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Main - Posts by Superjustinbros

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Superjustinbros
Posted on 01-06-13 07:53 PM, in Mega Man Reloaded GB Progress Thread - NEWS - Last post Link | Quote | ID: 153234


Koopa
Level: 24

Posts: 41/105
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Next: 1968

Since: 01-09-11
From: United States

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Is it strange for me that at first I thought this would just be a monochrome Mega Man Reloaded that would be played on an NES?

Superjustinbros
Posted on 01-06-13 08:12 PM, in General Megaman Hacking Thread Link | Quote | ID: 153235


Koopa
Level: 24

Posts: 42/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

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By now I would have expected there to be some program/utility that works with all six NES games, both Japanese and English, that allows you to modify the weapon's name, power (against enemies, bosses, and bosses weak to that particular weapon), ammo consumption, on-screen limit, if the shot(s) detonate upon contact with enemies and/or solid ground, if they pierce through enemy defenses, and finally the color scheme of each weapon, so that those not into hex editing (like the whole thing about A through F being called numbers) can increase the weakest of the weapons in the series. I'm looking at you, Mega Man 5.

Superjustinbros
Posted on 01-13-13 10:52 PM, in Mario Adventure 3 - Demo 2 is out! Link | Quote | ID: 153270


Koopa
Level: 24

Posts: 43/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Good to see more progress on this hack. Whatever state it reaches once development is finished is good enough for me.

Superjustinbros
Posted on 02-02-13 05:40 AM, in Super Mario Bros. Enhanced: Source of World 9 and 0 levels Link | Quote | ID: 153378


Koopa
Level: 24

Posts: 44/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Hello. I've been wondering where I can find the original hacks that the levels for the final two worlds in the SMW hack Super Mario Bros. Enhanced originate from. I know 9-1 through 9-3 are from Googie's Second SMB Hack; all else I know is the other two level designers are Frank15 and Shadic.

I do have the level numbers used in the SMBE ROM.

9-1: 021 (Bonus: 05E)
9-2: 022 (Bonus: 05F)
9-3: 023 (Bonus: 023)
9-4: 024
0-1: 138 (Heaven: 060) (Bonus: 061)
0-2: 139 (Main: 062) (Bonus: 063) (Exit: 06C)
0-3: 13A (Bonus: 063)
0-4: 13B -> 06E -> 064 (Bonus: 174 -> 175)

As for unused levels, here are those too.

1. 033 (Hilltop)
2. 064 (Underground)
3. 15C (Snow)
4: 167 (Coin Heaven)

Superjustinbros
Posted on 02-06-13 01:15 AM, in Super Mario Bros. Enhanced: Source of World 9 and 0 levels Link | Quote | ID: 153393


Koopa
Level: 24

Posts: 45/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Posted by MikeFuryXP
You will need to contactt Pete ac on smwcentral or find him in irc when he logs on.
He may or may not have the original hack on his computer.
Never hurts to ask though. :|

[url]http://www.smwcentral.net/?p=showhack&id=5875[/url\


I have tried asking Pac a long time back; he didn't remember the level sources either.

Superjustinbros
Posted on 02-06-13 09:10 PM, in Mari0 (rev. 2 of 02-06-13 09:11 PM) Link | Quote | ID: 153401


Koopa
Level: 24

Posts: 46/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
Last view: 2600 days
Hey everyone. I just felt like making a post of an open-source SMB remake known as Mari0, which is a merge of the former and Valve's Portal series.

Why I'm posting this here is based on how people here enjoy making and playing hacks of SMB, if anyone'd like to see about contributing mappacks to Mari0 using it's built-in level editor, whenever it be 100% original map packs with entirely new structures or ports of already-existing SMB1 hacks.

You can find it here:
http://stabyourself.net/mari0/
The link directly to the "Hack Port Project" I started can be found here:
http://forum.stabyourself.net/viewtopic.php?f=12&t=2383

Superjustinbros
Posted on 02-14-13 06:06 AM, in Super Mario Bros. Enhanced: Source of World 9 and 0 levels Link | Quote | ID: 153428


Koopa
Level: 24

Posts: 47/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Thanks Mike. Though I should point out the actual ROM itself isn't what I'm looking for. I'm trying to locate the sources of the World 9 and 0 levels, since they originated from ROM hacks of Super Mario Bros. made around the time SMB Enhanced/Deluxe came out, rather than being ports of the levels in Lost Levels.

