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Quick Curly
Posted on 11-14-15 04:58 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 161894


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Multiple choice or short answer?

Quick Curly
Posted on 11-14-15 05:04 PM, in Server move Link | Quote | ID: 161895


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I don't mean to be a bother again, but I've experienced another issue that I first noticed a few months ago.
When I was checking out the other board themes, my birthday was automatically erased, and now trying to put it back isn't working.
Has anyone else experienced this issue?

Quick Curly
Posted on 11-14-15 05:38 PM, in Board2 Collaboration Hack? Link | Quote | ID: 161896


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Posted by Mike-Tech
If you decide on that, I'll pull some graphics from my old hack and let you have it.
Are you referring to my Kickle Cubicle hack, or Megaman Odyssey? Either way, thank you for offering. Speaking of which, I've always been curious of any ROM hacking projects you've worked on before. Anything you would like to show and/or possibly work on again someday?
Posted by Googie
I wanna play this RIGHT NOW LOL!
Thanks for the excitement and interest, Googie. The level in the images that I posted is actually a level in the original Kickle Cubicle game. Have you ever heard of and/or played Kickle Cubicle before? I believe that it's the kind of game that you would enjoy. If you would be interested, it would be awesome if you wanted to contribute a level or two to the hack from your own vision and design. I know that you're considerably busy, promoting your cartoons and having multiple ROM hacking projects of your own, but this would be the kind of project that hopefully wouldn't require a lot of time and effort from multiple people. All you would really have to do is draw out a level with the details of objects, enemies, Kickle's starting position, and the Dream Bag positions (3 of which you have to collect in order to complete the level), and then I could insert it into the ROM that I'm currently modifying myself. Then, I can hopefully release a short demo shortly for everyone to try. The level order so far won't be final, since I have ridiculously easy levels that belong closer to the beginning and hard levels that belong closer to the end. Even if this hack isn't the main Board 2 hack that people want to focus on (if one even ever gets decided on and comes about), it's still possible for any interested people to contribute however much or little as they might feel like.

I don't mean to seemingly keep repeating myself or annoying anyone by asking for contributions. For those who are familiar with my other hacks, I'm fully capable of making general and some specific edits completely by myself. I'm just offering an opportunity for anyone who would maybe like a taste of working on a ROM hack, but doesn't necessarily want to work on a full hack by themselves.

Even if Kickle Cubicle might not be a familiar or enjoyable game for you, and for whatever reason you don't feel like giving it a try to see if you would like to make new level designs for it, please feel free to throw out game names of something that you would be more interested in hacking, even if the game isn't commonly hacked and doesn't have game-specific tools for it. Balloon Fight and Kickle Cubicle don't have level editors (yet), but that didn't stop/isn't stopping me from making level hacks of the games, or documents providing information and guidance as to how to edit the levels without an editor.

For example, with the Balloon Fight Level Hacking document pack, you could make your very own Balloon Fight level hack like Cosmic Balloon Assault! In fact, Balloon Fight is an awesome and flexible game to hack, from my experience with it. There is available graphics space for hackers to be able to add custom graphics, and with a lot of documented data to refer to and work off from, it should be relatively easy for a group of hackers to collectively build something original from scratch in a relatively short amount of time. If a group of people each used the document pack to build a single level on their own, a Board 2 collaborative effort could produce the second Balloon Fight level hack relatively quickly, once all of the levels were inserted into a single ROM.

Just another possible idea, anyway.

Quick Curly
Posted on 11-16-15 06:59 AM, in Board2 Collaboration Hack? (rev. 2 of 11-16-15 07:03 AM) Link | Quote | ID: 161918


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I rushed this since I have to call it quits for the night, so I apologize in advance for the lack of quality and presentation. It's definitely just in a proof-of-concept stage right now, but is intended to serve as a base.



Board 2 Balloon Fight Hack - 2015-11-16 Demo 001 - BPS Patch & Offsets Document Included

More appropriate graphics, detail, etc. can be determined and worked on accordingly.
An actual, definitive hack title can be determined from further open discussion.

I will definitely provide any guidance and direction that I possibly can, for anyone who is interested in such a collaborative project at all. I would like to thank everyone for all their posts, support and interest so far. You all rock!

So far, I just made a "placeholder" title screen, which can be further modified to be improved as determined by contributors who are much better suited than me to make one. I also made a small, simple first level which can be further modified later to reflect some sort of theme related to Board 2, like a forum layout or something.

As for the specific Balloon Fight ROM that I used when documenting specific RAM addresses and ROM offsets, and the ROM that I used as a base for my own Balloon Fight level hack, the checksums are provided in the included document and the Balloon Fight Level Hacking document pack. Instead of an IPS patch, since I expanded the file size of the original ROM to maximize available free space, I provided a BPS patch of the initial base so that moved data is not stored in the patch. The beat utility provides a great alternative to the primary IPS patching format.

The best way to build original levels and a Balloon Fight hack overall from scratch is to use FCEUX and/or FCEUXD. Using the built-in hex editor tool, you can test any direct changes in real time before you actually save and commit to them. With the PPU Viewer, you have quick access to the values of the tiles for your graphics. With the Name Table Viewer, you can see where the graphics are going to be placed to customize your layouts.

Sorry again for the lack of a more promising update and specific details. Hopefully I'll have some more time this week to pop in again and help out more with what I can.
In the meantime, hopefully any other questions and inquiries can be answered through the documentation.
Thank you again so very much for your support behind my attempted ideas! I'm excited!

EDIT: Oh, wow. I just noticed the wrong date on the title screen. I changed 15 to 16 everywhere else except the title screen after midnight came around. Oh well.

Quick Curly
Posted on 11-16-15 02:48 PM, in Board2 Collaboration Hack? Link | Quote | ID: 161932


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Posted by Trinitronity
*cringes*
Sorry, but no.
Games based on memes is a big no-no for me. I pass.
*Cringes at unappreciative, self-entitled post.*

To some degree, fair enough. Kind of funny coming from someone making a Mega Man 3 hack based on Pokémon which is dated and pretty personal in its own right, but evidently, to each their own.

However, instead of just coming in and quickly shooting an entire attempted idea down, how about actually making some other suggestions besides a homebrew on the N64? Do you at least notice the difference here? At least my idea is documented thoroughly enough so that people who aren't as familiar with working directly in a hex editor, and who don't just need a level editor designed by someone else for them to edit things to make a ROM hack (which could be more considered modding and not necessarily hacking) can start out smaller and learn things, as opposed to being thrown to the wolves with the idea of a homebrew project. The primary goal of this idea in particular was to ease everyone who is interested in a Board 2 collaboration into the familiarity of working with one another, and learn some new hacking skills that will definitely come in handy when working on any project. It's pretty much the whole idea behind school and progressing one grade at a time. Also, sure, before you say it, I get that you were mainly focusing on the troll meme idea and not the Balloon Fight collaborative idea as a whole, unless you want to just say otherwise, which again, is fine and all. However, if you really want to be a part of any Board 2 collaborative hack in general, then how about also keep trying like I've been? Prove that you have a right to have an opinion by not expecting everyone else to do work for you and make "your" preferred hack without you lifting a finger.

