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Please chime in on a proposed restructuring of the ROM hacking sections.
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KawaiiImoto-e
Posted on 09-01-07 11:50 PM, in Command and Conquer: Tiberian dawn released for free Link | Quote | ID: 64507


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Posted by Ailure
Posted by Sukasa
Wow, awesome.

I played this once on the n64 version, and it was all right. This'll be even better, I'm sure.
From what I know the N64 missions lacks the CGI due to the limited cartridge space.

Can be said there also was planned a Sega Genesis version of Tiberian dawn once upon a time... got the beta of it. oO


I thought this was an abandoned fan project.

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KawaiiImoto-e
Posted on 09-03-07 12:14 AM, in Bioshock Link | Quote | ID: 64588


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I just played the demo once, and it had me hocked.. currently I'm waiting for it to install.

PS: This is my first FPS since Quake 3.

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KawaiiImoto-e
Posted on 09-05-07 06:11 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 64832


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Posted by NEONswift


Me showing off Baby Mario and the new end of level goal area in my hack Super Mario Land 3.


Dou you want it to be monochrome as in black and white? I would go with a green / yellow touch, as with the original game boy, what do you think?

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KawaiiImoto-e
Posted on 09-08-07 07:09 PM, in Biggest disappointments Link | Quote | ID: 65025


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Mario & Luigi Partners in Time,

I played Superstar Saga to death, everything was fresh and new for me, had good graphics, great music and sounds, but the sequel for DS, I didn't like the inclusion of the babies, and the sound was nothing new or worth listening too (in comparison with Superstar Saga).


Super Mario World

I played Super Mario Bros. 3 back then a lot, and I mean a lot. Had nice physics, complicated scrolling levels, interesting enemies, the koopalings and of course the suits.
Super Mario World had Yoshi. No Suits, not so nice koopalings, for me stupid boss fights, no 'reserve' and the music was inferior, just the same tune differently mixed up.

Nowadays I like Super Mario World, learned to love it. But Super Mario Bros. 3 is my personal gem of 2D Jump 'n Runs!

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KawaiiImoto-e
Posted on 09-22-07 10:14 PM, in I hate memory cards... Link | Quote | ID: 66036


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Is it so that Nintendo was the only company with the GameCube to offer tree different sizes of memory cards (59, 251 and 1019 blocks)?

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KawaiiImoto-e
Posted on 09-26-07 12:29 PM, in Super Mario Bros. 3 Bowser Fight (rev. 2 of 09-26-07 12:38 PM) Link | Quote | ID: 66466


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I just played trough my Copy of Super Mario Bros. 3 and I noticed something:

There are not only two ways to get to Bowsers room, the are also different.

If take the up most path in the big room with the lava in Bowsers Castle, you get to a floor with donut blocks, but if you take the 3rd highest path, you get to a floor with solid bricks and there you get to a slightly different room (the lowest row of bricks is missing, and the gap wider).

Any Ideas?


These are actual Screenshots of a real copy

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KawaiiImoto-e
Posted on 10-12-07 10:42 AM, in Game Boy Donkey Kong ROM addresses Link | Quote | ID: 67549


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Posted by Grey Mario
But you ARE awesome.

You've taken the best game of '98 or whatever the hell it was and turned it into the best hackable game of '98.


'94. It's '94.

Now I just wonder what's gonna happen. I mean the Level Editor for Mario vs. Donkey Kong 2 is not bad, but it's not GB Donkey Kong. (Now I wish Nintendo made Mario Vs. Donkey Kong as GBDK2 or Advance, with that Editor for GameCube).

Oh, and Mattrizzle: Your not just awsome, I adore you now.

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KawaiiImoto-e
Posted on 10-28-07 12:21 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68736


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Posted by elbobelo


Well I tried a few more things and came up with this.

What do you think?

I may change the shield into something more basic.


If you want to have all characters in the same style, it wuld be better if all had the same amount of frames for the animation. Just look at your sig.

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KawaiiImoto-e
Posted on 10-28-07 12:55 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 68770


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Posted by Celice

I definitely do not want all the characters in the same style, it defeats the purpose of this hack. The idea is to have all the players play and control like their original game, and then pit them against each other in a single game. If you want to play a game where all the characters are changed and given different styles than their original, then play Smash Bros. I think the blend of characters looks fine, thank you for your input though.

Especially for the die-hard retro players like myself. Authentic retro fight


I just thought of the visual represantation, not the handling. I think it would look kinda awkward if Athena has more frames of animation than say Link or Belmont.

Is this even possible on the NES?

But the Idea of every character behaving as in the original game is brilliant!

