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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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Thanatos-Zero
Posted on 07-02-09 08:43 PM Link | Quote | ID: 109703


Nipper Plant
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Posted by SePH
I've worked on my z3 hack yet again.So now instead of just having a modern and a post apocalyptic world, I'll split them into six or more different ones.. Each themed accordingly of course..

1- 900 years after Parallel Worlds (after an asteroid ravaged the land)
2- Waterworld (pretty much self explanatory)
3- Space Colony (and space too!, bunny link will be an astronaut)
4- Earth (in ruins, pretty much due to a similar event that destroyed most of the parallel worlds landspace)
5- Future Hyrule (ten thousand years after the asteroid reshaped the land, the world has regained it's prosperity once more)
6- Gaming Land (this is where you'll get your cameos fix)

Nothing too fancy, but still, here's part of one of the worlds you'll be able to visit. Not finished but oh well, tired, need sleep!



I plan to make big things for this hack, but time constrains keep me from making real progress, hopefully my vacation in a month will change that.


Very interresting Seph. I hope your hack will become as sinister as the Legacy of Kain series. I liked the telling and the monologes of the protagonists. It would be so awesome to play a Link with the mindtype of Raziel.

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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?!".

Insectduel
Posted on 07-02-09 09:03 PM Link | Quote | ID: 109708


Hammer Brother
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Imagine a Zelda 3 hack with Pokemon GBA Graphics. I'd love to see that.

Buu-Huu
Posted on 07-03-09 09:22 PM (rev. 2 of 07-03-09 09:23 PM) Link | Quote | ID: 109816


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The guys over on SMWC are disassembling Super Mario All-Stars and now where Roy's done with the disassembly of SMB2, he found lots of useful data already and explained me how level format, enemy placement and the likes work. It's not really much to show off but anyways, here goes:


(There are no enemies yet, I'll place those when I'm done with the rough level layout)

And here's a video of the very first room I finished:


RetroRain
Posted on 07-03-09 10:43 PM Link | Quote | ID: 109823


Fuzz Ball
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That looks great! I love that new dark-blue background, and it also gives the impression that rain is coming in. I love SMB2. I know it was not originally a Mario game, but I grew up with it, and I still love it. The All-Stars version is just as nostalgic to me as the NES version is.

Good luck if you decide to do a full hack.

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Xenesis
Posted on 07-04-09 06:14 AM Link | Quote | ID: 109899


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Hah, that's very cool.

SMB2 really needs some hacking love, it's a very fun game. The Allstars version of that game really made it if you ask me...it needed the saving and music upgrades.

I hope to see more of it!

SePH
Posted on 07-04-09 05:06 PM Link | Quote | ID: 109914


Rat
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Now what would be a new hack without a title screen? I've made a quick one, which I might change of course, but now I've got a name.. Thanks in part for MathOnNapkins for one of his replies..



Now you might be pondering why it's Link, not Zelda, well probably because you won't be playing Link this time, rather someone else which I'll figure out, but I'm pretty sure Link could replace Zelda in a way...

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Raccoon Sam
Posted on 07-04-09 06:29 PM Link | Quote | ID: 109917


Cobrat
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jesus motherfucking christ
that is probably the best thing i have seen this year

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Kawa
Posted on 07-04-09 06:38 PM Link | Quote | ID: 109918


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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That looks sweet, SePH.

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RetroRain
Posted on 07-04-09 09:00 PM Link | Quote | ID: 109925


Fuzz Ball
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The more screenshots and videos of projects I see, the more my motivation increases to ROM hack. Keep up the good work guys. I hope to see more soon.

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Xenesis
Posted on 07-05-09 01:22 PM Link | Quote | ID: 109962


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Holy crap, you can art Seph.

Googie
Posted on 07-06-09 12:02 AM Link | Quote | ID: 109986


Giant Red Paratroopa
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Damn SePH That's freaking sweet! I wish I can sprite like how I draw my cartoons...

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Mattrizzle
Posted on 07-06-09 12:18 AM Link | Quote | ID: 109987


Red Cheep-cheep
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Here is something that should've been in Stunt Race FX the whole time:



If you can't tell from the screenshots, this is a WIP patch that allows the 2WD to be chosen as an enemy vehicle in Speed Trax.

