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Please chime in on a proposed restructuring of the ROM hacking sections.
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NetSplit
Posted on 02-26-07 09:39 AM, in Battler City hack... Link | Quote | ID: 7848


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Well, I played through the hack and thought it was pretty good. I like the edited spawn points; they made it a lot more interesting, and starting at a spot other than right by the base definitely changed the strategy a bit.

But as a Battle City hacker, myself (most of what I have left to do in my hack is level-related; more than half of the programming changes are done), I feel I have to give a bit of constructive criticism for the betterment of your hack. Firstly, the difficulty curve is rather bizarre; the first 18 levels are really, really easy. Check out level 17 and tell me how the enemies are supposed to be able to destroy your base. Some of these levels make the only way to lose be to run out of lives, whereas the main goal of the game is really to protect your headquarters; if your base is essentially indestructable, then you can be very cautious about taking out enemy tanks, so you will not run out of lives. Stage 18 was a lot better in that regard, but then we get to stage 19. Plain and simple: stage 19, and many that follow it, are too hard. I'm not talking about, you know, 'Wah-wah, it's too hard because I suck.' Because I don't suck at this game. The transition from the first 18 stages to the difficulty present in stage 19 and several that follow it is absolutely infuriating, as the game goes from fairly easy to so hard I don't know how anyone who isn't a god at this game can beat it without saved states, and even then, it often comes down to luck.

So what exactly is the problem? When tanks warp in, their default direction is down. In many stages from 19 and onward, there is very little between the top middle tank and the base, so after a few tanks warp in, that barrier is almost certainly gone. Furthermore, these same stages often have a direct pathway between the spawn points for the side tanks and the bottom corners of the screen; those tanks get to the corners, turn toward the base, and start shooting at it -- three shots later, it's gone. Now consider the whole thing at once: you have three tanks shooting at your base at the same time. One is far to the left of the base, one is far to the right of the base, and one is even farther north of your base. Because you can not park your tank on top of the base and try to fend off all three attacks at once, you're forced with trying to quickly take care of three attacks one by one, and you often don't have enough time. This hack requires you to be everywhere at once in many stages, and that's not a good thing. Worse still, many of these stages seem like they'd be impossible without a fully powered up tank. Die once and you can basically consider the round a loss.

And the difficulty really isn't consistent. A nice, gradual difficulty curve would be best, but there are really easy levels following really hard levels in this hack. There definitely should be some rearranging going on. Level 35, for example, is easy. This is because you have metal blocks blocking downward movement at all three spawn points, so you don't have to worry about multiple attacks from three distant locations. This should belong before level 19, for sure.

I don't think you edited any of the enemy data, although I could be wrong. I feel as though some of these stages could have benefitted from some enemy editing. Specifically, it would have been cool if you have thrown in the enemy that looks like your tank's most powered up form. While this tank messes up the scores, you could have looked into disabling the scores in order to use this tank, as it can shoot through metal blocks and thus would make for a good surprise in the middle of a level when it starts destroying the metal blockades that the player had been depending on to make the stage easier. It'd make things a bit more dynamic and interesting.

I thought it was pretty interesting that you chose to do most of your stages symmetrically. It was a cool decision that made both sides of the stage be equally busy, and I like that. In my own hack, I've gone with fairly unsymmetric stages, but I may take an example from your book and try some more symmetric levels later one. It can really make things tough! One minor complaint about level design, though: you sometimes put blocks (forest, specifically) on top of where enemies spawn, but when enemies spawn, their spawn points are blanked out. This doesn't look that good in practice, as you see things just disappear. You could fix this by either removing the code that blanks out the background (not all that hard to find) or, better yet, just not putting blocks on top of spawn points. It'd make things look a lot better.

So yeah. To summarize, I think you should rearrange the levels, make some of the more impossible ones a little bit more possible, and make them a bit more professional by removing blocks that disappear when enemies spawn. Definitely a fun hack, though. I really enjoyed it, and it gave me a bit of inspiration for my own hack. Coming up with level designs that work well with the enemy AI can be hard, but it's very rewarding when it turns out feeling like the AI was made specifically for the level.

It'd be cool to see more from you with regard to this game. My own hack is going to have a lot of improvements to the game; when that comes out, it'd be cool to see what kind of levels you could make with all of the new elements. I wouldn't be opposed to hacks of my hack. If you're interested, here's a quick shot of some of what I've done (that's an enemy tank with a shield). Hope that'll give you a bit of inspiration to work on this game some more, as it can be a really fun game when it has some well done levels and features. I hope you do some more work on your hack!

