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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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RetroRain
Posted on 08-20-08 06:09 AM Link | Quote | ID: 89187


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Hmm, it's been pretty quiet around here huh? I've never seen it like this before...

Anyway, I made a video for your nostalgic-viewing pleasure.



The music isn't in-game yet. It will be awesome to copy the notes over!

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NetSplit
Posted on 08-20-08 08:45 AM Link | Quote | ID: 89196


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Careful at the beginning there; if the player falls between the columns that are 4 blocks tall, he'll have to reset the game.

frantik
Posted on 08-21-08 05:59 PM Link | Quote | ID: 89271


Red Koopa
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new skull switch like from NSMB


and no more mushroom retainers for me

RetroRain
Posted on 08-21-08 07:03 PM Link | Quote | ID: 89272


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You're using SMB Utility to do all of your levels, right?

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frantik
Posted on 08-21-08 07:26 PM Link | Quote | ID: 89273


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yep

Insectduel
Posted on 08-21-08 08:33 PM (rev. 2 of 08-21-08 08:34 PM) Link | Quote | ID: 89280


Hammer Brother
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Posted by Logical Operand
You're using SMB Utility to do all of your levels, right?


What else, there aren't many good SMB1 Editors except YY-ME which is also a good editor. The only difference that YY-ME can open all SMB1 ROMs (Including iNES header changes) while SMB Utility can open only regular 40,976 and 41,488 byte SMB1 ROMs and iNES header must be original.

I wan't my SMB Editor to have the same effects as YY-ME if I'm good with C++ Knowledge.

@Frantik, I really like that Yoshi Egg animation end level.

frantik
Posted on 08-21-08 09:24 PM Link | Quote | ID: 89282


Red Koopa
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SMBUtil is by far the best SMB editor especially if you're doing asm hacks cause the hacked graphics show up in the levels just like if it were original. the main thing i wish was different about SMUtil is that you can't relocate or expand the level data because it only reads from the range where the level/enemy data is in the original rom. you can expand level data at the expense of enemy data and vice versa though. (i did this in SMB Special conversion)

smbutil is still very good though and you can just write a little app to rip the level data if you have to

Dr. Hell
Posted on 08-22-08 07:17 AM (rev. 4 of 08-22-08 10:45 AM) Link | Quote | ID: 89296


Lakitu
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Getting off my lazy duff and actually adding in some of these graphics.



A couple of familiar areas for anyone who's played the original CV. Don't worry the castle entrance isn't a carbon copy of the one from the first game, I just decided to throw in some similar structures.


There's the portal shortcut room

RetroRain
Posted on 08-22-08 03:23 PM Link | Quote | ID: 89305


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Posted by NetSplit
Regarding ammo, I just think that that will result in people pressing up all the time while shooting.
NetSplit, I'm going to be coding an auto-reload function for those people that don't care to press up all the time.

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NetSplit
Posted on 08-22-08 04:26 PM Link | Quote | ID: 89306


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...if there's no delay or penalty for reloading, then wouldn't auto-reload be like not having the reload feature at all?

Let me explain more clearly why I think it's an odd feature. In arcade shooting games, you typically have ammo and have to shoot off the screen to reload. This takes precious time away from blasting things on the screen and can throw off your aim when you bring your gun back, so there's a trade off and managing ammo becomes an important element for success. Say that instead you had to press a button on the gun with your thumb to reload instantly, or push a foot pedal, or jump up and down. Then it becomes less a strategic element of a game and more something that's been thrown in for no reason other than to have another feature (which is done all too often in games and products in general). Players will start pressing that thumb button all the time or holding it indefinitely, if that works just as well. They'll be pumping that foot pedal over and over, or will play the game hopping. Ultimately, it is something that will not add to the experience, but rather to the list of things players need to do to play the game. It's more complexity without any return. I think we can all agree that sometimes simpler is better, yeah? If it's not contributing in some way, it's probably detrimental.

But again, it's your hack. I'm just some guy on a message board, so I'm probably wrong.

