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Main - Posts by Superjustinbros

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Superjustinbros
Posted on 09-09-14 07:34 AM, in Who has the following systems... Link | Quote | ID: 158230


Koopa
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Since: 01-09-11
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Nintendo Wii

Nintendo Wii U

Xbox 360

Xbox One

Playstation 3

Playstation 4

I'm not one of those nuts that will praise a game for graphics alone, which is what I find most about most Sony and Microsoft fanboys nowadays.

Superjustinbros
Posted on 09-09-14 07:40 AM, in Jason Vs. Freddy for NES Released!!! Link | Quote | ID: 158231


Koopa
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Posted by Insectduel
Why not A Nightmare on Elm Street on the NES?

That I would've liked, since the game could be modded into where you're always in Dream mode when you're in a building.

Superjustinbros
Posted on 09-09-14 08:01 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 158234


Koopa
Level: 24

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Since: 01-09-11
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A bit of a minor update, I altered the "Cyan" color used in the Arkanoid 2 Graphics ROM to make it closer to the Cyan color depicted in the arcades.

Superjustinbros
Posted on 09-09-14 11:42 PM, in This needs to be made into a SMW ROM Hack! Link | Quote | ID: 158247


Koopa
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Since: 01-09-11
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Oh god. This game.

I believe when it comes to Super Mario Bros Special I'm the one that knows the whole game inside an out.

The NES restoration hack was a very barebones port; It didn't feature the unique level design capabilities (i.e. Underwater tiles and Cloud Heaven Clouds in Overworld levels) or the new enemies/items that the PC88 and Sharp X1 versions sported. Pete3K's hack suffers from the same problems, but mostly on the fact that it looks just plain ugly (especially Mario's standing sprite being the SMB3 one but with the body jutting out forwards).

Currently there are two restorations that exist that would be worth trying out. The port that exists in SMB Crossover includes all of the original 32 stages but with a few tweaks to make use of the higher stage heights and extra characters. Additionally and most importantly, it has all of the secret items and new enemies, and a playable skin that mimics the Sharp X1 version. Attempts at doing a PC88 skin have been considered, and I ripped very much everything form the PC88 version on The Spriters Resource just to assist in such a thing happening.

The port that was made for the computer game "Mari0" as a downloadable level set is a 100% accurate replica of the stage designs from the original PC88 and Sharp X1 versions, sacrificing only the new items and enemies. The enemies and items that didn't exist in the original SMB1 were replaced with better options for them rather than defaulting to 1UPS for every power up, like the Hammer being a Fire Flower, and the Lucky Star being a standard Star.

Superjustinbros
Posted on 09-09-14 11:46 PM, in Who has the following systems... Link | Quote | ID: 158248


Koopa
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Since: 01-09-11
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Posted by ninjablooper
Posted by Superjustinbros
I'm not one of those nuts that will praise a game for graphics alone, which is what I find most about most Sony and Microsoft fanboys nowadays.


That's been an issue for awhile and I think it's dying down luckily. Only time people have a right to complain about it is if it clearly is lacking effort put into graphics, or they are given less than promised (see Watch Dogs).


Glad you agree. I assume that in a few weeks form now people (especially the Sony and Microsoft fantards of GameFAQs who are pros at judging a game by looks alone) will forget about Destiny on PS4 since from what I've heard it didn't get enough of a good response.

Superjustinbros
(post deleted) ID: 158250

Superjustinbros
Posted on 09-10-14 10:48 PM, in Super Mario Bros Hacking Question Link | Quote | ID: 158268


Koopa
Level: 24

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Since: 01-09-11
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If you want a hack that disables traction/momentum altogether, I suppose you could copy or pull the code from Super Zabil Bros. But if you're looking for an endless-runner-type gameplay, no such thing exists.

Superjustinbros
Posted on 09-10-14 11:30 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 158269


Koopa
Level: 24

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Since: 01-09-11
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While it isn't related to this project, I figured I'd share this.

This is chart that shows the actual world numbers for worlds beyond 9, incase you're playing with a hack that allows you to freely select from 256 worlds instead of just the basic 8 (or using Gameshark to get the same effect). So when you wind up on a world that is labeled by a tile,you can refer to this to get the actual number of that world.