NetSplit
Posted on 03-04-07 01:49 AM, in Battler City hack... Link | Quote | ID: 10188


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AlexAR: I guess I'm a bit too good at Battle City, then, as the first 18 levels are really, really easy, in my opinion. I made it through the first 9 on my first try without dying, and that death was stupid and avoidable. It was when I hit level 19 that shit really hit the fan. God damn, those are hard. Definitely too luck-based, in my opinion.

Googie: It'll be a bit before my hack is done. The programming that's left might take a couple weeks, tops, but that's with me being motivated. After that, I'll have either 35 or 50 levels to make, along with a second quest to work on, and I'm thinking of doing a change to the level format that will make the hack's levels slightly incompatible with Quarrel, which would add a little to the level design time (the levels would still work in the editor, but the editor wouldn't take into account what I'd be adding to the format).

Regarding the second quest, the original has one, but it's not as exciting as mine. It just has you play through levels 1-35 again with the level 35 enemies and different spawn delays (the code in the game for determining spawn delay is flawed. That's one thing I've fixed for my second quest, as well). Mine will have different enemies for each stage in the second quest, as well as an incredibly low spawn delay and...well, lots of tanks in play at once. It's pretty awesome, and I much prefer it to my standard mode because it's so damn hard. With my hack, I'm trying to make the game very hard, but not cheaply so; it's hard due to so much going on at once, and so quickly. If you play the game right, you shouldn't have to be in multiple places at once unless you get really unlucky, but stuff is happening all over the screen in the second quest, and all the time. It's great.

NetSplit
Posted on 04-12-07 10:03 PM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 26078


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Posted by RT-55J
Are you sure that the enemy data is not right after the object data like Metroid or am I underestimating your intelligence?


Enemy data is stored independantly of screen data to give the game more variety. If they were stored together, the game would probably seem a hell of a lot more repetetive.

It's sort of interesting, though; it's been a long while since I've messed with Kid Icarus (most of what I found is probably useless to DD by now, unfortunately), but if I recall correctly, the level format still actually has the enemy data format from Metroid incorporated into it. I'm in a bit of a rush now and can't check for sure, but I recall it terminating screens with FDFF or something of that sort. In Metroid, the object section would be terminated with one byte (signalling the enemy/door data section) and then the entire screen with another byte. Here both bytes are placed next to each other, so no screen (as far as I know) winds up using the space between them. This makes the extra byte unnnecessary, and a small change to the code could allow for more object space by removing that one unnecessary byte from each screen. (Efficiency is key, in my opinion. You can sometimes add levels and other such things in games by shuffling data between different banks, which I'm a huge fan of. )

Kid Icarus is definitely a favorite of mine. If/when I finish up my current hacks, I might tackle Kid Icarus, as there are a number of cool assembly hacks I'm very interested in doing. As for the enemy data, I'll check it out within the next few days. Maybe I'll be able to figure it out. *shrugs*

NetSplit
Posted on 04-14-07 01:12 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 26422


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[Note that all my ROM addresses are for the standard headered ROM]

Wow, that enemy format is indeed confusing. What all do you know about it?

So far, I know that there are 4 sets of data in that area, each about #$2F bytes long, and each set is preceeded by 3 pointers (all of this data is loaded into the area around $7D00 in RAM). That stuff starts at 1A620. Despite following the code that deals with this, I'm still pretty confused, but then again I didn't spend very much time on it last night. It multiplies those values in that area by 8 and checks to see if it equals 2 special values. If it does, it does one of two special things, and if it doesn't, then it does the standard stuff. It winds up putting the sprite data in the $0700 range; the snakes, for example, go into 07C9, 07D9, 07C1, and 07D1 slots (the flying eyeball things wind up going elsewhere in that area). It looks like each winds up taking up 6 bytes of RAM in that area. 10 signifies that a snake exists but is dead, 11 is a live snake, and 12 is a collectible heart. I'm sure you can figure out the rest of the stuff in this particular area, as it should be simple enough.

One interesting thing I did find is that the door stuff starts around $1A540 in the ROM. Looks like it starts with 3 pointers that point to door pointers in the following table (the table goes from 1A540 to the beginning of the first set of the enemy data (?) stuff that I already talked about, at 1A620). I think the door pointers basically tell the game where in the level data to drop you off. It'll keep loading the rest of the level as usual, but the object data of the screen you start on after leaving a door is defined by these pointers.

