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Please chime in on a proposed restructuring of the ROM hacking sections.
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optomon
Posted on 02-27-08 07:45 AM, in Most fucked up dream. Link | Quote | ID: 79025


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I had a dream that Yanni blew me away with a shotgun at the local In n Out Burger.

optomon
Posted on 02-27-08 07:50 AM, in What Disneyland Ride, Any Ride, Would You Want to Own? Link | Quote | ID: 79027


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Definitely the Matterhorn. There's just something great about owning a nice big monolithic object.

optomon
Posted on 03-07-08 07:34 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 03-07-08 07:55 AM) Link | Quote | ID: 79890


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Posted by Trax
RT-55J, about the leafage, the difficulty comes from the way the objects are layed out in Zelda II. Unless you can perform heavy ASM hacking, objects of this type are made of one tile, repeated height-1 and another one for the bottom edge. You can't define every single tile's location individually. A workaround would be to convert some ground tiles to different leaf tiles and position the corresponding object accordingly...



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
Posted on 03-07-08 10:23 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 79928


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Posted by Ice Penguin

I've pretty much figured out how the gfx are arranged, and they're all quite easy to manipulate now. The main problem, like Trax said, is how they all repeat.

For anyone that knows, is it hard to add extra tiles to an object?

And yeah, that bar has no purpose.


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
Posted on 03-08-08 12:22 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 79939


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This Megagirl looks exactly like Megaman. Maybe she should be pink instead of blue.

optomon
Posted on 03-13-08 07:07 PM, in REMINDER: Daylight Savings Time Link | Quote | ID: 80289


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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
Posted on 03-23-08 02:48 AM, in Weird... (Zelda II) Link | Quote | ID: 80832


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Posted by CKY-2K
Posted by Hamtaro126
I know why the L and stuff is locking up your game, If you go to $200 in the RAM in FCEUXD or NNNESTERJ, You will see that editing it will also lock up the game, Therefore, It uses Sprite 0 (just like SMB1) for the Status bar.

That is why I tried to add an IRQ to SMB using 4-screen Mirroring, But adding an IRQ is too hard for me, Because the routine that NESDEV gave me does not work.

(and if possible, I could give SMB2USA using SMB3's statusbar stuff, But as with above, It's too hard for me to implent)



I JUST SAID THAT YOU FUCKING FAGGOT


Except his words are more decipherable, and he didn't use that god awful font.

optomon
Posted on 04-18-08 09:05 PM, in Megaman Ultra 2 - Official Teaser #2 "Elecman" Link | Quote | ID: 82033


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Cool. I'm always a fan of enemy hacking. Nice effect with the dual vertical light beam whenever he shoots.

optomon
Posted on 04-18-08 09:28 PM, in Tell us what's in your Vault Link | Quote | ID: 82039


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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
Posted on 04-22-08 06:38 AM, in 8-eyes to Castlevania conversion project (rev. 2 of 04-22-08 08:02 AM) Link | Quote | ID: 82220


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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
Posted on 05-13-08 12:22 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 83463


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Posted by deespence2929
That is pretty cool what you plan to do with this game. Also, in responce to optomon, you should join him instead. At least help him throw in a castlevania tune to really make this castlevania. Maybe vampire killer on one of the levels. One or two music changes would be cool.


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
Posted on 05-14-08 12:54 AM, in Weight Loss Super Large to Small GO! Link | Quote | ID: 83578


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I'd imagine most people here are underweight, myself included.

optomon
Posted on 05-14-08 01:57 PM, in Weight Loss Super Large to Small GO! Link | Quote | ID: 83619


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Of course. How are people here NOT nerds?

optomon
Posted on 05-24-08 12:33 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 84084


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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
Posted on 05-24-08 12:37 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84086


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Does this mean toxic seahorse is in MM4 now?

optomon
Posted on 06-03-08 10:45 PM, in Computer-eating ants Link | Quote | ID: 84615


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Fuck ants

optomon
Posted on 06-28-08 10:51 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 86125


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Posted by Dr. Hell

I'm not going to let this hack die. (The CV3 one for anyone who doesn't remember)


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
Posted on 07-10-08 10:58 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87209


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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
Posted on 07-13-08 03:03 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 87397


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Those Belmonts are doing the wave!

optomon
Posted on 07-16-08 01:37 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 87517


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Super Mario Unlimited, very aesthetically pleasing hack.
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Main - Posts by optomon

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