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Main - ROM Hacking - The General Project Screenshot/Videos Thread... | New thread | New reply |
tomaitheous |
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Level: 9 Posts: 5/11 EXP: 2234 Next: 928 Since: 01-13-14 From: a desert-y place Last post: 3719 days Last view: 3748 days |
Sprite work on Megaman 1. All Megaman frames are now single 32x32 sprites (SuperPPU mode). Graphic format is now 4bpp (15 colors). I hooked the meta-sprite routine to look for megaman frames, and jumps to an alt code to push sprites onto the sprite stack (sprite table in ram). Cutman was a pain, since some of his frames reference Megaman's smaller 8x8 sprites. So I had to make a hook to identify his frames, and push alt frames to the sprite stack. While you can't see the difference, his frames are upgrades as well (4bpp, 32x32). Thank fully the rest of the bosses don't do this. Some pics: It doesn't break the sprite routine of the game. It pushes the 32x32 single frame sprites onto the game's sprite stack, but they use new bits in the OAM format (formally unused bits):
"sprite bank select bit" allows you to select a name_table for sprites that's out of reach of the normal nes PPU ( ppu has nametable0 and nametable1, this would be equiv of nametable2). An individual sprite entry can select which bank to reference the sprite # from. ____________________ http://pcedev.wordpress.com |
Vanya |
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Red Koopa Level: 27 Posts: 34/139 EXP: 105012 Next: 11147 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Very cool! ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
justin3009 |
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Tektite Level: 18 Posts: 38/56 EXP: 29551 Next: 346 Since: 09-08-10 From: Wisconsin Last post: 2929 days Last view: 880 days |
Fun little test with some boredom on the side. |
tomaitheous |
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Level: 9 Posts: 9/11 EXP: 2234 Next: 928 Since: 01-13-14 From: a desert-y place Last post: 3719 days Last view: 3748 days |
New stuffs ____________________ http://pcedev.wordpress.com |
NARFNra |
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Koopa Level: 25 Posts: 44/114 EXP: 87601 Next: 2019 Since: 02-13-10 From: Texas Last post: 1800 days Last view: 1800 days |
Your project just keeps getting more and more impressive, tomaitheous! |
tomaitheous |
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Level: 9 Posts: 11/11 EXP: 2234 Next: 928 Since: 01-13-14 From: a desert-y place Last post: 3719 days Last view: 3748 days |
Converted Cutman's level sprites to 16x16 and large cells + 4bit pixel color per sprite (each sprite has its own unique 16 color palette). Still tweaking the animation of MM player frames. NARFNra: A lot is planned for this. ____________________ http://pcedev.wordpress.com |
Vanya |
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Red Koopa Level: 27 Posts: 44/139 EXP: 105012 Next: 11147 Since: 01-22-13 Last post: 3287 days Last view: 3286 days |
Nice! Impressive work. ____________________ Krakenskin Leather Works, my Etsy store. LordVanya, my art page. FundamentalEssence, my game development page. |
kunio1031 |
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Red Goomba Level: 17 Posts: 4/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
So right now I'm working on a Mario 3 hack, I don't have a name for it just yet. Also I'm still just on the first world. I wanted to know from some of you who have hacked or are hacking Mario 3 a question about the dungeon spike rooms such as the one found in the World 1 dungeon and World 2 dungeon. I want to get a sort of rising and falling effect where certain blocks will only appear when the ceiling is all the way up. If that makes any sense, in other words when the ceiling part comes down some of the floor would dissapear. |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 225/467 EXP: 638324 Next: 21840 Since: 05-07-13 From: The dirty south Last post: 3474 days Last view: 3472 days |
Posted by kunio1031Oh, man, that sounds like something out of SMB Chaos Control's Tower. If I remember, only a two-block high strip of land will be unaffected by that; everything else, well... In all seriousness, though, what you're looking for is a couple of autoscroll objects. Place the "disappearing" blocks above the two-block strip. I suggest checking out the tower in Super Mario Chaos Control for some help. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
kunio1031 |
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Red Goomba Level: 17 Posts: 5/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
Posted by ChaobomrPosted by kunio1031 I will do that, I have the Chaos Control rom in the same folder as my Mario 3 hack sits in so I can sort of bounce to that rom for ideas and what not. |
KDeee |
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Red Paragoomba Level: 17 Posts: 6/51 EXP: 23625 Next: 1118 Since: 10-12-12 Last post: 3264 days Last view: 565 days |
Something I did just because . |
KDeee |