RetroRain
Posted on 08-22-08 10:58 PM Link | Quote | ID: 89319


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You make a valid point. And that controller just made me laugh out loud. But, I'm not going to take it out, just because I already programmed too much to this engine I got going. To take it out, would cause a lot of confusion for me. All of my code is packed tight in a specific block of free space that MM2 has. I coded too much to disect my code and take out the ammo portion. But, I can still keep it my way, and to get around this, if you don't like it, you can turn on auto-reload in the options. So, I still get to keep my ammo system in, but if you don't like it, you don't have to use it, in a sense.

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Zycor
Posted on 08-22-08 11:50 PM Link | Quote | ID: 89321


Ninji
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Posted by Dr. Hell
Awesome pics and stuff.



Hot damn, you are an excellent 8bit artist! I always look forward to seeing what you've got to post up.

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RetroRain
Posted on 08-23-08 06:05 AM (rev. 2 of 08-23-08 06:20 AM) Link | Quote | ID: 89328


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I began working on my 3rd level, the underground abandoned subway. You have to manuever through a lot of rocks and sand, but you will eventually stumble upon railroad tracks. This level will be completely pitch-black when finished, and you will have to toggle the flashlight in order to light up the whole screen.



I did a lot more graphics work on this level. Most of the graphics work is finally done now. I used all TSA slots. Enemies are now being placed.



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Insectduel
Posted on 08-23-08 08:53 PM (rev. 2 of 08-23-08 08:54 PM) Link | Quote | ID: 89344


Hammer Brother
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That's the type of stuff that never exists in any Rockman/Megaman 2 game.

I hope the Japanese 2ch community talk about this since they talk about Rockman/Megaman hacks everyday. I checked there at least once every 3 days.

I wanna join and discuss but it costs money to register. And I don't talk in Japanese.

Celice
Posted on 08-24-08 03:13 AM Link | Quote | ID: 89373


Buzz Blob
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As always, I think the foreground needs to show a little more difference in depth. Maybe switch the dark/light grays :? Looking cool though. Your hack, along with Rockman no Constancy got me into this:

It's too damn bad I can't get my Megaman 2 editor working >.< And that the original is messed up for limited TSA to each 16x16 tile, rather than its 8x8 smaller ones. I've wasted so much room compared to other hacks it's not even funny

RetroRain
Posted on 08-24-08 07:23 AM Link | Quote | ID: 89376


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Posted by Celice
Your hack, along with Rockman no Constancy got me into this:
Thanks man. That means a lot to me. I just want to make a cool and fun MM game for everybody to enjoy! And it's nice to see another MM hack in the works. Good luck with it.

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Dr. Hell
Posted on 08-25-08 11:54 AM Link | Quote | ID: 89435


Lakitu
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Which one of those pieces of meat looks the best to you, I need some opinions on this one because I kind of like them all, but I can only put one in the game.

koala_knight
Posted on 08-25-08 05:51 PM Link | Quote | ID: 89438


Buzzy Beetle
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The third one from the left. I think it matches the rest of the graphics better.
Great work so, BTW. I'm really looking forward to this hack.

GreyMaria
Posted on 08-25-08 08:02 PM Link | Quote | ID: 89441

>implying even the Japanese understand the Japanese
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#1: Looks like a fruit.
#2: Looks just perfect except for one thing: the bone is kinda not knobby.
#3: Looks too much like a violin on a platter.
#4: (I know, that's not meat, so I shouldn't comment on it.) Woo, heart container.

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Dr. Hell
Posted on 08-25-08 10:54 PM Link | Quote | ID: 89446


Lakitu
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Hey, comment on whatever you want really, why do you think I post a lot of screen shots. This hack is still in the earlier stages of development, so I like to hear about my graphics work so I don't have to go back and redo anything way down the road.



Weapon upgrades and subweapons are done. Maria's are the bird, the dragon, and the turtle, Armund's are the axe without a handle and the laurels. The bird will create two birds that home in on enemies, The dragon will fly across the screen killing anything in it's path, and the turtle will refill health at the cost of a ton of hearts. Armund's axe (if we have the extra space to do it) will be heavier so it will travel in a smaller arc than the normal one, and the laurels grant temporary invincibility.
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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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