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Main - ROM Hacking - The General Project Screenshot/Videos Thread... New thread | New reply
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Nintendude88
Posted on 07-21-10 01:50 AM Link | Quote | ID: 133199


Paragoomba
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Posted by Thanatos-Zero
The hack looks solid and fine, but I would change the music, if I were you.

About the 1st boss:
My choices for names are handevil (hand+devil+evil) and grabomination (grab+abomination).


I really would like to change the music but I'm not that great at NES music editing. I like the name Grabomination though.

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messiaen
Posted on 07-22-10 04:47 PM (rev. 2 of 07-22-10 05:03 PM) Link | Quote | ID: 133285


Cheep-cheep
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A "super" debug mode in Mario 64: change tons of runtime parameters, plus control any object with the second controller:


Kawa
Posted on 07-23-10 05:30 PM Link | Quote | ID: 133319

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And this morning:


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Thanatos-Zero
Posted on 07-24-10 05:26 PM Link | Quote | ID: 133352


Red Paratroopa
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Since: 11-25-08
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Insectduel uploaded this vid not long ago.


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kuja killer
Posted on 07-24-10 05:35 PM Link | Quote | ID: 133353


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Since: 03-20-07
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i played that hack the very day it was posted on 2ch.
it's pretty cool.

KP9000
Posted on 07-25-10 06:44 PM Link | Quote | ID: 133384


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Got a small update for my hack... just had to show this one off!


Pulsed laser turret. It shoots a straight laser too, but most of the time it shoots in a pulsed fashion. It could be due to DD's new level format or it could be the autoscrolling I'm using for this level.

Either way, the pic does not do it justice.

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zbyte
Posted on 07-26-10 05:14 AM Link | Quote | ID: 133409


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Lasers always get pulsed when they shoot from more than 4 tiles away from the object that they'll impact.

I'll add that Rocky Wrenches will act up only if they're positioned at Y:16 since that's the halfway point of the screen vertically. This applies to Chain Chomps as well if they cross Y:16.

And for those who haven't seen it yet...




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Photobucket

Kawa
Posted on 07-26-10 06:45 PM Link | Quote | ID: 133436

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I figured out how to do shaders in XNA without the Content Pipeline, which I avoid because I like the extra challenge.



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KP9000
Posted on 07-26-10 06:56 PM Link | Quote | ID: 133437


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Looks freaking spiffy Kawa. I know nothing about stuff like this but are you going to render this in another layer and blend it with the other layers somehow?

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Kawa
Posted on 07-26-10 07:05 PM Link | Quote | ID: 133439

The Relatively Straightforward One
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Nah, it's just the one layer. Render it all to a buffer texture, then use the shader to render that to screen. Ofcourse I could, for example, render the level and actors to the buffer texture first, then render that with the shader, then render the HUD normally. Here's the shader I used. Just imagine the part where things are scaled to 160x144 is missing.

I'm planning to combine a bunch of effects into one big shader: water distortion/coloration, transitional wipes, pixelation and/or a static noise effect. The water's distortion part could be reused for heat waves, too.

____________________
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<Kironide> sometimes, i try to be a bit more feminine but please don't tell other people

Trax
Posted on 07-27-10 07:39 AM Link | Quote | ID: 133465


Stalfos
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Since: 07-06-07
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For some reason, I'm working on a Zelda 1 editor. Nothing to shout on the roofs, but still...

JaSp
Posted on 07-27-10 06:45 PM Link | Quote | ID: 133478


Shyguy
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What would be cool is to get rid of that 'column' layout and make it so you get to place any 16*16 tile anywhere you want (i.e. overhaul the level data system à la Reuben with Smb3).
Just a suggestion (could be a challenge for yourself too)

Trax
Posted on 07-27-10 08:55 PM Link | Quote | ID: 133483


Stalfos
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Yeah, I thought about it a few times, and indeed, the column layout is an handicap when it comes to map design. Assuming a theoretical worst-case scenario, without compression, the Overworld as we know it would take 5800 bytes, which is quite a lot more than a full 4000 bytes bank...

11 * 16 * 8 * 16 = 22528 (5800 in hex)

I'll take a look at the code and see how it could be done...

optomon
Posted on 07-27-10 09:53 PM Link | Quote | ID: 133486


Leever
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Works looking good in here!

That desert area looks fantastic, I really hope SePH getting somewhere in that game. Same for the Rockman5 that contains that Shadowman, games need good boss fights like that. Really nice Mario 64 hack, that nifty looking debug mode might have much more practical application than I can initially tell (otherwise, controlling the other polygons in the game is certainly good for comical reasons). And the Zelda 1 editor... isn't there already a Zelda 1 editor (which is probably why you are like "for some reason")? Or is this one improved in some way?


Anyway, I put up a bunch of my CV music like this on YT, this one's the latest:

Was hoping this would make sense as title screen music of some kind, but this is not the official title screen of course, just a concept pic.

JaSp
Posted on 07-28-10 12:49 PM Link | Quote | ID: 133499


Shyguy
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Posted by Trax
I'll take a look at the code and see how it could be done...
Well you'll probably have to use some kind of compression, maybe RLE would be sufficient seeing that there isn't that much different tiles in the game.

Trax
Posted on 07-28-10 08:33 PM Link | Quote | ID: 133540


Stalfos
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To answer Optomon, yes, there are a few Zelda 1 editors out there, but I wanted to make one for Mac OS X. And if there are some features lacking from the other editors, I'll try to implement them in my own...

As for the compression of the Overworld, I plan to conduct various tests to see what kind of compression would be the most appropriate, and the ressources needed to do so...

Another wild thing I imagined is a free-roaming Zelda 1 engine. You keep the screens as they are for the data structure, but in the game, everything scrolls continuously. You never "hit the side of the screen" to move to the other. That would be cool, but I don't think I have the necessary knowledge to achieve that. Not right now, at least...

optomon
Posted on 08-03-10 06:28 AM Link | Quote | ID: 133765


Leever
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Starting to work on the layout of this chapel stage. This is one of my favorite tilesets so far.

Trax
Posted on 08-03-10 07:03 AM Link | Quote | ID: 133767


Stalfos
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As usual, Optomon, very nice graphics...

And my Zelda 1 editor gets more features...

Naulahauta
Posted on 08-04-10 01:05 AM Link | Quote | ID: 133809


Goomba
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Posted by Trax
stuff


holy god
that looks snazzy!

elbobelo
Posted on 08-05-10 12:39 AM Link | Quote | ID: 133868


Shyguy
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Love the new art Optomon, and I've also checked out some songs on your you tube. I must say I am envious of the music you are putting into your game. Anywho here are some goods coming from my way.




Here is a new screen I made for the intro to my upcoming Vampire Killer Demo.

Here shows the day and night palettes for both. Ignore the time of day being out of sync.



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