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Please chime in on a proposed restructuring of the ROM hacking sections.
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KP9000
Posted on 03-02-09 06:46 AM Link | Quote | ID: 102028


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Both screenshots are from same area. Not a big area, but fun nonetheless.

Also, 2000th reply in this thread!

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Zycor
Posted on 03-02-09 02:52 PM Link | Quote | ID: 102040


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Dang... that art is awesome!

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RT-55J
Posted on 03-02-09 11:16 PM Link | Quote | ID: 102056

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Posted by Parasyte
Anyone interested in editing Mega Man 7, by chance?

Heh. I remember that thing. I still have the executable of some absurdly early beta you released or something.

Quick Curly
Posted on 03-02-09 11:22 PM Link | Quote | ID: 102057


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KP9000 - That looks incredible! Words cannot describe how awesome those graphics are.

Insectduel - Sounds like a neat project! Best of luck with it!

Posted by Ailure
KP9000, I like the progress so far on your SMB3 hack. There needs to be more SMB3 hacks around, and less SMW hacks.
I agree completely.

Posted by Insectduel
Having more SMAS-SMB3 hacks is more better. Unless people can hack the game on their own and not just me.
I remember mentioning to you before that I considered trying SMAS-SMB3 hacking in the future, but I've ultimately decided that I'm sticking with NES hacking - specifically the good old NES version of SMB3. Considering that I barely have any free time to do anything anymore, I don't really feel like taking the time to learn anything new with SMAS-SMB3 hacking when hacking the NES version of SMB3 to me is much more fun and easier. It also seems like other SMB3 hackers feel the same way since everyone hacks the NES version. May I ask how SMAS-SMB3 hacks would be better? The first thing that comes to mind would be the graphics, but in all honesty, I'm not a graphics person and I prefer better game-play as opposed to over-the-top graphics. If a game is boring to play, the graphics aren't really going to matter, are they? And besides - I grew up with the NES version of SMB3.

Dr. Hell
Posted on 03-04-09 03:02 AM (rev. 3 of 03-04-09 07:12 AM) Link | Quote | ID: 102099


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Looks like Snake finally got his AARP card.


I like how this turned out too. This is probably my favorite out of the ones I did.

Parasyte
Posted on 03-04-09 07:05 AM Link | Quote | ID: 102101


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Posted by RT-55J
Posted by Parasyte
Anyone interested in editing Mega Man 7, by chance?

Heh. I remember that thing. I still have the executable of some absurdly early beta you released or something.

Alpha. I released the source code along with the executable, but apparently no one wanted to pick it up. So I've been rewriting it (again; now on its third iteration) to be cross platform, and hopefully a whole lot easier to work with.

This version is still open source, and I've been working on some fixes along the way. For example, Spring Man's stage now loads the tiles properly:


I need to sit down and redo the rendering a bit to finish up some optimization problems, then I will be able to start working on the UI.

Source code and development docs are available on my site.

Kawa
Posted on 03-04-09 02:36 PM Link | Quote | ID: 102106


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Slow down, you guys. We can't have too much epic shit going on in such rapid succession!

* Kawa saves OldSnake.jpg

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Raccoon Sam
Posted on 03-04-09 02:58 PM Link | Quote | ID: 102109


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Posted by Parasyte


Parasyte? Mega Man 7? Mac executable?
This is too good to be true

Looks really good.

On the other hand;

This is driving me inssaanneee


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boingboingsplat
Posted on 03-04-09 05:48 PM (rev. 2 of 03-04-09 05:49 PM) Link | Quote | ID: 102128


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ML: SS hacking?

That's probably the one RPG I would like to hack the most.
Pretty awesome.

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Parasyte
Posted on 03-05-09 12:49 AM Link | Quote | ID: 102188


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Posted by Raccoon Sam
Parasyte? Mega Man 7? Mac executable?


Mac OS X is great. But what about Linux?



Raccoon Sam
Posted on 03-05-09 12:58 AM Link | Quote | ID: 102189


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I love you, Parasyte.

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smkdan
Posted on 03-05-09 09:12 AM Link | Quote | ID: 102216


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Linux is great. But what about Microsoft Windows?

Anyway it looks like pretty good progress. does it swap tiles / palettes mid level like mega man x? (disassembling the portions that cover this but got broed of it, picking it up later). I never played MM7 but I really should sometime.

Insectduel
Posted on 03-05-09 04:27 PM (rev. 3 of 03-05-09 04:32 PM) Link | Quote | ID: 102221


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Something I did about 7 months ago when I'm doing my Megaman 1 hack.



It was originally going to be a surprise but because of the time I've been wasting playing Touhoumon or coming to work, I don't work on my Megaman 1 hack anymore. The Yellow Devil still needs some AI tweaks to edit and I've been trying to duplicate the firing similar to Mega man 3's Yellow Devil. My ASM skills are crap right now and I'm not doing any better.

I also orginally going to make a 1 level demo but I haven't made any map edits yet. My last update in Megagirl is to rip Cirno's sprite from the 8-Bit Rockman 1 hack, Megamari and import the GFX as my own. Patchouli stays as my own art.