Did you even read my post at all, or did you just come for the visual imagery, and made your determination in a matter of seconds? I established right off the bat that this was rushed so that at least some sort of base could be provided as soon as possible so people didn't have to wait before seeing an example, but given that the file has 0 downloads and people posted anyway, that really establishes the initiative of people who want to throw out the idea of a collaborative project, but then do nothing to even try to get it lifted off the ground. I also said that nothing is in a definitive state and can be modified accordingly by those skilled with the ability to do so. If you have the skill to do so, why not show your own ideas, and see how many other people's tastes you come to agree with?

My own idea that I was touching upon in my previous post, since it would be a Board 2 collaborative project, was some sort of forum visual theme in at least one set of levels, since our community is united by this forum, and that idea would be expressed through the hack. But if you want to shoot that down too, that's perfectly fine - they're only brainstormed ideas and nothing set in stone - but at least provide as many possible alternative ideas before you leave and don't even try to keep the whole collaborative hack idea alive.
Posted by Termingamer2-JD
Hmm yes, the troll is also pretty outdated these times, if we do that the hack will probably date very quickly.
Yeah, it's definitely not an original idea. Like I said, the entire title screen is a placeholder. The whole small, visually unappealing "Board 2 Fight" surrounded by a bunch of blank space is definitely not final. If the final title screen at the end of all of this (by golly, if we even ever make it there someday) is completely different with every tile, I'll be perfectly fine with that, because the final product will hopefully be something created and refined by multiple perspectives and contributions that everyone can be at least somewhat satisfied with, barring personal tastes and unique expectations - for a proof-of-concept project, anyway.

Also, yes, as an example, SHOOP-MAN, a Ms. Pac-Man (Namco) graphical hack, only has 283 downloads and was released over 7 years ago on August 21, 2008 (though I don't believe Romhacking.net's download count feature was implemented until after that date). Donner Party, a Monster Party hack developed by BaddestHacks.net, has significantly more, and while definitely unique to individual tastes for sure, the entire hack encompasses the entire idea behind this attempted Board 2 collaborative hacking project - that a community can come together and produce something definitive. However, we have to get past the early brainstorming stages first, and while there's certainly no rush at all to do so, it's at least promising to see multiple people attempt to try.

However, unfortunately, with the consideration that every individual has their own personal tastes, it's definitely difficult to find a common game that everyone can even begin to start hacking collectively, let alone the specific direction to take the project that everyone can agree on. I felt that Balloon Fight had more of a chance to have been played by more people than Kickle Cubicle, and since I recently hacked it extensively despite the lack of a level editor, I thought that it would be a good test project. If someone else has a different idea, it can definitely still be suggested, as well as the specific direction(s) that such a hack can be taken to help provide the rest of us with something to actually work towards.

Either way, these things don't take care of themselves.

(Just to establish, Termingamer2-JD, this whole section of text isn't directed at you specifically, just so that you know. It's directed to everyone generally, but just went with everything else that I ended up replying about.)
Posted by Trinitronity
Speaking of collabs, I'm not sure whenever I should make my Togetic MM3 hack a collab project...
Then again, with all the help I have received before, I might as well just turn it into a fully fledged collab...
I dunno...what do you guys think: Would you guys be interested in working with me on that hack?
I've already established that I've never hacked any of the Mega Man games before, and they're not something I necessarily want to work with, but despite the apparent direction I've been going with this post, and despite the fact that your own personal tastes don't exactly meet with mine, I actually am a fan of Pokémon (Generation I, anyway), and even though I never posted in your project's topic before, the work that you've done so far with your hack does look promising. However, just like with some people not being into the whole idea of memes, it's possible that someone will disagree with the idea of a Pokémon-themed Mega Man 3 hack. If you can find other people to join in with your project though, I hope that it will help with you seeing your project through to completion. However, know the difference between recruiting people to share the work evenly, and recruiting people to take care of details that you specifically want for your hack, but are incapable of doing on your own.
Posted by Mike-Tech
No you started that hack as your own, you can finish it on your own time.

@Termin, you sure about passing on that balloon hack ?
I think if we can get quick and googie to work side by side with this project it'd be something sweet to remember for a long time..
Thank you, Mike-Tech. I appreciate your support with the idea. Googie and I have worked together in the past, and I've also helped him out with Dark Mario so far. I always credit him for me being successful with my early ROM hacking days in the first place. He's a motivation for everyone, in my personal opinion, because his passion for ROM hacking and seeing projects in general come together is what any ROM hacker should feel and be driven by.

Like I've already mentioned, nothing with what I presented is final. It was just to show something physical instead of just simply hypothetical.

I've always been impressed with your own unique perspective and ability to come up with quick, reasonable ideas to help provide others with some further direction that they can take their projects. Do you have any insight that you could provide for the potential Balloon Fight collaboration, or if there's something else that maybe more people can agree on and lead to all of us yielding more positive, concrete results?
In addition, I don't know if you noticed me ask earlier, but I was also curious about any ROM hacking projects that you've done before? I've tried looking, but I can't seem to find any. Are they maybe under a different name?

Quick Curly
Posted on 11-16-15 02:56 PM, in Server move Link | Quote | ID: 161933


Giant Red Paratroopa
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Thank you so very much! Sorry again for the possible bother. I didn't mean to rush you or anything. It was just something else that I happened to notice that I thought might have possibly resulted from the server move. You're always right there to take care of things right away! You rock!

*Proceeds to change birthday from default "Thursday, January 1, 1970 (45 years old)" setting.*

Quick Curly
Posted on 11-16-15 03:02 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 161934


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Posted by Termingamer2-JD
argl

too much overload of multiple choice answers

but I prefer them anyway
Heh. I actually felt that I was overdoing it with the multiple choice questions, which is why I was sort of wondering what kinds of questions are preferred by "cybernetics".

Unfortunately, I have difficulty coming up with questions that could have endless possible answers, but I'll try.

A dog chased down a mail truck for 0.86 miles only to randomly urinate on a fire hydrant. What happens next?

Quick Curly
Posted on 11-16-15 03:20 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161935


Giant Red Paratroopa
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Trinitronity: At this point, all you're doing is causing more forum drama. To be fair, I realize that pacnsacdave was the one who responded to a post from last month in a sarcastic manner, but this is just keeping it all going. Please just PM an administrator if you would like this to be looked into. However, I don't think that anything good can from what you've suggested in the past. The majority of pacnsacdave's projects are readily available for free, and while I don't necessarily agree with his choice to try to make money off of some, since making money off of hack reproductions pretty much makes the whole community look like we're doing it, even though we're not, it's ultimately his choice, whether we endorse it or not. Nonetheless, all of his topics as of late have only really focused on that aspect, and not the actual content of the projects. I do kind of feel like his attempt to contribute content to the community is being overlooked by that. At the same time, I can understand why it's a big deal, because it is. However, you're just repeating yourself at this point, and again, continuing the same forum drama. In my opinion, given the evidence, this would be better taken care of through privately messaging the staff.

