048 days |
Posted by Xkeeper It was Game Genie for me too. Used it to find hidden worlds in games like Metroid and Legend of Zelda and make it feel like I was playing a new game. Also in Sim City, I used it to make very bizarre tweaks in the game. One code did scores of weird things... it made all these buildings suddenly and randomly appear all over the place, the population would change erratically from like 1000 to something like &4#99?2 and the music even changed. The results remained saved to the city after not using game genie. |
Nicole |
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Mole Level: 43 Posts: 191/363 EXP: 548000 Next: 17046 Since: 02-19-07 From: Massachusetts/Virginia Last post: 4352 days Last view: 3330 days |
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Reshaper256 |
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Goomba Level: 13 Posts: 2/24 EXP: 9304 Next: 963 Since: 03-07-07 From: United States Last post: 5679 days Last view: 5132 days |
Well, I played around a little with a game genie (I once accidentally made a code that would make attacks always hit enemies if you were aligned with them vertically, in TMNT2.) I also immensely enjoyed running around in the glitchy dark world on Zelda 3, once I found out about the "death mountain descent" glitch.
The very notion of ROM hacking never entered my mind until I stumbled onto Challenge Games one day, years later, and soon after that, Acmlm's board. Even after that, I wasn't so interested in actually doing it myself, and until about a year and a half ago I hadn't even seriously tried it. And now I'm hacking on Zelda 3, (ASM-wise at least, I don't actually have a *hack* of my own that I'm working on.) ____________________ Zelda 3 Challenge ~ Quest for Calatia Official Zelda3C ASM Hacker |
Doritokiller |
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Spike Level: 58 Posts: 108/709 EXP: 1494743 Next: 82803 Since: 03-01-07 From: California Last post: 6007 days Last view: 3032 days |
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TheGreatGuy |
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Beezo Level: 49 Posts: 75/480 EXP: 831652 Next: 52231 Since: 03-15-07 Last post: 5770 days Last view: 5635 days |
I too drew levels on paper for a long time, and I screwed around in excitebike too. Then, I happened to find Zelda Classic, and stuck with that for a long time, making some games, some were crap, some weren't, all were lost when my computer crashed. I decided to search for something similar for either mario or final fantasy (forget which), this led me to the acmlm.overclocked.org site, from which I promptly downloaded every editor available and started screwing around immediatly(I had already been into emulation for about a year at the time so I had all the games I used to play on the NES already, ____________________ There are things I want to put here. Like a cool picture, my 8-bit theatre character test result, my MS and RO characters... But it's 12 AM, and I'm sleepy. |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 88/842 EXP: 1935905 Next: 48781 Since: 02-19-07 From: durff Last post: 4491 days Last view: 4014 days |
Isn't there anyway to expand the Zelda 4 rom? I would care about saving bytes in Zelda 3 but it's just way too easy to expand it up to 32 megabits and forget about it.
edit: for the record there are objects in Zelda 3 that would have saved the room designers space but they didn't even use them. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
HyperHacker |
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... Level: 73 Posts: 468/1220 EXP: 3367478 Next: 118390 Since: 03-25-07 From: no Last post: 6094 days Last view: 6077 days |
Nintendo seems to love these akward level formats, especially when space is important. I guess it does save space defining levels in columns (Zelda 1, Super Mario Land), but how do you design like that? And don't get me started on OoT, I suspect crack was involved.
Mario Kart 64 has some interesting design choices too. The biggest ones I noticed were not using structures where they should or not putting everything into them (player stats are spread all over, a level's sky colour is not in its header but another table) and not taking advantage of padding (the polygon structure has an unused byte that would be perfect for alpha, but they use some other method instead, a few methods in fact). |
Kernal |
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Gone Level: 88 Posts: 1525/1881 EXP: 6463513 Next: 187151 Since: 02-20-07 Last post: 6149 days Last view: 6139 days |
Is there anything you see in some romhacks that you dislike or hate to any degree?
I don't like graphics-only hacks in most cases, I play hacks because I want to play the old game with new levels/maps/dungeons etc. Graphics with levels is fine, but graphics alone makes me not play the hack. I don't hate the existence of these hacks as some of the graphics changes are good, but I have little or no interest in playing them. Also, I tend to not like hacks that keep too many things the same. Change the game, people. Don't just switch around a few "?" blocks and goombas and call it a hack. The worst thing, though, is the insane level of difficulty in certain hacks. I generally prefer hack to have a similar difficulty to the original or are harder, but some people go crazy. The romhack posted in general chat is an example. Who wants to play something like that? I don't know about anyone else, but my idea of fun does not consist of hitting the restore-state button every two seconds and covering approximately one screen per hour. Zelda II hacks seem to be notorious for this. Look, Zelda II is already insanely difficult as it is. I'm not interested in playing basically the same thing only 100 times harder, but I am interested in playing a hack that changes things around and feels like a new game based on Zelda II. |
optomon |
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Leever Level: 33 Posts: 10/198 EXP: 220519 Next: 8660 Since: 03-05-07 From: Vancouver, WA Last post: 2459 days Last view: 2048 days |
Good topic.
