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Reshaper256
Posted on 03-09-07 01:55 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 03-09-07 04:58 AM) Link | Quote | ID: 12418


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Posted by NEONswift

As usual, I'm impressed by your graphical talent.

In my opinion, the bridge needs to be reworked a bit. First of all, I feel like I should be seeing a shadow on the water underneath. Secondly is what S.S.N. mentioned, not being able to see through the rungs. I think the trees just need some shading on their trunks, as if the top part is blocking the sunlight. They look strange with the grass shaded all around, but with no shading on the trunks.

edit: Just seeing if the editpost feature is working...


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Reshaper256
Posted on 03-11-07 04:13 AM, in The beginnings of romhacking. (rev. 2 of 03-11-07 04:15 AM) Link | Quote | ID: 13691


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Well, I played around a little with a game genie (I once accidentally made a code that would make attacks always hit enemies if you were aligned with them vertically, in TMNT2.) I also immensely enjoyed running around in the glitchy dark world on Zelda 3, once I found out about the "death mountain descent" glitch.

The very notion of ROM hacking never entered my mind until I stumbled onto Challenge Games one day, years later, and soon after that, Acmlm's board. Even after that, I wasn't so interested in actually doing it myself, and until about a year and a half ago I hadn't even seriously tried it.

And now I'm hacking on Zelda 3, (ASM-wise at least, I don't actually have a *hack* of my own that I'm working on.)

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Reshaper256
Posted on 03-11-07 04:36 AM, in Zelda II - Part 3 Link | Quote | ID: 13699


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Very nice, I agree with Googie that it would definitely have worked as a "Challenge" hack back when Challenge Games was around. I'm not really fond of dying with one hit at the beginning of the game (I don't think any game should start off extremely hard and then get easier) but once you get some heart containers, this (so far) seems to be a smooth, well-made hack. Again, very nice.

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Reshaper256
Posted on 03-11-07 05:11 AM, in ?How do i stop some zelda3 GFX from mirroring Link | Quote | ID: 13709


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Posted by hexer_vexer
PS: pallets deside color not block type lol Thank You ALL.
I can see where that might have been confusing, so I'll elaborate on what NEONswift said.

When you pick up a bush off the ground, what really happens is that the bush tile is removed, and a "green bush" sprite is placed in Link's hands. The "palette" value does control the color of the bush when it's a 16x16 tile on the ground, you're absolutely right about that. But the "blocktype" value controls what kind of sprite you pick up when you press the A button next to a bush.

If you don't have the bush set to the correct blocktype, you could actually be picking up a rock sprite, or a brown bush sprite, or you might not be able to pick anything up at all. The "blocktype" value *does* control what kind of sprite you pick up, and you have to have it set to type 80 for him to pick up a green bush sprite. Like NEONswift said, type 81 will give you a brown bush sprite, and type 82 will give you a light rock sprite.

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Reshaper256
Posted on 04-07-07 08:27 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 24389


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Posted by MathOnNapkins


Better eh?

Heheh, that looks more familiar. Great job so far.

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Reshaper256
Posted on 05-13-07 02:49 PM, in Super Metroid Hack Help FAQ (rev. 2 of 05-13-07 02:56 PM) Link | Quote | ID: 35030


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Posted by "Gideon Zhi" id="34898
Any utility that requires a header shot be fucking shot. It should detect the header, then strip it off, not work with it. I repeat: DUMB.
Honestly I'd rather all ROMs be headerless from the moment you download them, and all utilities compatible with all ROMs.

So yes, I don't believe that utilites should ever *require* you to use a header. But these utilities do exist, and going the exact opposite direction with this mentality (requiring your ROM to be headerless, or not working) seems DUMB to me as well, considering how many people already work with and are used to these headers. I don't think utilities should detect the header and strip it off, refusing to work with your ROM if you don't. They should detect the header and work with *or* without it, perhaps offering to strip the header off for you.

Besides, I seriously don't care whether people state their ROM offsets as headered or not, as long as they specify which one.



