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Mineyl
Posted on 09-10-09 06:29 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 114817


Ninji
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Hello. I was referred to the board from a couple of other members, and here I am.

...so where do you guys keep the root beer? :3

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Mineyl
Posted on 09-10-09 06:34 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-10-09 06:36 AM) Link | Quote | ID: 114818


Ninji
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Hey guys. I imagine the ROM hacking board is where I'll do most of my hanging out around here, so I thought I'd start off with three videos of my WIP nameless Mario 3 hack!

World 1, part 1:



World 1, part 2:



World 2:



I've worked pretty hard on this hack, and I've still got loads more to do. I'm not an ASM junkie (RPG Maker is more my forte in the coding and scripting department), but I do plan to eventually give this game a graphical face-lift as well as pour my heart into creative and solid level design. I hope you enjoy the videos. :3

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Mineyl
Posted on 09-10-09 09:44 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 114821


Ninji
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Hey. :b

Yes, the root beer! I could use a tasty beverage. ; ; Guess I haven't earned the rights yet~

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Mineyl
Posted on 09-10-09 10:35 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 09-11-09 06:09 PM) Link | Quote | ID: 114852


Ninji
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@Insect: Interesting concept for your stage. Have you thought of using the Cutman stage graphics from Wily Wars?

And thanks. No, I'm not terribly interested in hacking All-Stars until an editor for it comes out (purely hex editing is beyond me currently; not that I can't do it, it's just too tedious to me), though I did use your SMAS SMB3 documentation to hack a few of my NES hack's levels into SMAS for a video on my Youtube.

I have to thank you for making all those notes, 'cause they also helped me with further understanding the NES version back when I was first starting.

EDIT: Might as well post my SMAS video. Don't hit me for any flaws, though, 'cause it was just an experiment and you can clearly see that the levels are fine in the NES videos:



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Mineyl
Posted on 09-10-09 10:58 PM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 114853


Ninji
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Ah, so QuickBros2 was you. I see now... :o

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Mineyl
Posted on 09-11-09 12:10 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 114858


Ninji
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W00t! *chugs*

And I'll try my best!

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Mineyl
Posted on 09-11-09 04:23 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114873


Ninji
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Wow, KP... I am thoroughly impressed. Everything looks great, so far. I'd planned to alter my hack's graphics, as well, and I think you've given me the motivation to see about starting that... So thank you. :3

And thank you, Quick. I hope I can keep up this winning streak all the way to the end.

As for your palette predicament, might I suggest you go with the more purple of the two? I tend to prefer darker colors, and I don't believe anyone can argue that purple is easier on the eyes than pink.

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Mineyl
Posted on 09-11-09 08:56 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114891


Ninji
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Already on it, Dark, and thank you for the praise. Those pillars are actually (what I assume to be) unused objects in the original game. The only graphical editing I've done so far has been changing the 8 on the level tiles to an A. The pillars will either be stylized or turned into something else completely by the time I'm done with this, so no worries.

Also, random question: have you ever heard of Night Skies Productions? If you haven't, then no big deal. (your username reminds me of someone I knew long long ago in another community)

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Mineyl
Posted on 09-11-09 08:20 PM, in General SMB3 Hacking Thread (rev. 2 of 09-11-09 08:26 PM) Link | Quote | ID: 114904


Ninji
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I have a very simple question, but I hope you guys can help me. Is there a way to change which part of the palette is used by a specific object? For example: giving smashable bricks the green palette of pipes and background bushes without changing everything with the brown palettes to green.

EDIT: Oh, just thought of a couple more: are the number of pointers on each world map fixed or could I, say, take some from another world without any complicated means? Also, when the hammer brothers move around on the map, do they only stop on empty spaces that have pointer data on them? I'm trying to find some workarounds so I won't feel so constrained when making world maps, but...yeah.

