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mrrichard999
Posted on 02-17-14 05:29 AM, in Blaster Master Full Game Hack Link | Quote | ID: 155699


Shyguy
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Hope you dont mind, I posted this over at the Romhacking site. Love playing Blaster Master Also added credits on the title screen.

http://www.romhacking.net/hacks/1877/

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mrrichard999
Posted on 05-01-14 05:27 AM, in Metroid Blast - Hack in progress (rev. 2 of 05-01-14 05:29 AM) Link | Quote | ID: 156462


Shyguy
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Hello. This is our first attempt at doing a Metroid hack and we thought about implementing one with a Blaster Master theme. When pacnsacdave released his Dark Alliance hack for Blaster Master I figured why not do a hack for Metroid with the the Blaster Master theme? We teamed up and I bounced some ideas off him for graphics and other things and we came up with some neat concepts. Here are some screenshots of the graphics that have been done and the title screen. We still need to do the level designs yet but we wanted to iron out everything graphically before we take the next step forward which will be very very soon.

Also like to give credit to the authors of MDbTroid and Roidz' for using their doors, animated lava, and new Samus design. Also another thanks to Snarfblam for his auto-saving and wavy ice patch he released plus Editroid which is also making this project move forward greatly!

The story of this is that it takes place years after the events of Blaster Master and remnants of the space pirates are conducting weapons research and experimentation on what remained after Jason's events of the Blaster Master game. What horrors and grotesque things are happening on the world of Sophia the 3rd and what are the Space Pirates up to here? As Samus you must investigate and eliminate any threats in which you may discover on this strange far away world.....










*NOTE*
Also we are in need of somebody who is able to change the music in the game! If anybody is knowledgeable in this area we would welcome a great addition such as this to our hack! I took a crack at it and did not get too far




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mrrichard999
Posted on 05-02-14 06:01 AM, in Metroid Blast - Hack in progress Link | Quote | ID: 156473


Shyguy
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Posted by amarcum81
Love this idea! Have you guys posted over at Metroid Construction about your ideas for this hack? Might be a great place to get some more feedback/insight. Looking forward to seeing this one get finished. Great job!


Thanks! We got the same thread on Metroid Construction, Romhacking.net, and here Would love it if somebody came forward and can redo the music. I want everything possible to be different. I also want to change the enemy AI and possibly have them do different stuff but not sure if we are going to get that in depth with it due to lack of knowledge. Level building will start after May9th

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mrrichard999
Posted on 05-03-14 09:34 PM, in Metroid Blast - Hack in progress Link | Quote | ID: 156478


Shyguy
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We added new looking doors for each level here. We took them from Super Metroid, Metroid Fusion, and made one out of the face of the guardian to get into level 2 in Blaster Master. We thought it would be a welcoming change instead of seeing the same looking door over and over again. Also we added a special playable character for those who beat the game in a fast enough time







Also does anybody know how to alter the enemy AI, speed or even add the feature for enemies to fire projectiles?












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mrrichard999
Posted on 05-07-14 05:46 AM, in Metroid Blast - Hack in progress Link | Quote | ID: 156496


Shyguy
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Posted by infidelity
Idk Metroid's assembly, but for projectiles, id try these ideas.

The colored spheres on the ground that shot half circled fireballs. Id watch that sprites asm, and see how it loads the projectile routine. And if your enemy is in the same prg-rom bank as the projectile asm, simply create a custom jsr routine to the start of the projectiles asm, for when you want the projectile to be initiated by whatever your jsr'ing from.

Also watch Kraid & Ridley too, for how they shoot projectiles. Idk other enemies off the top of my head that shoot.


Thanks for the input infidelity. I'll see if I can figure this out and make something out of it that works

Also, nice work on that Zelda hack! Looking forward to playing it when its complete

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mrrichard999
Posted on 06-29-14 10:24 PM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 157051


Shyguy
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Gotta do one for Impact

http://www.old-games.com/download/492/impact

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mrrichard999
Posted on 07-30-14 06:13 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 157574


Shyguy
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Mind if I submit the Commodore Amiga port over at Romhack?

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mrrichard999
Posted on 08-01-14 07:58 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-01-14 08:42 AM) Link | Quote | ID: 157612


Shyguy
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Man this is awesome! Great job guys!

Found a fake bush here which can't be cut here No big deal



Found this was completely black when entering this area until I pressed start and came back.



