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Main - ROM Hacking Archives - Board2 Collaboration Hack? New thread | Thread closed

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Should we make a collab hack?
Yes, do it! :)
No, forget it. :(
Multiple voting is not allowed. Changing your vote is allowed. 11 users have voted so far.

Termingamer2-JD
Posted on 10-31-15 10:39 PM Link | Quote | ID: 161712


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Just wondering.

Post whatever game you think should be collaborated with other users as a hack, if you agree we should start one.

Of course there are advantages/disadvantages:
+ More variety of things in the hack
+ A GOOD team of hackers who could work on what they want to
+ More activity on the forums
+ The end result will be enjoyable
- Might get disorganised and turn into drama, though

(I'm probably not going to get involved, though, since I don't really have much time, mostly I spend time on this board, playing games and ROM hacks or doing other stuff, also I can't do much at the moment.)

Agree or not? State why.

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Jamie Dignam

Model FZx
Posted on 10-31-15 10:45 PM Link | Quote | ID: 161713


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Yeah, that would be nice. One could do the ASM recoding, one could do the graphics, one can do levels and one can do miscellanious stuff. Sounds great!

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Termingamer2-JD
Posted on 10-31-15 11:18 PM Link | Quote | ID: 161716


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We could be team2 for board2.

More than one person could work on graphics and ASM, etc. if lots of people wanted to collaborate. What game do you think should be hacked?

A lot of people like Mega Man on this board, one of the games would probably suit this board well for a collab hack.

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Jamie Dignam

Model FZx
Posted on 10-31-15 11:41 PM Link | Quote | ID: 161717


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Mega Man hacking FTW! Though I wouldnt say no to a hack of a GBA game, something other than a graphic hack.

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Termingamer2-JD
Posted on 10-31-15 11:43 PM Link | Quote | ID: 161718


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I was expecting that. What kind of GBA game were you looking for to hack - one that's been hacked before or something new?

I think a new thing to hack would be a good idea, but it would take much longer to produce more simple stuff.

(and everybody knows what game I'm thinking about, but that's out of the question)

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Jamie Dignam

PKstarship
Posted on 11-01-15 12:50 AM Link | Quote | ID: 161719


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If you wanna make an NES hack, I will gladly contribute my Megaman Samus sprites, even if I can't help with the hacking.

http://i.imgur.com/LEnoR9Q.png

And there's also the hack idea I had. A hack of Megaman 6, Power and Jet forms are changed to being Samus and Zero Suit Samus, but Samus is the main character, with Megaman and Z-suit Samus playable at the start. Z-suit Samus is quicker, but takes 2x damage from things.

All eight levels have 2 bosses each, all pulled from Mega Man 1-5, and each playable character gets power-ups when you defeat a boss. For example, Quickman would give Mega man Quick boomerang, and give Samus Hi-jump, and give Zero Suit Samus Quick Autocharge.

The levels would be non-linear like Metroid, with special routes that can be unlocked by gaining special abilities, and lots of hidden stuff, like E-tanks that behave like they do in Megaman X, a Map upgrade, Energy and Weapon Energy splitters, and other stuff.

Anyways, I figure this idea is to insane for me, but might just be possible if it was a collab hack. just putting this out there.

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Model FZx
Posted on 11-01-15 02:10 AM Link | Quote | ID: 161720


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PKStarship, the problem with those sprites is that they exceed the NES's limitations. The helmet and buster would have to be the same as the rest of the suit. The green visor can stay, however. The only way you can have that many colors on an NES is by sprite layering, I believe, and Mega Man uses 2 sprites as it is, which uses up a lot of the PPU.

(Holy cow I can't believe I know what I'm talking about! :p)

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Zieldak
Posted on 11-01-15 03:20 AM Link | Quote | ID: 161723


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You actually CAN have a green buster. Oh, and changing Pal1 to have green colours will affect the bosses too.
And I wrote a novel about this palette stuff on my phone, but... I hate my phone and it arghhhh...!!!

Quick Curly
Posted on 11-01-15 05:34 AM Link | Quote | ID: 161727


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I figure that one of the Mega Man games would be the most commonly shared factor amongst the current active members to serve as a base for a collaborative Board 2 hack.