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Mineyl
Posted on 09-11-09 10:49 PM, in General SMB3 Hacking Thread (rev. 2 of 09-11-09 10:53 PM) Link | Quote | ID: 114913


Ninji
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Bleh, it's too bad there are only so many per world, but if the hammer brothers only stop on spots with pointers, then I guess it doesn't really matter. xD

Thank you very much. (and yes, I've seen them in the map editor; I just never paid too much attention to how they moved around the maps. I know I could have experimented and found this out for myself, but I thought I'd ask instead since most of you seem to be way more experienced than me with SMB3's technicalities~)

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Mineyl
Posted on 09-12-09 03:38 AM, in General SMB3 Hacking Thread Link | Quote | ID: 114931


Ninji
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Ah, I see... Well damn it. Guess I've got my work cut out for me. Oh well~

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Mineyl
Posted on 09-12-09 03:47 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114932


Ninji
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@Insect: Yes, I know it's not ripped from Wily Wars. I was suggesting that you rip from that game, but if it's too hard, then I totally understand. As for hacking SMAS, though...well, good luck to you on that. I'm going to stick with the NES version because it'll be easier and I think I can do more with the graphics and such in this format...not to mention the people here are gonna' be more versed in the NES title which will undoubtedly come in handy if I hit a stumbling block.

@Zbyte: Well, the sound editing is a lot better than what I could do... xD But do keep working at it. I also dig the flashing 3, and Mario's Trials definitely looks like it'll be a challenge! :o

@RetroRain: DO EEET.

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Mineyl
Posted on 09-12-09 05:13 PM, in Currently making a Mega Man 3 Hack & new to it-- any advice? (rev. 2 of 04-29-10 07:12 PM) Link | Quote | ID: 114969


Ninji
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Hey Keiya! This is Mineyl from Youtube. You already got my opinions on your Shadowman and Snakeman stages, and I gotta' say your Geminiman stage is shaping up very well. Due to the "shiny" pose that Gemini strikes upon stage selection, I think the icy theme fits him very well. Keep it up. :3

Also...

Posted by Keiya633
Yup, only Cossack stage 1 has slippery floors. And if you can generate a floor type to be slick anywhere in the game, it can work in any stage. You can program spikes to be slippery (but in this case, you would omit its death to the touch property) if you so wish; the floor properties don't come with the tile; you set them yourself. It's similar to how I made what was once lava in Shadow Man's stage to become aquatic terrain.


I know it may seem that way, but what you're going to find out as you get further into ROM hacking is that developers sometimes do some crazy-assed stuff to try to conserve space in their data and Insectduel may very well be right about a hardcoded slippery property for Cossack 1. I'll give you just a couple examples of this insanity that I've run into:

- There are only..what, two icy levels in Super Mario World? Rather than waste a ton of map16 entries on only two stages, Nintendo felt it better to simply flip a switch that applies the slippery effect to all of the tiles in a level; there are no specifically icy tiles in that game without ASM.

- You know in Megaman 4 how the quicksand tiles in Pharaohman's stage hide Megaman and other objects behind them? This actually only works on the specific screens that they are present on in the original game; if you add more tiles, all sprites will be out-prioritized and fall behind them. Likewise, if you add quicksand to screens where it originally wasn't, Megaman and enemy sprites won't go behind it at all (hence why you see this happen in Rockman 4 Kai/Sparking to Hero).

For the sake of your project, though, I hope that the icy property can be easily TSA edited into the hack with a simple hex change. If not, then I'm afraid things are gonna' get interesting. xD

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Mineyl
Posted on 09-12-09 07:59 PM, in Currently making a Mega Man 3 Hack & new to it-- any advice? (rev. 4 of 04-29-10 07:12 PM) Link | Quote | ID: 114978


Ninji
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Posted by Keiya633
Ah really? You're the same person? Forgive me asking but, why do you have two accounts? XD

I created the account I've been posting videos to about a year ago; I just never posted any videos back then, so it fell into dormancy.
Posted by Keiya633
...aww poo. I was really hoping I had something right. Both Insectduel and you have more experience with this than I do, and the SMW ice levels are a great example. Which brings to question if hackers tend to override this or allow more leeway for an increase in icy levels, if you know what I mean... so if that is true, then perhaps I am also capable of that. Though certainly not with the mediocre level of skill I currently have. XD

Well, I guess the bright side is that figuring all this stuff out is one of the fun things about ROM hacking...not so fun in that you have to find workarounds and what-not, but once you do conquer the hurdle, it feels wonderful. I'm not a terribly experienced ROM hacker, but I've learned a lot from tinkering with SMW, SMB3, MM3, and having a background in RM2k3 coding (helps you get inside the minds of other programmers to know how to script, regardless of the language). I'm not quite sure how you'd override this stuff, though. I'm afraid I'm at a loss when it comes to the more intricate and nitpicky things.
Posted by Keiya633
I'm pretty confident you could at least generate an option to make a slippery floor though; I don't remember them existing anywhere in Mega Man 5, yet Crystal Man and Wily Stage 2 in Tar's hack uses them. Since Kuja Killer has implemented them into MM3, I'll ask if I can use the code and try to learn how to do it myself.