Quick Curly
Posted on 11-16-15 04:23 PM, in Mr. Gimmick 2 for NES REleased!!! Link | Quote | ID: 161937


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All Staff Members

Most recently active staff: blackhole89, ninjablooper

I'm not too familiar with the original Mr. Gimmick game, but I believe that I tried it before. I should probably give it a more thorough play. I noticed SMB3 graphics in the video preview.

Quick Curly
Posted on 11-17-15 01:58 AM, in Board2 Collaboration Hack? Link | Quote | ID: 161953


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Posted by Zieldak
I actually read all that...
Thank you. I greatly appreciate that.
Posted by Zieldak
How about a SMB or SMB3 collab project if the previous ideas fail.
I'm all for that idea. Heck, SMB3 is my personal favourite game, and the game that I'm most familiar with when it comes to hacking. However, it definitely takes time to make a full, complete SMB3 hack by oneself. Regarding Dark Mario, I know that Googie enjoys working with other ROM hackers on projects. I contributed one level to the hack before I felt that I needed a break from the project and SMB3 hacking in general, but I'm fairly certain, since the project is already started, anyone who wanted to join in would be able to. It would help check off one of the many projects on his list.
I like the idea of a Mario Maker sort of direction. If the most recent update to Dark Mario was to be used as a base for a collaborative project, there are no real specific limitations on the directions of the current level design, so designers could pretty much build any kind of overall levels and they could work for the hack.
Posted by Zieldak
Okay, seriously, how do you do that? Your profile pic is always different... Is that the mood avatar thingy I don't know how to use...? XD
Yes. Select Edit mood avatars at the top, and you can upload additional personal avatars for yourself, in addition to your normal avatar. Then, when you post, you can select whichever one you want to use for each post. It's definitely super special awesome and further customizes each of our unique, individual posts.
Posted by Mike-Tech
Even though I don't do general aspects of nes/snes hacking, I will however beta test it off and on to make sure everything is working out and offer my input.
Also thanks for your compliment, just trying to make sure everyone gets a fair deal here without too much fighting.
I suggest you slide the balloon hack idea under emuz aka acmlm door at kafuka.
If he likes games like splatoon i'm sure this might tickle his fancy.
If we do get the projeect to launch lets set the time for 6 months 12 months to develop, produce and announce to the public.
Oh. That's cool. You're welcome. Thank you again for your continuous interest and involvement. You rock!
That's an idea, though from my experience of keeping up with the "other side", it doesn't seem like much hacking goes on over there. They attempted some sort of collaborative hack a while back as well that hasn't really seen much progress over time, at least as far as I can tell. Plus after being asked to start an updated General SMB3 Hacking Thread over there for them over a month ago, it's still the last post in their ROM hacking section. That's a pretty safe indication that it's unlikely that much will result from the majority of the members over there, unfortunately. (Not that I wouldn't still be willing to give it a chance, being the overly positive person I am, but I believe the whole idea behind this attempted collaboration was to be centered around Board 2. It might defeat the purpose to try involving the "other side".) I definitely do appreciate the idea and suggestion, though. It's always a possibility to consider. Perhaps other members have their own input about the idea of asking over there, too.

Concerning the hack's predicted development time, the great thing about Balloon Fight is that it shouldn't take long to hack. There are only 12 unique Phase designs in the original game, excluding the Bonus Phases, and then they repeat. If multiple people contribute new level designs, a complete level hack will be done in no time!

Here's just another quick thing that I did to try to help provide something to work from for the Balloon Fight collaborative hack idea. If people don't feel like they can try to mess around in the hex editor directly, but would still be willing to try to design a level (or more) of their own, please feel free to download and use the following template, and upload the end result so that I can insert your custom level into the ROM for you. You'll still receive full credit for your contribution(s), but you won't have to manage and deal with all of that hazardous hex!

I provided an example of my own, using the level that I already inserted into the 2015-11-16 Demo 001 ROM (not that anyone has seen it aside from the provided image, since the ZIP file still has 0 downloads in the board's uploader).

You can simply use a paint bucket tool to colour in the squares to show what ground you want in your level, and where you want your clouds. If you want any custom graphics, please feel free to show where you want them, and describe your ideas for what they are.

Draw out the (general) placements for the enemies in your level. The game allows you to have 1 to 6 enemies. Declare the value for each enemy (4 is for slowest speed, 5 is for medium speed, and 6 is for fastest speed).

As a warning - I forgot to establish this with a note in the template's image itself - PPU $2000-$207F (the top 4 rows) are used to display the scores, players' lives, and current Phase number, so you shouldn't draw anything on those squares, at least for visuals to insert into your custom levels. Please feel free to add notes and/or be artistic for the sake of your image(s)!




Quick Curly
Posted on 11-17-15 04:30 PM, in Board2 Collaboration Hack? Link | Quote | ID: 161959


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Thank you for your continuous interest and support, MegaEliteGamers. If you're referring to how I described this whole process of helping everyone gain hacking experience and familiarity with working with one another, then yes, I can understand that reasoning. I probably shouldn't be so willing to insert the levels into the ROM for everyone, because then people aren't developing the potential skills involved with working in the hex editor and better understanding how the games work, so then any work for potential future collaborative projects can prove to be as effective as possible; but I guess my desire to see this project through outweighs the general person's desire to learn more than they feel that they have to. Not that I'm trying to sound like I'm judging or anything. Some things come easier to some individuals more than others. Admittedly, I wish that I was able to program. Maybe then I could have managed to use all of the data that I documented of Balloon Fight to create an actual level editor. However, I really did find it quite easy to just manage everything through the hex editor and FCEUXD. Sometimes priorities might differ for each person, but to me, it made more sense to use the documented data to build the levels through the hex editor, rather than determine that a Balloon Fight level hack was impossible without a level editor. In a way, such thinking that a game specific utility is necessary when we have amazing special debuggers with so many unique, convenient built-in tools like FCEUX/FCEUXD is considerably lazy.

The more that I think about and consider it while typing this out, the more I realize that I probably shouldn't have offered to insert the levels into the ROM for everyone. That just means that one of the main intentions of this collaborative project won't be fulfilled at all, and should the hopes of working on another collaborative project still be somewhat felt once something comes from a Balloon Fight hacking attempt, we'll all still be at the same point when it comes to individual capabilities and familiarity with working with each other.

Of course, there's probably no point in going back on it now. I just hope that maybe a completed product will encourage and motivate people enough to give more of a sincere, committed try for a potential next project (when considering the initial interest that people seemed to express when this topic was started, only to have quickly tapered down). If no one else has any other possible suggestions, I do like Zieldak's idea of a Super Mario Bros. and/or Super Mario Bros. 3 collaborative hacking project.