Superjustinbros
Posted on 09-13-14 01:14 AM, in Mega Man 5 Protoman hack (rev. 2 of 09-13-14 01:17 AM) Link | Quote | ID: 158345


Koopa
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Since: 01-09-11
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Story idea: You're Proto, and there's another Proto made by Wily out trying to steal your thunder.

I actually like this idea a lot, makes me think maybe the Darkman 4 battle could be altered so right when Fake Proto appears, he instantly transforms into Dark Man 4 rather than playing that cutscene in vanilla MM5 (because if it was unaltered, we'd have a bad case of three Protomen running around.
And the ending would have to be made different as well.

The only thing I have to address is the title. The "PROTO" letters could be tweaked to feel like they have more depth, like the original game's "MEGA".

Superjustinbros
Posted on 09-17-14 05:39 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158419


Koopa
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Since: 01-09-11
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Nice find, shanem!

Superjustinbros
Posted on 09-17-14 05:53 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 158420


Koopa
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Since: 01-09-11
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Thanks! I should note that these color edits are exclusive to the Arkanoid 2 Graphics hack since I had already modified the Yellow in the original game so it matches it's color in the NES version of Arkanoid 2.

And since it freed up the orange originally used for the "yellow" blocks, I had went and changed the salmon color that was used to represent orange into an actual orange, which eventually encouraged me to chance the light blue blocks into a color that was closer to the arcade's Cyan.

I also made a small update to the download; The Arkandoid 2-styled ROM had a few changes made to it. I fixed an overlooked color issue with Level 7 (it still used the salmon in the old versions instead of orange) and I altered the "shine" of the structure of Level 34 from magenta to white.

If anyone wants to see the new look of the levels, you can check this link:
http://i.imgur.com/d76hyb0.png

Superjustinbros
Posted on 09-23-14 02:06 AM, in Sonic Boy 2 (Jurassic Boy 2 Hack) Link | Quote | ID: 158491


Koopa
Level: 24

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Since: 01-09-11
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I hope to see the camera center at all times; the way it is now with you being all the way at the edge of the screen is just annoying.

Superjustinbros
Posted on 09-25-14 09:01 PM, in Super Baldy Kart Link | Quote | ID: 158520


Koopa
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Since: 01-09-11
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I remember seeing this hack ages ago. Good to see it's back in action.

The 1-Lap checkpoint track track is also interesting. Where is the starting line located?

Superjustinbros
Posted on 10-27-14 04:18 AM, in SMB3 - Extended Edition Link | Quote | ID: 158879


Koopa
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Since: 01-09-11
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As someone that's always wanted to make hacks of SMB3 but never could simply because the different tools available weren't simple enough IMO, I find this really impressive.

If I could loan any advice to this project, I'd say some of the level orders should be balanced a bit more (for example the added level in World 1 seems more ripe for a 1-7, meanwhile the extra levels added at the very beginning of Worlds 4 and 6 should be relocated a bit later in those respective worlds, since 4-1 and 6-1 are more appropriate to start off those worlds as they're not as harsh on the difficulty as the added levels).

And if it can be done, the added levels should receive actual level numbers instead of taking on the identity of "World #-Building #". On top of that, the majority of them are devoid of scenery (such as the bottom area of 1-Building), have inappropriate music (even if it's what the cut level originally used, I don't think it'd hurt that much to give it an update) and at times are very buggy (though it may just be an issue with NEStopia, or I patched the ROM incorrectly).

Case in point:


Superjustinbros
Posted on 10-27-14 09:23 PM, in SMB3 - Extended Edition (rev. 3 of 10-27-14 10:40 PM) Link | Quote | ID: 158884


Koopa
Level: 24

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Since: 01-09-11
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Posted by shanem
The reason for using the beta Ghost House rather than assigning the lost levels/e-levels regular tiles was to make use of beta elements. I figured that since those levels are all beta and e-levels that were added I might as well use a beta tile to differentiate them.ShaneM


OHH. Those were ghost houses?

in that case, maybe you could keep the Ghost Houses to levels that would actually work as a Ghost House, and use a different type of tile for the "flags" next to the level's icon; something like this?



Or you can just keep them like they are; I don't really mind too much.


