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Please chime in on a proposed restructuring of the ROM hacking sections.
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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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Ice Penguin
Posted on 03-15-08 07:30 AM Link | Quote | ID: 80390


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At first I thought: "Death's -Googie Trap-"

Ailure
Posted on 03-15-08 04:32 PM Link | Quote | ID: 80397

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Death Trap and snoopy?

oO

What is the orginal game called anyway.

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Celice
Posted on 03-15-08 05:02 PM Link | Quote | ID: 80405


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I made some changes to the first two dungeons.

The castle I think looks better with the new clean bricks, but that's only 'cause I think the moss was too bright. If there's room, maybe include another tile or two with a darker moss (like one of the shades for the grass itself) no bricks to place every now and then.

I think both sand palettes are a tad bright as well, but the newer one is better. I think the problem is there's little to no contrast-it ends up pink-ish to me :[

Ice Penguin
Posted on 03-15-08 08:55 PM (rev. 2 of 03-15-08 08:57 PM) Link | Quote | ID: 80415


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Why is this sand so stubborn?



I like this blue, it makes it seem overcast. Now, to code in some rain! Ha, not.

Edit: If I have some unused objects, I will try the moss idea.

Trax
Posted on 03-15-08 10:58 PM Link | Quote | ID: 80424


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Ice Penguin, I think the fault should also fall onto the limited colors of the NES palette. You could try to change one of the bright beiges to something a little more brownish, like 0x18. I did like the moss, but I can understand that we tend to like the grey setting, maybe because we are used to it in the original game. Another tip: try to swap two colors of the same palette and see if it's more satisfying. Little changes can sometimes make a noticeable difference...

Another very important thing to consider is the difference between people's monitors. LCD vs CRT is a sure-kill. I recently switched to a LCD screen, but before that, I tried to play a recent hack of ALttP, and it was totally unplayable (everything was way too dark), probably because the graphics were hacked on a LCD, while I was playing it on a CRT...

There can be some differences between two LCD screens, as well as between emulators...

Ice Penguin
Posted on 03-16-08 01:09 AM (rev. 2 of 03-16-08 01:41 AM) Link | Quote | ID: 80431


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I have both types of monitors but I only use my LCD. I guess I could connect both and test palettes between the two. Also, I have noticed the emulator differences. I use Jnes and FCEUXD, and the latter is much darker.

Since I've been testing my palettes with Jnes, I will most likely list it as the recommended emulator to play my hack. After all, it is quite good.

Edit:

Celice
Posted on 03-16-08 06:22 AM Link | Quote | ID: 80443


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Looks a lot better, in my opinion. One thing you could try to do to get the sand to look more like sand is make the bricks only one color, and the lighter tan like a layer or smudge of sand, rather than speckles. Or kinda go with the moss idea kinda path, in that some areas have built up sand or something like that.

Googie
Posted on 03-16-08 03:14 PM Link | Quote | ID: 80450


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Posted by Ailure
Death Trap and snoopy?

oO

What is the orginal game called anyway.


My bad, I forgot to give the original game, it's called Snoopy's Magic Show. Here's a piece of the game someone uploaded. ^^'





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Trax
Posted on 03-17-08 02:34 AM Link | Quote | ID: 80479


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That's really related to the NES's colors. Now it looks more like caramel. Yummy palace...
The original game had pinkish desert sand and it seems we got used to it...

Ice Penguin
Posted on 03-17-08 05:58 AM Link | Quote | ID: 80483


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I like caramel! I think.

Will you be able to find your way through the mysterious Lostwood? Hmm. Hoax or reality?

Googie
Posted on 03-17-08 06:19 AM Link | Quote | ID: 80485


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I'm halfway done with this hack, good thing for backups or I'd be screwed. The name of this hack is called Ms. Pac - Man G2.

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never-obsolete
Posted on 03-17-08 09:41 PM Link | Quote | ID: 80520


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i was testing out my editor and redid the first town with some borrowed gfx.


Trax
Posted on 03-18-08 07:06 AM Link | Quote | ID: 80543


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Whoa, it looks SO out of place, a real though guy in a cartoonish decor...

Ailure
Posted on 03-18-08 10:39 AM Link | Quote | ID: 80551

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Posted by Googie
Posted by Ailure
Death Trap and snoopy?

oO

What is the orginal game called anyway.


My bad, I forgot to give the original game, it's called Snoopy's Magic Show. Here's a piece of the game someone uploaded. ^^'
Looks like a puzzle game, ala Chips Challange. Kinda funny how the game really doesn't have much to do with the IP. XD

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Insectduel
Posted on 03-18-08 07:47 PM Link | Quote | ID: 80582


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Updates about MegaGirl Another Fight Story.

Keep in mind that those screens are my Testing levels only. I haven't started editing the maps yet. I used ProtoGirl's art base to design her as a 8 bit charater. Except the face routine (Like MM's face or Boss character faces). It require a little ASM Routine if I construct it if possible.