Ah, so people have successfully coded the missing property into their hacks... That's interesting.
Posted by Keiya633
And about the quicksand, I always wondered about that. I think that's why mickevincent left the sand without a flowing animation, though it could be for another reason. (he used very little animation effects, from what I remember) It looks kind of silly in STH, with Mega Man being in front of the sand, but I'm certain it can be remedied.

Psh, yeah. I was making my own MM4 hack, and since Pharaohman is my favorite robot master from that game, I decided I'd hack his stage first. Planned it all out on paper (like I do for everything), spent like five hours adding tiles and altering the scroll data in his stage, and then I found out that all my enemies and crap were going behind the foreground objects in the first part, which was changed from quicksand to the inside of a tomb. I raged that day and decided to forego Megaman hacking for a good long while.
Posted by Keiya633
I'm sorry if I sound like an uneducated prick. >___>

Dude, have you seen the other 95% of the internet? You're no uneducated prick. You're learning; we're all newbies at something at some point.

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Mineyl
Posted on 09-12-09 10:02 PM, in The General Project Screenshot/Videos Thread... (rev. 4 of 09-12-09 10:17 PM) Link | Quote | ID: 114994


Ninji
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@Boingboing: That's not bad at all for your first time. Keep it up.

@Insect: Graphics headers... Yet another reason I wanna' stay away from SMAS Mario 3. xD Interesting to note, though... And your porting looks great.

I consider myself something of a talented pixel artist, so for the last couple of days, I've been working on editing the graphics in my Mario 3 hack. I have the plains set graphics at about 90-95% completion, so I think it's time to go ahead and give a little preview:

Photobucket Photobucket Photobucket
Photobucket Photobucket Photobucket

Hope you guys like. :3

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Mineyl
Posted on 09-13-09 02:02 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-13-09 09:06 PM) Link | Quote | ID: 115010


Ninji
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Posted by "Grey Mario"
The bushes are excellent, but I just can't stand the colored blocks not having screws. It's like, part of the SMB3 atmosphere, you know?

Thanks. Yeah, I know how you feel about the blocks. I'm a bit iffy on them myself. I may change them to something else...I doubt I'll put the screws back on them, though. Sorry to disappoint. :< I'll see what I can do, though.

Posted by "zbyte"
@Mineyl: Oh hot ham... that's awesome. Your graphics and everybody's graphics are much better that what I can do. The hills, clouds, blocks, colored platforms... all look so awesome. Those colored platforms look 350% better than the original!

Aww, thanks. You think they look that much better, huh? Hmm... Right now, those and the clouds are the only graphics I'm considering changing, but if more people like the blocks...

Also, drawing your own graphics isn't the only way to spice up your hack's looks. You could always rip from other games. Personally, I'd like to see what an NES Mario with something odd like Megaman tiles in it would look like. xD On that note, however, doing the actual graphical modification can be grueling at times. ; Luckily, this isn't my first venture into that field, not to mention it's simply a LOT easier with 2bpp NES graphics.

Posted by "Quick Curly'
Mineyl, those graphics are awesome. Your SMB3 hack is one that I am definitely looking forward to playing once you've completed it. Best of luck!

Thank you~ I'm actually a little surprised they turned out so well, given I've only spent a few hours on them. I think I've finally gotten the hang of YY-CHR.