I remember that years ago, it was the NES version of SMB3 that was the most commonly hacked game here. However, when I suggested the idea, even the people who had originally backed it up before didn't really follow through with anything, and a potential project never went anywhere.

There are always opportunities for collaborative projects, but oftentimes, the idea gets thrown out on one of the ROM hacking message boards by a person who is considerably new and seems to be seeking out multiple other experienced people who would likely end up doing most of the major work.

It's normally preferred that anyone joining a collaborative team has some previous work to show to establish that they will be doing their fair share.

From my experience, collaborations can prove to be considerably difficult. You have to be readily available to share your contributions to keep the base build updated, and ensure that everyone's contributions don't overwrite one another. Organization and team professionalism are important key factors.

While it might feel that getting a large number of people together to work on one project should result in something spectacular with a lot of changes in a shorter amount of time, you might find the opposite to be the case instead. The more people you add to the group, the more involved you will all have to be to keep track of everything.

Unfortunately, more attempted team projects seem to fail or not even get started compared to those that work out.
Sometimes, people who were supposed to be a part of the team disappear, or they end up not contributing an equal amount of work.
Sometimes, it's easier to work on something completely by yourself, because then you have complete creative freedom, and you generally know exactly what you have already changed and still plan to change, unless you take an extended break from working on it.
In a group, especially with people with different approaches to things, you might find that some of you won't agree with some ideas, and some might feel that their ideas are neglected in favor of others.

With all that said, I do always look forward to potential new projects, and team projects allow individuals with unique, enhanced talents and personal perspectives to develop multiple layers and depths to an overall complete, single creation.
When one person comes across an obstacle, at least one other team member can take a look at it and help everyone overcome it.

For further consideration, remember Tower of Spatula? It started with a proclamation to love your lawn, and had some considerable progress before the only green that people cared about became money.

I've never hacked any Mega Man game before, and I'm only relatively familiar with the original games, but I suppose that I would try to contribute any assistance with what I could, if it ends up that one of the Mega Man games is the base for the hack (which seems to be the direction that things are progressing). I always wanted a Board 2 collaboration hack to work out, and being here for all of these years, I would like to be a part of something that would predictably strive to express our shared interest and devotion to the community.

Model FZx
Posted on 11-01-15 07:18 PM Link | Quote | ID: 161733


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We could have small, manageable groups. As I said earlier, one group handles the aASM, one handles the graphics, one the levels, and one for miscellaneous stuff. I can help with all, but even though I know the nmemoics and opcodes, I don't know the offsets for individual data. Otherwise I can help out in a bit of everything.

Besides, what are we going to call it? What are we going to hack? Maybe make a Mega Man 2 hack? Make it the RM4MI of Mega Man 2 hacks? We can call it "Mega Acmln" or "Board Man 2" or, uh... "Acmln Board 2 Hack", I dunno :p

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Trinitronity
Posted on 11-01-15 08:38 PM Link | Quote | ID: 161734


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If we are going with a MM2 hack in the style of MegaMan 4 Minus Infinity, then it's only natural to call it MegaMan 2 Minus Infinity.
With that said, I'd rather want a MegaMan 3 Minus Infinity instead.

Zieldak
Posted on 11-01-15 09:04 PM Link | Quote | ID: 161735


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Posted by Trinitronity
If we are going with a MM2 hack in the style of MegaMan 4 Minus Infinity, then it's only natural to call it MegaMan 2 Minus Infinity.
With that said, I'd rather want a MegaMan 3 Minus Infinity instead.

First ask for permission to use that name. Maybe PureSabe...

Model FZx
Posted on 11-01-15 10:50 PM Link | Quote | ID: 161738


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Posted by Trinitronity
If we are going with a MM2 hack in the style of MegaMan 4 Minus Infinity, then it's only natural to call it MegaMan 2 Minus Infinity.
With that said, I'd rather want a MegaMan 3 Minus Infinity instead.


Except that I never said in the style of RM4MI. I said to make MM2 the RM4MI of MM hacks, I.e heavy ASM changes and MMC5 mapper
convention if necessary. Now, you all know your ABCs and 123's. :-D

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Quick Curly
Posted on 11-02-15 07:15 AM (rev. 2 of 11-02-15 06:49 PM) Link | Quote | ID: 161743


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Yeah, I don't think it would do either side any favors to base the name off of another hack done by someone else. Especially if it sets overly high standards before anything is even really started. In my personal opinion, the team should do their own thing.