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KawaiiImoto-e
Posted on 11-01-07 11:32 PM, in Super Mario Advance 4, delete item Link | Quote | ID: 68990


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Does anybody know by chance, how to get rid of the hammer in the inventory after the game is beaten?

Because after all paths are free, no hammer can be used anymore and just uses space in my inventory.

If a solution needs additional hardware (Action Replay, VBA-Emulator and stuff), i have the japanese cartridge.

Thanks in Advance!

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KawaiiImoto-e
Posted on 11-02-07 09:27 AM, in Super Mario Advance 4, delete item Link | Quote | ID: 69012


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I found one, I made me an e-Card witch gives you 36 items, which just overwrites existing items, so the hammers are gone.

You can use the SMA4tool for this.

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KawaiiImoto-e
Posted on 11-20-07 08:22 PM, in mario Adventure and Powerpak Link | Quote | ID: 70469


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Posted by CKY-2K
Doesn't seem to work in Nestopia.. But.. When I put in the regular SMB3 rom, when the star sequence thing starts to spawn mario, it loops over and over and over agian, always making the circle one after another, and then it keeps sweeping the tiles from repeating the code that's supposed to remove the box that shows your lives and all.

I don't get it.


Try redownloading the ROM and also try to have the same region ROM as your NES (NTSC-ROM for NTSC-Console).

According to the Website, the MMC3 is supported (Mapper 4).

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KawaiiImoto-e
Posted on 03-17-08 08:46 AM, in Smash Bros. Brawl - Board Friend Code List Link | Quote | ID: 80499


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I'm currently adding you all.

My Friend Code is:

Züri: 1075-0491-1859

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KawaiiImoto-e
Posted on 06-11-09 11:39 AM, in Your gaming and/or computer setup... Link | Quote | ID: 108466


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Here a little picture, not shown is the projector and the next gen consoles.

Clicky

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KawaiiImoto-e
Posted on 06-18-09 02:32 AM, in Games you own (rev. 2 of 06-18-09 02:32 AM) Link | Quote | ID: 108880


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Whoo... should make a new list, like not dated 2003.

So here just what I can grab from my head or is in my field of vision:
* stars indicate duplicates

Nintendo 8Bit
AV Famicom
FDS (ver. 2)
Super Mario Bros. 2 (FDS)
Super Mario Bros. (FDS)
Famicom Grand Prix 2: 3D Hot Really (FDS) **
Ice Hockey (FDS)
Falsion (FDS)
Dirty Pair - Project Eden (FDS)
Hikari Shinwa, Palutena no Kagami (FDS) (aka: Kid Icarus)

Dr. Mario
Transformers - Mistery of Comvoy
Tetris
Urusei Yatsura - Lum no Wedding Bell

US NES
NES Satelitte
Super Mario Bros.
NWC '90 (repro)
NCC '91 (repro)
PowerPak

PAL NES** (list incomplete)
NES Four Score**
NES Max
NES Zapper

42+1 Game (incl. SMB1-3, Nintendo World Cup, Duck Hunt, Dr. Mario)

Nintendo 16Bit (list incomplete)
Super Famicom
Super Game Boy 2
SFC Mouse

Panel De Pon
Jikkyou Oshaberi Parodius
Mario Paint
Snoopy Concert
Divers Sailor Moon Games
Sailor Moon Another Story
Starfox

PAL SNES
Super Multitap
Tetris & Dr. Mario
Super Bomberman 3
Starfox 2 (repro, more)

Nintendo 64Bit
2 PAL Units and about 30 Games, 4 Controllers with Controller-, Rumble- and Transferpak each.

Full featured JAP N64 (no mods) with
Sin and Punishment
Star Soldier Vanishing Earth (Crappy Green vs. Perfect Blue)
Mario Kart 64
F-Zero X w/ Expantion Pak
Sim City 64
Doshin the Giant

Nintendo 'next gen' (incomplete)
NTSC Cube (spice orange, region switch)
Game Boy Player (matching orange)
LAN Adapter (black stuff)
F-Zero GX
Luigi's Mansion
Star Soldier
Kururin Squash
Nintendo Puzzle Collection
Donkey Konga 1 & 2
DK Jungle Beat

US Games:
Ikaruga
Animal Crossing
Pac-Man VS.
Super Smash Bros. Melee

Nintendo Wii (incomplete)
PAL Wii (Softmodded)
JAP Wii (Softmodded)
about 30 good games, and 3 shitty ones (incl. US and JAP imports)
about 250 downloaded titles

Will list Portables, non Big N systems at another time, but it may include:
DC, MD, GG, SMS, PS3, X360, NGPC, GB, GBC, GBA, NDS, DSi, PC, PSP, MCD.

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KawaiiImoto-e
Posted on 08-19-09 01:47 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113793


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Finally, some new development on SMA4.

