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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ | New thread | Thread closed |
Ice Penguin |
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Popo Level: 51 Posts: 379/539 EXP: 1002651 Next: 11287 Since: 02-20-07 From: Kasuto Last post: 4934 days Last view: 4934 days |
At first I thought: "Death's -Googie Trap-" |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 2566/3965 EXP: 20006721 Next: 49975 Since: 02-19-07 From: Sweden, Skåne Last post: 3446 days Last view: 2197 days |
Death Trap and snoopy?
oO What is the orginal game called anyway. ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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Celice |
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Buzz Blob Level: 39 Posts: 139/285 EXP: 384157 Next: 20614 Since: 04-06-07 From: Oroville, CA Last post: 3831 days Last view: 3793 days |
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 |
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Popo Level: 51 Posts: 380/539 EXP: 1002651 Next: 11287 Since: 02-20-07 From: Kasuto Last post: 4934 days Last view: 4934 days |
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 |
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Yellow Stalfos Level: 71 Posts: 281/1145 EXP: 3071503 Next: 95611 Since: 07-06-07 From: Québec Last post: 3772 days Last view: 3024 days |
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 |
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Popo Level: 51 Posts: 381/539 EXP: 1002651 Next: 11287 Since: 02-20-07 From: Kasuto Last post: 4934 days Last view: 4934 days |
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 |
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Buzz Blob Level: 39 Posts: 140/285 EXP: 384157 Next: 20614 Since: 04-06-07 From: Oroville, CA Last post: 3831 days Last view: 3793 days |
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 |
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Giant Red Paratroopa Level: 78 Posts: 226/1407 EXP: 4229210 Next: 153016 Since: 02-19-07 From: Brooklyn, NY Last post: 154 days Last view: 154 days |
Posted by Ailure 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. ^^' ____________________ My Linktree |
Trax |
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Yellow Stalfos Level: 71 Posts: 282/1145 EXP: 3071503 Next: 95611 Since: 07-06-07 From: Québec Last post: 3772 days Last view: 3024 days |
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 |
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Popo Level: 51 Posts: 384/539 EXP: 1002651 Next: 11287 Since: 02-20-07 From: Kasuto Last post: 4934 days Last view: 4934 days |
I like caramel! I think.
Will you be able to find your way through the mysterious Lostwood? Hmm. Hoax or reality? |
Googie |
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Giant Red Paratroopa Level: 78 Posts: 227/1407 EXP: 4229210 Next: 153016 Since: 02-19-07 From: Brooklyn, NY Last post: 154 days Last view: 154 days |
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. ____________________ My Linktree |
never-obsolete |
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Rat Level: 24 Posts: 17/96 EXP: 75353 Next: 2772 Since: 02-22-07 From: Phoenix, AZ Last post: 2741 days Last view: 2741 days |
i was testing out my editor and redid the first town with some borrowed gfx.
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Trax |
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Yellow Stalfos Level: 71 Posts: 286/1145 EXP: 3071503 Next: 95611 Since: 07-06-07 From: Québec Last post: 3772 days Last view: 3024 days |
Whoa, it looks SO out of place, a real though guy in a cartoonish decor... |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 2572/3965 EXP: 20006721 Next: 49975 Since: 02-19-07 From: Sweden, Skåne Last post: 3446 days Last view: 2197 days |
Posted by GoogieLooks like a puzzle game, ala Chips Challange. Kinda funny how the game really doesn't have much to do with the IP. XDPosted by Ailure ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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Insectduel |
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Hammer Brother Level: 68 Posts: 23/1069 EXP: 2720582 Next: 8218 Since: 02-16-08 From: Insectduel's office Last post: 1402 days Last view: 1401 days |
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 |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 814/5344 EXP: 31301054 Next: 361927 Since: 02-20-07 From: The Netherlands Last post: 4643 days Last view: 2778 days |
____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
Celice |
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Buzz Blob Level: 39 Posts: 141/285 EXP: 384157 Next: 20614 Since: 04-06-07 From: Oroville, CA Last post: 3831 days Last view: 3793 days |
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 |
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Popo Level: 51 Posts: 390/539 EXP: 1002651 Next: 11287 Since: 02-20-07 From: Kasuto Last post: 4934 days Last view: 4934 days |
How's this rainy palette? I think I might incorporate it somehow.
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NetSplit |
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Level: 32 Posts: 62/178 EXP: 190197 Next: 16245 Since: 02-26-07 Last post: 2362 days Last view: 2287 days |
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 |
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Buzz Blob Level: 39 Posts: 142/285 EXP: 384157 Next: 20614 Since: 04-06-07 From: Oroville, CA Last post: 3831 days Last view: 3793 days |
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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