Superjustinbros
Posted on 07-01-13 09:27 PM, in Super mario hack U.N owen is her problem Link | Quote | ID: 154215


Koopa
Level: 24

Posts: 48/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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I have the same issue.

This particular hack you mention features vertically-scrolling levels, which will prevent a SMB1 ROM from loading in certain emulators. Another SMB1 hack, Mario Evolution True 2, has the same feature, and doesn't work in NEStopia as every other level is a vertical level.

Superjustinbros
Posted on 07-01-13 09:40 PM, in General Megaman Hacking Thread Link | Quote | ID: 154216


Koopa
Level: 24

Posts: 49/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
Last view: 2600 days
Posted by Thanatos-Zero
New Rockman 2 hack. ROCKMAN CX

http://www.youtube.com/watch?v=Bjs6cjHmfb4


I don't get why Japanese rarely post links to the patches directly in the video's description of each hack. Even happens with Japanese SMB1 hacks.

Superjustinbros
Posted on 09-16-13 06:00 AM, in Two SMB3 hacks that never got released. Link | Quote | ID: 154791


Koopa
Level: 24

Posts: 50/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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A minor inconvenience, but both hacks lock up directly upon startup in NEStopia. Looks like I'll have to play it on my PC.

Demo World 3- of what little was done with it, does look interesting judging from the screenshot.

Superjustinbros
Posted on 09-20-13 05:23 AM, in Ghosts'n Goblins MMC3 Conversion Patch (UPDATE: Fixed) Link | Quote | ID: 154805


Koopa
Level: 24

Posts: 51/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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I hope with this conversion being successful, it'll influence other MMC1 and MMC2 games to be upgraded to MMC3.

Superjustinbros
Posted on 09-21-13 05:01 AM, in Chinese Arkanoid - Prerelease thread (rev. 3 of 09-23-13 07:43 PM) Link | Quote | ID: 154813


Koopa
Level: 24

Posts: 52/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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I'm proud to present the world's first in-depth Arkanoid ROM hack: Chinese Arkanoid.

This is a full 32-level modification of the Japanese version, based on a (rather incomplete and sloppy) Chinese translation you can find online should you look in the right places. Combined with putting the Arkalavista editor to full use, as well as my very high intrest in Asian culture (Japanese, Chinese, and Korean) I had no choice but to try this out. And with what I have so far, every major detail in the hack is very much complete, but I'm not considering this 100% finished until I get more of the graphics altered and the starting lives at a proper number, not 240 as it's set now. I also want to finalize the levels and the level order, though as it stands, the hack is still fully playable.

Layouts for the first 16 boards:


Download the pre-release here.
http://www.mediafire.com/download/cyczc1vcf9fd9pa/Chinese_Arkanoid_(Rev_A).zip

Superjustinbros
Posted on 09-23-13 07:42 PM, in Chinese Arkanoid - Prerelease thread Link | Quote | ID: 154824


Koopa
Level: 24

Posts: 53/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Actually, I don't have any intent on changing around the text; everything is exactly how it was printed in the original ROM this hack was built off of.

I've updated the hack to Reversion A; you can grab it in the OP.

Superjustinbros
Posted on 09-24-13 09:10 PM, in Chinese Arkanoid - Prerelease thread Link | Quote | ID: 154830


Koopa
Level: 24

Posts: 54/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

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Double post, I know, but this is pretty major.

I finished playtesting the hack. Apparently I made the final three rounds before DOH too difficult even with savestates and rewinding and I ended up sacrificing several lives just to speed down the ball and pass them. If the Mac version of NEStopia supported the Arkanoid Vaus controller I would have kept these levels as they were, but when you play with the D-pad/Arrow Keys, it's troublesome. QAQ

Also, when I met DOH on Round 33, I was greeted by a pile of garbage tiles.

Since the CHR for any Japanese version of Arkanoid is incomplete, it reads the wrong tiles when facing DOH. If I knew how to expand the CHR in YY-CHR I'd import the graphics for DOH from a US ROM into this hack (as well as vanilla JP Arkanoid if I ever do another 33-level hack) and then edit it to fit the rest of the hack.

