| |||
Views: 88,606,736 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-20-24 02:32 PM |
|
Guest: Register | Login |
Main - Posts by optomon |
optomon |
| ||
Leever Level: 33 Posts: 83/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
I had a dream that Yanni blew me away with a shotgun at the local In n Out Burger. |
optomon |
| ||
Leever Level: 33 Posts: 84/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Definitely the Matterhorn. There's just something great about owning a nice big monolithic object. |
optomon |
| ||
Leever Level: 33 Posts: 85/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Posted by Trax I did wonder at one point how difficult it would be exactly to hack objects in the game to make them accomodate a more diverse set of tiles, particulary for the map screen. I remember seeing a table for those map screen objects in the rom and the code for their arrangement seems like it would be very traceable, But coding in Zelda 2 is usually pretty evil and elaborate in my experience, so recoding it would likely be super annoying to do. Posted by Ice Penguin And what does that bar below the 8-8-8 thing do? Just there for ambient purposes? |
optomon |
| ||
Leever Level: 33 Posts: 86/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Posted by Ice Penguin Oh... I see. The same tiles are repeating over and over again, for whatever reason. Don't think I've encountered that problem before. Adding extra tiles in the game is simple enough, however, making them be used under this circumstance... Zelda 2 is pretty much officially Satan. Probably the most important question is whether or not there is ample free space to add anything. Well, maybe not. I'm still not sure exactly how graphics are programmed to display on the screen, but I hope it's at least as advanced as Zelda 1, though I doubt it. |
optomon |
| ||
Leever Level: 33 Posts: 87/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
This Megagirl looks exactly like Megaman. Maybe she should be pink instead of blue. |
optomon |
| ||
Leever Level: 33 Posts: 88/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Nah Trax, you were right, I read it the same way as you did.
And I think DST happens later in some countries because a few years ago I think President Bush changed it so the time change in the US would be two weeks earlier than it normally was for some reason. I remember one of my friends complaining about how it takes an extra hour for it to get darker on Halloween and blaming Bush for it. |
optomon |
| ||
Leever Level: 33 Posts: 89/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Posted by CKY-2KPosted by Hamtaro126 Except his words are more decipherable, and he didn't use that god awful font. |
optomon |
| ||
Leever Level: 33 Posts: 90/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Cool. I'm always a fan of enemy hacking. Nice effect with the dual vertical light beam whenever he shoots. |
optomon |
| ||
Leever Level: 33 Posts: 91/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Let's see what I've got
Abandoned Metroid level hack Abandoned Legend of Zelda level hack Incomplete Guardian Legend level hack Zanac with a soundtrack from the Guardian Legned and some different palettes Abandoned Castlevania hack called "Castlevania Alternate" About 50 different backups of Chorus of Mysteries during development Zelda 2 with a Rabbit instead of Link and some weird music Several Failed NSF experiments A few test hacks of Castlevania 3 which are Cadence of Agony in its early stages And pretty much in that chronological order |
optomon |
| ||
Leever Level: 33 Posts: 92/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Whoa, hah, very nice. Hopefully, you give him a whip and upgrades too eventually, it was really annoying to poke enemies with that worthless tooth pick. This hack might just tear some serious ass. I'm trying this out immediately.
And why aren't you joining in on our Cadence of Agony project? EDIT: I played through some of it. I'm impressed, you've essentially brought these weapons to life and must have gone through a good deal of trouble to emulate them. The cross boomerang is very well done in particular, it goes all the way to the end of the screen like in CV 3, and the speed of both the animation and the weapon is accurate. Knife, also good, speed looks right too. The axe is a little off, and occasionally, the rate at which it falls will vary for some reason, and it appears to change speed while it travels it's path. Sometimes it falls a little short. The horizantal distance is very slightly shorter in the 8Eyes edition than in the original Castlevania (appears to land one-half block short). You've got the height correct though (three and a half blocks above simon at it's highest, is it). Though the axe appears to fall slower than in the original Castlevania, the timing it takes for it to leave the screen is accurate. The holy water parabola suffers from the same problem the axe does, occasionally it will fall short for some reason and the flame will land closer than normal. Not sure how much the problem could be fixed though. The default holy water landing is correct though. It also stops enemies in their path and eats up their energy, nice job with that! I like the bible, can't really compare it to anything, but it's rather effective if your strategy is to hide in a corner killing something. I haven't even gotten the diamond yet, where the hell is it? The skeleton enemy before the Italy boss glitches up the game when he launches projectiles, you are probably aware of this. As for the Italy boss himself, he makes a good case to be converted into Frankenstein Igor. It's difficult not to use describe 8 Eyes without using the word "bland" (or "shitty", depending how one feels). I definitely hope you can spice it up a bit, and you are definitely on the right track. The game is quite easier to get through with these weapons, that's for sure. |
optomon |
| ||
Leever Level: 33 Posts: 93/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Posted by deespence2929 Well, I'm definitely not going to abandon Cadence, but helping out on this one a little bit couldn't hurt too much. A note about the 8 Eyes music is that the songs lacks percussion, which lead to a lot of comparisons with it to the Chorus of Mysteries soundtrack. Hopefully, there could be a way to install percussion effectively. |
optomon |
| ||
Leever Level: 33 Posts: 94/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
I'd imagine most people here are underweight, myself included. |
optomon |
| ||
Leever Level: 33 Posts: 95/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Of course. How are people here NOT nerds? |
optomon |
| ||
Leever Level: 33 Posts: 96/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Yes I do like it. It wouldn't be too difficult to add sound effects to some of these routines (such as when Belmont's knees buckle from a fall) it could be done.
Anyway, I'm taking a look at 8 Eyes music format and it is extremely primitive. I hope there's a way to make it more dynamic. |
optomon |
| ||
Leever Level: 33 Posts: 97/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Does this mean toxic seahorse is in MM4 now? |
optomon |
| ||
Leever Level: 33 Posts: 98/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Fuck ants |
optomon |
| ||
Leever Level: 33 Posts: 99/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Posted by Dr. Hell That hack... needs to be worked on by me fucking immediately. I need to get back to making two-way vertical scrolling areas. I have an idea about some of the background tiles. It seems like it would be very possible to get more than one background sheet for the same level, but not in the same section of the level though. I'll look into that further, just in case we want more graphics for certain levels. |
optomon |
| ||
Leever Level: 33 Posts: 100/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Yes, those are carefully crafted, well documented asm hacks. Just wanted to roughly show how one gets through the game. Although, considering how large the castle could get, it would probably be a very good idea to further rip off sotn and use something akin to those "keyhole" shortcuts to ease backtracking issues.
Also, definitely put a time limit on shadow mario. |
optomon |
| ||
Leever Level: 33 Posts: 101/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Those Belmonts are doing the wave! |
optomon |
| ||
Leever Level: 33 Posts: 102/198 EXP: 220899 Next: 8280 Since: 03-05-07 From: Vancouver, WA Last post: 2481 days Last view: 2069 days |
Super Mario Unlimited, very aesthetically pleasing hack. |
Main - Posts by optomon |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 135, rows: 167/167, time: 0.224 seconds. |