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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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Insectduel
Posted on 03-06-08 09:24 PM (rev. 4 of 03-06-08 09:35 PM) Link | Quote | ID: 79866


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Hi, I have to cut all Mario Projects for a while. Originally supposed to be doing Afterworld 8 for SMAS next but I have to learn how to use the vSNES before doing so.

This is my first Megaman 1 Project called MegaGirl another fight story. This hack will have level designs along with scroll changes, new graphics, new sprite graphics, some ASM stuff (Don't know yet) and damage changes to projectiles and non-projectiles.








Yes, it is a MegaGirl patch already in Zophar's Domain the one Blueboy made. But I am re-changing those ugly graphics with better ones and not use disgusting text in my own version.

There will be boss female counterparts that wasnt in the orginal MegaGirl. It will have FireGirl, ElecGirl, BombGirl, CutGirl, GutsGirl and instead of IceGirl, I'll include Cirno from the Touhou series because Cirno came from MegaMari.

There's art about the Female counterparts

MegaGirl

GreenNinja's Fanart gallery

Cirno Sprite

I will be using both Visine and Rock and Roll to edit Megaman 1. I want my hack to be more like Rockman RX and Kuwata's Rockman 2000.



RetroRain
Posted on 03-06-08 09:57 PM Link | Quote | ID: 79871


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I like the title screen. If you don't mind me asking, how did you make it? I've been drawing in Paint, and trying to copy and paste it into YY-CHR, but the graphics don't show up right, because of the coloring. Could you tell me how you did it?

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Zycor
Posted on 03-07-08 12:36 AM (rev. 3 of 03-07-08 12:41 AM) Link | Quote | ID: 79879


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Curses... you kinda took my idea, but my "Megagirl" is "Megawoman" and she is pink and red and well... I find her cute, but due to the limits of Megaman and the frustration that is trying to get the mappings to line up correctly, the hack will never be anything more than a dream unless I learn how to program, I wanted to make a Megaman engine like the 8-bit games and port them to a computer safe format engine thing... but I dunno if that will ever happen...

By the way: "Megawoman" because that's a gay name and I can't think for the life of me of a good one for her...


those are my two best sprites of her.

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optomon
Posted on 03-07-08 07:34 AM (rev. 2 of 03-07-08 07:55 AM) Link | Quote | ID: 79890


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Posted by Trax
RT-55J, about the leafage, the difficulty comes from the way the objects are layed out in Zelda II. Unless you can perform heavy ASM hacking, objects of this type are made of one tile, repeated height-1 and another one for the bottom edge. You can't define every single tile's location individually. A workaround would be to convert some ground tiles to different leaf tiles and position the corresponding object accordingly...



I did wonder at one point how difficult it would be exactly to hack objects in the game to make them accomodate a more diverse set of tiles, particulary for the map screen. I remember seeing a table for those map screen objects in the rom and the code for their arrangement seems like it would be very traceable, But coding in Zelda 2 is usually pretty evil and elaborate in my experience, so recoding it would likely be super annoying to do.

Posted by Ice Penguin






And what does that bar below the 8-8-8 thing do? Just there for ambient purposes?

Ailure
Posted on 03-07-08 01:28 PM Link | Quote | ID: 79897

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Posted by ShadowTails
By the way: "Megawoman" because that's a gay name and I can't think for the life of me of a good one for her...
Might consider dropping the Mega completely for a new name. Sounds like a dumb cartoon spinoff otherwise, even if I like the idea of a female equilant of Megaman.

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Raccoon Sam
Posted on 03-07-08 01:56 PM (rev. 2 of 03-07-08 01:56 PM) Link | Quote | ID: 79901


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Wonderwoman
I dunno, Maybe Giga Girl? With Mega and Giga being somewhat related.

