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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ | New thread | Thread closed |
Matrixz |
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![]() ![]() Ninji Level: 35 Posts: 39/225 EXP: 259296 Next: 20640 Since: 04-07-07 From: Norway Last post: 2779 days Last view: 1457 days |
Just showing new sprites for the Haze Dasher custom weapon. Those are the newest ones by Thanatos-Zero.
I'm currently polishing all the new weapons. ![]() ![]() ![]() ![]() |
RetroRain |
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![]() ![]() Fuzz Ball Level: 66 Posts: 397/994 EXP: 2371486 Next: 90365 Since: 09-30-07 Last post: 1608 days Last view: 630 days |
Nice. Maybe you could show a new video with the polished weapons in the near future?
I'm curious about one thing. What did you use to make the cloud platforms from MM2? Did you overwrite the balloon code or something? ____________________ My YouTube Channel |
Matrixz |
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![]() ![]() Ninji Level: 35 Posts: 40/225 EXP: 259296 Next: 20640 Since: 04-07-07 From: Norway Last post: 2779 days Last view: 1457 days |
Well, no, i made all parts of it from scratch. Making an enemy a platform is easy enough.. in fact, any sprite in the game can be made to act like a platform or wall. Expect, i added extra ASM in order to make MM move left and right along with the platform, and making dropped items stick to the platform:
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Thanatos-Zero |
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![]() ![]() Nipper Plant Level: 45 Posts: 59/423 EXP: 633626 Next: 26538 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 764 days Last view: 727 days |
Posted by Panophobia It pleases me so much that you updated the old with the new Dash Sprite. When you are done with Megaman Forever, what kind of plans have you in the future? However if you need sprites for your Hacks, I will create them for you with joy.^^. ____________________ 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?!". |
Matrixz |
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![]() ![]() Ninji Level: 35 Posts: 41/225 EXP: 259296 Next: 20640 Since: 04-07-07 From: Norway Last post: 2779 days Last view: 1457 days |
When the time comes, i probably don't want to do any more long-term projects. I would rather do many, small hack experiments, try to find data for some NES or SNES games i have wanted to do. I have no plans.
Once i determine what i will do with the robot masters and their sprites, i will get back to you on that. ![]() |
Insectduel |
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![]() ![]() Hammer Brother Level: 68 Posts: 263/1069 EXP: 2612478 Next: 116322 Since: 02-16-08 From: Insectduel's office Last post: 930 days Last view: 929 days |
Megaman Showdown 4
I'm not much of a TAS player so don't think I do certain speedruns because I played MM4 all my life. Beta testing MY OWN HACK. After all the efforts I did so far. I should thank Matrixz for advice and his Megaman 4 Document. Dr. Cossack 4 gave me the balls last night to find and set data. Some sound settings are also changed. Overview Dr. Cossack 1: There are no screen requirements to set the butterfly boss. Because there are NO apdapters for each of the robot masters, you have to get one at the beginning of Cossack 1. The WIRE weapon is your friend in this hack. This level has 4 screens. All boss sprites must be set in a certain order or it will not load. I re-coded by hand only than the level editors. Dr. Cossack 2: It is a 3 Screen level because of the way of the middle wall sprite is coded on screen. It only sets in the EVEN number of the room. Dr. Cossack 3: 2 Screen level, but the cockroach twins require to set in certain scroll numbers. Dr. Cossack 4: 2 Screen level, orginally supposed to start the level with the DOWN scroll but RIGHT instead because the DOWN scroll gives an incomplete VRAM sprite buffering while loading. Dialogues, Cossack sprite and VRAM buffering are set to a certain screen ID number to activate. Don't expect a fast release. There are still settings to change and create the EX version of the patch which includes hard mode for all 8 bosses behaviors and some damage projectile settings. |
Googie |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 447/1402 EXP: 4049154 Next: 141975 Since: 02-19-07 From: Brooklyn, NY Last post: 43 days Last view: 43 days |
I've been trying to motivate myself to get back into ROM Hacking, so here's my little current project right now...
![]() I'm thinking of either calling this hack "Wario Bwast" or "Wario Blast 2" not sure yet... ^^; ____________________ My Linktree |
koala_knight |
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![]() ![]() Buzzy Beetle Level: 44 Posts: 287/384 EXP: 575384 Next: 35901 Since: 06-01-07 From: Miami Last post: 3799 days Last view: 3786 days |
That's awesome, Googie! That's a great idea. ![]() |
Googie |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 448/1402 EXP: 4049154 Next: 141975 Since: 02-19-07 From: Brooklyn, NY Last post: 43 days Last view: 43 days |
Posted by koala_knight Hee hee thanks k_k, here's what I done on and off today... ![]() I'm halfway done with enemy editing, then change the title, text etc. I gotta hit the bed... ![]() ____________________ My Linktree |
koala_knight |
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![]() ![]() Buzzy Beetle Level: 44 Posts: 288/384 EXP: 575384 Next: 35901 Since: 06-01-07 From: Miami Last post: 3799 days Last view: 3786 days |
Cool! ![]() Have you ever given any thought to making the bomb blasts look more like the airship flames in SMB3? That might look cool. |
elbobelo |
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![]() ![]() Red Koopa Level: 27 Posts: 66/124 EXP: 104901 Next: 11258 Since: 08-16-07 Last post: 1842 days Last view: 284 days |
Posted by GoogiePosted by koala_knight ![]() This is so weird, I had the same idea yesterday and started it as well. Great minds think alike! At least now I can let it rest knowing that you're doing a great job. Can't wait to see the finished product. |
Insectduel |
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![]() ![]() Hammer Brother Level: 68 Posts: 264/1069 EXP: 2612478 Next: 116322 Since: 02-16-08 From: Insectduel's office Last post: 930 days Last view: 929 days |
