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Main - ROM Hacking Related Releases - Contra Demo - 6th Edition - Release New thread | New reply


Trax
Posted on 06-06-13 10:37 PM Link | Quote | ID: 154048


Yellow Stalfos
Level: 71

Posts: 1131/1145
EXP: 3035875
Next: 131239

Since: 07-06-07
From: Québec

Last post: 3627 days
Last view: 2879 days
For those who are interested in Contra for the NES, level 6 of my demo is ready...

Now my hack has a name: Revenge of the Red Falcon. It's about time, anyway. The intro screen was modified more extensively than with previous iterations, to make place for the new title. I'm quite satisfied with the colors, and I tried to move the elements around and remove some of them. The final layout is not definitive, though...



Level 6 is Energy Zone, renamed to Power Plant in the hack. I fiddled with the palettes, and I finally chose a mix of dark red and green tones. The length of the level passed from 11 to 30 screens, so you'll have plenty of occasions to die...

Not a lot of new enemies in level 6. We have now three different types of Fire Bursts, down, left and right. No change was made to their behavior. I could have made them faster, but I feel like it doesn't add a lot to the gameplay, except die faster. There's a table at $2A0B that let you change the 4 possible lengths of the beams, according to their attribute value. Another attribute (different bit field) lets you change the delay between the bursts, which can be zero. A short beam with 0 delay means you can't pass it, so you have to be cautious with the attributes. A very long beam with no delay is still acceptable because by the time it retracts and comes back, you can clear it. For some reason, the rightward beam seems to be coded with some random factor added. This means the delay is somewhat unpredictable. I think it feels like fake difficulty, so I used it only once in the entire level...

The other new enemy in level 6 is the Boss Robot, modified slightly. He moves a little faster, jumps less high (loses less time in the air), and can shoot many more consecutive Spiked Disks. You will have to time your jumps carefully. His HP was beefed up quite a bit, so he can now take a lot of punishment before being destroyed. The Spiked Disks he throws can also be modified with ease, tables are readily modifiable. I tried many different combinations, trying to make them move faster, but in the end, it was becoming awfully hard no to die, so I left them unchanged...

There's an enemy you've seen since level 1, but with a different behavior in level 6: the Mortar shots. These new types of Mortars act like fragmentation grenades. Level 5 had single Mortars that appeared out of nowhere, fired at different angles. This time, Mortars divide into bullets in 4 different patterns. The Triple Mortar (with gravity bombs) is also present, as usual. I had to create new ASM code to make sure the new behavior of the mortar in level 6 would not break the old behavior in level 5 (and vice-versa)...

I added another small change. The Standard Weapon (white bullets) and the F Weapon can now have 8 bullets on screen at any given time, instead of 4. Since the difficulty is very high, I thought that it would at least remove the annoyance of having to wait for some bullets to disappear before being able to shoot again. Other weapons were not changed. The M Weapon has a maximum of 6, and the S Weapon has a maximum of 10...

Oh, and more good news. I found a way to expand the ROM successfully, and with minimal change to the original code. This demo doesn't have the ROM expanded, because I didn't want to delay the release further, so it's still the second part that starts with level 5. The next demo (or the final release, maybe?) will have all the levels in one neat ROM. This will be awesome...

Now, go ahead and enjoy the challenge!

Contra - Demo Part 2 - Level 5-6

Original ROM: Contra (U) [!].nes

Any questions?

Kain
Posted on 06-07-13 06:37 PM Link | Quote | ID: 154055


Goomba
Level: 14

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Since: 04-12-13

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So, I have to beat the first level (5) to reach the Power Plant first, right? I was down to 2 lives after the tank and I got my ass kicked.

XTTX
Posted on 06-09-13 11:10 PM Link | Quote | ID: 154075


Flurry
Level: 36

Posts: 152/251
EXP: 304323
Next: 3787

Since: 04-14-08
From: DTOWN

Last post: 2391 days
Last view: 67 days
Great work Trax! This has been a long progress in the making but looks great. Definitely going to spend some time with this one. They have all been fun and a challenge. Thanks for sharing man!

Trax
Posted on 06-09-13 11:41 PM Link | Quote | ID: 154077


Yellow Stalfos
Level: 71

Posts: 1132/1145
EXP: 3035875
Next: 131239

Since: 07-06-07
From: Québec

Last post: 3627 days
Last view: 2879 days
You're quite welcome!

By the way, if any of you want to start from a specific level, here are the respective IPS files that let you do that:

Start at Level 2
Start at Level 3
Start at Level 4
Start at Level 6

Levels 2, 3 and 4 are all based on the 4th edition of the demo, and not their respective releases...

Googie
Posted on 06-10-13 01:25 AM Link | Quote | ID: 154078


Giant Red Paratroopa
Level: 77

Posts: 962/1407
EXP: 4181204
Next: 9925

Since: 02-19-07
From: Brooklyn, NY

Last post: 9 days
Last view: 9 days
A new demo out? Fuck yeah!

I gotta try this out, I know you put alotta love into this, & I also dig the palette changes on the title screen too.

____________________
My Linktree

XTTX
Posted on 06-12-13 12:18 AM Link | Quote | ID: 154086


Flurry
Level: 36

Posts: 156/251
EXP: 304323
Next: 3787

Since: 04-14-08
From: DTOWN

Last post: 2391 days
Last view: 67 days
Yea i think this hack is awesome. Its hard but fun to play as well. Thanks for the other ips links trax.

finisher
Posted on 06-26-13 06:08 PM Link | Quote | ID: 154182


Red Goomba
Level: 18

Posts: 48/48
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Since: 06-09-08

Last post: 3957 days
Last view: 2497 days
Ahscrump!

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