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Ice Penguin
Posted on 03-07-08 02:47 PM Link | Quote | ID: 79903


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Posted by optomon
I did wonder at one point how difficult it would be exactly to hack objects in the game to make them accomodate a more diverse set of tiles, particulary for the map screen. I remember seeing a table for those map screen objects in the rom and the code for their arrangement seems like it would be very traceable, But coding in Zelda 2 is usually pretty evil and elaborate in my experience, so recoding it would likely be super annoying to do.

And what does that bar below the 8-8-8 thing do? Just there for ambient purposes?


I've pretty much figured out how the gfx are arranged, and they're all quite easy to manipulate now. The main problem, like Trax said, is how they all repeat.

For anyone that knows, is it hard to add extra tiles to an object?

And yeah, that bar has no purpose.

Kawa
Posted on 03-07-08 04:34 PM Link | Quote | ID: 79908


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And if you don't agree, you can take your goddamn court system and smoke it!

...with a pipe!

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Insectduel
Posted on 03-07-08 07:38 PM Link | Quote | ID: 79920


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Posted by Rockman
I like the title screen. If you don't mind me asking, how did you make it? I've been drawing in Paint, and trying to copy and paste it into YY-CHR, but the graphics don't show up right, because of the coloring. Could you tell me how you did it?


This might answer your question.

It is pretty easy to edit with all the hex numbers around.

Zycor
Posted on 03-07-08 09:26 PM Link | Quote | ID: 79924


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Posted by Raccoon Sam
Wonderwoman
I dunno, Maybe Giga Girl? With Mega and Giga being somewhat related.


Maybe, I was thinking of another name for her, like without his helmet and all Megaman is just Rock (or Mega because stupid Capcom decided to destroy all the sense the original Megaman 1 made with their remake.) I was thinking something with L's but I just can't find anything to roll off the tongue. I like Giga Girl by the way, mind if I use it?

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optomon
Posted on 03-07-08 10:23 PM Link | Quote | ID: 79928


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Posted by Ice Penguin

I've pretty much figured out how the gfx are arranged, and they're all quite easy to manipulate now. The main problem, like Trax said, is how they all repeat.

For anyone that knows, is it hard to add extra tiles to an object?

And yeah, that bar has no purpose.


Oh... I see. The same tiles are repeating over and over again, for whatever reason. Don't think I've encountered that problem before. Adding extra tiles in the game is simple enough, however, making them be used under this circumstance... Zelda 2 is pretty much officially Satan. Probably the most important question is whether or not there is ample free space to add anything.

Well, maybe not. I'm still not sure exactly how graphics are programmed to display on the screen, but I hope it's at least as advanced as Zelda 1, though I doubt it.

Raccoon Sam
Posted on 03-07-08 11:32 PM Link | Quote | ID: 79931


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Posted by ShadowTails
Posted by Raccoon Sam
Wonderwoman
I dunno, Maybe Giga Girl? With Mega and Giga being somewhat related.


Maybe, I was thinking of another name for her, like without his helmet and all Megaman is just Rock (or Mega because stupid Capcom decided to destroy all the sense the original Megaman 1 made with their remake.) I was thinking something with L's but I just can't find anything to roll off the tongue. I like Giga Girl by the way, mind if I use it?

Sure thing, that'd be awesome.

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optomon
Posted on 03-08-08 12:22 AM Link | Quote | ID: 79939


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This Megagirl looks exactly like Megaman. Maybe she should be pink instead of blue.

MathOnNapkins
Posted on 03-08-08 12:47 AM Link | Quote | ID: 79945


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How about "Roxanne"

Her theme song could be that one by the Police. Without, you know, the being a hooker part.

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Ice Penguin
Posted on 03-08-08 05:14 AM Link | Quote | ID: 79959


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Metal Knuckles
Posted on 03-08-08 05:45 AM Link | Quote | ID: 79965


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Posted by Kawa

And if you don't agree, you can take your goddamn court system and smoke it!

...with a pipe!

Pool's closed.

Please tell me you're making a hack and not just screwing around.