It can always be declared in the readme file and a contributor's individual thanks; something along the lines of: "Some of my favorite hacks include Rockman 4: Minus Infinity by Puresabe, etc. Thank you for the awesome adventures and inspiration to create my own experience in this team effort."

We could always develop multiple hacks of different games, too. Teams that work great together should stick together.

In deciding which Mega Man game(s) should be chosen, what are some advantages with specific games? Which game(s) has/have been more documented than others, making it/them easier to work with? Which original game(s) has/have more fun and exciting levels and additional engaging factors?

I suppose I'll also throw some of my own personal ideas and capable contributions out there. Hopefully they're of interest and potential use.

I'm currently working on a Kickle Cubicle level hack, working off of the "Kickle Cubicle (U) [!]" NES ROM. I have 9 original levels created so far. I hope to come close to the count of 97 levels in the original game, but I might make it shorter, too. Things kind of come together for me as I'm working on projects.
For anyone familiar with the original game, I would be open to taking potential level designs from any willing volunteers, and all contributions will be properly credited. (For people who are familiar with my general formula for readme files, I'm a very thankful person and overly express my appreciation whenever and wherever possible.)

*This would be an opportunity for people who would like to be a part of a project that I definitely do intend to follow through with to reach completion one day, no matter how long it might possibly take. On top of that, the very first level hack of Kickle Cubicle to come to existence, unless someone else wants to beat me to the punch.*

If needed, I would provide a template that people could work off of for level designs, but here's a general example of an original Kickle Cubicle level:

Fruit Land L


Here is the level data (original, compressed data at ROM offset 0x151AB):

00 00 00 03 03 03 03 03 44 00 00 00 00 00 00 00
00 00 03 01 01 01 01 01 03 44 00 00 00 00 00 00
00 03 01 01 01 01 01 01 01 03 44 00 00 00 00 00
03 01 07 07 01 01 01 07 07 01 03 44 00 00 00 00
03 01 01 01 01 01 01 01 01 01 03 45 00 00 00 00
03 01 01 2C 01 01 01 2C 01 01 03 45 03 2C 03 44
03 01 01 01 01 01 01 01 01 01 03 45 02 02 02 45
03 01 01 01 01 03 01 01 01 01 03 45 02 02 02 45
42 03 01 01 01 01 01 01 01 03 41 46 02 02 02 45
00 42 03 03 01 01 01 03 03 41 46 00 42 43 43 46
02 02 02 02 10 18 15 02 02 02 02 02 10 18 15 44
42 43 43 43 11 1C 16 41 43 43 43 43 11 1C 16 45
00 00 00 00 12 14 17 45 00 00 00 00 12 14 17 45
00 00 00 00 42 43 43 46 00 00 00 00 42 43 43 46

Valid meta-tile values:
00 - Water
01 - Land
02 - Slippery Ice (Noggles can't walk on)
03 - Rock
04 - Water Hole
05 - Power Rock
07 - Ice Pop (3200 points)
08 - Red Cannon (North)
09 - Red Cannon (Northeast)
0A - Red Cannon (East)
0B - Red Cannon (Southeast)
0C - Red Cannon (South)
0D - Red Cannon (Southwest)
0E - Red Cannon (West)
0F - Red Cannon (Northwest)
10 - Hammer Slippery Ice (Top-Left Corner)
11 - Hammer Slippery Ice (Left Edge)
12 - Hammer Slippery Ice (Bottom-Left Corner)
13 - Hammer Slippery Ice (Top Edge)
14 - Hammer Slippery Ice (Bottom Edge)
15 - Hammer Slippery Ice (Top-Right Corner)
16 - Hammer Slippery Ice (Right Edge)
17 - Hammer Slippery Ice (Bottom-Right Corner)
18 - Hammer (Top)
19 - Hammer (Right)
1A - Hammer (Bottom)
1B - Hammer (Left)
1C - Hammer Bottom (With Hammer (Top))
1D - Hammer Bottom (With Hammer (Right))
1E - Hammer Bottom (With Hammer (Bottom))
1F - Hammer Bottom (With Hammer (Left))
20 - Ice Cube (Leaves weird red tiled land; must set block underneath through sprite/enemy data)
21 - Ice Pillar (Can remove)
22 - Ice Pillar (Can't remove)
25 - 1-UP (Can place multiple, but only one will show in a level)
28 - Breaker (Points up)
29 - Breaker (Points right)
2A - Breaker (Points down)
2B - Breaker (Points left)
2C - Base Rock
30 - Spring (Bounces off left side; right side is rock)
31 - Spring (Bounces off right side; left side is rock)
32 - Spring (Bounces off top side; bottom side is rock)
33 - Spring (Bounces off bottom side; top side is rock)
41 - Bottom-Right Water "L"
42 - Bottom-Left Water
43 - Bottom Water
44 - Water Top Right Side
45 - Full Water Right Side
46 - Bottom-Right Water Corner

