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

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Kawa
Posted on 10-12-09 05:19 PM Link | Quote | ID: 117037


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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From the project page:

Added a classic tilde-activated debug console this night (12-10-2009) that shows the last couple hundred log items and lets you execute Lua commands. Some commands close the console by themselves, and everything that's printed there is also logged to file, which is good cos it doesn't do word wrapping.


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Mineyl
Posted on 10-12-09 05:27 PM Link | Quote | ID: 117038


Ninji
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@Zbyte: Interesting, but I have to agree with Dahrk: perhaps you should make those platforms a bit wider since the level is icy, has auto-scrolling, and contains a Lakitu.

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Trelior
Posted on 10-12-09 07:09 PM Link | Quote | ID: 117040


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Zbyte, you might want to change the standard 4-byte platforms you're using because if you look at the top part of them, it looks garbled like the underground objects in the Hilly set.

zbyte
Posted on 10-13-09 12:28 AM Link | Quote | ID: 117047


Boomerang Brother
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Posted by DahrkDaiz
looks stupidly hard make the ice blocks at least 2 wide since it's on ice.
Yeah, I really need to tone this down. But school and other activities are taking up my time. Hopefully I can get as much done with Mario's Trials that I can!
Posted by Trelior
Zbyte, you might want to change the standard 4-byte platforms you're using because if you look at the top part of them, it looks garbled like the underground objects in the Hilly set.
Posted by zbyte
Still got more graphics in progress.
I posted about that above. I started working on the graphics and left them unfinished. I didn't have the iced-over platfroms overlap because SMB3 Workshop didn't display it right, but now I did. When an icy level autoscrolls, Mario doesn't move left this time. I also recognized another thing: all Flat Ground objects, both in the Plains set and the Ice set; the Flat Ground never extends as you go up. Glad you guys are interested. Thanks for the comments! They are always appreciated.

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DahrkDaiz
Posted on 10-13-09 05:26 AM Link | Quote | ID: 117063


Nipper Plant
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It's coming....


Mineyl
Posted on 10-13-09 05:49 AM Link | Quote | ID: 117064


Ninji
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Oh gee thanks, DahrkDaiz. That'd only have made all the graphics hacking I was doing a couple of weeks earlier about a thousand times easier.

I guess I'll have to stay vindicated in that I did all mine the hard way!

(translation: that honestly looks awesome and it'll make graphics editing for SMB3 much easier than using non-specific CHR editors for sure!)

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DahrkDaiz
Posted on 10-13-09 05:58 AM Link | Quote | ID: 117065


Nipper Plant
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Unfortunately to you and anyone looking to use their existing hack, this editor won't really be able to edit existing hacks in the traditional sense.

Mineyl
Posted on 10-13-09 06:05 AM Link | Quote | ID: 117066


Ninji
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Well, I'm not, really. I'm going to complete my current hack the "old-fashioned" way, then if I ever make another SMB3 hack and your editor happens to deliver the sheer amount of awesome that I am predicting it will, then I will definitely pick it up and give it a whirl. :3

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KP9000
Posted on 10-13-09 07:34 PM Link | Quote | ID: 117077


Boomboom

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I'm early enough in production of my hack to stop it and just use DD's editor. I'd have to re-create the levels which would be much easier because I wouldn't be as limited with tiles, pointers, and space; I could do what I truly wanted. I would also have to recreate the title screen as well, which might be okay, but I'd like to be able to keep my idea about the same as my current one. I'd also have to transfer all of my graphics over, and that would be a minor obstacle as well.

If DD's editor is as easy to use as he says it will be, my hack will be done in a very small amount of time. You rock, DD!

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Mineyl
Posted on 10-13-09 08:58 PM Link | Quote | ID: 117078


Ninji
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Well, I could be persuaded to switch mid-project, myself, but I'd have to be looking at one or more of the following features:

- the ability to have more than one pointer per level (I can't really put this into words; basically, if you have a screen exit, then all other screen exits for the level in question will have to go to the same area pointed at in the header. Being able to have even one more possibility would be a huge boon)

- the ability to increase or decrease the allotted pointers per world on the world maps

- increasing/decreasing the size of world maps (a long shot, but probably not unheard of) and/or modifying the way in which they scroll

- increased number of bytes available in each level data bank (not really a foreseeable problem for me currently, but being able to make more would be nice. It's too bad SMB3 doesn't have midway checkpoints for its stages...)


