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Main - ROM Hacking Archives - Tower of spatula~ New thread | New reply

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xineohPK
Posted on 01-05-08 02:11 AM Link | Quote | ID: 72757


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Aww, 13 pages and barely any screenshots? When do you suppose we'll be seeing results?

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Ailure
Posted on 01-05-08 10:13 PM Link | Quote | ID: 72820

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Well, there's the test ROM earlier in the thread...

I probably could show progress of the next level I'm working on.

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blackhole89
Posted on 01-06-08 04:47 PM (rev. 2 of 01-06-08 06:00 PM) Link | Quote | ID: 72870


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Just as a note, since we have multiple people working on the assembly hacking... for coordinating RAM usage, there is now this RAM map. Enter it there whenever your code uses RAM.

edit: Started working on an in-tower level. (screenshot)
The tileset is handdrawn and will probably have more added to it later.
Proposed level name: "That's not mud..."

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Ailure
Posted on 01-06-08 06:27 PM Link | Quote | ID: 72875

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I look forward using that tileset. I'm kinda waiting for a tileset to use... before making my next level.

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blackhole89
Posted on 01-06-08 08:47 PM Link | Quote | ID: 72884


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Okay, first version is done... still missing a background image and most enemy sprites, but it's playable.

Level +Map16 page +ExGFX
Updated test ROM (tagged 01-05 because my wristwatch's date display is one day behind)

Thoughts?

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pieguy1732
Posted on 01-07-08 02:49 AM (rev. 2 of 01-07-08 02:56 AM) Link | Quote | ID: 72917


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Is it too late to join?

Anyway, if there will be several in-tower worlds, maybe make the lowest one a water-styled area like a fountain or water basin made of water coming down the tower, then the glass house, then a sky-styled inside area with platforming, and then the top (maybe adding more in there). It's just a suggestion though...

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blackhole89
Posted on 01-07-08 08:45 PM Link | Quote | ID: 72959


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It's never late to join until all levels done, this is a fairly open project by nature... so you are welcome to contribute if you feel up for it.
Anyway, the actual arrangement of the separate levels will probably be determined as we get hold of them in a completed state, since planning ahead in advance would only unnecessarily constrain level designers. Having a more or less reasonable difficulty curve will be one of the things that have to be considered in ordering them, as will be setting like you said.

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Ailure
Posted on 01-07-08 09:22 PM Link | Quote | ID: 72966

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Hell, the whole purpose with the project was it's open-ended nature. You can just drive by and contribute a single level, and it's fine.

I was inspired by a 2ch hack blackhole kept talking about. Which is apparently soon done, though it's been in the works for awhile too.

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Buu-Huu
Posted on 01-08-08 07:52 PM Link | Quote | ID: 73031


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If this is an open nature hack, do you need some GFX I could rip? I could try anything for you except DKC GFX (cough *too hard). Just tell me the game and the level or PM me the savestate.

Ailure
Posted on 01-08-08 11:34 PM Link | Quote | ID: 73041

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Maybe, if it looks good.

I prefer original artwork over rips though.

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Buu-Huu
Posted on 01-09-08 11:51 AM Link | Quote | ID: 73089


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OK, if you need some GFX ripped, just tell me.

Remnic The Hedgehog
Posted on 01-09-08 02:46 PM Link | Quote | ID: 73097


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Ripping GFX from the Sega Genesis is a little bit out of my league. I guess I could instead rip GFX from Super Metroid for a computer-ish background.

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Buu-Huu
Posted on 01-09-08 07:25 PM Link | Quote | ID: 73107


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You could draw tiles from a spritesheet too but it would be a little bit hard to get all the colors. I made it with Dimentio from Super Paper Mario but how I mentioned, it isn't easy to get the correct colors.

FirePhoenix0
Posted on 01-09-08 09:16 PM Link | Quote | ID: 73110


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Here's an update on the graphics I'm doing.



Ignore Luigi, the blue and the snowflakes. I'm using my graphics in a small side project as well as for ToS. I have so much free graphics space I was able to draw overlapping tiles for the spikes and chains. You can also see in the BG the sconces I drew for the candle flame sprite.

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blackhole89
Posted on 01-09-08 09:37 PM Link | Quote | ID: 73111


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Nice; however, you need more contrast between the FG and BG, be it through colours or brightness/saturation. The pipes stick out as if they were in the foreground.

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FirePhoenix0
Posted on 01-09-08 09:51 PM Link | Quote | ID: 73112


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Yeah, I'm working on it. I'm going to have to do some changing around to get them right because right now they use the same palette as the foreground and chains. Therefore I have to find a way to get them darker somehow, most likely by moving them to another palette and redrawing the colors on there.

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Ailure
Posted on 01-10-08 12:36 AM Link | Quote | ID: 73118

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Ah good.

The graphics looked good there but I had a hard time seeing what belongs to the foreground, and what is the background. Having the background a bit darker is good, backgrounds usually are too in most games to be distinct from the bright foreground.

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Ailure
Posted on 01-10-08 09:20 AM (rev. 2 of 01-10-08 09:20 AM) Link | Quote | ID: 73156

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I kinda suck at makingripping graphics. xD Oh well, at least it looks like something.

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BriGuy92
Posted on 01-11-08 10:33 PM Link | Quote | ID: 73304


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Hey, can I join up? I'd like to do music. I've got some experience with MIDI and I'm sure that with some soundfonts I could make some cool stuff. Anyway, yeah. That is all.

blackhole89
Posted on 01-12-08 12:58 AM Link | Quote | ID: 73313


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Well, some advance knowledge in N-SPC (as present with me and Keitaro) was assumed, and MIDI wouldn't really be of any use to actually getting the music in game... the only non-emulation tracker format I can import from well at the moment is Cave Story's .ORG. If you want (and know) how to write something in that (there is a decent, "official" tracker for the format), you are welcome to.

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