Superjustinbros
Posted on 09-25-13 02:55 AM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 154833


Koopa
Level: 24

Posts: 55/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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I'd give anything to see SMB1 in MMC3; maybe then we can get a true SMB Extended with 16 worlds!

Superjustinbros
Posted on 10-11-13 12:42 AM, in Chinese Arkanoid - Prerelease thread Link | Quote | ID: 154915


Koopa
Level: 24

Posts: 56/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Progress update: With help from Arkalavista's programer Trax, I was able to get Chinese Arkanoid's final boss and ending sequence working by porting everything into a working US dump that doesn't have the Vaus bug (where the Vaus is stuck permanently on the lest side of the board); all that remains is to basically design the extra 3 levels in the slots that the US version of Arkanoid opens up. I also received a patch to double the speed of the Vaus by holding B, like you could do in all the Arkanoid console ports starting with Arkanoid II.

Superjustinbros
Posted on 03-16-14 11:21 PM, in ShaneM's ANNSMB Hack (It's Here!) Link | Quote | ID: 156112


Koopa
Level: 24

Posts: 57/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
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Darn, this is sure going to be fun.

Literally All Night Nippon. XD

Superjustinbros
Posted on 05-19-14 02:37 AM, in Angry Birds - Moai Kun hack... Link | Quote | ID: 156561


Koopa
Level: 24

Posts: 58/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
Last view: 2600 days
Well from what I saw it was always a bootleg hack that modified the graphics and palettes (but for the most part only for the first few levels), so Googie went and made original levels for it.

Superjustinbros
Posted on 05-19-14 03:06 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 156562


Koopa
Level: 24

Posts: 59/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
Last view: 2600 days
With the Arkanoid editor "Arkalavista" available on Mac OSX computers, I was able to make a few Arkanoid hacks that I will now share.

Major Hacks


Arkanoid Advanced Hack - A full ROM hack meant to take full advantage of what Arkalavista could do. It includes several new levels, new graphics, and a speedup patch that doubles the Vaus' (paddle's) speed by 2x, making it slightly more playable without the Arkanoid Vaus controller (which only a handful of emulators support)


Chinese Arkanoid - Another full ROM hack with levels based around Chinese themes, originally it was made on a Chinese-language Japanese ROM for Arkanoid that was missing the second graphics bank needed for the DOH battle at the end of the game. To make it more stable, it has since been relocated to a US ROM with a few additional upgrades. It is now in full English, the levels are slightly altered, and it is now possible to have a black block.

Graphic-only Hacks


Arkanoij - More of a remix/Kai version of Arkanoid, this was more of an experimental ROM hack that I created as a starting point for the hacks that would follow. It has all 36 levels from the original game with different color palettes, graphics, and the previously-mentioned speedup patch.


Arkanoid After Dark - Named after the somewhat unknown graphic hacks of Pac-Man and Ms. Pac-Man for arcades, this was made to be a "neon" version of the original Arkanoid, with many of the tiles' CHR being made hollow.


Goindol - A graphic hack that styles the game to be like the arcade game "Goindol", which itself is an Arkanoid clone made in Korea. Sprites for the paddle, ball, blocks, backgrounds, borders, and power ups were altered to match the Goindol arcade game, and the backgrounds or the first and fourth backgrounds being changed.

"Ports"

Riddle of Pythagoras - A hack that re-creates 35 of the 50 levels featured in Sega's "Riddle of Pythagoras" Arkanoid clone.


Quester - A recreation of Namco's own Arkanoid clone "Quester", this ports over all 33 levels form the original game, plus three levels from Quester's "Special Edition".


Wall Crash - A hack that includes scaled-down versions of levels from the indian-made Breakout clone "Wall Crash" that predates Arkanoid. Only levels 1 through 24 are actually remakes of Wall Crash levels; the rest of the game is straight-up Arkanoid.

DOWNLOAD
http://www.dropbox.com/s/tcgejjfh4t7njnq/Arkanoid%20Hack%20Collection.zip

Superjustinbros
Posted on 06-10-14 04:32 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 156731


Koopa
Level: 24

Posts: 60/105
EXP: 76157
Next: 1968

Since: 01-09-11
From: United States

Last post: 3353 days
Last view: 2600 days
Thanks Googie. Good to hear you enjoyed my hacks. I certainly did try to make the Advanced Hack look as good as the NES would allow it.
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Main - Posts by Superjustinbros

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