Heck, if a hack of one of the Mega Man games like what everyone was initially talking about was to work out, I figure that that would still be better than nothing. While I'm not familiar with the games, let alone the game specific level editors and utilities, I did mention earlier on that I would still be willing to try to help with what I possibly could for the sake of seeing a collaborative project through. I guess I just like ROM hacking that much.

I do still plan to continue working on my own Kickle Cubicle level hack, and hopefully complete it one day.

I also definitely plan to complete this Balloon Fight level hack as well, whether or not it'll turn out to be a true followup to and at the same level as Cosmic Balloon Assault, but the thought of more Balloon Fight level hacks has always been a nice thought to me. Though the following factors definitely need to still be determined:
Hack name?
Title screen?
Graphic ideas?

I can easily take out the troll face so that it's no longer a theme or reference, and adjust the current state of the title screen accordingly. While the name "Board 2 Fight" does seem overly simple, it's close to "Balloon Fight" with the B, and reflects that it's intended to be a Board 2 collaborative hack. So unless there are other name suggestions, that's the best option that I can come up with, so I might start designing a "placeholder" logo for the name.
Concerning "Board 2 Productions Presents", I considered "Board 2 Productions" as a single entity representing all of our individual identities, which is why I have the "s" at the end of "Presents". However, "Board 2 Productions Present" would be grammatically correct in the sense that "Productions" is plural, but ironically, "Board 2 Productions Presents" sounds better to me for whatever strange reason. Is there a better name that could be used? I remember that Termingamer2-JD suggested "Team 2", which could be more specifically put as "Team Board 2". My idea to use "Productions" came from other collaborative group names such as Gaijin Productions and FPI Productions.
Whatever name is used can have its own Romhacking.net community page created so that all of our collaborative productions can be easily accessible from there.

Also, thank you in advance for anyone who does commit the time and effort to drawing out at least one level to help bring the Balloon Fight level hack to completion sooner. Just to mention a couple more things that I thought of to add since my last post as well, for enemy placements, they should take up a 2x2 area. Also, platforms close to either side are kind of weird with detection. Similar to the land sections at the bottom near the water, you pretty much have to have a piece of land touching one side of the screen connect through to the other side. Similarly, from my experience with this game, I found that the side detections for platforms only work if the player is in the air. So, if you have a vertical platform connecting to a horizontal platform from above, or two horizontal platforms that are on different but close horizontal levels, you'll actually run through what should be solid objects at some point. So, some adjustments might be necessary, depending on the level designs that come about.

Quick Curly
Posted on 11-17-15 05:01 PM, in Board2 Collaboration Hack? Link | Quote | ID: 161961


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Oh, wow! That's super special awesome! Thank you so very much again!
I don't know if the enemy at the very top-right will work out as expected, but since it's a sprite and not an object, I'm guessing that it probably should. The players and enemies can travel up there, so they should be able to spawn closer to the top, too. It's been a few months since I did the whole Cosmic Balloon Assault hack.
I like your additional comments and your presentation overall as well!
I'm going to work on inserting your level into the base ROM right now.

Quick Curly
Posted on 11-19-15 06:09 AM, in Board2 Collaboration Hack? Link | Quote | ID: 161966


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Board 2 Balloon Fight Hack - 2015-11-18 Demo 002 - BPS Patch & Offsets Document Included
Posted by Googie
This NEEDS to get done, Trollface makes me fucking laugh!
Thanks, Googie! I know that I said in my other post that I would remove the troll face from the title screen, but because of your encouraging post, I decided to keep it in.
When it comes to ROM hacks, comments against ideas usually come from people who don't have the interest or initiative to physically contribute to projects, so why should the people actually making those projects worry about fitting the vision of someone else? Those who have the passion to ROM hack should pursue their own visions. Sure, the threat could be made that "we won't play it", but it's not like any given project that has ever come to existence throughout history has ever appealed to every other individual. Passionate gaming enthusiasts like Googie are who I have always made ROM hacks for, and of course, I make them to bring new life to games that I enjoyed playing for countless hours while growing up. When I see these games and the hacks that are produced from them, I remember all of those fun, engaging days and experiences.
Of course, there are times when suggestions and criticisms come from people interested in the projects, who might possibly even be willing to help out, which is great. Though in some cases, the smallest details have always come across to me as perhaps being a bit too overly critical and potentially trivial.

Nonetheless, the current content on the updated title screen is still just serving as a placeholder for the time being. It can still be greatly improved for sure (graphics really aren't my strong suit, or at least, I don't care to invest as much time as I probably should into them), and the whole troll idea could still be scrapped down the line. I guess it's up in the air.

For those curious, the whole idea came from a post from pacnsacdave. There has certainly been drama on pretty much every message board out there. So the whole trolling theme fits into any social medium.
Before anyone maybe says anything just because of the referred post, I mean no negative connotation by referring to him, or anything that he or anyone else said or did. Despite "details", pacnsacdave has made numerous contributions to the ROM hacking community. Just take a look at his Romhacking.net community profile. He also offers any help to those who would appreciate collaborating with him. If he happens to notice and keep up with this topic, I believe that any contributions from him could only be positive for the outcome of this collaboration.

Included in the ZIP file is a BPS patch file for the second demo, as well as a text file containing the offsets for the new level designs so far, and documenting the other changes applied. The main structures of 3 of the 12 Phases have been built. Custom graphics can always be added later, if there are any ideas that come up.

Change Log:

Demo 001 (2015-11-16):
- Phase 01 completed! (Quick Curly)
- Title screen placeholder #1. (Quick Curly)

Demo 002 (2015-11-18):
- Phase 02 completed! (MegaEliteGamers)
- Phase 03 completed! (Quick Curly)
- Title screen placeholder #2. (Quick Curly)
- Custom palette code implemented! (Quick Curly)
- Game demo disabled. (Quick Curly)
- Starting lives (0x7201) increased from 2 to 6. (Quick Curly)
- Added code to enable "Eaten by fish tune" on title screen! (Quick Curly)

So, things are slowly coming together. Every little bit is progress. Every changed byte is one byte closer towards the final stage of completion.

There are still 9 Phases left to create. For anyone interested, you can download the template from the Board 2 Uploader.

Googie, if you would like to contribute a level or two to this hack, I would be thrilled! It would be one more credit to your name. Your level designs are always unique! Plus, any other ideas and suggestions that you could offer to help see this hack through would be most appreciated!
Also, if you approve of Zieldak's idea of a Super Mario Bros. 3 collaborative hacking project, and possibly using the most recent version of Dark Mario as a base, that could be something that we can all begin planning for, too.

blackhole89, if you see this post and are still interested in contributing a level or two as well, please let me know if there's any other information or help that I can offer for you.

As always, thank you to anyone and everyone who has expressed any sort of interest for the Board 2 collaborative project ideas so far. I'm trying my best to keep them going. I might be busy for the rest of the week, so for anything else that anyone else is able to do with what's been done so far, it would be a very encouraging, motivating surprise to come back to see some more progress. Thank you in advance, and everyone be safe and take care.

