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Main - Posts by NEONswift |
NEONswift |
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Paragoomba Level: 21 Posts: 21/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Thats pretty cool. I'm alread planning a hack, Perhaps a translation hack ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 22/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Hoorah! Congratulations on the progress interpth.
You've come a long way from where it started. Loving the new features. Will play around with it some more after work this evening. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 23/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by MathOnNapkinsNICE!!! What are the limitations of this? I'm really unfamiliar with what can be done with HDMA. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 24/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Legomen stop with all the annoying watermarking of your images. Makes me not interested in anything you have hacked (even your Adventure of Lolo Remix which looked kinda interesting).
About the hack... It looks like there is hardly any enemies and very little structure thats interesting to your designs. And why exactly does a level with a cave like ground/ceiling have a forest background?! ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 25/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
DahrkDaiz your hacking abilities scare me!
You should stick in wall jumping next?!!! ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 26/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
From the sound of it the graphics editing has resulted in you moving things around or changing what 8x8 tiles are being used by the 16x16 tiles which usually transport you to Zora's domain.
I worked out the process and ASM of moving Zora's Domain, the master sword area and under the bridge entrances a while back. Its a combination of moving/editing the area specific exits, tiles and ASM addresses which check what area you are in. Quick Image to Zora's Domain Warp *** Overworld Exits *** 0180 - Master Sword Wood Area 0181 - Under The Bridge 0182 - Zora's Domain *** Unique Teleportation Tiles (all in decimal) *** Zora's Domain - Map16 Tile 700 comprised of 8x8 tiles 173 (shallow water) Master Sword Area - Map16 Tile 81 comprised of 8x8 tiles - top row 8x8 tile 261 (hollow tree end) - bottom row 8x8 tile 367 (hollow tree center) Under The Bridge Area - Map16 Tile 1696 comprised of 8x8 tile 484 Sadly the ASM addresses of what areas are affected by which of the unique tiles above I don't have to hand. Will do when I get home or maybe MoN can post them if he has them. The way it would all be put together to teleport to Zora's Domain would be like the following: 1. Link walks onto a Map16 tile comprised of 8x8 tile 173 2. The game checks the current area Link is in and checks that it is 0F 3. Teleports link to Exit 0182 located in the Zora's Domain area 81 --------------------------------- I hope the above makes sense. I wrote it over lunch and dont have the time to proof read. The easiest way to see how it works Megaman-Omega would be to take a look at the original rom. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 27/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by MathOnNapkinsThe Map16 tiles i mentioned are only the tiles used by Nintendo but I discovered that you can create teleport blocks using any Map16 tile as long as it contains the appropriate 8pixel tile. Seph/Orochumaru ended up using this information in Parralell worlds so he could relocate those areas. Another interesting fact is that you can move those overworld exits to any location which would allow you to have teleports to any overworld screen of your choice. It seems nearly everything in Zelda3 (except for the Map16 overlay tiles) relies on the 8pixel tiles. For example specific tiles in the graphics sets are what makes overworld doors function. A while back I had a cave entrance that was almost an overworld area wide, just to test it out. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 28/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by MathOnNapkinsSorry my bad... I meant to say Overworld. Events like Agahnim's tower opening are probably down to the Map32 tiles?! ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 29/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by MathOnNapkinsIt was my understanding that the doorway overlays were down to the 16x16 tiles not the 32x32 tiles, both of which are stored as 16bit values in the rom. Im pretty sure that is the case as ages ago with Dodongo's Gold I added some palm tree gfx using a selection of different 32x32 tiles but each tree opened like a house door accidentally due to creating the palm trees out of a former front door from Kakariko Village. None of the Map32 tiles were formerly part of houses. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 30/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by Megaman-OmegaCheers. These addresses might help if you want to change what area the teleports are actually located... *********************************************************** 0x75E31 - The area for 8x8 367 & 261 (Entrance to Master Sword Area - Exit: 0180) - requires 16x16 block to be setup like this: - 261 | 261 - 367 | 367 0x75E33 - 8x8 tile 484 (Entrance to Bridge Area - Exit: 0181) 0x75E35 - The area for 8x8px warp tile 173 (Entrance to Zora's Domain - Exit: 0182) *********************************************************** Easy enough to edit just change Zora's Domain's entrance from 0F to say 00 (The Lost Woods) then place the appropriate tile in that area and you can teleport to Zora's Domain from there. Whats also good is that you can have all 3 teleports in one location. Zora's Domain, Under the Bridge and the Master Sword area. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 31/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Bwah Bored... Hmmm good old paint shop pro
Only have a couple of frames left for Yoshi and i can get back to level graphics. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 32/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by BMF54123I second that. Those spin blocks are the worse design idea ever! They need to be bannished.Posted by ShadicOh HEAVENS no. Hmm In theory a wall jumping ability shouldnt be too hard to implement right? I mean something along the lines of: If (In Air & Pressing Directional Left/Right) { If (Mario's movement == 0) { If (A Button is pressed) { jump mario in opposite direction } } } Kinda a messed up use of programming languages above But you get my point. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 33/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by Stifulol yes...Not too sure how SMB3 would detect a wall though. Guess the tiles have specific block types.Posted by NEONswift I've never done anything but SNES ASM so im a little backwards when it comes to 6502. Been thinking about going through SMW and looking at the controls... Theres enough info in the ram maps for implement DahrkDaiz's and Donkey Kong '94 controls into that. Which brought another idea of something you could do DahrkDaiz. The cool spin jump from Super Mario World but like in Mario64 where off certain enemies it makes you glide. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 34/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by SkreenyI understood the problem, Mario could "wall" jump by just jumping on the spot...but my point was it was more a theory of how it would be constructed so I did if half-arsed.Posted by NEONswift Where does this obsession with Donkey Kong '94 come from? Has DahrkDaiz even commented yet on that as a source of influence? ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 35/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Nice work Ailure, Snake Rattle and Roll was a devil child of a game but will be good to play some hacks of it in the future. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 36/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by Raccoon SamOf course theres alot of those Acronyms its assembly :/Posted by HyperHacker Spritetool is about to get a big playing around with by me as I need to change a bunch of enemies for a hack im working on. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 37/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by RichYeah Im a dumbarse as I read it wrong again... Takes me a while but i get there eventuallyPosted by NEONswift Still it was kinda just me blurting out loud my own hacking thoughts ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 38/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Things to note is that the pictures are all of an original SMW level, they have some currently unfinished graphics (some bushes, moles & yoshi coins) and that the background has yet to be completed so at the moment it only shows the generic cloud BG. Also one of the screens might hint at the remake (of sorts) this will be. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 39/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Posted by FirePhoenix0I may allow it to be a base hack sometime in the future when I make enough progress. Yeah the idea for my hack was to remake Wario Lands overworld and levels using the SNES but with new graphics. The wario land blocks though need some work as at the moment they are just recoloured from the GB rips I took. Posted by 1337_Ac3Yep, I started with just the Mario sprite but it quickly became apparent that I couldnt leave everything else as it was. The styles clash too much.Posted by NEONswift Luckily for M&L sprites that dont fit into the limits of SMW I can just use the original sprites and follow the rule of only using the colour black for pupils and outlining the characters. ____________________ Deviant Art Profile |
NEONswift |
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Paragoomba Level: 21 Posts: 40/66 EXP: 42442 Next: 7501 Since: 03-04-07 From: England Last post: 5864 days Last view: 5583 days |
Aww crap sorry madmike i forgot to stick the sprites folder into the zip i sent u. I didnt have the original files so i had to make up a new zip file for u.
Ill send u the files missing. ____________________ Deviant Art Profile |
Main - Posts by NEONswift |
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