Sprite/enemy data: 0x12222

0B C0 0A 05 00 62 53 00 00 65 53 00 00 68 57 00 00 FF 53 00 03
FF 57 00 03 EF 1E 08 0D 11 02 FF 5D 00 02 EF FF 7C 7D 7E 01 A9

0B C0 0A 05 - Noggles enemy data.
00 - Noggles identifier.

62 - Noggles #1 starting position (X: 20, Y: 60).
53 - Noggles #1 Base Rock position (X: 30, Y: 50).
00 - Noggles #1 spawning timer after start.
00 - Noggles #1 direction (up).

65 - Noggles #2 starting position (X: 50, Y: 60).
53 - Noggles #2 Base Rock position (X: 30, Y: 50).
00 - Noggles #2 spawning timer after start.
00 - Noggles #2 direction (up).

68 - Noggles #3 starting position (X: 80, Y: 60).
57 - Noggles #3 Base Rock position (X: 70, Y: 50).
00 - Noggles #3 spawning timer after start.
00 - Noggles #3 direction (up).

FF - Noggles #4 - No starting position.
53 - Noggles #4 Base Rock position (X: 30, Y: 50).
00 - Noggles #4 spawning timer after start.
03 - Noggles #4 direction (left).

FF - Noggles #5 - No starting position.
57 - Noggles #5 Base Rock position (X: 70, Y: 50).
00 - Noggles #5 spawning timer after start.
03 - Noggles #5 direction (left).

EF - End of Noggles enemy data.

1E 08 0D 11 - Sparky enemy data.
02 - Sparky identifier.

FF - Sparky #1 - No starting position.
5D - Sparky #1 Base Rock position (X: D0, Y: 50).
00 - Sparky #1 spawning timer after start.
02 - Sparky #1 direction (down).

EF - End of Sparky enemy data.
FF - End of data for all enemies; leads into Dream Bag placements.

7C - Dream Bag #1 (X: C0, Y: 70).
7D - Dream Bag #2 (X: D0, Y: 70).
7E - Dream Bag #3 (X: E0, Y: 70).

01 - Kickle identifier.

A9 - Kickle starting position (X: 90, Y: A0).

If there are ice cubes present when the level initially loads, following Kickle's starting position, there will be additional data relating to the ice cubes. The proper order of the ice cubes follows up-to-down, and then left-to-right. Typically, the enemies and Dream Bags follow this same format.

The format for ice cube related data is as follows:
[Cube01Byte01] [Cube01Byte02] [Cube02Byte01] [Cube02Byte02] [Cube03Byte01] [Cube03Byte02] [Etc.]

The first byte is the spawning position for a Noggles once the ice cube is used or completely melts away. Much like spawning positions for enemies, "FF" means that there will be no Noggles that spawns after an ice cube is used or completely melts away.

The second byte is the meta-tile value of the block underneath the ice cube.

For example:

FF 02 85 01 FF 04

FF - Ice cube/Noggles #1 - No Base Rock position.
02 - Tile under ice cube #1 (02 - Slippery Ice).
85 - Ice cube/Noggles #2 Base Rock position (X: 50, Y: 80).
01 - Tile under ice cube #2 (01 - Land).
FF - Ice cube/Noggles #3 - No Base Rock position.
04 - Tile under ice cube #3 (04 - Water Hole).

The directional values for enemies are as follows:
00 - Up
01 - Right
02 - Down
03 - Left



Also, way back in 2010, I documented all of the puzzles and puzzle pointers in Wheel of Fortune, working off of the "Wheel of Fortune (U) (PRG0) [!]" NES ROM. I always wanted to make a Wheel of Fortune hack with modern day puzzles, but unfortunately, I barely have any ideas.