May I trow in some speculation on my part.

As i see it, I thinkt SMA4 consists of 3 different games, Super Mario Bros. 3 port (old level format), e-Level part (new level format) and Mario Bros. (the arcade game).


Also, would there be a way to compile e-levels into the rom and point to them, because the flash-save has a limit of 32 levels plus one 'unsaved'
If that would be possible to do, anyone would have more fun.

@Kiiro: Is there a way to access the e-levels on the EU-verison? Also did you encounter problems with (U) (v.1.0) and (U) (v.1.1).

There's a save floating around at TAS-Video with 32 e-Levels (for 1.1, missing the rare N-Bash level or something).

For additional e-switch features, consult the sma4tool readme of caithsith2.
or, copypasted form the readme:
Switch Effects (0-9,A-F)
0 = Replace 1-Ups with 3-Up moon
1 = Slow down Timer
2 = Double score on everything
3 = Reduce Power meter to 1/2, shorter running distance to flying
4 = Flying Platforms will save you from falling death twice
5 = Clumps of grass appear in levels (SMB2 style vegetables)
6 = Hitting Enemies with fireballs turns them into coins
7 = Luigi has Low Gravity
8 =
9 = Replace enemies with ones that are harder to deal with
A = Bosses have double health
B = Slow down Timer (differences to 1?)
C =
D = Enemies give 4000pts
E =
F = Random Item box (When shrinking big to small, an item falls

EOF

all switches work in the SMB3 part, some don't work on the e-levels (switches 5 and 7).



I remember DJBouche wondering, why the e-Coins are saved on the e-levels. I think it's because every e-coin has a unique flipside. wich are not stored in the rom.


Other Ideas:
If the game should consists of all new levels and stuff, would it be possible to remove the multiplayer and Mario Bros. part to free up space? Yeah, 32MByte ought to be enough for everyone (32Mbit are huge already).

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KawaiiImoto-e
Posted on 08-19-09 02:38 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113795


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Posted by Kiiro
About the e-levels on EU version, yes, it's possible, i did a glitch which did unlock the World-e (and all e-Reader access), i did that glitch on a real cartridge, and i have dumped the save :
http://gbatemp.net/index.php?download=6638



But adding e-levels on the EU save, i don't know how to do it...


That's great, because hackers can theoretically release dot-codes (for printing or insertion by computer - via emulator or directly into the save) internationally, and can be played by every owner of a SMA4 cart.

How did that glitch work? do you remember or are able to reproduce the glitch?

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KawaiiImoto-e
Posted on 08-19-09 02:57 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113797


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Tried out with US e-reader and Japanese e-reader +, as you staded, didn't work. Sad. Sad, sad.

For your information, it's for the 1.1 Version of the EU SMA4 rom.

But with this savegame, couldn't it be possible to insert the levels, like DJBouche once did for my japanese save?

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KawaiiImoto-e
Posted on 08-20-09 10:31 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-20-09 10:39 AM) Link | Quote | ID: 113884


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Posted by Kiiro
A real cartridge of it, for the roms, i don't need help at all, i just need a real cart of US version.
I can't buy it at all, my parents won't leave me buying a second time the same game.

To purplebridge001 >
Umm, i did convert US save to Europe, there's something wrong... (Have SM4 Save fix 1.1)


I can't send you an US-Cartridge, but as I have a GBA flash cart and both e-readers (US and Jap +) I could do tests for you. I currently have SMA4 U 1.1 saved on it anyway (playing trough it again).

Posted by copyRIGHThunter
(..)
Maybe the remaining space could go to adding a bunch of minor stuff that'd make the SMA4 even more like the "ultimate" engine. I don't know how easy/difficult any of this'd be, but I guess that copying an existing enemy and moding it is the easied way to go...
(..)

Also, for those who don't regularly hunt through youtube, a video of that B-Dash level was posted. It seems to be the JP version played on GameBoy Player through Nintendo GameCube.

(snip video)


Engine improvement and new blocks / enemies don't use that much space, grafics do, like exGFX in Lunar Magic. And as the SMA4 engine supports 4 layers, instead of 3, there is potential for really nice backgrounds out of the go.


That is indeed the JAP-version of SMA4 and GB Player. BUt I really hope of a release of that level.


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KawaiiImoto-e
Posted on 08-20-09 11:04 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113888


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Posted by KP9000
Now that the e-level documentation has been figured out, maybe someone can make an e-level editor where it just spits out a save file. You don't have to edit the actual ROM when doing this, and it's easier to get this data onto an actual cart if you really tried. Those with flash carts would love this.


It still should spit out the raw e-reader dotcode. Or add different levels to the save game.

Other neat stuff may be considered after such an editor exists (like saving e-reader levels to rom and stuff).

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