Until I get back to Megaman 1 hacking, I'm sticking with Megaman Showdown 4. Last night, it took me 2 hours to find each of the bosses weakness in Megaman 4 due to the fact that I have to log some crap to find it.


Parasyte
Posted on 03-06-09 12:39 AM Link | Quote | ID: 102237


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Posted by smkdan
Linux is great. But what about Microsoft Windows?

Yeah, what about it?


Posted by smkdan
Anyway it looks like pretty good progress. does it swap tiles / palettes mid level like mega man x? (disassembling the portions that cover this but got broed of it, picking it up later). I never played MM7 but I really should sometime.

The game does mid-stage tile and palette swaps, yes. Does Syndrome currently handle it? No. Some example stages include Turbo Man's stage (the big truck near the end uses a different tile set from the rest of the stage) and the color of the buildings near the end of the intro stage...

Turbo Man's truck, as currently rendered in Syndrome

There's a silly design flaw with the current rendering model I wrote (which is based on the rendering model from the original Win32 source code release); the full stage is assembled as a very large SNES tile map. (That means, a large array of 16-bit words. Each one contains a tile index, palette index, and flipping bits ... all in the SNES tile map format.) Thus, it's not possible to change the palette or tiles in different portions of the stage. I am going to fix this along with the renderer rewrite, though.

In the new model, I will do stage rendering one-screen-at-a-time. Each screen in its own small image. The big win will be in speed (faster overall rendering) but it will also have some other advantages such as lower memory use, and the ability to draw each screen using different tile sets or any of the available stage palettes. (Three palettes per stage.) Then these smaller images will just be blitted onto the big canvas.

I haven't yet looked at how the game decides when to swap palettes, yet. Or how it does scroll stops, for that matter. All in due time, I guess. Most of the code base could probably be adapted to the Mega Man X series fairly easily.

Kawa
Posted on 03-06-09 06:14 PM Link | Quote | ID: 102276


CHIKKN NI A BAAZZKIT!!!
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Why does it have a Firefox icon? Did you write this in Java or something?

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Parasyte
Posted on 03-07-09 02:56 AM Link | Quote | ID: 102302


Red Goomba
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It has the Firefox icon in the Windows screen shot because it is running on Firefox 3's XULRunner. (Syndrome is a XULRunner application; it can run on any system with Firefox 3 installed, or with a shared XULRunner.) There is no Java involved.

KDE User X
Posted on 03-07-09 12:03 PM Link | Quote | ID: 102318


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Posted by Insectduel
Posted by Ailure
There needs to be more SMB3 hacks around, and less SMW hacks.


Having more SMAS-SMB3 hacks is more better. Unless people can hack the game on their own and not just me.

Hell no, all-stars versions music sucks, as well is there even any editor for SMAS version? I dont think so. Also nes version brings back more memories than snes version IMO

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roxahris
Posted on 03-07-09 12:48 PM (rev. 2 of 03-07-09 12:57 PM) Link | Quote | ID: 102319


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Posted by KDE User X
Posted by Insectduel
Posted by Ailure
There needs to be more SMB3 hacks around, and less SMW hacks.

Having more SMAS-SMB3 hacks is more better. Unless people can hack the game on their own and not just me.
Hell no, all-stars versions music sucks,
That's your opinion

as well is there even any editor for SMAS version? I dont think so.
There's an SMB3 editor with support for the SMAS SMB3. There is also a Japanese tool that converts SMB hacks (or rather, levels) into SMAS ones. (I can't remember how to use it, though. Damn instructions...)

Also nes version brings back more memories than snes version IMO
I started with the SNES versions; thus, I have more happy memories of SMAS than I do with the originals. Opinions again.

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Quick Curly
Posted on 03-07-09 04:54 PM Link | Quote | ID: 102321


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Yeah. Mario Improvement 3 supports editing for SMAS-SMB3, although you need DOS to use the program. (Could it still be run with DOSBox though? ) However, it supposedly doesn't support level header and pointer editing for SMAS-SMB3 unlike the NES version of SMB3.

It's a matter of personal opinion when it comes to which version of SMB3 - whether NES or SNES - that someone prefers, which is perfectly fine. If there's any known fact though, it's that most people prefer to hack the NES version of SMB3, and that can't be argued.

Insectduel
Posted on 03-08-09 01:16 AM (rev. 3 of 03-08-09 01:18 AM) Link | Quote | ID: 102331


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I recently now have Windows XP. And I haven't tested out Mario Improvement 3 with DOSBox yet. I think mine already came with DOS which makes the DOS Megaman 1 and 2 editor Visine to work.

I think I prefer a little conversion of my own, like editing the NES versions of SMB3 first using Mario 3 Workshop before importing the level files to the SMAS-SMB3 Rom offsets with Windhex. Windhex dumps and insert certain binary ROM levels by ROM-Offset.

I am a bit lazy hacking Mario games, but now I need to hack the SNES version of SMB3 like I did in 2005.

The level format data in SMB3-SMAS is the same as the NES version of SMB3. Only the headers are added 4 more bytes than the original NES version which makes them 13 bytes in a level header.
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