The rom hacking scene could always use plenty of constructive criticism. A lot of the "insane difficulty" hacks are just not worth anyones time except for possibly the person who created them for their own amusement, probably after testing the game while they were designing it for long periods of time. I don't really treat them as decent rom hacks. I know what you mean by those Zelda 2 hacks... the ice-penguin ones (yeah, I'll use a name). I started playing the "easy" version and turned it off after dying quickly everywhere I went, dying in two or three hits, enemies that are first seen taking as many as 10 or 20 hits. Just plain sadistic... well, maybe I'm being harsh, I take that back, and what the author may not realise what a monster he's created for everyone else to enjoy. A lot of games are typically riddled with various forms of sadistic level design, obscenities that are poor attempts at humor, and general artistic mediocrity. I'm going to show a few examples that I'm not afraid to criticise. Unfair difficulty, like trying to jump across a pit at the end of the level that has to be timed just exactly perfectly: People who make the backgrounds really bright and platforms really dark: Sadistic text in games, such as this "you suck" replacing "game over" at what seems to be a fairly normal and otherwise enjoyable hack. Not too evil, but it makes me not want to play the game: I think there should be more to this topic, e.g. what we like in rom hacks. I come around to that later. |
tt87 |
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Leever Level: 33 Posts: 62/194 EXP: 214080 Next: 15099 Since: 02-21-07 Last post: 5253 days Last view: 5051 days |
So I get to revive a slightly old topic and post the first "Stuck" question at the same time. Yay me...
The Legend of Zelda - Outlands I can NOT get past this screen. It's a "Lost Woods" type of screen where up, down, and left just loop to the other side. Right goes to another screen where I have to start over. I think that I need to exit at the top left to escape. The stairs just take me to the bottom exit again. Could anyone help me? EDIT: As of post time, I have the following equipment: Blue Boomerang Bombs Bow/Arrow Blue Candle Flute Meat Red Potion Raft Ladder Power Glove Blue Suit Big Shield and 1 extra heart than was shown. I have beaten these dungeons: 1,2,3,4, and 7. Hope this info helps. |
tt87 |
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Leever Level: 33 Posts: 64/194 EXP: 214080 Next: 15099 Since: 02-21-07 Last post: 5253 days Last view: 5051 days |
You know what I hate? Hacks with "Lost Woods" like sections in them where you end up wandering around for hours and find out that you went nowhere at all... just like "Zelda - Outlands" and that area I posted about in "Stuck in Hack X - Romhacking Edition".
Which, by the way, hasn't been answered yet. Could one of y'all help me? |
drjayphd |
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Cheep-cheep Level: 32 Posts: 70/181 EXP: 192940 Next: 13502 Since: 02-20-07 Last post: 6100 days Last view: 2887 days |
Posted by trip dering No. (No, but really, I'm fairly certain the answer's in the game somewhere. It's just been way too long since I played through Outlands.) |
NetSplit |
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Level: 32 Posts: 7/178 EXP: 188070 Next: 18372 Since: 02-26-07 Last post: 2220 days Last view: 2145 days |
I believe the hint is North, West, South, Rock, West. I found it on page 5 of this thread on GameSpot. Hope that helps... |
Kejardon |
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Red Koopa Level: 28 Posts: 98/139 EXP: 129834 Next: 1504 Since: 02-21-07 Last post: 6089 days Last view: 5998 days |
I'll post my notes so far. They're not done yet, but there's still a lot of info.
Also, this is all for Super Metroid, so all the instrument data and such probably won't be relevant for you. Also a lot of offsets and commands seem to change from game to game - For example, Zelda: LttP has more commands for 2140 and fewer commands for notes, and the code doesn't start at 1500 (Going purely off of memory, so this could be wrong). But for the most part, the information is usually the same. As for what's sent to 2140 - 2143... 2141 - 2143 are used for sound effects, I think, and so you don't need to worry about them most of the time. 2140 is used as instructions for the main engine. F0: End currently playing sound effects. I think. I haven't tested it, but that looks like what it does. F1: Not sure what it does. Looks like it does nothing, but untested. FF: Get new song data from main CPU. 00 - 80: Index for new song track. Only 00 through 08 or so are valid usually, picking an invalid one = crash. x is used almost exclusively as a channel index: x = 2 * (current channel) http://drewseph.zophar.net/Kejardon/SPCRamMap.txt |
Rich |
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Snifit Level: 39 Posts: 165/296 EXP: 403523 Next: 1248 Since: 02-19-07 From: UK Last post: 6079 days Last view: 6078 days |
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