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Legato
Posted on 02-22-07 11:53 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 4887


Goomba
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Here's some screenshots from my upcoming Super Metroid hack. I have currently finished about ~30% of crateria and ~20% of Brinstar. I plan to change at least one area to some Chozo ruin-themed place with (partially) new GFX. At this point I have done ~20 new rooms from scratch and changed couple of palettes and played with FX.




The rest of the screenshots are here

I remember someone posting some Morrowind screens in "the other board". So just put these here for fun. It's my old and dead Japanese-themed MW-mod. Most of the models are made by me.
Click here to see

Green-Kirby:
To be honest, I don't like your palettes. Something more "restrained" and not so radical would look better. If you aim at icy and snowy feel, maybe you should try greyish/whitish and only little bit blueish colors.

Also if someone knows how to fix the problem with Samus' ship seen in Green-Kirby's pic, could you please tell me/us how to fix it. I'm having the same problem and can't seem to fix it by moving the two "plates" and ship PLMs.

Legato
Posted on 03-28-07 02:40 PM, in The beginnings of romhacking. Link | Quote | ID: 20278


Goomba
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Posted by Smallhacker
Too bad that there wasn't any way to save these changes.


If I remember correctly, you actually could save those changes by clicking File -> Write VROM. And I also suspect that Nesticle was the source of all those good old penis-wheelchair-KKK-whatever "funny" GFX hacks of the late 90s.

Legato
Posted on 05-26-07 05:54 PM, in Super Metroid Hack Help FAQ Link | Quote | ID: 38664


Goomba
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Is there any way to use Ceres station graphics in other parts of the game? I have tried all kind of things to get them working (mainly by working with room related pointers), but rom still seems to lock up (screen gets filled with bg-color) when the game is doing the room transition scroll.

Legato
Posted on 05-28-07 12:14 AM, in Super Metroid Hack Help FAQ Link | Quote | ID: 39008


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Posted by SuperMetroid
You could copy a room and make a door in cateria etc. Lead to that room.


Thanks for the help, that's one way. Duh, I feel so stupid. It seems that only thing I had to do was to change room header type to "Ceres".

Legato
Posted on 06-01-07 12:02 PM, in Super Metroid Hack Help FAQ Link | Quote | ID: 40808


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Posted by SuperMetroid
I beleive you also have to change the GFX scenery sheet.



Of course but I didn't mention that because I thought it was so obvious that I had changed the tileset at the beginning and that was the reason why it was locking up.

Legato
Posted on 11-24-07 01:12 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70612


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Now this is a great game to hack =)

Legato
Posted on 11-24-07 01:26 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 11-24-07 01:27 AM) Link | Quote | ID: 70614


Goomba
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Posted by blackhole89
Which one is it anyway? The graphical style seems marginally familiar...


It's a (rare?) puzzle game called Moai kun: http://www.romhacking.net/trans/188/ I had the game on my NES in "191 in 1" pirate cartridge bought from Spain in the 90's. Haven't actually met anyone else who'd have had the game though

Legato
Posted on 11-24-07 02:30 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70635


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Posted by Raccoon Sam
Posted by Legato


Now this is a great game to hack =)

Moai-Kun! Oh boy oh boy. Have you found any level data?


Yup. Level data of this game is rather simple. It starts at the 678F with for example stage 1 consisting of these parts:

6F8F level theme (BG and palette)
6F90 starting position
6F91-6F92 placement of door
6F93-6FC6 block data

Block structure:
First 4-bits: lenght of the block (0-F)
Second 4-bits: type of the block (0-F)

Level data is read row by row and summed lenght of the blocks must always fill the whole level (F*F blocks).

With a few minutes of playing with notepad and hex editor I was able to change stage 1 to this:


My next goal is to make a simple level editor.

Legato
Posted on 12-09-07 02:59 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 71412


Goomba
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Progressing

Legato
Posted on 12-10-07 08:00 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 71482


Goomba
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Posted by Googie
Legato you're my new best friend, your progress is awsome. I like what I see, this'll be a really easy editor to get into.

Thanks. Well, the game is very simple too I'm a beginner in level editor programming and datamining so this is like a practice work for level editor making for me.
Posted by Trax
By the way, the screens of Moai-Kun are obviously from a simple graphics hack...
The alter-ego does look like a moai...


Graphics and level hack. I don't think it's that "obvious". You can't find that kind of level from the original game. Yes, I have changed some graphics just for the warm-up. Don't worry, I won't make a hack with that kind of dull GFX It's true that they are little bit misleading though.
Posted by Trax

What is that red frame besides the door?
What is the pink block, 1st colum, 4th row?
What are the blocks in the 5th row?

1. It's the cursor for the door placement (32x32).
2. Duh, I have to admit I can't remember And I can't test it in my current situation (damn you government)
3. First is a little bit graphically changed normal breakable block, second one is a block you that you can walk through the horizontal, but not from the vertical sides. It's also breakable.

Legato
Posted on 12-24-07 10:57 AM, in Question PPU/Name Table Link | Quote | ID: 72083


Goomba
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Tile ID shows up correctly in the name table. You are looking at the wrong tile in the PPU viewer. Status bar shows up screwed both in the name table viewer and PPU viewer, because it is drawn in different scanline. Try adjusting "Display on scanline" to the time status bar is drawn. I guess it's drawn in somewhere around 190-200. To study NES "very in-depth" I recommend reading some documents of NES architecture. You can get those for ex. from Romhacking.net. Personally I'd recommend y0shi's quite comprehensive document.