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Dr. Hell
Posted on 07-07-09 10:45 AM Link | Quote | ID: 110080


Lakitu
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Possibly on the drawing board...

zbyte
Posted on 07-07-09 08:51 PM (rev. 4 of 07-07-09 08:55 PM) Link | Quote | ID: 110094


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I know I shouldn't do this, but I think everyone reads topics up here.

Well here's my SMB3 Hack. 1ST World is complete while the 2ND is halfway. A few common, simple graphics have been improved. I do have a problem with DD's TSA Editor, it will not open my ROM but Binary's.



I hope you're motivated to do some SMB3 Hacking!

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Reini
Posted on 07-08-09 04:11 AM Link | Quote | ID: 110134


Koopa
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Posted by SePH
Now what would be a new hack without a title screen? I've made a quick one, which I might change of course, but now I've got a name.. Thanks in part for MathOnNapkins for one of his replies..



Now you might be pondering why it's Link, not Zelda, well probably because you won't be playing Link this time, rather someone else which I'll figure out, but I'm pretty sure Link could replace Zelda in a way...


WOW! Your title screen kicks ass! It is much better than the one in Zelda Paralel Worlds.

Googie
Posted on 07-08-09 07:19 PM Link | Quote | ID: 110163


Giant Red Paratroopa
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Posted by Dr. Hell

Possibly on the drawing board...


I remember playing this game and laughing me ass off at the same time, it can be a solid game if the bugs get fixed... ^^,

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KP9000
Posted on 07-09-09 09:51 AM Link | Quote | ID: 110209


Boomboom

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That is a pretty awesome title screen SePH. Looks great!

It has actually inspired me back into my SMB3 hack... to finally name it. And in naming it, I'm going to have to make a title screen for it myself. One of the things I've been bothered with is how SMB3 handles palettes. I believe I've made headway so far... I found the memory addresses in PPU, so I've got to locate the ROM offsets before I can start.

Unless someone here can lend a hand on how the SMB3 title screen works, of course, I'm in for a productive day tomorrow. However, I still welcome the former.

I also would like to know if it's possible to change what world you advance to after you beat a world. I don't want to have the desert world right after the first... I'd like to save that for world 7 or something.

Anyone?

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Quick Curly
Posted on 07-09-09 06:34 PM Link | Quote | ID: 110215


Giant Red Paratroopa
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Posted by KP9000
I also would like to know if it's possible to change what world you advance to after you beat a world. I don't want to have the desert world right after the first... I'd like to save that for world 7 or something.
Well you don't necessarily need to change the actual world you advance to. Really, it'd simply be a matter of switching the palettes around so that you can put the desert later on. In my attempts to motivate myself to get back into ROM/SMB3 hacking, I was collecting some notes for the different palettes a few days ago.

I remember at one time you mentioned how SMB3 Workshop's palette support doesn't always seem to work for some reason; it would screw up on me sometimes when I was editing the palettes through SMB3 Workshop as well. In fact, I tried to edit those unused underground palettes when you thought of the idea of using them for a bonus area, but SMB3 Workshop wouldn't save the changes I made.

However, if you edit the palettes directly through a hex editor, you can make sure the changes take effect. Plus since the palettes are grouped together quite nicely, provided you use the FCEUXD PPU Viewer and hex editor, editing the palettes directly is easy, fun, and you don't have to worry about the chance of your changes not actually saving!

Palettes (size for one Object Set = $C0):
Object Set 0 from 0x36BE2-0x36CA1
Object Set 1 from 0x36CA2-0x36D61
Object Set 2 from 0x36D62-0x36E21
Object Set 3 from 0x36E22-0x36EE1
Object Set 4 from 0x36EE2-0x36FA1
Object Set 5 from 0x36FA2-0x37061
Object Set 6 from 0x37062-0x37121
Object Set 7 from 0x37122-0x371E1
Object Set 8 from 0x371E2-0x372A1
Object Set 9 from 0x372A2-0x37361
Object Set A from 0x37362-0x37421
Object Set B from 0x37422-0x374E1
Object Set C from 0x374E2-0x375A1
Object Set D from 0x375A2-0x37661
Object Set E from 0x37662-0x37721
Object Set F from 0x37722-0x377E1

Format:
Each Object Set has 12 palettes.
The first 8 are level palettes (0, 1, 2, 3, 4, 5, 6, 7).
The other 4 are enemy/other sprite palettes (0, 1, 2, 3).

