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

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Ailure
Posted on 12-07-10 09:28 AM Link | Quote | ID: 138454

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I even remember people saying it was "impossible" years ago. Nothing is impossible of course.

And probably doesn't help that NES is a bit trickier to expand the ROM of. Not that hard, just not as straightforward as it can be with SNES games as far I can tell.

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never-obsolete
Posted on 12-07-10 04:04 PM (rev. 2 of 12-07-10 04:05 PM) Link | Quote | ID: 138457


Rat
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The game uses a sort of 6 in 1 compression scheme. For any given block of data you can have these mixed in:

raw data
1 byte rle
2 byte rle
1 byte rle + increment
lz
lz bit-reversed
lz reverse read

You can also set a flag to increase the size of the run.

The compression was the main reason I started working on this. Writing a decompressor was straight forward. The compressor I have usually saves a few bytes over the original data, but its slow. This game is pretty strapped for space and I think it's already hit the upper limit for the MMC3. I think a mapper hack to the MMC5 is the only way to go.


The program is written in VB6 + WinAPI.


Ailure
Posted on 12-07-10 09:41 PM Link | Quote | ID: 138465

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How was it figured out? That's quite interesting nevertheless.

Hacking it into MMC5 sounds like a good idea if space is truly that limited. Then again the space is only a problem if the hack winds up being bigger than the original idea, as long the old level data is used like free space.

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The-doggy
Posted on 12-08-10 04:02 AM Link | Quote | ID: 138470


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Hello there!
since i was bored and had nothing to do, i'm currently working in a mega man 2 hack.

This game is in (slow)progress, for now i have modified 3 levels of 8.(from the stage select)

Screenshots







(ignore the bad palette)




that's all for now.

Trelior
Posted on 12-08-10 04:25 AM Link | Quote | ID: 138471


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That's interesting how you well you imitated the snow graphic from Yoshi's Island.

I like it.

Ailure
Posted on 12-08-10 10:27 AM Link | Quote | ID: 138476

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It's hard to get snow right. I guess if you replace that grey with something better looking shade, or dither it up a little, it probably would look good.

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The-doggy
Posted on 12-10-10 12:57 AM (rev. 2 of 12-10-10 12:59 AM) Link | Quote | ID: 138537


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I have two screens:



I'm still working on ripping graphics(especially from 16-bit games).

blackhole89
Posted on 12-10-10 02:25 AM Link | Quote | ID: 138538


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What is the underlying game here?

Nicole
Posted on 12-10-10 05:03 AM Link | Quote | ID: 138540


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Might as well post these here too, though they're a little out of date (I've fixed the slimes, for example)






Posted by blackhole89
What is the underlying game here?

Judging from the filename I'd guess Megaman 2... but I'm not sure, definitely the screens look good though...

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Googie
Posted on 12-10-10 11:20 PM Link | Quote | ID: 138564


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That Kid Icarus hack looks good, how much more you have to go until it's finished?

Nicole
Posted on 12-10-10 11:26 PM Link | Quote | ID: 138566


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Posted by Googie
That Kid Icarus hack looks good, how much more you have to go until it's finished?

Depends on what you mean by "finished"... 1-1, 1-2, 1-3, 2-1, 2-2, and 2-3 are all completable, though I'm still tweaking things here and there and I haven't started world 3 yet...

The big problem are the fortresses and world 4-1. The editor I'm using (DahrkDaiz's Pit Stop) can't edit those and I can't find any documentation, so I suppose at some point I'll have to break out the hex editor and start trying to decipher the level format...

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Googie
Posted on 12-11-10 04:17 AM Link | Quote | ID: 138568


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Oh okay I got ya's, damn I wish there was there was a full blown editor for this game. Kid Icarus is one of my old favorite NES games, I hope to see more pics soon. ^^;

kuja killer
Posted on 12-11-10 06:06 AM Link | Quote | ID: 138577


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Posted by The-doggy
I have two screens:



I'm still working on ripping graphics(especially from 16-bit games).


pretty cool i really am liking the 1st screenshot the most. Hope you can complete this hack. i'd be interested to play.

blackhole89
Posted on 12-11-10 03:55 PM Link | Quote | ID: 138580


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The player character's palette on the Kid Icarus screens looks somewhat screwy... pperhaps if you made the outlines a darker shade of blue...?

Nicole
Posted on 12-11-10 05:58 PM (rev. 2 of 12-12-10 09:40 PM) Link | Quote | ID: 138585


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Posted by blackhole89
The player character's palette on the Kid Icarus screens looks somewhat screwy... pperhaps if you made the outlines a darker shade of blue...?

That's totally unchanged from the original game. It's a side-effect of the fact that I do most of the testing using passwords with a wholly powered up Pit. (Makes things easier if I accidentally make part of a level impossible or something... )

EDIT:
Here's Pit with his normal palette. And 2-3... which is kind of crazy right now. (I dislike the trash can)

(Also, this is proof that the level can be completed without resorting to over-powered passwords )

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Ailure
Posted on 12-14-10 10:11 PM Link | Quote | ID: 138667

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Most earlier NES games had quite a fondness for strong saturated colors, including Kid Icarus.

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blackhole89
Posted on 12-15-10 04:32 PM Link | Quote | ID: 138673


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Yeah, that colour scheme looks quite a bit more plausible.

Tradition or not, I think it would make sense to replace powered up palettes with something less cheesy as well...

Ailure
Posted on 12-15-10 08:56 PM Link | Quote | ID: 138678

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Oddly now I look at it again, it oddly reminds me about how Nesticle used insanely saturated colors for everything.

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Insectduel
Posted on 12-16-10 11:02 PM Link | Quote | ID: 138703


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Posted by The-doggy
I have two screens:



I'm still working on ripping graphics(especially from 16-bit games).



Damn! Pretty nice, interested in helping someone out sometime! I'm hiring someone who can design nice graphics.

Anyway, I should take this hack for a spin when completed.

Trax
Posted on 12-17-10 09:58 AM Link | Quote | ID: 138710


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For some reason, I started working on a Excitebike editor, named Biker...

The game is very simple, 1 PRG bank and 1 CHR bank. It's a shame there aren't more tracks, and by adding a bank and using the 8000-BFFF memory range, we could insert some serious truckload of tracks...

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