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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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spel werdz rite
Posted on 11-03-08 02:35 AM Link | Quote | ID: 93331


Paratroopa
Level: 30

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W00t! I got the 1800th post! Go me!

Oops ... I forgot to include content. Let me see, what do I have in my bag of goodies here?

...












For those of you who have actually played Acmlm's SMB1 Hack The New Strange Mario Bros., this is indeed a SNES remake of the game. I did complete the hack (level transfers), but I did it simply by altering the current levels in SMAS. And due to pure fortune all thanks to Acmlm, I learned that levels seem to explode (crash) once you go past level E, so this has to be fixed badly. I'm glad we found this now rather than after I got way into my level revamping system and things started crashing. So I'll be doing some mods to my new designs and start transferring levels from a scratch design soon. Also, Bloodstar pointed out that vines are annoying and will send you to hell if you use them unless under the strictest circumstances. So that (and certain ending level sequences) will needs fix'd before I post an actual release of this stuff. I'll bet you guys are really looking forward to a groundbreaking and fresh start, but I want it to be professional before I become serious with it.

Dammit! Fine! Just remember to beat every castle with the axe and not the flagpole or catastrophe will occur. Warp zones do work, but the text sequence and scroll stops don't for some reason. Also, be wary of entering pipes. They will send you to the bonus room and then to W1-2, so you may hate your life for that. Remember, I know this isn't perfect, but it's playable enough to enjoy. Just consider it an Easter Egg for you guys who like to see what others do in the ROM Hacking community.

So will you wait or download the buggy version?

RetroRain
Posted on 11-03-08 04:40 AM (rev. 2 of 11-03-08 04:41 AM) Link | Quote | ID: 93341


Fuzz Ball
Level: 66

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Since: 09-30-07

Last post: 1933 days
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Nice screenshots there. I love the Lost Levels in SMAS, I never really got through that hack though, but nice work anyway.

I've been busy doing a lot of level edits, and graphics upgrading.

















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Zycor
Posted on 11-03-08 05:45 AM Link | Quote | ID: 93343


Ninji
Level: 36

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Since: 05-27-07

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Damn that looks nice LO, looks Megaman 10 worthy.

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Why are you reading this? My post is up there^

RetroRain
Posted on 11-03-08 06:55 PM Link | Quote | ID: 93358


Fuzz Ball
Level: 66

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Thank you. It's far from done though. I still have a lot more detail to add, and the level to complete. When this level is done, it really will look like an authentic level from a Capcom MM game.

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messiaen
Posted on 11-03-08 10:32 PM Link | Quote | ID: 93370


Cheep-cheep
Level: 32

Posts: 67/193
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Since: 05-26-08
From: Porto Alegre, Brazil

Last post: 4441 days
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LO: Your graphical skills are getting really better, this looks very nice .

Here is something a bit different from my usual:



Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)?

koala_knight
Posted on 11-03-08 10:33 PM Link | Quote | ID: 93371


Buzzy Beetle
Level: 44

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Since: 06-01-07
From: Miami

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First draft of new stage select screen:

Insectduel
Posted on 11-03-08 10:57 PM Link | Quote | ID: 93375


Hammer Brother
Level: 68

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Since: 02-16-08
From: Insectduel's office

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Nice project scrennies guys.

SWR: I always knew you do something more creative. Of course I also knew how to dump levels from the Japanese Mario Collection using Windhex and insert levels to the USA Mario All-Stars.

Makes me want to continue with my SNES Afterworld 8 Project but not right now. I may also want to do the Spikes Assembly code which I'm too lazy to do with the SNES version with the comparisons between the 6502 and 65816 assembly coding. And I have no idea about the JSL routine if is used in the future while I'm attempting to do the Spikes project.

Logical Operand: Now the whole concept of the level is now state of the art graphics.

koala_knight: That's a good start.

RetroRain
Posted on 11-04-08 12:15 AM (rev. 2 of 11-04-08 12:24 AM) Link | Quote | ID: 93391


Fuzz Ball
Level: 66

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Thanks Insectduel. Last Preview of Blaze Man's Stage. Next video, Drain Man's Stage!



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koala_knight
Posted on 11-04-08 03:10 AM Link | Quote | ID: 93405


Buzzy Beetle
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Yeah, thanks! I'm working a couple of different possibilities, what I can say for sure is that It'll get even better! =)

PSlugworth
Posted on 11-04-08 03:28 AM Link | Quote | ID: 93406


Cheep-cheep
Level: 32

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Since: 02-19-07
From: Brooklyn, NY

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Posted by messiaen
LO: Your graphical skills are getting really better, this looks very nice .

Here is something a bit different from my usual:



Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)?