Quick Curly
Posted on 11-19-15 03:45 PM, in Introduce yourself here! Link | Quote | ID: 161968


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Welcome to Board 2, bossgod! We hope that you'll enjoy your stay!
What kinds of hobbies do you enjoy? Think that you might be interested in any ROM Hacking projects going on, or working on a ROM hack of your own? If you do, please feel free to post there to invite the rest of the community to interact with you!

Quick Curly
Posted on 11-23-15 07:48 PM, in Board2 Collaboration Hack? Link | Quote | ID: 162009


Giant Red Paratroopa
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I apologize for my delayed reply. Unfortunately, I was preoccupied with work and other priorities, and I do have to work again today, so I don't have a new update to submit right this moment. However, I'll have the rest of the week off, so hopefully I'll be able to work on our project some more and be around a bit more during this upcoming week.

I sent Static S an email asking if he would like to contribute a level or two, and Vicious Poetry has already offered to contribute a new level. Both have contributed to previous hacks of mine before.

I'm super excited to see the new posts and the progress that has been made! I hope that I can remember all of the points that I would like to make, and all of the specific thanks and appreciation that I would like to express for everyone's interest and support.
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Zieldak: Thank you so very much for your contribution! In response to your Uploader comment, "For Board 2 Balloon Fight Hack - I think...", and about not expecting anything special, you designed your level with the template perfectly! You have nothing to worry about! Thank you again!

That's cool. I originally found this game through a multi-cart as well (that I do physically own, that I've had since a young age), as I never had direct access to obtain its individual cartridge. I certainly played it quite a bit, though.

Sorry for any uncertainties or issues that you experienced as a result of not having played the game before. No worries about it, though. Again, you designed your level very well.

I was curious as to what you meant by your "Note: Hard to navigate" text. I figure that you meant the process of designing your level, and not your level design itself being difficult to play through; so if I may ask, aside from the obvious option of an actual game-specific level editor, what additional information and/or provisions would have helped to simplify the process for you? If it could help simplify the process for anyone else who possibly would like to contribute a level but isn't because of something holding them back, it would likely be helpful to consider for their benefit.
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Termingamer2-JD: Thank you again for the input. That's definitely true, that it could possibly turn off people right away, which I wouldn't want to happen. While I personally didn't even know about all of these meme things until I started to play Call of Duty: Black Ops II a couple years ago, and the community basically kept acknowledging and referencing them, I really don't mind them, even if they are overused. Perhaps I just threw it in to cause the instant carefree, humorous environment of our forum and attitude that I felt the hack would likely reflect, since I felt that it would be a short, simple production that we put together just to become familiar with each other, and get our "hacking hands" a little dirty before deep-diving headfirst into a much more thoroughly involved project together, if everyone still chooses and feels motivated to take that route upon hopeful completion of this Balloon Fight collaborative test project.

Like I keep throwing out there, the troll face can be removed if the majority of people feel that it's too much of a risk to keep in there for the sake of expanding our audience, whether people actually like it or not on a personal level. While anything could potentially date the hack, or cause disinterest in people, troll face or not, it certainly doesn't have to stay. We could design some sort of Board 2 graphical pose for the screen, or even just a medium sized graphical pose of the balloon fighter character. That way, a graphical design on the title screen might make more sense, and not necessarily have multiple meanings, and potentially undesired ones. It's all good to me.

Sorry that you never played the original Balloon Fight game before, either. It's pretty easy to get used to it. There are 12 original Phase designs, so you can become familiar with the whole game considerably quickly. Every 3 Phases, there is a Bonus Phase, and once you complete Phase 12 and its Bonus Phase, the original Phase designs resume from the Phase 4 design again for Phase 13 and onward. I changed this for Cosmic Balloon Assault, so that the Phase designs are revisited starting from Phase 1 instead of Phase 4. We could apply the same change to our collaborative hack, too.

Yes, I believe that we could start polling everyone who is contributing with this Balloon Fight test project and asking for their opinions as to what we could all hack next. Whether Super Mario Bros. 3, a Mega Man game, or whatever. For myself, I'm not as familiar with Mega Man games, and I've only ever hacked NES games, but again, I would be willing to explore other avenues, and attempt to contribute what I possibly could. If it's something that I'm more familiar with, however, I can definitely do my best to contribute more and help to keep the project(s) going; but let's see what everyone else thinks first.

I do believe that *first choice(s)* should be offered to those already establishing their desire and commitment to contribute collaboratively, however. It's only fair, right? We wouldn't want to all hack something that is chosen by someone else who ends up not doing their fair share or disappears down the line. That's just my opinion, though. As always, others are free to offer their input. I'm just simply excited to be working with others and finally be part of more than just a 2-person team.

Please let me know if you need any additional help or guidance with designing your potential level(s), Termingamer2-JD.
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Mattrizzle: Thank you so very much for your contributions and joining the project! I truly mean that! It's super great to know that my documentation was accurate enough for others to be able to comprehend it and successfully implement their own new, unique level designs. I played through your new demo update, and you inserted Zieldak's level design perfectly! I really like your title screen adjustments for the palette attribute and font refinements as well.

I'll be honest. Before your post and presence, I had the feeling of fear that I was the only one putting everything together, and that no one was even bothering with the ZIP files anyway, with the low number of downloads, activity and involvement. You are of the rare ROM hacking breed nowadays, and I really, truly appreciate you jumping in and offering to join in!

Thank you very much for your compliments, too! They mean a ton! I always really enjoyed Balloon Fight, and wanted to be able to make new levels for it. It took me a few years to pick up my attempted documentation again, but then I felt that I was multiple times more successful with figuring everything out. To see others share that passion is fulfilling and motivating in these times when it unfortunately feels like more and more ROM hackers are disappearing.

Do you have any personal ideas for potential directions to take this team hack?
Graphical suggestions?
Level themes?
A different name for the group besides "Board 2 Productions"?
A different name for the hack besides "Board 2 Fight"?

I don't believe we ever had the opportunity to communicate in the past, but it's very nice to finally meet you. I hope that we can keep collaborating and work together in the future.
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blackhole89: Thank you for your continuous interest.

Balloon Fight is kind of funny with that. I touched upon that in the Balloon Fight Level Hacking documentation. Graphics and platform collision/detection/solidity are handled separately by the game. This allows for the potential to have graphics drawn that can be passed through, and for the potential to have invisible ground and walls.

Having "safe zones" of sorts for the player is definitely an excellent idea that would add a unique aspect to Balloon Fight specifically. I believe that a method to implement such a feature would be to add in a new function linked to through determined offsets in the level header similar to how the normal solidity already works, but code the solidity to only apply to enemies. Through my documentation, I discovered that there are at least 2 unused RAM addresses, $00CE and $00CF. However, more would be required to use to apply a system similar to the platform detection application that already exists. For visual and comparative purposes:

$0023 - Address for left sides for platform detections (low byte)
$0024 - Address for left sides for platform detections (high byte)
$0025 - Address for right sides for platform detections (low byte)
$0026 - Address for right sides for platform detections (high byte)
$0027 - Address for top sides for platform detections (low byte)
$0028 - Address for top sides for platform detections (high byte)
$0029 - Address for bottom sides for platform detections (low byte)
$002A - Address for bottom sides for platform detections (high byte)

I did ask Disch in my Romhacking.net topic if the stack was safe to use, since it seems that most of it is untouched by Balloon Fight's original code. That might be an option to implement additional custom features and functions for intentions of "chocolate".