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Reshaper256
Posted on 05-13-07 10:40 PM, in Super Metroid Hack Help FAQ (rev. 3 of 05-13-07 11:34 PM) Link | Quote | ID: 35087


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Hey, I understand that SNES headers are pointless. I just don't see it as a big enough issue to purposefully create utilities which don't run headered ROMs in order to sway the entire emulation community toward headerless. I completely understand what all of this entails, and why the headers are useless - I just don't see it as a big deal when other people don't bother getting rid of them.

A full, community-wide change from headered to headerless would be good, but it just seems kind of unrealistic to me. I may be wrong, but right now, I expect to just live on with both types, performing conversions/removing headers when I have to, and just going about my own business without bothering anyone else for posting their ROM offsets in what I might or might not deem to be an 'ignorant' fashion.

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Reshaper256
Posted on 05-13-07 11:40 PM, in Super Metroid Hack Help FAQ (rev. 3 of 05-13-07 11:55 PM) Link | Quote | ID: 35100


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Oh, and don't take what I said personally, me-is-liam. When I said "posting their ROM offsets in what I might or might not deem to be an 'ignorant' fashion," I was just trying to make a point. Like I said before, I seriously don't care whether people state their ROM offsets as headered or not, as long as they specify which one.

And since I'm aware that we were getting off topic, I'm now shutting up.

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Reshaper256
Posted on 06-12-07 07:20 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44791


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Heh, I didn't see it either, until you told us.

Guess it's a good thing that the GFX don't stick out like a sore thumb, though.

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Reshaper256
Posted on 06-15-07 10:37 PM, in Next SMB3 Hacking Project Link | Quote | ID: 45944


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Looking nice, as usual, DD. I can already see underwater levels where you have to swim from one air source to the next before your air runs out.

Just wondering, will you be removing two-player support for this hack, or keeping it in this time? I really only play mario games with my little brother anymore, so that'll really influence how much I'd play this SMB3 hack.

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Reshaper256
Posted on 06-17-07 07:39 PM, in Next SMB3 Hacking Project Link | Quote | ID: 46319


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*clears throat

Posted by Reshaper256
Just wondering, will you be removing two-player support for this hack, or keeping it in this time?


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Reshaper256
Posted on 06-18-07 05:27 AM, in Next SMB3 Hacking Project Link | Quote | ID: 46464


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Well crud.

I don't know how involved/possible it would be to keep two-player support, but I'd just like to voice that I really think it's a shame to lose it. I doubt I'm the only one who wants to slap this thing on a disk and play it on the old playstation with imbnes, and having someone to play it with would make it many times more enjoyable.

Ah well, enough said. I'm still really looking forward to this one.



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Reshaper256
Posted on 06-18-07 09:11 PM, in Castlevania: Chorus of Mysteries Link | Quote | ID: 46630


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Seems good so far. I put it on a disk and tried to play it on my playstation with imbnes, but it locked up at the beginning of the second level, right after I killed the little wiggly plant thing and tried to go to the right. I'll give it another try on a different emulator soon.

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Reshaper256
Posted on 06-21-07 08:19 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 3 of 06-21-07 08:22 PM) Link | Quote | ID: 47576


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Posted by NEONswift
There are better Zelda 3 hackers out there that have made considerable more progress than I ever will so I think I will be leaving it to them.

Z3 hacking is way too time consuming for me to make any real progress with it so I have opted for SMW hacking instead and a remake of sorts.
That makes me sad, especially since you seem to be one of the authorities on OW creation.

You had some really good ASM stuff going on, and I really liked your unique style in overworld creation. But I know what you mean, a full zelda 3 hack takes *so* long, and it's sometimes more fulfilling to hack something where you'll actually get to finish what you start. Perhaps you'll come back over to the darkside someday?

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Reshaper256
Posted on 08-04-07 12:07 AM, in Zelda: Journey of a Day Link | Quote | ID: 59881


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The sand palace and forest palaces really impress me, at least from what I can see graphically. They look like brand new palaces, instead of rehashes of the old ones. If you keep that up with the rest of the game, I'll be very interested in playing this one.