Again, I didn't spend very much time on this, so I don't know too much about it. I will conjecture, though, that the fact that there are 3 pointers preceeding all of this data is likely due to the fact that there are 3 sections in each world, plus the maze section (which is done entirely differently, so it makes sense that there would be no pointer for it). If I find out anything more, I'll post it, but as it is now the weekend, I intend to spend it playing poker, LAN StarCraft, and maybe even (god forbid) doing problem sets.

Hope this helps.

NetSplit
Posted on 04-14-07 04:49 AM, in Introducing Kid Icarus Level Editing Link | Quote | ID: 26467


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I've been able to get grim reapers, snakes, and those ground monsters. I'm assuming there's more to it than just that data (it doesn't even include x/y coordinates), so it's possible that the data for enemy IDs and whatnot is actually stored separately. 02 in some spots causes snakes, and in other spots causes grim reapers. I'd be very surprised if that data controlled enemy ID. More likely, it could be saying where to grab data from elsewhere, or what to do with some other data. I'll probably wind up looking at it more tomorrow or something of that sort.

NetSplit
Posted on 04-26-07 06:10 AM, in Things you hate about certain romhacks. Link | Quote | ID: 30272


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I don't particularly like overly-difficult hacks, but unfortunately the hacks I am making would likely be considered overly-difficult by most. I think a hack which I can beat without dying (often even without taking a hit) but is harder than the original is at a good difficulty level. The problem is when most people think the original game was almost too hard...

My Battle City hack is fairly difficult, and in the second quest it becomes ridiculously difficult. I think that's part of the fun of it, though; if it's hard, but not cheap-hard, I feel that it is entertaining and definitely gives a sense of accomplishment when you can complete the game. While the sense of accomplishment isn't really there for me in my fairly difficult Mega Man hack because the hack is so easy for me, my Battle City hack really makes me feel proud when I can beat a second-quest stage. I guess it's all dependent on who's playing. If I ever get around to releasing my hacks, I expect nothing but complaints about the difficulty, despite good level design, assembly hacking, and other neat things. Ah well; can't please everyone, so I may as well try to please myself.

NetSplit
Posted on 05-07-07 10:02 PM, in Things you hate about certain romhacks. Link | Quote | ID: 33679


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I believe the hint is North, West, South, Rock, West. I found it on page 5 of this thread on GameSpot. Hope that helps...

NetSplit
Posted on 05-16-07 07:57 AM, in SMB2 Proto Released (rev. 2 of 05-16-07 07:59 AM) Link | Quote | ID: 35753


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Seriously, many of you people are morons. People collect things, and one of the thrills about collecting is having a unique item that other people do not have. Rare collectibles are prized, and you don't get much rarer than a prototype when it comes to video games. Additionally, when a prototype hasn't been dumped, the game is instantly more desireable to those people who are interested in dumping and releasing ROMs to the public, as well as to other collectors who want the thrill of owning one of the few copies.

Collectors typically don't want their prototypes dumped and distributed because it makes them instantly worth less. This is unappealing to someone who spent a considerable amount of money to obtain this rare item. The owner of the SMB2 prototype was a bit better about this than most collectors and let his prototype be dumped so that it could be studied, and eventually he may have released the ROM. If it all worked out and the collector walked away from the whole thing happy in the end, this might have given other collectors who are worried about the ROM of their game falling into the wrong hands a bit more reason to have their prototypes dumped for preservation and study, but assholes like Tweaker had to fuck things up and fuck over the person who was nice enough to allow people to PRESERVE the rare game that he spent a considerable sum of money on. Tweaker, maybe many people who had the ROM shouldn't have had the ROM, but that is no excuse for YOU to be the one who gave it to everyone. You made a shitty move and have hurt the chances of future prototypes being dumped. The owner of the prototype does not owe any of you anything, and it is his right as owner of the game to determine if he wants to have the game distributed or not. He can hoard all he wants, and while you may be unhappy with that, that is his right as owner of the game. By distributing it, he is actually breaking the law, which is even more incentive to 'hoard'.

As it is, this is theft of backup copies of a game he owns, which is incredibly lame given that he was trusting enough to have the ROM dumped and given to a select few people. Tweaker, you're an asshole.