If additional functions were added to the level header for the hack overall, it would be necessary to shift all of the data for all of the levels accordingly. However, this shouldn't prove to be too difficult of a process, since we've been keeping track of all the appropriate offsets so far.

Thank you for offering to look into code and possible implementations as well. I apologize in advance if you're more familiar with working with other platforms besides the NES.

The spinners/flippers apply to both the balloon fighters/players and the enemies. They could probably be changed to behave differently in each level, if desired. I've actually had that idea in mind before, but for other functions like the starting positions for each balloon fighter in each unique level. It would just require creating a table of unique values for each player's horizontal and vertical starting positions to account for all of the levels, and then adjust the code to be able to load the appropriate value depending on the current level.

RAM:
$003B - Current level header pointer to use (00 for Phase 1, 01 for Phase 2, etc.)
$0091 - Player 1's horizontal position (Starting: 20)
$0092 - Player 2's horizontal position (Starting: D0)
$009A - Player 1's vertical position (Starting: B8)
$009B - Player 2's vertical position (Starting: B8)

ROM:
0x33A0 - B8 - Vertical starting position & spawning invincibility timer
0x33BE - 20 - Player 1's horizontal starting position
0x33BF - D0 - Player 2's horizontal starting position

For the lightning, I've had thoughts about trying to look into how Balloon Trip handles spawning both the fixed and random lightning throughout its entire scrolling stage, but I've never bothered to further explore the Balloon Trip part of the game in depth yet. As of right now, in the normal game mode, the clouds are the only means of spawning the lightning. In addition, each Phase can only have a maximum of 2 clouds, and if there are more, then the clouds and lightning spawns behave abnormally. From my attempted tests during documentation, lightning spawned from spots where there weren't even clouds placed.

Do you have any ideas and personal preferences as to what we could all potentially collaborate on hacking next as well? I remember the Super Mario World collaborative hacking attempt in Tower of Spatula. I'm not familiar with Super Mario World when it comes to hacking, despite it being the most commonly hacked game (though, in my personal opinion, that has always made it the most difficult game to come up with anything original for it that hasn't already been done by someone else, especially with the provided base hack patches provided for anyone to use for their own hack). Still, I feel that I would give an honest try for any game that the majority of people could potentially suggest and decide on.
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I'm sorry, but I have to end the post here for now. Not that it isn't already of considerable length, and I probably still forgot some points and gratitude that I wanted to express, but unfortunately, I have to get ready for work. I hope that I'll be available to work more directly with all of you in the coming days. I apologize again for any inconvenience(s).

I look forward to our continuous progress with this.

Oh. Before I go, so far, it seems as though this is everyone who has been involved with the Balloon Fight project up to this point, whether contributing anything, or in the process of hopefully doing so:

blackhole89
Mattrizzle
MegaEliteGamers
Quick Curly
Static
Termingamer2-JD
Vicious Poetry
Zieldak

I'm sorry if I'm missing anybody.
Should this hack be submitted to Romhacking.net, in addition to being available through the board here, how does everyone feel that we should submit it? Similar to Donner Party, the collaborative Monster Party hack done by BaddestHacks.net? We could have the author be our team name, whatever that turns out to be, and then list our individual credits for the collaborative team effort. Production, graphics, hacking, and levels, etc.
If everyone approves, but doesn't have their own Romhacking.net community profile created already, please let me/us know what you would like for your name, whether the same thing, or something else. Similarly, if you already have a Romhacking.net community profile, but it's under a different name.

Quick Curly
Posted on 11-24-15 05:42 AM, in Board2 Collaboration Hack? Link | Quote | ID: 162015


Giant Red Paratroopa
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Thank you very much in advance, Googie! I'm really looking forward to seeing what you come up with, and being able to insert the levels into the ROM so that we'll all be able to enjoy them!

Just curious again, but have there been any updates to Dark Mario since we last spoke about it?
Would you look forward to other people contributing potential level designs for the SMB3 hack?
Also, I recall months ago in an old PM when you asked me if I have Skype. Just to let you know, I'm still waiting for us to connect through there, if you still have the app on your phone and you're still interested.

Since I have the rest of the week off, I should be free tomorrow to be able to work on the hack a bit. I'll try to come up with some graphic ideas to implement in the level designs to maybe reflect some sort of forum theme or something. Nothing that will be set in stone or anything, but just to try to see what I can come up with, if anything.

Have a great and safe night and week, everyone!

Quick Curly
Posted on 11-25-15 03:47 PM, in Board2 Collaboration Hack? Link | Quote | ID: 162043


Giant Red Paratroopa
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Sorry that I wasn't able to reply yesterday. Unfortunately, other things came up that kept me busy all day. (Not that anyone cares, but anyway...)

blackhole89: Thank you again for your contributions to this project!

I realize that this implementation isn't entirely the same as the provided template. I just tried to insert a rough reflection as quickly and efficiently as possible to provide a visual of how it fits in with respect to the current/original Balloon Fight game's limitations.



The platform solidity doesn't cover/reach the very top of the screen where the scores and lives are displayed, so some of the top blocks had to be omitted. In addition, I found from my testing that the way that the detection was coded in the game doesn't properly handle collision while a balloon fighter is running along solid ground into what should be a connecting side wall. Instead, the balloon fighter is able to run through what should be solid. However, if they're flying, then the detection is applied. Therefore, I tried to shift the placements of some of the special "light" blocks.

As you can probably notice as well, the areas are very tightly cramped with the balloon fighter and the enemies. In addition, the spawning spot wasn't considered for the second player. Of course, this could always be determined with a potential ASM hack to effectively enable unique starting spawn points for both balloon fighter players in each unique Phase design (which I haven't implemented yet, if it would be necessary to do so). For example, in this level in particular, the spawn point for the second balloon fighter could potentially be somewhere in the upper-right part of the screen.

However, evidently, for this level and the additional custom features to be able to work, we would likely have to discover exactly how everything relevant works entirely, and then manage to successfully change its behavioral system accordingly. This might be simple or extremely involved.