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Reshaper256
Posted on 08-04-07 10:31 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 59950


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Posted by MathOnNapkins
http://www.veoh.com/videos/v901594bWq9bbdH

Small showcase of ASM hacks I've done recently. If you can identify each and every one of them you can have a cookie .
So you've been specializing in item ASM lately, or is this just the tip of the iceburg? And is Dark Prophecy still the hack you're working on? Regardless, I'm loving it.

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Reshaper256
Posted on 08-05-07 10:56 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 08-06-07 12:01 AM) Link | Quote | ID: 60004


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Awesome, I figured you were holding back in that video.

I'll send you the .asm file for all this if you want...

Of course, I'd love to see it in action, and more than that, how it works. And don't worry, I won't steal your flashy magic bar, but I'd love to see just what all is possible with HDMA.



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Reshaper256
Posted on 08-05-07 08:13 PM, in Solar Soundtrack discussion/suggestion/whatever thread (rev. 2 of 08-05-07 08:15 PM) Link | Quote | ID: 60019


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Hey, I just want to say that I'm very interested in what this program is capable of. As for your initial question of what features I'd like to see, well, to me instant playback would almost be a must, cause I'd probably try to compose off the top of my head, in the program itself. "Does that sound right... no, wait, that's not right... what did I do wrong?"

We have a 'music composer guy' on the team for Zelda3C, and we can still compose music in HM, but I'm sure this program would make things much, much, MUCH easier, whenever it's released. The community has long needed a program like this.

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Reshaper256
Posted on 07-09-08 05:05 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 87133


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Posted by Zedison
The knockback from the bombs is a little different. Seems like it might interfere with bomb jumping, but that needs more testing.
You say that like disabling bomb jumping is a bad thing. Anyhow, I agree on the remapping of the buttons, since A is used for throwing everything else in the game. I'm sure players would quickly get used to your mapping though MON, assuming they had enough time with the bombs. My real concern is that without the unlimited supply, new players wouldn't get enough time with these bombs to easily learn how the new control scheme works. But I'm sure you could stick an informative bit of text in there to explain it all, when you first get the bombs.

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Reshaper256
Posted on 10-05-08 03:10 AM, in The Legend of Zelda: Journey of a Day - RELEASE! (rev. 6 of 10-05-08 03:48 AM) Link | Quote | ID: 91723


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Posted by Ice Penguin
I was planning to take the life system out of the hack, but I left it in at the last minute. Hey, I figured you would hate it more with 1 life.
Honestly I find both versions of the hack unbearably frustrating unless I give myself infinite lives. It increases the fun-factor for me many times over, as I'm sure it would most others. I'm pretty good at the original Zelda II, although apparently not obsessively so enough to be able to enjoy returning to the starting castle every 5 minutes.

But aside from that, now that I can actually play this hack, it really is very good, one of the best I've seen in a LONG time. I would very much like to see a single "normal" version of this hack made in the end.

Things I like: The graphical improvements are very nice, and I enjoy the more difficult AI in the hard patch. I also like in the hard patch how that the easier enemies that respawn on the screen don't give exp, making it more difficult. I also like your choice to make the exp system use smaller units, and I enjoy the new, longer dialog. I like your dungeon planning and layout, as well as the overworld. It's all very polished.

Things I don't like:

-Finite lives. This sucked in the original game, and it sucks even more in this harder version. There's a reason modern games have opted for a "checkpoint" system. It's more fun for everybody, and it's a catch-all solution that beats fixing every single unfair death pit in the game. Let's face it, this hack is difficult and has MORE than its share of those unfair death pits, and with savestates at all your players' fingertips, why not just acknowledge the fact that all but the very most stubborn players will start using them at some point or give up altogether. Give infinite lives from the start. It'll be an improvement over the original game; fun playability beats endless frustration and backtracking.

-The encounter rate is also far too high. I'd like to be able to have time to think about where I'm going before being tossed into another mindless random encounter. By the way, the swamp sucked in the original game. It's really bad now that the swamp is larger, and the encounter rate is so high. Lower it!

-Enemies that steal exp take way to much, either stop it altogether, or make it reasonable.

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