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Main - ROM Hacking - The General Project Screenshot/Videos Thread... New thread | New reply

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zbyte
Posted on 11-27-09 07:33 PM Link | Quote | ID: 120683


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That level looks great, G-110! I see that you've used some concepts from Quick Curly. Try darkening that palette, and you'll be mostly good to go.

Trelior, I thought I heard you say that you wouldn't use SMB3 Workshop for maps, and last time I saw Luigi's Quest, none of the maps were messed up. Map colors and only map colors can be edited in SMB3 Workshop - not headers or anything. Or were you talking about Luigi turning red on the map if he's Super? It has to do with the PPU or something. I forgot.

I never want to see most hacks die, Quick. I picked up on one of them, and you're probably the one who knows what it is. I'm sure he wouldn't mind if anyone rolled out on those hacks, as long as there's enough credit for him.

After eating the stuffing from last night, I uploaded these hotshots.

Photobucket

Photobucket
There are some two-way paths like these. You can go this way...
Photobucket
Or this way.
Photobucket Photobucket
Photobucket Photobucket Photobucket

Photobucket





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Kawa
Posted on 11-27-09 07:36 PM Link | Quote | ID: 120684


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Those screenshots look really dark. The minigame burns in comparison.

Wait... does that cloud have a moustache?

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zbyte
Posted on 11-27-09 08:21 PM (rev. 2 of 11-28-09 03:20 AM) Link | Quote | ID: 120697


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Posted by Kawa
Those screenshots look really dark. The minigame burns in comparison.

Yeah, the theme for that Area is "Night Babylon".

Photobucket

The water used to be dark blue too.

e: A tile is messed up on accident.

Posted by Kawa
Wait... does that cloud have a moustache?



It does. That's something I did when I first started the hack.

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ShoFIZZLE
Posted on 12-01-09 09:10 PM Link | Quote | ID: 121138


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Mmmm. Cloud Stache.

Im also working on a hack...the first level i redid a couple of times....zbyte hleped me with it....but I nixed most of the pipes....and i cant get the bonus room to work again.

zbyte
Posted on 12-02-09 03:51 AM (rev. 2 of 12-02-09 04:08 AM) Link | Quote | ID: 121181


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Whoa! I just realized who you were! Welcome to the board. Copy the embedding HTML code from your video to show the rest of us how well you did.


Here is some of an underground level in the industrious Area 7.

Good news! I've already edited half of the levels in Area 8. Now after Area 7 is completed, then I'll only have to fix things up in Area 1 and on with the text!

Photobucket Photobucket Photobucket
Photobucket Photobucket Photobucket
Photobucket Photobucket



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messiaen
Posted on 12-02-09 04:12 AM Link | Quote | ID: 121187


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A Banjo-Kazooie level imported into Mario 64:



Download PPF patch.

You'll need to turn extended memory support on your emulator. Patch to a clean extended ROM.

ShoFIZZLE
Posted on 12-02-09 06:29 AM Link | Quote | ID: 121208


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So here is(was) my first level hack.

In the new one...most of the pipes are gone due to the fact that I might have overwritten the bonus area(I think I just messed up the hex code)

Anyone know why the chain chomps behaved so oddly?



KP9000
Posted on 12-02-09 10:27 PM Link | Quote | ID: 121278


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Yeah, I know about the palettes and other random bugs in the video. I didn't really put much effort into these levels except for the purpose of showing Reuben off a little.

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SePH
Posted on 12-02-09 10:30 PM Link | Quote | ID: 121282


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Thanks to an old unused ASM hack by NEONswift for Zelda 3, I was able to make my modern hack even better. The dark world is now used for a second layer for the light world. Meaning that objects can now go over each other in a more efficient way. I was even able to add shadows that cast over many gfx tiles without having to edit them all. The only bad thing with this ASM hack that I can think of is that the dark world instantly becomes useless because it's now just another layer. But that also means, I now have the dark world gfx sets at my disposal for the light world which in turn means a more rich and decorated world. Remember that since the hack is about Parallel Universes it has to have at least multiple worlds... Well I'll just have to make smaller worlds and probably a shorter hack aswell. Anyway here's some updated screens since I released that build..




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DahrkDaiz
Posted on 12-03-09 12:55 AM Link | Quote | ID: 121307


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Posted by zbyte
Whoa! I just realized who you were! Welcome to the board. Copy the embedding HTML code from your video to show the rest of us how well you did.


Here is some of an underground level in the industrious Area 7.




Uhm the screens show Area 4, what gives?

zbyte
Posted on 12-03-09 01:49 AM (rev. 2 of 12-03-09 01:51 AM) Link | Quote | ID: 121315


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Posted by DahrkDaiz



Uhm the screens show Area 4, what gives?
Nope. It wouldn't be as convenient adding a Boomerang Bro. for my first stage, then teleporting to Area 7. So the first stage I come across would be my level. Oh, and I set Area 4 to start for a preview I made a while ago, and I haven't changed it back since.