Legato
Posted on 04-14-08 11:01 AM, in Mario vs. Airman Rom Hack - video Link | Quote | ID: 81873


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Posted by Ailure
Yeah, 1.2 dosen't work but 1.1 works fine.

...the readme might have exact insturctions and stuff, but I can't exactly read japanse.

Oh yeah, I played throu the hack. I enjoyed it at least.


1.02 works with Nestopia. Difference between those two versions is that 1.01 uses mapper 3 when 1.02 uses mapper 4.

Legato
Posted on 04-15-08 12:48 AM, in Mario vs. Airman Rom Hack - video Link | Quote | ID: 81888


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Posted by Ailure
Also tried updating Nestopia... didn't work.

Most likely i'm patching the wrong ROM then. oO


Or most likely I'm using outdated Nestopia

My version is as old as 1.09 and the rom I used was 40,960 bytes. But 1.02 doesn't really give you anything more, so I wouldn't be too concerned about it working

Posted by XTTX

if anyone can understand how to navigate that website they may be able to get the ips patch.



The download is password protected. Description of the file says only "uprodadottonetto" > "uploda.net" so that doesn't help the case. Didn't find any references to that site from Japanese BBS's so I have no idea what the password is.

Posted by Googie
The closest link I found to the ips file is here.

Right now the file is down.


It seems like the files are getting deleted after few days, so it can't be found from that site anymore

By the way, I guess some of you have already seen these, but I found some interesting looking hacks when I tried to find Rockman II DX from Japanese BBS's:

http://www.geocities.jp/dhiark/re/
http://yamaika-web.hp.infoseek.co.jp/NC/rockmanNC.htm

Legato
Posted on 07-03-08 10:21 AM, in SMB Level editors Link | Quote | ID: 86666


Goomba
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Everyone knows what Romhacking.net is and these are all quite old and well known utilities. Also, you can't hotlink to romhacking.net's files.

Legato
Posted on 11-19-08 04:44 PM, in Merry Veteran's Day! Link | Quote | ID: 94633


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Posted by RomManic
You realize every Ally, just like every Nazi, who died, made the sacrifice so that you could exist, right?


Now I don't understand. If the both of them were defending their fellow humans, then what was the threat they were defending against? Also, no army of any country fights to kill people, but to defend and possess property and resources. Where's the sacrifice "so that you could exist"? I find it utterly absurd to die or kill for the sake of property, and at the worst doing that for motives of ideologically-oriented rulers. I see absolutely no glory in that.

Legato
Posted on 12-03-08 12:45 PM, in possible gimmick! editor Link | Quote | ID: 95490


Goomba
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Posted by smkdan
i think it's a quality game, probably just not so well known because of the jap only release.

Actually I think it was also released here in Scandinavia. I remember playing and frustrating over it when I was a kid. Though it's name was Mr. Gimmick! here.

Legato
Posted on 06-27-10 07:46 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 132449


Goomba
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Posted by SePH
Every fifty days or so, I get the sudden urge of hacking this game again and again... don't ask me why I just do.. anyway where were we at? Aaahhh yes, screenshots.. new ones at the very least..


Wow, just wow. I love the new color theme and new graphics. I must admit that I am anticipating this hack a lot.

Legato
Posted on 04-02-12 07:30 AM, in Moai-senpai - Moai-Kun level editor (rev. 5 of 05-09-12 04:32 AM) Link | Quote | ID: 150601


Goomba
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Moai-Kun, puzzle game that was released only in Japan. I had this game on my NES in a "191 in 1" pirate cartridge in the 90s and I started to hack this game in 2007, but the hard disk all my work was in got broken shortly after starting the hack.

I got a private message from one of the users of this board about the data of this game little while ago and it sparked an interest to hack this game again. Couple of days ago I decided to start looking for the level data again, and after I found the level pointers building the level editor was easy. I used Kawa's "Map Editor Creation Tutorial's" tile drawing code as a starting point and it gave me a great kick start to finish the editor. Thank you, Kawa!

The editor currently edits levels and level enemies. It doesn't have graphics loading or any other fancy stuff, because I thought it would be an overkill for such a marginal game.

EDIT: The editor is no longer dependent to VisualBasic PowerPack. It is written in C# (target framework 4.0 Client), so NET Framework 4.0 Runtime libraries are needed to run the editor.

EDIT 5/8/12: Screenshot and download links fixed.

Moai-Kun level editor screenshot

Download Moai-senpai

Legato
Posted on 04-03-12 04:56 AM, in Moai-senpai - Moai-Kun level editor (rev. 2 of 04-03-12 10:40 PM) Link | Quote | ID: 150621


Goomba
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Posted by Googie

Legato: The editor doesn't open up for me, I even downloaded a few dll files from different sites & it still won't run for me.


Hmm, does it give any error messages? It should only need NET Framework 4.0.

EDIT: I updated the first post with a cleaned version of the editor. It no longer depends to VisualBasic.PowerPack, so only libraries it needs to run now are the .NET Framework 4.0 Runtime libraries.

Legato
Posted on 04-04-12 12:19 AM, in Moai-senpai - Moai-Kun level editor Link | Quote | ID: 150626


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Posted by Googie
A'ight Legato, I got the latest NET Framework 4.0. and when I'd opened your editor this message came out...

--- Image snipped --

As you can see I'm still on Win XP lol! I gotta get a new PC soon...


Does it give more specific error? One more try, I uploaded a new version, you can download it from the link in my first post. Any luck?

Haha, haven't seen Windows XP screen in a while I almost miss its visual style and quirks!
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