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

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Ailure
Posted on 04-02-12 08:00 PM Link | Quote | ID: 150610

Hats
Steam Board2 group
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Since: 02-19-07
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I'm honestly surprised time wasn't used more often (and earlier) in basis for events within games. I think only the Pokémon series dabbled around with this a few times, such as the day/night and the season system in Black and white.

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


NightKev
Posted on 04-02-12 08:13 PM Link | Quote | ID: 150611


Cape Luigi
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Well, the problem with using real time (for anything other than cosmetic changes) is that now you have to actually play the game at the proper irl time rather than when you have free time, which could cause all sorts of problems for players, especially if timing windows are too short.

____________________

blackhole89
Posted on 04-02-12 09:26 PM Link | Quote | ID: 150612


The Guardian
Moloch whose eyes are a thousand blind windows!
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Since: 02-19-07
From: Ithaca, NY, US

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Posted by wiiqwertyuiop
As long as you leave the game in the emulator (meaning reset/pause it/leave it running/ or whatever) it will still keep time, but as soon as you load a new game the time would reset to the time you had in the patch, so one would need to make some sort of screen where the player could set the time. I planned on doing something like that, but I mine as well wait until LM can even support this.
Ah, I assumed that emulators' implementation of the clock would just use system time. What sort of LM support are you even thinking about, here?

Posted by Ailure
I'm honestly surprised time wasn't used more often (and earlier) in basis for events within games. I think only the Pokémon series dabbled around with this a few times, such as the day/night and the season system in Black and white.

A lot of Satellaview games did it, simply due to the necessity of having people online in time to receive new content being broadcast.

wiiqwertyuiop
Posted on 04-02-12 09:51 PM (rev. 2 of 04-02-12 09:51 PM) Link | Quote | ID: 150613


Level: 11

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Posted by blackhole89
What sort of LM support are you even thinking about, here?


Well the S-RTC forces hirom addressing, and the current released LMs arent compatible with those ROMs.


____________________


Go here for a list of things I released to the site.

Into Zelda (3) hacking or want to get into it? Join my forum! Link.

Googie
Posted on 04-04-12 05:23 AM Link | Quote | ID: 150629


Giant Paratroopa
Level: 74

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Since: 02-19-07
From: Long Island City, NY

Last post: 218 days
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You fellas know me...



So far I edited the text in the title screen to Googie 2012, with Legato's editor I'll be sure to chef up sumthin...

willj168
Posted on 04-16-12 09:16 PM Link | Quote | ID: 150705


Red Goomba
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Since: 01-25-10

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I have been long gone from this board since I was working on a SMB1 hack. But now I'm back with something pleasing to the eye. Here is a new and improved version of the Koopalings made specifically for SMB1. I also did Bowser and Bowser Jr. The sprites on the right are Lakitu replacements -- they all ride in a clown car. I will show off tests later.



Keep in mind that:

Larry, Wendy, and Iggy appear proportionally larger than the heavyweight Koopalings [Morton, Roy, and Ludwig] due to SMB1 Bowser's tile orientation. Plus, it was the only accurate way to draw Larry's and Iggy's hair and Wendy's bow.

Lemmy's unique pose is due to his size and SMB1 Bowser's tile orientation.

Ludwig's hair appears flat due to, yet again, the tile orientation.

Insectduel
Posted on 04-17-12 06:32 PM Link | Quote | ID: 150712


Hammer Brother
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From: Insectduel's office

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Test 1-UP AI edit.
I dump most of the SMB3 data, I edit them!

willj168
Posted on 04-19-12 11:47 PM Link | Quote | ID: 150725


Red Goomba
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Posted by Insectduel


Test 1-UP AI edit.
I dump most of the SMB3 data, I edit them!


What!?! A 1-UP that actually costs you a life? Should you just call it a negative 1-UP or a 1-DOWN?

Googie
Posted on 04-21-12 05:23 AM Link | Quote | ID: 150733


Giant Paratroopa
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Since: 02-19-07
From: Long Island City, NY

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Here's a couple of screens of my Moai Kun hack...