Holy crap, is that a Yo! Noid editor?

____________________
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RetroRain
Posted on 11-04-08 04:57 AM Link | Quote | ID: 93408


Fuzz Ball
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I'm having my own doubts about the pipes that I added. Do they look good, or should I ditch them?

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koala_knight
Posted on 11-04-08 06:11 AM Link | Quote | ID: 93417


Buzzy Beetle
Level: 44

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Since: 06-01-07
From: Miami

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I like the pipes. Those are the types of details that make the difference! =)

Which one's better as far as the colors?

This is the original palette:


This is the one made to look more like MM1 NES:

NetSplit
Posted on 11-04-08 10:14 AM Link | Quote | ID: 93432


Level: 32

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The pipes are fine. I love the ceiling; all of the ceiling tiles are spot-on. However, I dislike all of the floor tiles, and I feel that the blue background doesn't fit in very well. The floor tiles are way to bland and simple, in my opinion; the ceiling tiles really put them to shame. They seem to really lack detail and have way too much solid color for the kind of blocks that they are.

Those barrels and ceiling tiles, though...I really like them. They're definitely keepers. The fire's also pretty good.

Arbe
Posted on 11-04-08 12:03 PM Link | Quote | ID: 93442

go away
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Koala_knight: I'm not sure whether you've said already or not, but, do you plan on making completely new bosses? Also, the first pallete looks the best.

koala_knight
Posted on 11-04-08 06:06 PM Link | Quote | ID: 93463


Buzzy Beetle
Level: 44

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I'm going to recreate Timeman & Oilman from scratch. The rest I may attempt to port from Mega Man 1 (NES).

Sukasa
Posted on 11-04-08 06:11 PM (rev. 2 of 11-04-08 07:57 PM) Link | Quote | ID: 93465


Red Birdo
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A couple of graphics and levels I've worked on recently (linked because some images are quite large)

Eerie Castle Tileset:
http://img.photobucket.com/albums/v714/darkflight_devil/Level081.png
http://img.photobucket.com/albums/v714/darkflight_devil/Level082.png
Space Station tileset:
http://img.photobucket.com/albums/v714/darkflight_devil/Level114-1.png
http://img.photobucket.com/albums/v714/darkflight_devil/Level131-2.png
http://img.photobucket.com/albums/v714/darkflight_devil/Level113.png

messiaen
Posted on 11-04-08 11:17 PM Link | Quote | ID: 93511


Cheep-cheep
Level: 32

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Since: 05-26-08
From: Porto Alegre, Brazil

Last post: 4441 days
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Posted by PSlugworth
Posted by messiaen
LO: Your graphical skills are getting really better, this looks very nice .

Here is something a bit different from my usual:

[screenshot removed]

Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)?


Holy crap, is that a Yo! Noid editor?


Actually, it's way simpler than that. I just exported the tileset of one level, built a simple stage and after some minor modifications imported it back in the game. The level offsets can be found at DataCrystal, and the enemies/itens also use a simple format.

Hamtaro126
Posted on 11-05-08 12:23 AM Link | Quote | ID: 93530


Cheep-cheep
Level: 33

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Since: 05-02-07
From: Shelton, WA

Last post: 2471 days
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Posted by messiaen
Posted by PSlugworth
Posted by messiaen
LO: Your graphical skills are getting really better, this looks very nice .

Here is something a bit different from my usual:

[screenshot removed]

Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)?


Holy crap, is that a Yo! Noid editor?


Actually, it's way simpler than that. I just exported the tileset of one level, built a simple stage and after some minor modifications imported it back in the game. The level offsets can be found at DataCrystal, and the enemies/itens also use a simple format.


Can you by any chance, Give me the Binary and Source for that plugin?

I really want to try creating stuff for NES games using Tile Studio.

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

messiaen
Posted on 11-05-08 02:42 AM Link | Quote | ID: 93537


Cheep-cheep
Level: 32

Posts: 69/193
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Next: 2018

Since: 05-26-08
From: Porto Alegre, Brazil

Last post: 4441 days
Last view: 4769 days
There's no "plugin" involved, just the basic Tile Studio functionality. To get the tiles for this level, I modified the level data so that the tiles were displayed sequentially, took a screenshot and TS sets the rest.

The "Export Map" saved it in a different format that I wanted (horizontally instead of verticalically) so the only coding I had to do was a very simple program to change this.

koala_knight
Posted on 11-05-08 03:30 AM Link | Quote | ID: 93540


Buzzy Beetle
Level: 44

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Since: 06-01-07
From: Miami

Last post: 4124 days
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3rd Draft:
I'm not doing the usual "STAGE SELECT" text because everyone should know that already.
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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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