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Main - Posts by Trinitronity |
Trinitronity |
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Porcupo Level: 38 Posts: 201/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Me neither. |
Trinitronity |
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Porcupo Level: 38 Posts: 202/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Well...uhm...okay, I petition again.
Right now, I need someone who not only can sprite, but can also sprite like that so I can insert it into the CHR page perfectly. At the moment, that's all I need and don't have. |
Trinitronity |
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Porcupo Level: 38 Posts: 203/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Well, it will definitely take a long time until I can even release a first demo.
Especially if Thanatos-Zero doesn't want to answer to my PM. Seriously, if he doesn't want to help me, then he could just say "no". What irritates me the most is to not know the outcome... Also, anyone could list me NES games with levels on city rooftops? I would need the graphics from there. Thanks in advance! |
Trinitronity |
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Porcupo Level: 38 Posts: 204/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Just when I thought that NeedleMan's stage is finished, I have now witnessed a problem again.
It probably is connected to my previous problem as well. So basically, the player can open the first gate, but not the second gate, thus not being able to enter the boss room. This is true for both starting from the start and starting from the first checkpoint. And yes, I did set the Mid-Stage Checkpoint and Pre-Boss Checkpoint correctly, and the transitions are correct as well. So I have absolutely no idea why this is happening. Anyway, here is the complete scrolldata: Right x3 (0-2) UpRight x7 (3-9) DownRight x3 (A-C) [MidPoint] Right x3 (13-15) Up x1 (D) Up x1 (E) UpRight x2 (F-10) Right x1 (11) [BossPoint] Right x1 (12) And yes, I did not made any typos. My stage really contains screens 13-15 inbetween screen C and screen D. |
Trinitronity |
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Porcupo Level: 38 Posts: 205/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Uhm...the regular NeedleMan stage is giving me problems, not the Doc Robot version. |
Trinitronity |
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Porcupo Level: 38 Posts: 206/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Hmm...I will if Kuja Killer or Zieldak will agree on that. |
Trinitronity |
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Porcupo Level: 38 Posts: 207/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Actually, I found out why I get the problem, and that's because the boss room used the wrong Scroll Map Position number. Now I can enter the boss room.
Sure, the second door leaves a glitchy trail behind when opening, but I will worry about that later. |
Trinitronity |
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Porcupo Level: 38 Posts: 208/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Well, your trick usually works.
However, NeedleMan's stage seems to be the grand exception. In the original MM3, the gates in NeedleMan's stage were special in the sense that the first gate leaves just the sky behind as the background, but the second gate leaves tiles for the interior background behind. This was made like that so the transition would look correct. I do not want to remove it, but I want to have more control over it, since I have overwritten the original background tiles with different tiles (since I use the other tiles for the interior background anyway). |
Trinitronity |
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Porcupo Level: 38 Posts: 209/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
I hate Nazis, too, but...are you a social justice warrior? You cerainly has the butthurt and shitpost tendencies of a social justice warrior.
And you know what: I hate Social Justice Warriors as well! Those crybabies are responsible that Dead or Alive wont be released outside of Japan! |
Trinitronity |
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Porcupo Level: 38 Posts: 210/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
No, please don't cancel it. We need more collaborations.
Maybe I could revive it? Yeah, I'll try. Since now I got confirmation that Thanatos-Zero will not help me, I'm now in need of a spriter who is willing to colaborate with me on my MegaMan 3 hack Togetic. If anyone is up for the task, please message me. Thanks in advance! |
Trinitronity |
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Porcupo Level: 38 Posts: 211/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Can we finally IP ban this fucking asshole? |
Trinitronity |
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Porcupo Level: 38 Posts: 212/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Post deleted! |
Trinitronity |
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Porcupo Level: 38 Posts: 213/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Post deleted! |
Trinitronity |
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Porcupo Level: 38 Posts: 214/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
The purpose of this post is gone now, so naturally, it was deleted.
Nothing to see here anymore. |
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Porcupo Level: 38 Posts: 215/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
I guess I'l do my sprite request post on my actual WIP thread tommorow then.
Also, you're not completely right. Not everyone can learn spriting. I can frankensprite, which shows on my hack, but I cannot sprite anything from scratch, no matter how hard and often I try. I just can't. |
Trinitronity |
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Porcupo Level: 38 Posts: 216/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Hehe, funny that you link me that forum: I'm actually signed up there...
And sadly, it's not a small task. Not only do I need someone who is able to sprite, but someone, who is able to sprite like that, so I can insert the sprites into a ROM. So that means that the spriter also needs to be able to work with the NES limitation not only in terms of color usage, but also in terms of tile usage. |
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Porcupo Level: 38 Posts: 217/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Man, I always keep on getting problems with navigating through Puresabe's website. |
Trinitronity |
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Porcupo Level: 38 Posts: 218/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
So many people play Puresabe's newest hack, while I'm just sitting here, trying desperately to actually find the hack on his website. |
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Porcupo Level: 38 Posts: 219/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Thanks, now I will search for the proper ROM to go with. |
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Porcupo Level: 38 Posts: 220/311 EXP: 351672 Next: 18775 Since: 02-04-13 Last post: 1951 days Last view: 593 days |
Posted by synnae Heh, I was wondering about that as well. Posted by Quick Curly Heh, it's nice to see that my hack gets mentioned. Anyway, since I'm here, I'll make an official disclaimer. No, my hack is not cancelled. However, it is on hold because I'm working on a Sonic 1 hack right now, and Togetic is supossed to be a sequel to said Sonic 1 hack. However, when I hacked Sonic games, I noticed something: The editing I had to do was not through hex, but actual ASM. Yes, that's right. Sonic 1 and 2 as well as 3 & Knuckles actually have honest-to-god disassemblies. The good thing about that: I actually can do ASM hacking on it. Heck, I was even able to port an badnik from Sonic 1 to Sonic 2, something that I wouldn't be able to in any MegaMan game. So that got me thinking: How about we just create a disassembly to whatever MegaMan games need to be hacked? That way, ASM hacking on MegaMan games can be made much more accessable since the hacker would then use actual ASM commands instead of poking around with a hex editor and hoping for the best. That would also mean that I would be able to make my hack much easier and not depend so much on other people. I mean, that already works with the Sonic games, so why not with the MegaMan games? I want those to have lots of ASM hacks, too. So here's my idea for how a possible MegaMan 3 disassembly could look like: It would have 3 main ASM files. One for constants, one for macros, and one for the actual code. Maybe also divide the actual code into multiple ASM files and include them in the main ASM file. Then, there would be multiple directories. Those would be: *Sprites (for sprite hacking and editing sprite mappings) *Palettes (for palette editing) *Levels (for level layout and object placement editing) *Sound (for music and sound editing) *Objects (for editing an object's code) So, guys. What do you think? And who would be up for the task of doing the disassembly? Because while I wont be able to make it alone, I could definitely help out whoever wants to make the disassembly. |
Main - Posts by Trinitronity |
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