NetSplit
Posted on 05-16-07 08:51 AM, in SMB2 Proto Released (rev. 2 of 05-16-07 08:55 AM) Link | Quote | ID: 35766


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Thexare Blademoon, you fail to understand that a lot of people who own prototypes own them because they enjoy owning them, not because they will get attention and feel better than everyone else. I own prototype arcade games, but you don't see me trying to lord over other people with them. I enjoy them as a collector and as a gamer, and I study and use them. You're basically saying that anyone who owns a prototype and doesn't break the law and give everyone a free copy of the game is looking to have an 'e-penis'. How juvenile. Additionally, collectors do sell games now and then. Sometimes they want to get out of the hobby and put their money into something else they want to collect, or maybe even use the money for things they actually need. It only matters to people seeking a profit? Not really. I don't feel bad buying a lot of the games I buy because I know that if I ever need the money back, I can usually sell the items for the same or even higher prices than I bought them for. If a particularly expensive game instantly became worth less than I paid for it because someone stole a backup of it and gave it out to everyone, I would be pretty pissed. I'd imagine you would be, too.

Additionally, you're comparing apples and oranges. You're very correct in saying that many things depreciate in value, but as long as that prototype was still in working condition, it was not going to depreciate it any way. Why would it? Outdated technology? It's already 20 years old. Maybe it becomes less desirable? Prototype games are always desirable. There is no reason this game in working condition would depreciate in value unless it stopped being rare (and thus it becomes less desirable), and clearly it has become far less rare because anyone who wants to play the game can now do so. Your Xbox and DS Lite are depreciating because they're no longer new, they're becoming technologically outdated, and they're becoming less sought after due to newer systems (well, in case of Xbox, anyway). None of these apply to the prototype. The only similarity is that the people who wanted those things now have them, and as such they are cheaper because they are less desirable. That's exactly what just happened to the prototype.

I'll call people morons for feeling like they deserve to have this ROM because it's true: you're morons. You don't deserve this game, and it was basically stolen for 5 minutes of your enjoyment. Hope it was worth it, since your chances of seeing more prototypes has gone down as a result.

Edit: And to add to what PSlugworth said:

"There are millions of Nintendo DSes across the world, and more being manufactured every day. There is only one SMB2 prototype. "

The number of Nintendo DS units is (for the sake of this argument) matching demand pretty well. The demand for the SMB2 prototype is fairly high, but the supply was only one; now the supply is essentially infinite and thus exceeds demand. Few people would not be interested in purchasing the prototype at any price near its previous value. It's worth less due to theft.

NetSplit
Posted on 05-16-07 09:06 AM, in SMB2 Proto Released Link | Quote | ID: 35769


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If I ever see you, I'll be sure to grab a portion of whatever amount of cash you're carrying around and then we'll see how you feel about the value of something (ie the money in your pocket) dropping due to someone else's actions.

NetSplit
Posted on 05-17-07 12:52 AM, in Why no Kirby super star hacking?(or any kirby hacking) Link | Quote | ID: 35883


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I'm amazed that third thread came up with the Kirby hacking thread just a little further down the page. I suggest you read that if you want information on Kirby hacking, as that's the best there is for now.

NetSplit
Posted on 05-25-07 07:14 AM, in Megaman Ultra 2 Update Link | Quote | ID: 38274


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I do like that boss select screen, though I wonder where you'll find the pattern table space to put in boss portraits. Got enough space?

Additionally, is this hack going to be like Mega Man Ultra, gameplay-wise? I definitely appreciate the work put into the hack, but I am not much of a fan of some of the level designs and sprite modification choices. I am hoping that your abilities in level design have matured with the rest of your hacking talent, as often happens with hackers. Hope to see more from you.

NetSplit
Posted on 05-26-07 09:43 AM, in Looking for Super Mario Kart data Link | Quote | ID: 38590


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OR is a logical operation. When you OR two numbers, you go bit-by-bit, checking to see if the bit is 1 for either of the two numbers. If either or both are 1, then the resulting bit is 1. If neither are 1, then the resulting bit is 0. So, for example:

26 OR 93 = B7

ie

00100110 (26)
OR
10010011 (93)
=
10110111 (B7)


Even simpler:
0 OR 0 = 0
1 OR 0 = 1
0 OR 1 = 1
1 OR 1 = 1

By ORing two bytes together, you can combine things that contain different bits of a number you want. For example, if one byte has the 4 high bits and the other byte has the low 4 bits, OR them together and you get a byte with all 8 bits (assuming the unused bits are all 0).

