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

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Xeruss
Posted on 08-18-08 05:12 AM Link | Quote | ID: 89097


Sledge Brother
Compromised account.
Level: 86

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Since: 02-19-07
From: Oregon

Last post: 1785 days
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I was struck with an interesting idea back while I was working my pathetically boring job. Since it is unlikely this hack will pull on more than 30 level designers, what if all the current level designers are given a section of exgfx pointers they can use when creating levels, to simplify assembly? i.e. Hacker A is given section 100 - 127 (255 doesn't divide evenly, but it is also unlikely a single user will need upwards of 120 exgfx pointers anyway).

Using this system, each user can keep all of his/her completed levels within easy access on their computer, and if the person responsible for assembling the completed product reaches any graphical errors, said user can beam him a copy of their exgfx folder, without worrying about conflicts.

Sound like a plan?

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boingboingsplat
Posted on 08-18-08 05:44 PM Link | Quote | ID: 89122


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 456/1292
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Since: 07-23-07
From: Michicola

Last post: 4814 days
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There's still the problem of organizing Map16 pages.

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Mantis Assassin
Posted on 08-18-08 10:14 PM (rev. 4 of 08-18-08 11:58 PM) Link | Quote | ID: 89141

Newcomer
Level: 8

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I got a question is it possible to make the final boss like a sidescroller version of Screaming Mantis (From MGS4)

blackhole89
Posted on 08-18-08 10:17 PM Link | Quote | ID: 89142


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 1860/4196
EXP: 21485283
Next: 351318

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



Posted by Mantis Assassin
I got a question is it possible to make the final boss like a sidescroller version of Screaming Mantis (From MGS4)

We already have a decent concept for the final boss standing, and unless you can come up with a reason as to why that fits with the premise of the hack, no.

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Sukasa
Posted on 08-19-08 05:34 AM Link | Quote | ID: 89164


Red Birdo
Level: 92

Posts: 887/2112
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Since: 02-19-07

Last post: 4420 days
Last view: 3192 days
boingboing: check the wiki, we actually have map16 pages reserved for people in the levels table. Also, xeruss, since I'm the one who's going to be assembling the final version of the ROM (unless it goes to bh89 after that), I'm just going to go by the ExGFX files listed in the levels table on the wiki.

Actually, I use that table a lot.

tt87
Posted on 08-19-08 11:45 PM Link | Quote | ID: 89175


Leever
Level: 33

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Since: 02-21-07

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I'm back... but will be very sloow on the levels...

I think I will finish that "test1.mwl" first.

Anything else you need me to work on or am I set?

blackhole89
Posted on 09-13-08 05:41 PM Link | Quote | ID: 90442


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 1921/4196
EXP: 21485283
Next: 351318

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



Since it's been a while since the progress of the project has been comprehensively checked, or much has been done at all... have any new levels been completed since then? Are there any new test ROMs?

Also, what's our current position on the whole SuperFX thing/fitting the game into 2MB?

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Ailure
Posted on 09-14-08 02:48 PM Link | Quote | ID: 90477

Hats
Steam Board2 group
Level: 121

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Since: 02-19-07
From: Sweden, Skåne

Last post: 3273 days
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How much would theortically fit within 2 MB?

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AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Sukasa
Posted on 09-14-08 07:46 PM Link | Quote | ID: 90491


Red Birdo
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Some graphics, most if not all the levels...

Honestly, it all depends on the graphics, and how much we can squeeze out of them. If nobody uses an original GFX slow, for example, then we should be able to overwrite that GFX slot with the ExGFX, which saves space.

FirePhoenix0
Posted on 09-24-08 02:46 AM Link | Quote | ID: 91019


Bullet Bill
Level: 50

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Since: 02-23-07

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If you're looking for a grassland replacement that uses the original Map16 tiles, I have one for you that I custom made. Replaces GFX15.bin


In action:



Can be for caves too with a little imagination and paletting work.

Download: http://www.smwcentral.net/?p=showexgfx&id=653

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Tyty
Posted on 09-25-08 07:29 AM Link | Quote | ID: 91075


Vire
Jizz Danmaku
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Since: 04-20-07
From: Canada

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/me sucks at making levels, wheeee

Although, I was planning on using default ghost house tilees and crate graphics... (I swear SMW has them in one of the tilesets...)

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Ailure
Posted on 09-25-08 09:01 PM Link | Quote | ID: 91091

Hats
Steam Board2 group
Level: 121

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Since: 02-19-07
From: Sweden, Skåne

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I don't dislike that tileset, but it makes me think on dirt more than grassland.

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GreyMaria
Posted on 09-25-08 09:24 PM Link | Quote | ID: 91095

>implying even the Japanese understand the Japanese
Level: 105

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The pattern in the dirt is too prominent. Fade it a little, it should look better.

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we're currently experiencing some technical difficulties

blackhole89
Posted on 09-25-08 11:47 PM Link | Quote | ID: 91101


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 1962/4196
EXP: 21485283
Next: 351318

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



GM's observation is correct. Additionally, you might want to watch out to not have two opposing black borders collide with each other - the resulting 2 pixel wide black line looks rather out of place.

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Levesque
Posted on 09-26-08 08:41 PM Link | Quote | ID: 91136


Red Cheep-cheep
Account taken over, please contact admins to reclaim
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Posted by FirePhoenix0
If you're looking for a grassland replacement that uses the original Map16 tiles, I have one for you that I custom made. Replaces GFX15.bin
IMAGE

In action:
IMAGES
Can be for caves too with a little imagination and paletting work.

Download: LINK


Those are phenomenal.

Great work.

Sukasa
Posted on 09-27-08 06:34 AM Link | Quote | ID: 91158


Red Birdo
Level: 92

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Tyty: yeah, there's crates in the ghost house tileset. I think they're under tileset specific objects.

SuperWario427
Posted on 10-10-08 08:49 PM Link | Quote | ID: 92081


Mini Octorok
Level: 9

Posts: 6/10
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Since: 10-03-08
From: somewhere very far, lol...

Last post: 5610 days
Last view: 5553 days
Hmm... that hack could be super...

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It's all over now...

Sukasa
Posted on 10-28-08 04:30 PM Link | Quote | ID: 92908


Red Birdo
Level: 92

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So, what's the status on this? I've gotten a bit more done, but that's not nearly enough to get this finished

Bukkarooo
Posted on 10-30-08 08:56 PM Link | Quote | ID: 93048


Fuzzy
Son of a bitch, I'm sick of these dolphins...
Level: 59

Posts: 16/778
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Since: 10-15-08
From: Florida

Last post: 5155 days
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well, I can sprite kinda well, so I'd be glad to help!

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Layout made by Stark.





Tyty
Posted on 10-31-08 02:02 AM Link | Quote | ID: 93073


Vire
Jizz Danmaku
Level: 77

Posts: 615/1381
EXP: 4036975
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Since: 04-20-07
From: Canada

Last post: 4419 days
Last view: 3691 days
I'd still feel better throwing in graphics instead of a level. Those I can do. But I want to see my level done, so I might as well re-download LM again because I just got my laptop back.

Progress made on the /b/asement: 0%

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