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Raccoon Sam
Posted on 03-08-08 09:52 AM Link | Quote | ID: 79974


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Posted by Ice Penguin
(Image)

That palette is super wonky.
I don't like it.

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Kawa
Posted on 03-08-08 10:15 AM Link | Quote | ID: 79975


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Posted by Metal Knuckles
Please tell me you're making a hack and not just screwing around.
Do I have to pick either of those answers or can I say something completely different?

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Trax
Posted on 03-08-08 12:54 PM Link | Quote | ID: 79980


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I can say with confidence that my grasp of Zelda II is quite advanced. I almost disassembled the entire ROM, but of course I don't understand everything... yet...


I don't think I will be able to make the orange enemies darker, because they share the same palette as items, and a few other things, too. So it kinda messes things up when I change it.

Not to forget that the magic and life meters may share palettes with said enemies. Of course, there are a lot of palettes to choose from in any given bank, but the trick is to find the palette pointers (or whatever code used) for each game object...


I did wonder at one point how difficult it would be exactly to hack objects in the game to make them accomodate a more diverse set of tiles, particulary for the map screen. I remember seeing a table for those map screen objects in the rom and the code for their arrangement seems like it would be very traceable, But coding in Zelda 2 is usually pretty evil and elaborate in my experience, so recoding it would likely be super annoying to do.

It's not REALLY difficult, but like any ASM hack job, it must be deadly accurate. Bank 1 (West Hyrule) has at least a good 5000 bytes of unused space, so it's no problem.

Let's say objects are separated into 4 or 5 "categories". You have single-tile objects, 2 tiles high, 2x2 blocks, columns, walls, etc. Note that "tile" refers to a set of four 8-pixels tiles, here (sometimes called TSA blocks). As for big decor objects, they are defined with 2 bytes, that contain 3 parameters: X distance from previous object, Y position from top, and size (which accounts for height or width, depending of the object), all in tiles units. Such object are layed out with 2 or 3 embedded loops, as you would expect in any computer program. There are special objects, like the dolmen, that have their own routine for layout...


Oh... I see. The same tiles are repeating over and over again, for whatever reason. Don't think I've encountered that problem before. Adding extra tiles in the game is simple enough, however, making them be used under this circumstance... Zelda 2 is pretty much officially Satan. Probably the most important question is whether or not there is ample free space to add anything.

Everything pertaining to the Overworld is in Bank 0, which has plenty of unused space, as well as most of the core programming of Link. All tiles in the overworld are TSA of 2x2 tiles, coded somewhere in Bank 0, 07A3 to be precise. For example, water is 4 times the same 8-pixel tile. There are 16 types of tiles (0 to F), and because of the RLE compression of the Overworld, there can't be more, unless you hack the entire Overworld routines and storage code. Each byte of the Overworld is coded with 4 bits for the type of tile, and 4 bits for how many times it's repeated (horizontally)...

There are also only 4 palettes to choose from (07E3 in ROM)...

The only hope for adding special tiles (the CHR bank for the Overworld has plenty of unused space too) would be this hypothesis of mine: trace the location of the pointer byte for the next RLE byte of Overworld storage, and when it falls on a value of your choice (FF would be a good one) you insert a bridge in code (with a JSR, probably), you draw something else at that location, and you return to the loop. Quite difficult, but feasible...


Well, maybe not. I'm still not sure exactly how graphics are programmed to display on the screen, but I hope it's at least as advanced as Zelda 1, though I doubt it.

Zelda 1 is programmed with a set of 256 pre-layered columns. Then, you generate the 14-columns screens with codes 00 to FF. The pre-layered columns can probably be modified, but I don't know enough of Zelda 1 to confirm...


Ice Penguin
Posted on 03-08-08 03:54 PM (rev. 2 of 03-08-08 04:00 PM) Link | Quote | ID: 79983


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Posted by Raccoon Sam
That palette is super wonky.
I don't like it.


What about it?

Edit: I still need to work on the super bright block and statue, just so you know.
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