MegaGirl meets ProtoGirl



Ready to shoot



Here it goes



FIRE!!



ProtoGirl's Jumping Routine. Notice that parts of the arm tile are missing. That's because I been fucking around trying to find the missing set. But it came close comparing to Megaman 3 Protoman's real Jumping style or Blues.

I changed Sniper Joe's Projectile shot. Here's the address for those who need it.

SniperJoe’s Projectile
From - $B086> A9 1A: LDA #$1a - Sprite 3 shot Projectile
To - $B086> A9 2D: LDA #$2d - Sprite 4 shot Projectile

I currently need help finding Sprite TSA's in a Megaman 1 game if you guys know anything about it. This screenshot below is the key to create Quint out of Big Eye's CHR and TSA Routine.



Otherwise I should use Quint's Head in a CHR Routine.

Kawa
Posted on 03-18-08 08:53 PM Link | Quote | ID: 80588


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Celice
Posted on 03-18-08 10:07 PM Link | Quote | ID: 80592


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Updates about MegaGirl Another Fight Story.
Those girls don't look any different. All there is is a basically pasted... bar, it almost looks like, at times, with the original face and body.

Ice Penguin
Posted on 03-19-08 05:39 AM Link | Quote | ID: 80622


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How's this rainy palette? I think I might incorporate it somehow.


NetSplit
Posted on 03-19-08 11:13 AM Link | Quote | ID: 80630


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Insectduel: To be honest, I'm not a big fan of what you're doing with the hack. You're just putting simple ponytails onto the heads of various characters; seems minimal and doesn't really benefit the game at all, in my opinion. I'm a bit conservative when it comes to that sort of thing, though, so don't let my opinion stop you if that's really what you want to do.

Regarding sprite frame data, Mega Man 1's frame data is very hard to work with. I added a splash graphic to the game, since MM1 is the only NES Mega Man game without a splash graphic when entering water, and it turned out to be rather difficult to add in the animation and frames for it. Even small, simple edits, or adding a frame of animation, or whatever, can be very difficult or impossible without some compromises. Because the ROM is so small, they had to share a lot of data between sprites, so editing one thing will likely edit other things, as well. In addition, the format is incredibly confusing and convoluted; I'm pretty certain I don't even have all the data for it. Here's what's in my notes about frame and animation data, but note that I didn't write these with the intention of publishing them, so don't expect any of it to be 100% accurate.

[Terminology, as best I can remember from when I wrote the following notes:
A frame is a collection of tiles.
A frame pointer is a pointer that points to the data for a frame. If an animation references frame #$13, for example, the game will look at pointer #$13 and grab the data from there.
A frame pattern is a collection of y/x off-setting coordinates for those tiles, indicating the location of the corresponding tile relative to the sprite's coordinates.
A frame pattern ID (if I recall correctly) tells the game which set of y/x patterns to use for a tile. There isn't enough space for every tile to have its own pattern (a pair of bytes), so instead each tile has a (1 byte) frame pattern ID which references one of 256 pairs of bytes. This is one of the most irritating parts of editing frames in MM1.
An animation is a collection of frames and a speed at which to display those frames.]

Sprite Frame data:
$18010 - Frame pointers for the first set of frame data (non-enemy data?)?
$182BA - Table of pointers indexed by frame pattern index saying where at $19D82 to grab frame pattern ID
$1834A-18449- Sprite frame pattern Y data. Each byte is an off-setting coordinate for one tile. Indexed by pattern ID
$1844A-18549- Sprite frame pattern X data. Each byte is an off-setting coordinate for one tile. Indexed by pattern ID
$18660 - Frame pointers for the second set of frame data (enemy data?)?
$18780 - Enemy animation pointers (based on sprite ID)
$18816 - Sprite frame data 1. First byte is number of tiles. Second is sprite frame data index to
use for this frame. Then come 2-byte sets, each being a tile ID and its attributes.
$1959E - Sprite frame data 2. For enemies, maybe?
$19D82 - Table of frame pattern IDs. One ID per tile of a frame
$1A291 - Animation table: High nybble of the first byte determines the number of frames. Low
nybble determines delay between frames. The following bytes are frame IDs.

Fiddle around with that and perhaps it'll help. If you have questions, feel free to ask, though I don't know how much help I'll be able to be. It's been nearly 2 years since I've worked on MM1 frame data.

Good luck.

Celice
Posted on 03-19-08 03:01 PM Link | Quote | ID: 80642


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How's this rainy palette? I think I might incorporate it somehow.

The water seems a tad bright compared to the sky, but then again, that might be perfectly normal--personally I haven't the chance to see a large body of water during a rainy storm.

The colors do seem to give a rainy feel. The only thing I suggest is add a lot more clouds, if possible.



For some reason, I really, really like the little Link and his flame over on the right >.>
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