What is this ORIGINAL game you guys are working on. Nice screens by the way. Time to try something new for a change for the finished product. |
Quick Curly |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 171/1440 EXP: 4040392 Next: 150737 Since: 06-15-08 From: Earth Last post: 134 days Last view: 53 days |
Posted by InsectduelThe original game is Bomberman. Awesome game. ![]() Nice job, Googie! Out of curiosity, how is Mario's Destiny coming along? ![]() Since it's also been a while since we've last spoken and just to update you on how Luigi's Chronicles 2 has been coming along, I'm currently halfway through editing World 4. ![]() |
elbobelo |
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![]() ![]() Red Koopa Level: 27 Posts: 67/124 EXP: 104901 Next: 11258 Since: 08-16-07 Last post: 1842 days Last view: 284 days |
Posted by Insectduel The Wario graphics are from Wario Blast for the Monochrome Gameboy. It is basically a Bomberman game featuring Wario as the main character, where each stage is a different boss. I'm dropping my effort for obvious reasons (Googie's looks awesome ahem) |
Googie |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 449/1402 EXP: 4049154 Next: 141975 Since: 02-19-07 From: Brooklyn, NY Last post: 43 days Last view: 43 days |
QuickCurly: I've poked at Mario's Destiny a bit trying out how to end World 2. But there's something I needa take care'a in the hack, mebbie I'll post a video tomorrow before I head out to The Bronx. Cool with LC2, our hack'll rock... ![]() elbobelo: Oh snap man, that's wild on how our minds work lol! If anything use that Wario sprite with Nuts & Milk, Wario can go after the money after collecting keys or something. ![]() Since I didn't have too much time tonight, I still managed to put this in... ![]() Now it looks like Wario is in a cold place, I used the two ghosts from the Zelda GB game since there's enemies that can go through walls. Two more enemies to edit now, then the title and text... ![]() ____________________ My Linktree |
Quick Curly |
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![]() ![]() Giant Red Paratroopa Level: 77 Posts: 174/1440 EXP: 4040392 Next: 150737 Since: 06-15-08 From: Earth Last post: 134 days Last view: 53 days |
Posted by GoogieCool! I'll look forward to it, Googie buddy. ![]() ![]() Posted by elbobeloCool! I was actually wondering where the Wario graphic was from as well, so thanks for pointing that out, elbobelo. ![]() |
Dr. Hell |
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![]() ![]() Lakitu Level: 51 Posts: 479/552 EXP: 999359 Next: 14579 Since: 03-02-07 From: Pittsburgh, PA Last post: 4707 days Last view: 4664 days |
Okay, so I'm going to be quoting a big post by optomon here, because I don't feel like rewording it, but there's a ton of new updates for the hack.
![]() New HUD (don't remember if this was posted here or not) "Indicates amount of health, hearts, money, and part of the castle. The double/triple shot icons (not pictured) fit in between the last digit of money (which I'll get rid of later) and the heart icon." Updated NSF "#6- Original piece, made for the Catacomb area in mind, but I might use it for something else. #7- Arrangement of "Opus 13" from Rondo of Blood, theme for the Armory." "Vertical areas now scroll two directions (this was TOUGH) Since the game is going to have some backtracking, the player must be able to go up and down in the vertical areas (in Castlevania 3, these rooms could only scroll either upward or downward). After sewing tons of code together like frankenstein with new code, the player can freely move upward or downward in a vertical area without the screen unravling, disappearing, etc." "A menu screen appears (and disappears) when the player presses select. Only one thing on this screen so far, the ability to toggle through playable characters: ![]() The face of the character changes as you select other characters with the little arrow. This was the most memory efficient thing I could come up with. And memory is crucial on this screen because I need to have it support a map of some kind. The current idea I have is to make two separate status screens, one with a real time map of the part of the castle you are currently in, and one with a not so real time map of the entire castle (which entire parts of the castle appear once a "map" item is found in them). An inventory of items will also likely end up on one of these screens." |
koala_knight |
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![]() ![]() Buzzy Beetle Level: 44 Posts: 289/384 EXP: 575384 Next: 35901 Since: 06-01-07 From: Miami Last post: 3799 days Last view: 3786 days |
That is all pure win! I really like the new songs, too. ![]() |
blackhole89 |
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![]() ![]() The Guardian Moloch whose eyes are a thousand blind windows! Level: 123 Posts: 2422/4196 EXP: 20965086 Next: 266180 Since: 02-19-07 From: Ithaca, NY, US Last post: 144 days Last view: 12 days |
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Insectduel |
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![]() ![]() Hammer Brother Level: 68 Posts: 265/1069 EXP: 2612478 Next: 116322 Since: 02-16-08 From: Insectduel's office Last post: 930 days Last view: 929 days |
Megaman Showdown 2 - Version 0.53
I don't feel like reviving my team project thread since I have no one to do it except Insectduel's Board members. This hack has small changes. And RHDN's thread has been slapped too by one of the RHDN's Staff Members. Updates from Version 0.50 - Modified the Time Stopper's Counter. Many people can't beat Quickman in Hard Mode which includes some of the Speedrun players. - Quick Boomerangs can now shoot through Airman's Tornadoes. - You won't be able to view or to access passwords to bypass any levels or to get E-Tanks. Thank Wriggle Nightbug for the coding. What's more to come -Possibly add custom music -Work on the Bosses AI routine on my own. -Possibly more ASM changes if possible Megaman Showdown 4 is currently under development, but I was close to finishing it before I get started with the EX version of the patch. Currently, I'm spending the weekend testing some new patches and play some good Rockman hacks before I get back to it. |
Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ | New thread | Thread closed |
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