Hope that helps.

NetSplit
Posted on 06-01-07 07:48 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 40728


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Oooohh... Very nice. The tileset is very well done. Definitely has that Kid Icarus style, too, what with blocks being fairly distinguished from one another. Very interesting, and really visually appealing. Keep up the great work.

NetSplit
Posted on 06-07-07 09:38 AM, in A quick question for my more experienced colleagues... Link | Quote | ID: 43252


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Hex Workshop has a pretty decent compare feature. I'm a fan of that hex editor, though I don't believe it has table support, and it's also prone to becoming unstable and eventually crashing while saving on my computer for some reason. Probably fixed in a newer version... Anyway, definitely a good hex editor.

NetSplit
Posted on 06-08-07 04:05 AM, in Chorus of Mysteries might need you Link | Quote | ID: 43514


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I'd be willing to give it a play through, but I don't have that much experience with Castlevania. I have some hacking experience with it, but I've not played it through and through like I have many other NES games. Let me know if you want me testing it, anyway; I'd be happy to play through it.

NetSplit
Posted on 06-11-07 10:37 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 06-11-07 10:40 AM) Link | Quote | ID: 44502


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Posted by tyty210
you have made this no longer smb3 anymore.. just wow....


I can't stand this any longer. Shut the hell up with comments like these. God damn it, he adds some fucking features to the game that don't change the actual gameplay enough to call it a new game and redoes the status bar and now it's no longer SMB3? Yes, he's done some cool things to the game, but stop with these fucking comments about how the game is SO RADICALLY DIFFERENT and comparable to a SUPER NINTENDO GAME somehow. DahrkDaiz is not THE shit like so many of you think. He's a very good hacker, and his work is very respectable, but you people act like everything he does is mind-blowing simply because HE is the one who made it. Grow up. It's not entirely comparable because this work is very good, but Invisible Mario Bros comes to mind. Other people are doing work just as good as this; stop going apeshit just because it was done by DD.

And DahrkDaiz, must you really show off every little change you make to the game as you make it? I mean, seriously, the only reason to do something like that is to boost your ego. You could actually hold up a bit and show a video or something that demonstrates an abundance of cool changes, but no, you show a video or a screenshot of every little thing you're doing, regardless of how minute it might be (4 different colors of pipes? Wow, you're a hacking god). Are you even going to release a hack using this stuff, or will it just be something you show off in these videos to get some praise? I mean, what happened to that Kid Icarus stuff you were showing off? It was something new and somewhat unique, but it seems to have disappeared. I suppose you didn't get enough praise to warrant doing the project, huh? Try hacking something because it's what you want to do, not because it gives you an ego boost.

It's always good to show off progress on our works and it's perfectly acceptable to feel good about what we're doing, but this is ridiculous. You have post after post discussing every little feature you've added so far, and have posted about it on multiple boards. It looks like this hack more or less just started, so the only explanation I can think of is that you're trying to milk it for as much praise as you can.

I apologize for this outburst, but it really has to be said. DahrkDaiz is not the god of ROM hacking, his shit isn't made of gold, and there are other good hackers out there who are doing impressive things that deserve praise.

NetSplit
Posted on 06-11-07 11:10 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44506


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Jealousy? No. I have no reason to be jealous. I can hack just as well as DahrkDaiz can, and have done some pretty decent work on some hacks. You don't know about this because I don't parade it around and I don't feel I should be showing off screenshots and videos of my hacks to the general public because they are far from finished (meaning I have months or possibly years of work left on them). I'll start showing off what I've done when I'm about ready to release the projects, since then I'll be certain that people will actually be playing these things in completed form instead of just salivating over images and videos of something they'll never play in completed form, if ever.

Yes, it's still a Mario game. Sure. But just because Mario can do a few more things doesn't mean it's not Super Mario Bros. 3 anymore. We differentiate Mega Man 1 and 2 because the games are significantly different, but Mega Man 2 is really just a really good 'hack' of Mega Man 1. Until the gameplay is significantly different or the code behind the game heavily overhauled, this is still Super Mario Bros 3, just as much as Zelda Outlands is still Zelda 1. You want an example of a hack that really is its own game? Check out Extra Mario Bros, a Japanese hack of SMB1 by ATA. Quite possibly the best hack I've ever seen, and most definitely worthy of being called 'not SMB1'.

