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Main - Posts by Vanya

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Vanya
Posted on 11-28-13 05:27 AM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155186


Red Koopa
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Any chance of an MMC3 conversion and expansion for the Donkey Kong Original Edition ROM?

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Vanya
Posted on 12-17-13 05:10 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155256


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Coolio. I'll volunteer for Beta testing if need me!

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Vanya
Posted on 12-25-13 12:10 AM, in Zelda 3 Hack: Oracle of Secrets Link | Quote | ID: 155281


Red Koopa
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Looking good! Pretty much what MikeTechno said I agree with. Go the extra mile with the graphics and it'll only make the project that much better. That boat is wicked!

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Vanya
Posted on 12-25-13 12:12 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155282


Red Koopa
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Every time I see this it gets me excited to start hacking it.

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Vanya
Posted on 01-05-14 08:15 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155357


Red Koopa
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It's totally understandable to look after your health first. That said know that at least for my part I'm very appreciative of your efforts and will be eternally grateful.

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Vanya
Posted on 01-05-14 08:24 AM, in Looking for Dedicated Volunteers! Link | Quote | ID: 155358


Red Koopa
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Porting over the sound engine is probably more work than adding other features, so I suggest working off the the Akumajou Densetsu ROM instead of the US one since it already has VRC6.

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Vanya
Posted on 01-06-14 02:01 PM, in Mega Man Upgrade Patch (rev. 2 of 01-06-14 02:14 PM) Link | Quote | ID: 155368


Red Koopa
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Posted by dreamerman





I did this in mm5, now that i will have access to an expanded mm1 rom i'll be recreating it and adding much more.

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Vanya
Posted on 01-07-14 09:26 AM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155386


Red Koopa
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Woohoo!! Can't wait to crack this thing open!


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Vanya
Posted on 01-09-14 12:01 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155404


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Posted by Zieldak
Actually. I've been working on something like a year ago:...



Revamping these mugshot is pretty hard. My mugshot's big problem, is the Metal Blade on his head. If I want to have the blue "shine" on it, I'll already exceed the palette limitations. :/
BTW, I think I made his head a bit funny. And the blade is also a bit small... :/

EDIT:




Posted by Zieldak
Thanks. I like it more in blue too, but you know, 4 colours / 16×16. But if it's on the sprite layer, it's actually possible. And this is still not good, the upper-left 16×16 part of the mugshot, still exceeds NES limitations.


Actually that looks perfectly doable if you manage your palettes and sprites well. Remember you can overlap as many sprites as you like as long as you don't exceed the per scan line limit. Check out my Timeman mug. It's using like 4 palettes and a lot of sprites.

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Vanya
Posted on 01-10-14 05:53 AM, in Mega Man Upgrade Patch (rev. 3 of 01-11-14 01:22 PM) Link | Quote | ID: 155418


Red Koopa
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Standard Layout.
I don't recall if there were tile issues, but if there were I probably relied on turning off tile limits since I never intended for this to be played on real hardware.

Edit:

I found the old patch and checked. My stage select screen has no issues with sprite flicker at all.
My emulator lied!!

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-10-14 01:26 PM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155420


Red Koopa
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That was my first thought when I saw they were still in there.
I'd also, like to add a save feature, but a full blown one with it's own screens and what not.
Actually my list of features I want to implement is quite long.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-10-14 08:55 PM, in Mega Man Upgrade Patch (rev. 5 of 01-11-14 01:21 PM) Link | Quote | ID: 155422


Red Koopa
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Thanks a lot!
I'll admit that it took a little thinking outside the box to get it done.

Here's the last patch I did when I was hacking MM5 if you'd like to check it out for yourself:
Mega Man Powered Down R2 Demo Patch

EDIT: Apparently my emulator is a liar. There are sprite limit breaks on the top and bottom rows. Apparently I have to reload the emulator for the sprite limit option to reset.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-11-14 02:56 AM, in Mega Man Upgrade Patch - Download Thread Link | Quote | ID: 155424


Red Koopa
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Ah, Goonies II. That game itself would make a good base for some interesting hacks.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-14-14 08:50 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 155450


Red Koopa
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Very cool!

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LordVanya, my art page.
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Vanya
Posted on 01-15-14 08:43 PM, in Mario Adventure 3 - Demo 2 is out! Link | Quote | ID: 155459


Red Koopa
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Posted by RetroRain

- Get rid of that quirk that sends you to the previous level you were in if you die in a level. It's one of those things that I couldn't even stand in the original game. I don't know why Nintendo programmed that in there to begin with. It's just un-necessary. And in the case of your World 1 map, which is a few screens in length, if you visit the castle, and then decide to go all the way back to the very first level (the upper-left level next to the pipe where you start the world in), and you die in the level, it will send you all the way back to the castle. It's so stupid.



I agree. It can get very annoying, especially considering the above average difficulty of the game.


Posted by RetroRain

- I can't stand that as big Mario, if you slide under blocks, and get up, it counts as getting hurt, even if you do it as Shell Mario (not spinning of course). I understand that you probably implemented that to avoid people from taking advantage of the slide in certain areas of levels, but in my opinion being able to slide like that was one of the things that I liked about SMB3, and at least for me, never found a way in the original game that you could really abuse the slide to cheat.



Yes! Yes! Get rid of that! It's quite silly to tell the truth, not that SMB doesn't have a lot of nonsensical things. But this is annoying considering that small Mario can get through these passages just fine. What would be a more elegant solution is to force big Mario to remain crouched if there is block above him. This would make it less annoying and still cause a disadvantage for big Mario when faced with small passages. Plus it would prevent sliding through solid walls.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-17-14 07:34 PM, in Mario Adventure 3 - Demo 2 is out! Link | Quote | ID: 155472


Red Koopa
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Posted by KTurbo
Posted by RetroRain


Posted by Vanya

Yes! Yes! Get rid of that! It's quite silly to tell the truth, not that SMB doesn't have a lot of nonsensical things. But this is annoying considering that small Mario can get through these passages just fine. What would be a more elegant solution is to force big Mario to remain crouched if there is block above him. This would make it less annoying and still cause a disadvantage for big Mario when faced with small passages. Plus it would prevent sliding through solid walls.


But you would be stuck, though.


Mario can still jump while crouching. You'd still be able to inch your way through or back out. Thus why I said big Mario still retains a disadvantage. Can you imagine trying to go down a narrow space and you barely have horizontal movement as a goomba, undeterred by the small space marches your way?

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Vanya
Posted on 01-17-14 07:38 PM, in Mega Man Upgrade Patch (rev. 4 of 01-17-14 07:46 PM) Link | Quote | ID: 155473


Red Koopa
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Posted by Chaobomr
Yeah, you might wanna make sure your emulator emulates an NES perfectly. That includes programming issues.


It does. It just didn't say that turning sprite limits back on requires closing the emulator for it to take effect.


At any rate I could fix it simply by redesigning the cursor to either not use the side sprites or simply not use sprites at all.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-18-14 03:53 AM, in Mega Man Upgrade Patch Link | Quote | ID: 155478


Red Koopa
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That's also what I'm using and the sprite limit didn't turn back on until I closed it and re-opened it.

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LordVanya, my art page.
FundamentalEssence, my game development page.

Vanya
Posted on 01-27-14 12:46 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155542


Red Koopa
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Sweet! I can't wait to try the next demo.

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FundamentalEssence, my game development page.

Vanya
Posted on 01-29-14 02:13 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155557


Red Koopa
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DAMN!!
Now I want to take this and recreate Zelda 3 on NES!
Great work, dude!

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
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Main - Posts by Vanya

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