I hadda make the words far like that cause somma the tiles repeat themselves, it woulda make the title screen look ugly.



This is level 2, I made it like that so I coulda replace Moai's slipping on ice graphics. Now it has Luigi's running fast graphics. This level will probably changed.

Celice
Posted on 04-22-12 09:18 AM Link | Quote | ID: 150739


Buzz Blob
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Since: 04-06-07
From: Oroville, CA

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Lookin' cool Googie

Googie
Posted on 04-27-12 06:36 AM Link | Quote | ID: 150760


Giant Paratroopa
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Since: 02-19-07
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Posted by Celice
Lookin' cool Googie


Thanks Celice, here's the new level 2...



I also changed the font, it looks better than the original in my opinion.

MiniCompute
Posted on 04-28-12 01:52 PM Link | Quote | ID: 150762


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Posted by Googie
Here's a couple of screens of my Moai Kun hack...



I hadda make the words far like that cause somma the tiles repeat themselves, it woulda make the title screen look ugly.



This is level 2, I made it like that so I coulda replace Moai's slipping on ice graphics. Now it has Luigi's running fast graphics. This level will probably changed.


Googie, that game, is it a mixture of smb2 meets smb3 ?
Like a few others here, I have never seen that game, but looking at screenshots and such, its looks cool, with ackward kind of feel to it.

Googie
Posted on 04-30-12 01:16 AM Link | Quote | ID: 150772


Giant Paratroopa
Level: 74

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Since: 02-19-07
From: Long Island City, NY

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Here's the game in action.



It was only released in Japan, it's an action puzzle game. All I really did was some minor graphics changes to give the game a different feel.

Stifu
Posted on 04-30-12 07:56 AM Link | Quote | ID: 150777


Dry Bones
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Posted by Googie
All I really did was some minor graphics changes to give the game a different feel.

What did you change the headbutt to? Shell kick frame?

Googie
Posted on 04-30-12 08:12 AM (rev. 2 of 05-03-12 02:17 AM) Link | Quote | ID: 150778


Giant Paratroopa
Level: 74

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Since: 02-19-07
From: Long Island City, NY

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Yeah that's what I used, I took a look a that other ROM Hack called Mario Kun & I noticed that Mario used the jumping frame for the headbutt, so I went with the shell kick frame.

EDIT: Here's level 3...




Rai
Posted on 05-29-12 09:19 AM Link | Quote | ID: 151088


Goomba
Level: 13

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Since: 03-18-11

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Testing script insertion....

optomon
Posted on 05-31-12 08:45 PM (rev. 3 of 05-31-12 08:46 PM) Link | Quote | ID: 151143


Leever
Level: 32

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Since: 03-05-07
From: Vancouver, WA

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The universe has been destroyed.

Googie
Posted on 06-24-12 12:51 AM Link | Quote | ID: 151448


Giant Paratroopa
Level: 74

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Since: 02-19-07
From: Long Island City, NY

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Here's the new level four from my Moai Kun hack, I gotta work on this hack more...


Rai
Posted on 07-04-12 02:00 PM Link | Quote | ID: 151524


Goomba
Level: 13

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Added a new ASM hack, to remove the line used for Handakuten in the Japanese version.


Insectduel
Posted on 07-05-12 04:51 PM (rev. 2 of 07-05-12 04:51 PM) Link | Quote | ID: 151544


Hammer Brother
Level: 65

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Since: 02-16-08
From: Insectduel's office

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I'm working on SMB1 again! This time it's the extended version. So far I already set the worlds to be played at 49 levels. I've just need to create levels and store them into an empty slot.



My latest creations would be the loading the metatile blocks to be loaded in certain worlds. I already did the foreground part.

Expected to be released on my 7th anniversary which is 11/17/2012.
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Main - ROM Hacking - The General Project Screenshot/Videos Thread... New thread | New reply

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