For visual purposes:



The World Map palettes are in the range of 0x36BE2-0x36CA1 in the ROM. Keeping an eye on the top palette in the PPU Viewer, you can figure out which palettes are used for each World Map when you come across it. World 2's palette is the range of 0x36BF2-0x36C01, while World 7's palette is the range of 0x36C42-0x36C51. In this example, I simply switched them around so that World 2 became Pipe Land and World 7 became Desert Land. Of course, you'll probably end up editing the palettes differently than what they originally were, but this is basically just describing the easiest way to do what you want.



Sorry that I can't help you with actually finding the way(s) to change the actual order of the worlds, but since you likely want to keep the worlds in an actual order (without having to worry about changing the number displays in the status bar as well) the technique I described makes the process a possibly cheap but fairly easy one.

As for the title screen, I'd like to further try to help you with that than what I've already tried, but due to my current dooming lack of motivation, I'm sorry to admit that I haven't felt like taking the time to look into it since I've already done the Quick Bros. 2 title screen and sort of wanted to be done with it as a whole. Best of luck with your progress though, and if needed, maybe I might try to come up with some sort of mini-thing for the title screen.

zbyte
Posted on 07-09-09 06:52 PM (rev. 3 of 07-09-09 06:58 PM) Link | Quote | ID: 110216


Boomerang Brother
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Posted by Quick Curly
Posted by KP9000
I also would like to know if it's possible to change what world you advance to after you beat a world. I don't want to have the desert world right after the first... I'd like to save that for world 7 or something.
Well you don't necessarily need to change the actual world you advance to. Really, it'd simply be a matter of switching the palettes around so that you can put the desert later on. I remember at one time you mentioned how SMB3 Workshop's palette support doesn't always seem to work for some reason; it would screw up on me sometimes when I was editing the palettes through SMB3 Workshop as well. In fact, I tried to edit those unused underground palettes when you thought of the idea of using them for a bonus area, but SMB3 Workshop wouldn't save the changes I made.
Well I always edited the map palettes in SMB3 Workshop and there was no flaw. Quick, do you remember the time I started the first hack and changed Desert Land to Ice Land? All I did was go to SMB3 Workshop, choose level -> World maps -> World 2, then I picked my colors and saved.
Posted by KP9000
I also would like to know if it's possible to change what world you advance to after you beat a world. I don't want to have the desert world right after the first... I'd like to save that for world 7 or something.
You can even make a diffferent color desert.
Now all you have to do is open up the map editor and bring in pointers from other worlds.
There is also topic below that Quick Curly wrote about that changes music - you have to find it in the ROM address and there.

Quick Curly- I hope I didn't scare you. It's just that I find it easier to do this.



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Quick Curly
Posted on 07-09-09 07:10 PM Link | Quote | ID: 110217


Giant Red Paratroopa
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Posted by zbyte
Well I always edited the map palettes in SMB3 Workshop and there was no flaw. Quick, do you remember the time I started the first hack and changed Desert Land to Ice Land? All I did was go to SMB3 Workshop, choose level -> World maps -> World 2, then I manually picked my colors and saved.
Both KP and I have had instances in which the palette support in SMB3 Workshop wouldn't work. Why would we lie about that? True, for the most part it does save the changes, but if you've ever tried editing some underground palettes, you might just discover that this problem does exist and occurs in vicious cycles.
Posted by zbyte
You can even make a diffferent color desert.
Now all you have to do is open up the map editor and bring in pointers from other worlds.
That's pretty much what I just pointed out in my previous post.
Posted by zbyte
There is also topic below that Quick Curly wrote about that changes music - you have to find it in the ROM address and there.
I think he's seen it, but that's not what he was asking help for.
Posted by zbyte
Quick Curly- I hope I didn't scare you.
No worries.
Posted by zbyte
It's just that I find it easier to do this.
Well that's why these different ROM hacking programs are created; to make ROM hacking easier. But still, like we've been saying, while SMB3 Workshop is an excellent program and obviously we're all very grateful that hukka made it, support for some things like the World Maps and some palettes are not always 100%. Since you switched to the SMB3 Map Editor to edit the World Maps yourself, you should know what I'm talking about.

In short, editing what you can directly ensures that your changes will be saved. That was the purpose of the above mini-tutorial.
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