Reuben looks awesome! Can't wait! And very creative levels, KP9000! Your home looks great too.

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Lunaria
Posted on 12-03-09 10:37 PM Link | Quote | ID: 121434


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Posted by KP9000

Yeah, I know about the palettes and other random bugs in the video. I didn't really put much effort into these levels except for the purpose of showing Reuben off a little.

I really like how the fort did turnout at the end KP, nice job! :3

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ShoFIZZLE
Posted on 12-03-09 11:51 PM Link | Quote | ID: 121444


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I redid the first stage of my hack.....I like this one alot better.


Xenesis
Posted on 12-05-09 03:58 PM (rev. 2 of 12-05-09 04:11 PM) Link | Quote | ID: 121559


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Woo. Yes, it's just text editing. Ironically it has an ASM hack in there too. You won't know what it is unless you looked for it thoroughly though :p

Of course the CO graphics will change, they haven't been drawn yet (or the GUI D: )



Less texty and more hey lets make it simple, really.

One of the other guys working on the hack is also helping me by making a drum conversion table so I can start importing midis without the drumline getting...chop suey'd.

Hamtaro126
Posted on 12-06-09 03:11 AM Link | Quote | ID: 121601


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Posted by KP9000


(Embedded Movie)

Yeah, I know about the palettes and other random bugs in the video. I didn't really put much effort into these levels except for the purpose of showing Reuben off a little.


Finally! Attribute hacking in a Mario game in which instead of using fixed attribute sections, you can write any 4 attributes where needed!

Now THAT is a must-have, Thanks for telling us KP9000.

P.S. to Messiean: Also a nice job hacking SM64 to use Banjo-Kazooie Levels, And I think you also ported one of B-K's Songs to SM64 complete with matching samples.

(The other video mentioned to Messiean is not shown, look at the end where the other video is shown within the youtube video selector.)

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messiaen
Posted on 12-06-09 10:48 PM Link | Quote | ID: 121665


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Posted by Hamtaro126
P.S. to Messiean: Also a nice job hacking SM64 to use Banjo-Kazooie Levels, And I think you also ported one of B-K's Songs to SM64 complete with matching samples.

(The other video mentioned to Messiean is not shown, look at the end where the other video is shown within the youtube video selector.)


Actually, that's a video by VL-Tone showing an early version of his .obj importer. The Banjo song was only a background effect, it isn't a port.

Hamtaro126
Posted on 12-07-09 04:26 AM Link | Quote | ID: 121691


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Posted by messiaen
Posted by Hamtaro126
P.S. to Messiean: Also a nice job hacking SM64 to use Banjo-Kazooie Levels, And I think you also ported one of B-K's Songs to SM64 complete with matching samples.

(The other video mentioned to Messiean is not shown, look at the end where the other video is shown within the youtube video selector.)


Actually, that's a video by VL-Tone showing an early version of his .obj importer. The Banjo song was only a background effect, it isn't a port.


Well, VL-Tone gets the credit then.

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DahrkDaiz
Posted on 12-07-09 04:44 AM Link | Quote | ID: 121692


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Posted by ShoFIZZLE
I redid the first stage of my hack.....I like this one alot better.

embedded video


Terrible level design. Lots of open space is good, terrible mix of enemies.

Mineyl
Posted on 12-07-09 05:59 AM Link | Quote | ID: 121704


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Posted by ShoFIZZLE
I redid the first stage of my hack.....I like this one alot better.

*video*
Christ Almighty. What are you going for...kaizo?

Terrain-wise, it's not badly designed, but your enemy placement can use some work. It looks like you're trying to make a very difficult level, but I suggest keeping it down to several enemy types at the most. Throwing a medley of different enemies at the player in short succession can be very disorienting for him, so get creative with just a handful of enemy types and save other enemies for other stages. This will both create a level that flows together with coherency and will help you avoid sprite display issues like the one at 3:33.

I'd also suggest removing that fustercluck of bob-ombs and bullet bills and the piranha plant where you kept dying. It's going to be next to impossible to get through there (as you've demonstrated), and you know you've designed something unfair when you yourself the CREATOR can't clear it in a formal public demonstration!

Otherwise, you're not bad at this at all. Keep it up. :3

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ShoFIZZLE
Posted on 12-07-09 08:24 AM Link | Quote | ID: 121720


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I see what you guys are saying....I dont wanna go for Kaizo...thats just insane. You may be right, too many enemies in one area....will disorient a lot of people...especially at the end with the deathtrap I have there.

I really appreciate the critique.
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