That's all I can really think of that'd make me switch.

Oh, and so I'm not completely off-topic: new screenies of my hack coming soon!

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MathOnNapkins
Posted on 10-15-09 06:34 AM Link | Quote | ID: 117178


Super Koopa
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This is a tool for loading SPC files and dicking around with their samples. Generally speaking you load an SPC file, halt the CPU, stop all channels from playing, then run hog wild messing with the different settings. Since this is a fairly simple tool I should be making a release relatively soon.

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RetroRain
Posted on 10-15-09 06:06 PM Link | Quote | ID: 117199


Fuzz Ball
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I decided to scrap what I previously had, and redo the graphics. Not only does it look better I think, but it is more Megaman-like.



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SePH
Posted on 10-15-09 08:54 PM Link | Quote | ID: 117209


Rat
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I reworked a bit more on the buildings, changed the grass color, added a few new things and of course some car variations.. Also made the interface look a bit more futuristic... Anyway, more later



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Mineyl
Posted on 10-16-09 08:58 AM (rev. 3 of 10-16-09 09:05 AM) Link | Quote | ID: 117245


Ninji
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@MathOnNapkins: That looks AND sounds sweet. I'm going to have to check it out later. I'm no musician, but I'd love to learn how to insert the stuff into ROMs, and a program like that would probably help me get closer to a comfort zone in music hacking.

@RetroRain: Yup, that definitely looks better. I suggest making the water blue, though, unless it's supposed to be acidic. :o

@SePH: Looking snazzy, though I think the life bar should keep the shades of red from the original (or at least another warm color), as at least I myself associate red with life...teal not so much. Is your hack completely futuristic or will it involve any sort of time travel?

Anyways~

This is what I've been up to for the last few days:

Photobucket

Map screen graphics are like...85% done, and as far as my demo release will be concerned, they're more like 98% complete.

Oh, and I know you can't see it here, but the bushes are animated differently than their original counterparts.

This is the last screenie I'm posting before demo release day, which'll be sometime within the next month (I hope!).

Now...I really need some sleep. z_z;

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Matrixz
Posted on 10-16-09 10:37 AM Link | Quote | ID: 117249


Ninji
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Mineyl, woah that is nice. That map screen is one of the best i have seen, the colors are so yummy..

DahrkDaiz
Posted on 10-16-09 01:26 PM Link | Quote | ID: 117251


Nipper Plant
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Oh wow Mineyl, that's actually very pretty. I seriously almost thought I was looking at the SNES version at first.

never-obsolete
Posted on 10-16-09 05:58 PM Link | Quote | ID: 117262


Rat
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From: Phoenix, AZ

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Here are some screenshots of hack I started working on:







The map system has been replaced to allow more flexibility. I haven't made any changes to the map, so you'll probably recognize the screens.

The status bar looks like crap, but it will be replaced eventually too.

Mineyl
Posted on 10-16-09 07:54 PM Link | Quote | ID: 117269


Ninji
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Thanks guys. I probably spent way more time on it than I should have, but I'm pretty meticulous as well as a perfectionist, so... Altogether, I'm just glad I'm pleased with the end result.

@never-obsolete: Oooh, a hack of the original Zelda, huh? I'd like to hear some details. :3

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GreyMaria
Posted on 10-16-09 09:06 PM Link | Quote | ID: 117276

>implying even the Japanese understand the Japanese
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Posted by never-obsolete
Here are some screenshots of hack I started working on:

images

The map system has been replaced to allow more flexibility. I haven't made any changes to the map, so you'll probably recognize the screens.

The status bar looks like crap, but it will be replaced eventually too.


Suddenly, Link's Awakening DX meets Zelda 1.

Though the top of the cliffs bother me.

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RetroRain
Posted on 10-17-09 01:18 AM Link | Quote | ID: 117357


Fuzz Ball
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Mineyl and never-obsolete, awesome graphics work there!

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

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