I tried to balance them as much as possible. I even spruced them up a bit.
World 4's first lost level is logical in that it starts out with regular-sized enemies and after taking the pipe it mirrors a totally similar level, but with giant enemies (the theme of World 4). World 6 is Ice World. I can't even remember what I put there in that World except the lost water level with Golden Cheep-Cheeps. It's fitting there as it's an icy-themed level.


4-House 1 has a massive number of enemy swarms (exclusively thanks to the Para-Bettles), and you have Pirhana Plants that don't emerge from pipes. I know you're trying to restore beta features, but you don't have to place Para-Beetle swarms in 50% of the levels in this hack.

Oh, and my suggestion for the color palette that inhabits the second half of 4-House 1:



As for 6-House 1, you replaced a simple ice level where the only threat was Ptooies with a river level with rising/sinking land that has you being attacked by jumping Cheep Cheeps and a Fire Chomp as the first level.

Superjustinbros
Posted on 10-28-14 05:38 PM, in SMB3 - Extended Edition (rev. 2 of 10-28-14 05:38 PM) Link | Quote | ID: 158894


Koopa
Level: 24

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Since: 01-09-11
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If I recall, the scrolling water stage is between the START tile and 6-1 tile in my version (the vacant island with the blinking dot right above the pipe). Compare it to mine and you'll see everything is still there intact. 6-1 (level with Ptooie) is still there etc. Only 2 (IIRC) levels have been added to that World in logical places.


That doesn't change anything really. You keep the original levels intact, sure, but you put a rather complex level to start off World 6 instead of the arguably simpler 6-1. If anything you should make the added level occur before either the 6-5/6-6 branch or before 6-7.

Superjustinbros
Posted on 04-07-15 07:18 PM, in SJB' Arkanoid ROM hacks (rev. 2 of 04-11-15 06:29 PM) Link | Quote | ID: 159808


Koopa
Level: 24

Posts: 97/105
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Since: 01-09-11
From: United States

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I apologize for the bump, but I have a hack.

https://www.dropbox.com/s/lx11p3w6kblpayi/Arkanoid%20-%20Gigas%20Conversion.zip?dl=0

I was originally neglecting to release this because of the sheer difficulty of the levels thanks to ball speed (since hitting indestructible blocks increases the speed of the ball, and it reaches max speed in only 250 bounces)

It's a conversion of Sega's "Gigas" arcade game, which itself is similar to Arkanoid in a number of ways.

Screenshots:

Superjustinbros
Posted on 04-09-15 03:27 AM, in SJB' Arkanoid ROM hacks (rev. 3 of 04-09-15 07:30 PM) Link | Quote | ID: 159827


Koopa
Level: 24

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Since: 01-09-11
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Thanks.

I'd like to know how you guys are modifying the palettes of the title screen and in-game sprites, since I have a few modifications I'd like to make myself to the palettes in the Advanced Hack that Arkalavista normally can't edit.

I also made a few edits to the default Vaus sprite to add some shading/highlights to it, and applied some dithering to the powerups.

The image below shows the results, along with the intended palettes I plan to give them.



I can't show the sprites in action since my PC is currently out of commission, therefore giving me no access to YY-CHR.

Superjustinbros
Posted on 04-10-15 12:19 AM, in Nes REMIX Link | Quote | ID: 159830


Koopa
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Since: 01-09-11
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As much as I liked NES Remix, this idea seems a bit too far-fetched for a NES cart. You're asking for someone to combine all these games with vastly different programing, all from different companies, into a mission-styled type of game that could see itself swapping through two games if you play under the right mode. Not to mention all the potential legal troubles that could arise since you listed both a Mickey Mouse and a Tiny Toons game, which both fall under a "licensed" category. And if you put down any of Capcom's well-loved Disney games, they'd get marked the same way.

Superjustinbros
Posted on 04-10-15 12:21 AM, in Super mario bros 3 advanced 4 hacking (rev. 2 of 04-10-15 12:21 AM) Link | Quote | ID: 159831


Koopa
Level: 24

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Since: 01-09-11
From: United States

Last post: 3250 days
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As far as I can tell there are no direct editors for modifying either the overload or the stages in Super Mario Bros 3: Super Mario Advance 4. The only one for SMB3: SMA4 I know of is for making e-Reader levels.
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Main - Posts by Superjustinbros

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