I thought about applying a Halloween theme to the hack, and changing Vanna White to the Frankenstein from Zoda's Revenge: StarTropics II, but I don't know how many hundreds of puzzles that are Halloween related or scary could really be used without coming across as seemingly repetitive.

The original categories for the game are:
PLACE
PERSON
THING
LANDMARK
PHRASE
THING (Yes, it's another "THING" category)
TITLE
PEOPLE
EVENT

The category names could always be changed to fit around new puzzle themes.
I would just need some ideas and direction, since I never got anywhere past the documentation stage.
One idea for a new category could be MUSIC. I reckon that that would/should be an easy theme to work with for new puzzles.

This post is already pretty long, and I should be getting some sleep, so I'll leave things here for now. Have a great and safe night and week, everyone.


EDIT: Added sprite/enemy data information for Kickle Cubicle and MUSIC category idea for Wheel of Fortune.

Thanatos-Zero
Posted on 11-02-15 07:02 PM Link | Quote | ID: 161749


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You know you could all give megaman odyssey a hand.
We are still working slowly on our hobby project.


____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

Trinitronity
Posted on 11-02-15 07:11 PM Link | Quote | ID: 161751


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I would be interested in giving level design a helping hand, but I cannot open MegaMan Oddysey on MegaFLE X, sadly...

Quick Curly
Posted on 11-02-15 08:29 PM Link | Quote | ID: 161754


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*Looks up Megaman Odyssey.*

Megaman Odyssey Project
Megaman Odyssey Demo March 2010

The project does look very awesome. It's a Mega Man III hack. It seems that a few members really enjoy that specific game.

Would kuja killer be okay with it if other people joined in? I noticed from some posts in the thread that it seemed like back in the day, other people were offering to help out to prevent it from possibly never getting finished, and I didn't read the entire thread(s) thoroughly enough to find out if he officially passed the hack on to anyone else specifically and/or said that other people could try to finish it off from the most recently updated build.

From a brief look at the last page, it seems that kuja killer would prefer for others to take care of the level designs, and some other people were offering to help with them.

Thanatos-Zero: If it's an official possible option though, and since it's nearly 2 years later since the last post in the main thread, could you possibly provide us with an update on how things have potentially changed since then? Who all is currently still involved with the project at this point, since you mentioned "we"?

Just to reemphasize what I mentioned in an earlier post, I've never hacked any of the Mega Man games before, and I don't really know what I would be able to contribute to a hack of any Mega Man game. However, I'm highly interested and passionate about the idea of a Board 2 collaborative group hack finally working out.

Thanatos-Zero
Posted on 11-03-15 08:49 PM (rev. 3 of 11-12-15 06:23 PM) Link | Quote | ID: 161777


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You know, as a hobby project goes, we are doing everything at our own pace. Unfortunatly, my and Megaman-Omega's pace limits Kujakiller's pace, since he can only do the stuff when we do sprites or new tiles.

We would appreciate at any turn contributers of graphics and level design.

As far as I am allowed to tell we are at the 2nd Stage of Pyro Man and it is mostly finished, except for some gaphics and as usuall the lack of a music composer.
It is however partially a fault of kuja killer, because he is extremely picky with music and our last composer rage quited because kuja cannot stand triangle keys at all.
We however have decided for the future to decide together on the tracks, as such Kuja must respect the outcome if overvoted.

I will ask what I may reveal yet.

You can come to visit the forums and the new Skype Group.
http://rockman-utopia.forums-free.com/
https://join.skype.com/hN0yUYJcsEVE

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

kuja killer
Posted on 11-10-15 11:04 AM Link | Quote | ID: 161844


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Yea basically what thantas said, the main thing this hack lacks more than anything else ...
graphics and level design obviously.

Basically like, i dont know how to say it exactly but "ready to put in", after some has been made. I'm completely helpless on own own. I only have programming skills only.

I do not really ask for people to join myself because i've given up on that long ago, that's why thanatos tries now instead.

Zynk
Posted on 11-10-15 12:50 PM Link | Quote | ID: 161845


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Do you guys need a spriter for the Robot Masters? The existing ones needs an overhaul IMO, no offense.

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