For this project specifically, I was only hoping for it to be a test project of sorts since everyone wanted to collaborate on a hack, but yet no initiative was being immediately taken as to something that could effectively work out, and perhaps some people would better benefit from a little experience first. I definitely agree that changing the way Balloon Fight works to implement new situations with potential levels to overhaul the actual game-play would establish and achieve a hacking milestone (similar to how quite a few Battle City hacks like Warsaw City and Binary City change a lot more aspects of the original game than just the levels). However, I don't know if a lot of potentially thorough, in-depth programming changes to accommodate for one level design (at least, to start out with; I acknowledge that other levels would, in turn, be able to benefit from the additional custom features implemented as a result) would be worth the time and effort, or what was intended to be the scope of this project. In addition, consider this. When you account for the overall initiative and the time-to-work ratio demonstrated so far for a collaborative hack in general, as much positive thinking as I have been trying my best to maintain since this thread started, I have my doubts that anyone else would be willing to code an overhaul for the original capabilities of Balloon Fight, so it would leave it to us to do everything required for it; and I'm sorry to say, but considering that I've felt at different points that there hasn't been as much physical contributing to this attempt to fulfill a Board 2 collaborative hack as I was hoping and felt was possible (consider that no one besides Mattrizzle so far has even bothered to try to insert their own level into the ROM, so what are the chances that people will want to code for this game) I don't feel that I'm willing to invest that much more time and effort into a project that I'm not just starting, working on and finishing on my own anyway (which has pretty much been most of my ROM hacking experience since I started).

I'm sincerely sorry if this post doesn't come across as promising or anything positive. I'm still willing to try what we can, but considering my own hacking skills are certainly still limited (perhaps just a little above the average that you'll find nowadays with the decreased active ROM hackers anymore), I don't know right now how successful our attempts might prove to be.

While by no means are people rushed, I was hoping that some people who have posted that they have/had intentions to contribute would at least confirm that they still intend to, so I might have an idea how much more work I and others who are taking more initiative will have to contribute to finish this off; and then, depending on the number of actual contributors, we can determine if a more thorough project is even worth anyone's time and effort.

Mike-Tech: It's understandable that Googie can have a lot of ideas, but not always have the time to be able to work on them. We all can say that we experience that situation on a regular basis. In addition, motivation is another inconsistent factor that can potentially change by the day. We can come up with an idea that we really want to work on one day, even if we already have ten other ideas in place; and then, we might not even have free time to be able to work on anything immediately anyway. Perhaps that is the case with this whole collaborative hacking project idea.

Either way, I feel that it's pretty safe to say that such pessimistic posts can only cause a greater lack of encouragement, instead of the opposite effect of attempting to direct focus.

ROM hacking is a hobby that we do because we enjoy it. We can all be patient for the projects that we are looking forward to, since authors don't have any obligation to work on them at someone else's pace, nor are any of us as recipients entitled to anything other than what the authors feel motivated to work on and publicly release on their own schedule.

I believe that you can directly relate to the same kind of situation considering that you have your own Super Mario World hack that you've been working on for however long, as you informed me. Googie will post when he's ready. If level design openings run out for this test hack before then, there will always be another opportunity in the future, somewhere or another.

I feel that we can all be more supportive and considerate of one another, though.

Quick Curly
Posted on 11-26-15 05:24 PM, in Happy 2015 Thanks Giving! Link | Quote | ID: 162051


Giant Red Paratroopa
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Happy American Thanksgiving, everyone! I hope that everyone has a great and safe day!

We'll be having a big family meal today. I made sure to request more than one can of corn for everyone this year!

Quick Curly
Posted on 11-27-15 03:48 AM, in Board2 Collaboration Hack? Link | Quote | ID: 162052


Giant Red Paratroopa
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Board 2 Balloon Fight Hack - 2015-11-26 Demo 004 - BPS Patch & Offsets Document Included

Change Log:

Demo 004 (2015-11-26):
- Phase 05 completed! (Static S)
- Phase 06 completed! (Vicious Poetry)
- Phase 07 completed! (Quick Curly)
- blackhole89 level design implemented for testing. (blackhole89, Quick Curly)

I inserted Zelda II: The Adventure of Link palace graphics for Phase 07. Phases 08 and 09 could use different palace graphics and palettes, similar to how there are different graphics and palettes for each palace in the original game.

An idea for at least one other Phase's graphics that I thought of earlier today could be Ice Climber. Platforms could connect through the sides, and there could be openings through the blocks to navigate through the level, and "levels" up the mountain, to visually represent the original game.
Posted by blackhole89
Ah, sorry, I didn't mean to imply that I expected you to do the code changes in question.
I understand. I'm sorry if my response seemed to express that I felt that that's what you meant. All I meant was that I have the belief that it would probably be up to us, if it's a possibility and desired.
Posted by blackhole89
I'm fully up for looking into performing all the necessary code changes myself.
I do greatly appreciate that you are interested in doing so. I was thinking about it; perhaps reworking the Balloon Fight mechanics would serve better as a fresh new project. That way, perhaps implementing an actual TSA block system would change how Balloon Fight works as a whole, and it could serve as a base to build new unique levels, especially with the ideas for new functional blocks and behaviors in place. Since half of the Phases are already completed for this current test project so far, I believe it would be more beneficial for all parties working off of a "new" system for Balloon Fight to design their levels based on the new changes and functions, as opposed to working it in the current base; at least, in my own opinion. Others might feel differently (not that many have really commented on much else with respect to this endeavor so far, besides the troll face, which I'm actually considering removing from the title screen now since it doesn't seem to really reflect the level themes of the hack now that things are coming more together).

We could always start over again to work off of a new base, or just finish this project off and invest in another one off of the new base when it could come into play. I don't know. What are your thoughts about that?

Anything that I could possibly do to attempt to help, I'm certainly willing to try. I do feel bad about you taking on such a project by yourself as a result of something that I initiated, even though I know that you would definitely be able to pull it off completely on your own with all of your programming skills, considering you've managed this board for many years, and have extensive hacking knowledge and insight from years of experience.
Posted by blackhole89
I'd be grateful if you could send me a patch with the level data inserted (including the horizontal platform pieces you omitted) so I can play around with it, though.
I inserted your level into the new demo patch. I set it up exactly as you had it in your completed template image this time. However, the scores and lives have drawing priority to the screen, so even trying to draw graphics to the screen for the level content doesn't immediately work. Code might have to be adjusted in order to change this behavior, if necessary.



Sorry for the delay with providing a patch. I didn't provide a patch in my previous post because I didn't have anything else updated with the hack yet at the time.
Posted by blackhole89
Does this only refer to the graphics, or is the physical collision data also ignored in the top three rows? I got the impression it was only the former from your previous description.
I apologize. I must have remembered incorrectly. I tested again while implementing your level, and the top detection of platforms can indeed reach the top of the screen. As seen in the provided image, the balloon fighter and the enemy can't reach each other because they can't fly over the very top of the platform, or through it. However, the platform detection doesn't work properly unless the top detection for it has a hex value of at least 18.

Therefore, all of the planned solidity should be possible to set properly, from what I can determine.

I added a section near the bottom of the included text file for your current level setup.