I might release a two-world demo to satiate your curiosity. There are only five more levels left in world 2, and 2-4 was already halfway implemented when I made the Youtube video exhibition. :o

================

EDIT: Couldn't make another post, so putting it here instead:

I just made slightly more progress on my graphics and thought I'd chime in. :b

Work-in-progress title screen:
Photobucket

Status bar got a revamp:
Photobucket

The colored platforms have been re-screwed and the clouds are now less malformed (I removed the eyes because that feature was always slightly disturbing to me):
Photobucket

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Mineyl
Posted on 09-14-09 05:47 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 115128


Ninji
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@Zbyte: Well, maybe if you ask nicely... :b

@Nina: Thanks, and I'm glad I can be an inspiration. I gotta' say that publicizing progress on my hack keeps me a lot more motivated than keeping everything about the project in the dark like I did for the last two years... xD

@SePH: Modern Zelda? I've heard the idea thrown around before, but I've never seen it in action. This'll be interesting... I didn't even know LttP could be edited on such a scale yet. :o

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Mineyl
Posted on 09-14-09 10:53 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 09-15-09 04:24 AM) Link | Quote | ID: 115154


Ninji
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Looks nice, Trelior. One extremely minor nitpick I have is that in the first two shots, the player can get "stuck" up in that area with the 1-up question block if he's super. I know it's really no big deal to duck-slide out of it, but I would put the one-up block somewhere off to the side so that the duck-slide doesn't have to be used in the event the player gets up there (instead making the player have to jump up into the box to get it). That's just me, though.

And I'm sorry, but I'm gonna' have to give you a very uncertain "possibly" on your request. I wasn't even planning to redesign the sprites in my own hack (except maybe convert two or three smaller ones to something else) and I really don't have the patience or imagination of someone like Icegoom to completely redraw the sprites. We'll have to see what happens, though.

EDIT: Can't make another post, so putting it here:

Just another graphical update! This time you get to see my revamped hilly level graphics. :3

Photobucket Photobucket Photobucket

I was going for a different look than what the original game portrays. While the plains graphics are suitable for normal pathways between areas, this new hilly set is meant to portray a wilder, more untamed outdoor setting. I hope the shaggy bushes and flowing grasses do their job in conveying this. :3

I'd have posted my underground set graphics, as well, but I'm not satisfied with them (and I spent like two hours on them, too. Yeesh), so they'll be getting another makeover before I toss them up here.

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Mineyl
Posted on 09-15-09 08:19 AM, in Megaman Odyssey Project Link | Quote | ID: 115200


Ninji
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I can't believe I haven't posted in this thread yet. I gotta' say you're an excellent ROM hacker, KK, and I sincerely hope that your project becomes a full-blown release to knock the masses off their feet.

As for your boss chosen woes...hmm...

I was thinking maybe you could do a short pan over a couple of areas of the boss' stage (add artificial "widescreen" to the top and bottom for even more dramatic flair!) in order to give the player a preview and sort of build suspense for the road ahead, and after, show the boss in his room and striking the usual pose + shown name.

There's also always the way the PS version of Megaman X3 did it...that is, there was a short animated intro of the boss doing whatever before the select fanfare and the boss's name showed up (see: http://www.youtube.com/watch?v=6oKm1LtpGPI). I realize that a scene like that is far out of the capabilities of the NES, but I'm sure something very similar can be done with regular sprites.

You could also maybe mix up what you said about Megaman VI with another idea. Most of that data that showed up in 6, while neat, was unimportant. If you were to add, say, the short "this is why the boss must die" text to the side a la MMX4, I think it'd spice up interest and keep the boss from feeling like just another enemy on Mega's hit list. You could do several things with the text, though I say make it pan slowly up the screen as the boss appears in silhouette, slowly fading in for all to see before his name appears.

Well, that's all I can think of at the moment. Feel free to mix and match. xD If I can come up with anything else (especially after sleeping on it for a night or two), I'll be sure to chime in and let you know. Best of luck in whatever you do.

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Mineyl
Posted on 09-15-09 08:49 AM, in Megaman Odyssey Project Link | Quote | ID: 115203


Ninji
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I understand how you feel about the first idea. No worries.

I know it's not possible to do movie animations on the NES. What I'm saying is that you can do an animation using the sprites. Think any cutscene in any pre-3-D era game. Think the endings of MM1 (where Rock walks across a bunch of scenery before hopping into the air at the conclusion), MM3 (Rock's stroll across the plains to that huge tree), MM4 (Rock's train ride home), MM5 (Rock chasing Wily to Light's cage). That's what I meant. I didn't mean actual video. xP

You can do it, KK. There are plenty of people here who I know will back you up and cheer you on or even lend you a hand. We all also know that nothing in ROM hacking is a one-night affair. Whether it takes you a day, a week, or a year to implement your scene, we have faith in you that you can do it. I mean, good God almighty...what you've already shown us is beyond imagination.

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