And Xkeeper, I do not hate people for being celebrities, nor did I even say I hate DahrkDaiz. I "hate" people for trying to be celebrities. As I said earlier, there is no problem with posting work you're doing on your hack, but when the community screenshot thread has a post almost every single day from a single person showing every detail he's doing in his hack as he does them, then I think it's beyond showing off one's work and moving into the celebrity territory of basking in the glory of people kissing the ground you walk on. I really like the Sonic videos that are shown here because they typically show a lot of changes at once and it's a lot of fun watching them. They're posted to show significant progress. It really feels like everything DahrkDaiz posts is simply to get a 'Wow' out of people because they're so often and indiscriminate of the amount of content to be shown off. There's a big difference between a lot of attention and showing off every little detail in a community thread. You want to show off every little detail? Put it on a website, or MAYBE even make a thread specifically for your own hack if it's going to be that big, but even that would be better if it were after a significant amount of work were done.

NetSplit
Posted on 06-11-07 11:46 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44510


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JaSp's password system is far from 'whoopee'. That's a pretty impressive change, in my opinion, and I bet you it took more work than that triple jump. Not to downplay the significance of some of DD's changes, as some of them (the ground pound move, in specific) are quite cool and impressive, but it seems very much like a lot of you people don't seem to understand how difficult some things are to implement compared to other things. Additionally, JaSp isn't turning the general screenshot thread into JaSp's Progress Thread, where every detail, big or small, is shown off.

I'm not saying that the Sonic hackers are doing cooler stuff because it's Sonic. I did not even mean for the game that they are hacking to be of any significance in this discussion. The fact that they have a disassembly is irrelevant; what is relevant is that we do not see posts every day showing off every single change they make, one by one. My point was that those videos contained a lot of changes. It's sort of like how one might release a demo when reaching a significant milestone in the development of a project. You don't release a new demo every single time you do something. I have over 100 copies of my Mega Man 1 hack, each one a progression over the last. Some of those copies have minuscule differences, while some have huge differences. It would be ridiculous to release every single one as a demo, and also ridiculous to make a post every single time I make a new copy of the ROM or even before then, as sometimes I don't move to a new copy after finishing just one feature. The game is irrelevant. The significance of each and frequency of updates in the community screenshot thread is what I am questioning in these posts.

Additionally, why should it matter what I can or can't do? I had no reason to bring up whether I can or can't hack, and so I didn't, but felt I may as well once other people began to bring up the idea that I'm jealous or envious. I don't wish to post anything because I don't want people to wait for excessive periods of time for work that may not even get released, since the magnitude of some of the tasks I am attempting is quite intimidating. I don't need other people's approval or praise to feel good about myself. I know that my work is good and am satisfied most by the fact that I participate in this hobby and am enjoying doing it. That's really what this is: it's a hobby, and I do it because I enjoy working on projects and because I enjoy helping other people with their projects. I am satisfied with my friends playing the stuff that I make; everyone likes to show off their work, and so I show it off to my talented friends. I accept criticism, but even then, this is most about me making something I enjoy; everyone else's enjoyment of my work is secondary, but a nice bonus (Mind you, I intend to release two versions of my main hack because I know the standard version is going to be too hard for most people, assuming I ever finish it). If my credentials truly matter to you, then ask around and you'll find some respected hackers willing to vouch for me. I do not care enough to defend myself to you in this regard.

Whether I can hack or not and whether I show off any of my own work is completely irrelevant. I'm simply frustrated by DahrkDaiz making this celebrity status for himself and reveling in it. If he must, it'd be nice to see it done elsewhere.

NetSplit
Posted on 06-11-07 01:45 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44524


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Interest was expressed to me about the Extra Mario Bros hack that I mentioned earlier, so I looked around and managed to find the IPS for it, along with maps for those of you who can't figure out where to go and where the secrets are. I recommend everyone give this hack a try; it's amazing in its depth, quality, and number of secrets. You even get a neat bonus for beating the game with all of the keys, which opens up even more awesome secrets.

Extra Mario Bros IPS - It's #162 on the list
Extra Mario Bros Maps - Just click the link at the top that says Extra Mario Bros.

Hacks like this should definitely be recognized. Glad to hear people are interested. For those of you who are too lazy to get the game, you can at least see a small portion of the game in this video on YouTube. (Oh, look at that, the patch is linked to in the video description. Wish I'd noticed that before searching everywhere for it. )
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