-------------------------------------------------------------------------------
blackhole89 Test Phase:

Change 0x5B3A to 50. (Original: B0)
Change 0x5B4A to B3. (Original: 84)
$B350 (0x3360). (Original: $84B0 (0x04C0))

0x330D ($B2FD) - Palette (Values from 0x3310-0x332F)
0x3360 ($B350) - Level Header
0x3510 ($B500) - Unique Graphics
0x33B0 ($B3A0) - Enemy Data
0x3430 ($B420) - Platform Collision/Detection/Solidity

Palette:

Change 0x3240 to FD. (Original: 00)
Change 0x3250 to B2. (Original: B0)
$B2FD (0x330D). (Original: $B000 (0x3010))
-------------------------------------------------------------------------------

I tried to provide enough space for each functional section so that you can rework things to your will while testing things out, or whatever you do and however you can manage to make use of the inserted data. With the PRG-ROM space doubled, you have lots of free space to insert code jumps for whatever you come up with.

If you can benefit from any other insight that I can potentially try to provide, please feel free to ask.

For everyone who celebrated it, hopefully you had a Happy Thanksgiving!

Quick Curly
Posted on 11-28-15 03:33 PM, in Board2 Collaboration Hack? Link | Quote | ID: 162059


Giant Red Paratroopa
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Posted by Mike-Tech
Can I please have a ips patch, I really don't like that bps patching system.
Thank you for asking politely, but no, I cannot provide an IPS patch for this project. Whether or not my previous post was fully read, as I stated, the PRG-ROM space has been doubled. This means, for the original code and data to still work in an expanded ROM, I had to move it.

Therefore, an IPS patch would contain the original, unchanged code and data as well as any changes, meaning that the entire ROM file might as well be posted. Same difference.

That is why the BPS patching format is used instead.

For all intents and purposes, BPS is actually better than IPS. It won't allow a person to apply a patch to the ROM unless it is the correct one. How could no one appreciate that? At least, if you're a ROM hack author, how could you not? This will prevent the possibility of a broken ROM, and then the author being immediately blamed for it, when it was a patching issue, and not something to do with the ROM hack itself.

Why don't you even like it? The utility's formula basically follows that of IPS. You open it, and you can instantly apply a patch, or create one. Virtually, unless you're considering things at a programming level, there's absolutely no reason why you should dislike the BPS patching system, unless you have some personal beef with the author that is causing you to avoid using it, or just because it's not as commonly used and recognized as IPS. There's not even any difference in using it.
Posted by Trinitronity
Me neither.
Was your post absolutely necessary? Okay, we know now that one more person in existence doesn't like BPS. How about explaining why?

Would an IPS patch influence your decision and desire to want to contribute to this current collaborative attempt? Given that this was the only reason you decided to post here, probably not.

Not that I'm going to provide one anyway, but only because the IPS patching format doesn't account for shifted code and data, so a patching format that does account for it needs to be used instead, for any case of an expanded ROM. For those who expand their ROMs but don't use a different patching format, their IPS files contain copyrighted information in addition to their changes. It's just that no one acknowledges it simply because it's more easily catering to what they feel are their personal needs, but it's only because they don't even realize there's no difference, other than BPS actually being coded more thoroughly.

Have either of you even tried BPS? Again, if you're not regarding the format itself, how was your process using the utility any different than using Lunar IPS? I've used both, and both utilities run the same way for applying and creating patches. I don't get you people. You don't want to take five minutes to use a paint bucket tool to fill in squares on a grid template to contribute a level to earn the easiest ROM hacking credit to your name that you could possibly ever ask for, and now you don't even want to download a utility - that someone else took their own time and efforts to design for you - to be able to apply a patch to a ROM. This couldn't be a bigger case of "do everything for me, but I want all the stardom and benefits". Why am I even trying at all? My will and desire to just see a project through that can be classed as a Board 2 team collaboration has evidently been strong enough to try for this long, and even though it's obviously coming together as me pretty much building the majority of it, I've still always been willing to regard it as a project from "Board 2 Productions" - not that everyone probably even agrees with that name, but no one can even provide their input on a bloody name! But why should I bother? At this rate, I might as well just submit the hack under my name, and register the appropriate credits as they have accumulated already, but not be a Board 2 team hack, because this isn't a team.

That's probably the best thing for everyone, anyway. Being me, I feel really bad for the people who have already contributed level designs, and in Mattrizzle's case, he actually very easily and efficiently was able to insert a level into the game's format himself, as well as fixed up the title screen much better than what I had as a placeholder; however, their amazing efforts won't go unrecognized. They will still receive proper recognition for this hack, as well as anyone else who still might wish to contribute something. However, hopefully it can be understood that this hasn't necessarily been a Board 2 collaborative hack. It's basically just been a hack that I've been majorly organizing and piecing together, with contributions and submissions from multiple other people.

All I know, people probably feel that they don't want Board 2 associated with this project anyway. That's fine. I guess the only thing is that its current name is "Board 2 Fight", so either I come up with something else, or the name just reflects that the hack is based off of Board 2, and some other people who may or may not be from Board 2 contributed some levels to it; but for the most part, it was just a hack that I attempted to use to build a Board 2 hacking team that could move on to bigger collaborative efforts, but ultimately, it didn't achieve its goal.

Well, I guess you all can just go about your merry ways and try to decide what project you all want to "try" to do instead, and I'll hope that the project is able to actually get completed, unlike most collaborative attempts, including this one. I may be an overly positive person, but unfortunately, even I have my limits, and I can see how this has been going for the entire time. This isn't just a random, spur-of-the-moment decision. I've questioned the state of this project pretty much since it started. While there are a few appreciative, inspirational, inspired, and motivated people still around here who have the patience, awareness and skills to pull off wonderful, engaging projects, there are also people who only like to do the opposite of lifting up spirits and just kill everything in sight that they're not involved with (and yet, could be, but they don't want to take the time and effort or make a serious commitment) just for the control that they can't find anywhere else in their life.

I put off my Kickle Cubicle project that I was looking forward to working on just to try to help with moving a Board 2 collaborative hacking attempt forward. Not that anyone necessarily cares or anything, and yeah, at this point I'm just the guy taking a couple posts about a patching format that I had nothing to do with and blowing everything out of proportion, or so it would seem. The truth of the matter is though, I would check this topic every day to try to keep up with everyone else's input, ideas, and efforts, and while there have been encouraging contributions that helped me believe that a Board 2 collaborative effort was still possible, the majority of the people here on this board have established for me what I already believed about collaborations - that they're overly difficult for the people who are actually passionate and trying to keep them going, and who basically need to have more than enough motivation to account for some other people involved who don't do as much for team efforts, but are just there anyways for whatever reason - and I sincerely don't believe that one here will ever work out. Please prove me wrong. I'm gone for one day, and this is what I come back to see. "Oh, Trinitronity finally posted in this thread again. What could it be? Oh, wow. 2 bloody words. Wow! You'll go far in life, kid!"

Also, Trinitronity, since you liked to say the same thing, and for much less (I saw the original post before it was edited, and it was just an attempt at constructive criticism, without realizing that it wasn't actually your hack or the thread's intention), unless you're actually going to contribute anything, please keep yourself and your "postcount++" tendencies out of this thread. Thank you.

But, if you want to petition people for your Mega Man 3 hack again, please be my guest. Someone has to try to get some collaborative effort going again, or else, there's probably no reason to even keep this topic open anymore. I tried. I'm done.
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