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Red Paragoomba Level: 17 Posts: 8/51 EXP: 23625 Next: 1118 Since: 10-12-12 Last post: 3264 days Last view: 565 days |
Since I completed lolo 1x3, I though if I could do same for nes/fds eggerland games , and seems like its possible(and looking at graphics in yy-chr, its almost identical to lolo1), though palette is more limited and most obvious difference is black background instead of floor-tiles:
Take a wild guess Messing around with nesticle(only for real-time graphics editing), I found out its possible to get rid of black-background: But it looks messed-up and causes some annoying problems when it comes to palette(s) so Im just gonna stick with blackBG. |
kunio1031 |
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Red Goomba Level: 17 Posts: 6/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
So just letting everyone know that I am currently working on a Mario 3 hack, I've almost got the first 2 worlds done. Once that's done, and I test them a little bit myself then I'll release a demo for those first 2 worlds. |
kunio1031 |
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Red Goomba Level: 17 Posts: 7/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
Alright, so I'm very very frustrated when I tested my airship level in the first world. I just get problems with my bullet shooter glitching up, and stupid wooden beams stretching where they shouldn't be. It's really really annoying, it's like I might have to have someone edit the ship levels for me and I can do the rest of the levels myself. I don't know what to do.... |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 249/467 EXP: 638324 Next: 21840 Since: 05-07-13 From: The dirty south Last post: 3474 days Last view: 3472 days |
How are the shooters glitching up? Are they like a space off? Some 3-bit objects do that annoying stretch when set to 1 ($*0). The only thing you can do in that case is to set them to 1 instead of 0. Annoying and limiting, I know. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
kunio1031 |
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Red Goomba Level: 17 Posts: 9/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
So I had a few questions about Mario 3 hacking. I know that the rom exists for the lost levels in Mario 3, but I was wondering how I apply those changes/access those levels in Mario 3 Workshop. I've already hacked almost every level in the first world. But I'd love to do all the lost levels as well. To make the game have more levels, and more practice/getting better at making levels on my end. Also, with the Mario 3 TSA editor, can someone explain to me how that works. I'm so confused that I don't even know where to begin. And the bullet shooters are glitching up because maybe I have them too close to the ground? It's the 4 way bullet shooters by the way. |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 257/467 EXP: 638324 Next: 21840 Since: 05-07-13 From: The dirty south Last post: 3474 days Last view: 3472 days |
You just need to change the pointers to the lost levels. I've done it in my hack (WIP version, not so much the demo) without much trouble. World 1 actually has a pointer available for one of the lost levels. It's where the START space is.
ADDITION: Bear in mind that Workshop is not very good with the world maps. You're better off using a program that is more suited to map hacking, such as Beneficii's tool. It might be the updated version I have, I don't remember. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
kunio1031 |
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Red Goomba Level: 17 Posts: 10/44 EXP: 21412 Next: 3331 Since: 07-25-09 Last post: 403 days Last view: 2324 days |
Posted by Chaobomr I do in fact have beneficii's tool for the maps, can you tell me where/how I make the pointers point to? I'd really love to edit those levels, as of right now I'm having creators block which is kind of like writers block but with editing Mario 3 levels. I just can't figure out how I wanna make World 1-3, ugh.... But maybe if I edit those lost levels it can take my mind off of the frustration of World 1-3. |
ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 51/285 EXP: 293243 Next: 14867 Since: 02-17-14 Last post: 3131 days Last view: 2647 days |
Open the ROM. Mode, pointers. Click on the level. Press the Enter key. Select the level.
EDIT: If you saw my SMB3 extended, I already accomplished that and added all 15 lost levels. I also added some e-levels. ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 259/467 EXP: 638324 Next: 21840 Since: 05-07-13 From: The dirty south Last post: 3474 days Last view: 3472 days |
You go to the pointer and hit Enter. It'll open up a dialog with all the available levels you can point to. EDIT: Basically what shanem said. On another note, I feel your pain. That's why my hack is currently on stasis. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
Main - ROM Hacking - The General Project Screenshot/Videos Thread... | New thread | New reply |
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