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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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messiaen
Posted on 10-23-08 03:26 AM Link | Quote | ID: 92693


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This was surprisingly easy, I used my 'music parser' tool to spot some differences between the very similar fomats and after some minor editing it worked (to my surprise) !

Too bad probably only a few games use this format (which is different from the "compact sequence" used in many N64 games). I looked also at the Wave Race 64 sequences and they seem to use the same format as Mario Kart, so that's another possibility of music exchange.

Dr. Hell
Posted on 10-23-08 11:25 AM Link | Quote | ID: 92707


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Wow, just watched the video messiaen. That song makes that level seem so much more epic in scope. I love the things you're doing.

Ailure
Posted on 10-23-08 02:41 PM Link | Quote | ID: 92718

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Posted by Sukasa
been working some.

http://img.photobucket.com/albums/v714/darkflight_devil/Level113.png This is an older pic (the level has since quadrupled in size and there are enemies), but that's a quick look at a tileset I'm working on
That strangely reminds me about a early 90's PC platformer more than a Mario platformer.

Still quite neat. :o

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Dr. Hell
Posted on 10-24-08 08:41 PM Link | Quote | ID: 92760


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Posted by Ailure
Posted by Sukasa
been working some.

http://img.photobucket.com/albums/v714/darkflight_devil/Level113.png This is an older pic (the level has since quadrupled in size and there are enemies), but that's a quick look at a tileset I'm working on
That strangely reminds me about a early 90's PC platformer more than a Mario platformer.

Still quite neat. :o


Huh, I didn't notice that screen for some reason, and yeah, it sort of reminds me of an old Apogee game or something. I loved the style of those games. So yeah, totally keep up the good work on that.

messiaen
Posted on 10-25-08 02:00 PM Link | Quote | ID: 92793


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More Mario Kart 64 music plus some NPCs :


interdpth
Posted on 10-25-08 05:26 PM Link | Quote | ID: 92796


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Metroid Origins



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boingboingsplat
Posted on 10-26-08 06:28 PM Link | Quote | ID: 92835


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I made a quick level with Messian's flat Lethal Lava Land patch. Its 5 stars long, I would have made it longer, but I ran out of objects to use. I linked as to not completely flood the thread with relatively large screenshots.

Screen 1
Screen 2
Screen 3
Screen 4
Screen 5
Screen 6
Screen 7

I also went ahead and used the Easter Egg to enable Luigi, just for shits and giggles.
Screen 8
Screen 9
Screen 10

Patch. Patch it to a clean, extended rom.


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Ailure
Posted on 10-27-08 04:34 PM Link | Quote | ID: 92861

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Posted by messiaen
More Mario Kart 64 music plus some NPCs :

I suppose you're planning to eventually change some of the instruments later. Some sounds a little off.

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messiaen
Posted on 10-27-08 06:28 PM Link | Quote | ID: 92863


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What sounds bad for me is the 'steel drums' in the background, they get annoying after a while. I can change them to something else (from the samples already loaded in memory), but if you mean importing actual samples from MK64 this is something way above my head.

Perhaps I'll have also to remove some of the drums part, without the original samples they can sound weird.

Ailure
Posted on 10-27-08 06:50 PM Link | Quote | ID: 92864

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I meant, just change them into different Super Mario 64 instruments.

It also seems like you have a hard time talking to some NPC's, seeing how you throw punches at them half of the time.

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messiaen
Posted on 10-27-08 09:18 PM Link | Quote | ID: 92875


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The problem I'm facing is that there aren't fixed program numbers (like MIDI) to set an instrument. Instead, there is probably some hardcoded list of which instruments should be loaded for each sequence (and this isn't part of the sequence data). For instance, if you just move sequences around without changing a byte, depending where you place it different samples will be used for the instruments.

I still have to tweak the NPCs collision, the format is simple but it requires some ammount of trial and error until you find good settings.

never-obsolete: I'm looking forward to that Ninja Gaiden editor , seems like progress is going very well.

interdpth
Posted on 10-30-08 09:24 PM Link | Quote | ID: 93050


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Best picture of the week



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Sukasa
Posted on 10-30-08 09:46 PM Link | Quote | ID: 93053


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ahaha, nice. I could see a lot of good use for that kind of a feature (BGImportEditor.cpp)

Delmaru
Posted on 11-02-08 10:37 AM (rev. 3 of 11-02-08 10:41 AM) Link | Quote | ID: 93291


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This is probably one of the few times I actually posted here, even then, it's been a while since I posted

Anyway, this is what I've been working on lately:

clicky

Expect a thread soon.

EDIT: if anyone cares, heres a demo: http://delmaru999.googlepages.com/unnamedsmkhack.ips

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RetroRain
Posted on 11-02-08 08:17 PM Link | Quote | ID: 93314


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I completey redid the stage, and he is no longer called Scorch Man. He is now Blaze Man.

A firery laboratory.



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Googie
Posted on 11-02-08 11:21 PM Link | Quote | ID: 93321


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That looks really cool, nice blend of graphics and colors. I'm guessing that the fire animates? ^___^'

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koala_knight
Posted on 11-03-08 12:35 AM Link | Quote | ID: 93323


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Yeah! I like it. It looks really professional!

RetroRain
Posted on 11-03-08 12:43 AM (rev. 4 of 11-03-08 12:52 AM) Link | Quote | ID: 93324


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Thanks guys! Here is a video of the stage. Also, I've been adding "Visit Board2 @ acmlm.kafuka.org/board" to my YouTube videos, and added a lot of tags, to try to get more people to come to this board.

The celing, the background fence, the oil drums, and the fire are ripped from other MM games, but the rest of the graphics are mine.


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boingboingsplat
Posted on 11-03-08 12:53 AM Link | Quote | ID: 93325


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Seems too easy. I'd add some more enemies.

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RetroRain
Posted on 11-03-08 12:56 AM Link | Quote | ID: 93326


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Posted by boingboingsplat
Seems too easy. I'd add some more enemies.
That's because its not done yet. I'm still working on the level. Once the level is complete, I'll be placing a lot more enemies in.

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