Found peahats that dont move in the caves



Not sure if its because of the emulator I am using, using the latest version of FCEUX and patched it to this ROM

Legend of Zelda, The (U) (PRG0) [!] - GOODNES 3.14
CRC32: D7AE93DF
MD5: 337BD6F1A1163DF31BF2633665589AB0
SHA-1: DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2
SHA-256: 8F72DC2E98572EB4BA7C3A902BCA5F69C448FC4391837E5F8F0D4556280440AC


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mrrichard999
Posted on 08-02-14 10:58 AM, in Metroid Blast - Hack in progress Link | Quote | ID: 157633


Shyguy
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Got some progress to report, got 95% of Tourian done and 40% of Brinstar done. Working out all the platforms & tiles for the rest of the game to give it a more Blaster Master feel. Here are a few screenshots for Kraids lair, nothing super huge but its a start









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mrrichard999
Posted on 08-02-14 07:20 PM, in Metroid Blast - Hack in progress (rev. 2 of 08-02-14 07:36 PM) Link | Quote | ID: 157645


Shyguy
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As soon as I am done with all the level designing and other stuff, I am definitely going to want some expert consultation and examination before releasing it

Also here are a few more pictures for Brinstar, this is the forest portion of it. This part of the map will have other rooms and the most variety of all the sections of the game when all done.



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mrrichard999
Posted on 08-03-14 10:35 PM, in Metroid Blast - Hack in progress Link | Quote | ID: 157660


Shyguy
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Was thinking about why there were only polyp shooters on floors and figured why can't they be put on the walls? Did some graphical work with flipping the sprite sides around and used Editroid for enemy placement and this worked out great! They fire out of both sides from the walls without any need for ASM works







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mrrichard999
Posted on 08-12-14 07:47 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 157773


Shyguy
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I posted that .ips file with the title screen redone on it. Hollowed out the darker color like it is on the commodore and amiga title screen & drew a commodore 64 symbol on the O Nothing too fancy but its something!.

http://www.romhacking.net/hacks/2118/



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mrrichard999
Posted on 09-11-14 12:49 AM, in SJB' Arkanoid ROM hacks Link | Quote | ID: 158270


Shyguy
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Posted by Superjustinbros
Posted by mrrichard999
I posted that .ips file with the title screen redone on it. Hollowed out the darker color like it is on the commodore and amiga title screen & drew a commodore 64 symbol on the O Nothing too fancy but its something!.

http://www.romhacking.net/hacks/2118/




Thanks. You may want to clean up the U in the text, as it's off-centered compared to the rest of the font.
Actually, I went and fixed the font myself.


Sorry I didnt see this sooner, been busy with school and this new job I started Nice work with the color adjustment

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mrrichard999
Posted on 10-24-14 09:07 AM, in Captain America - The Winter Soldier for NES Released!!! Link | Quote | ID: 158859


Shyguy
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Nice work

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mrrichard999
Posted on 10-28-14 12:41 AM, in [NES] Metroid 1 hack - "Metroid - Rogue Dawn" Link | Quote | ID: 158889


Shyguy
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Can't wait to see this one released Keep it up!

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mrrichard999
Posted on 02-09-15 01:46 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159461


Shyguy
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I would say if its not too hard, Contra. Reason for me asking is Trax over at Romhack.net has a really awesome hack going on that redesigns the levels. At the moment each patch has only a few roms done. This would be a great addition to his work that it may help give him the space to combine all of his efforts into a final patch!

http://www.romhacking.net/forum/index.php/topic,19022.msg272096.html#msg272096



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mrrichard999
Posted on 02-09-15 07:30 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! (rev. 2 of 02-09-15 08:58 PM) Link | Quote | ID: 159463


Shyguy
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You should talk to Snarfblam over on Metroid Contruction about doing this with Metroid! This would be a great addition for Metroid hackers to add more stuff to the existing ROM, especially for Grimlock's current project.

http://www.romhacking.net/forum/index.php/topic,18620.0.html


Seriously though, for Contra it would be great for this hack. Check out the video below of Trax's hack

https://www.youtube.com/watch?v=RhFQOqg0E1A

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mrrichard999
Posted on 02-10-15 04:13 AM, in Vote on the next MMC5 mapper conversion! Castlevania Won! (rev. 2 of 02-10-15 02:08 PM) Link | Quote | ID: 159468


Shyguy
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Im just wondering, do these guys that voted for the other games got some serious projects going on?

Metroid - Rogue Dawn & Contra - Revenge of the Red Falcon are 2 awesome ongoing projects at the moment.

Sounds kinda shrewd to say but come on We haven't seen a real good Contra hack come to fruition and also Metroid Rogue Dawn is a phenomenal looking hack!


If you get a chance Retrorain, go over and check out this post. Maybe you can bring some ideas to the table for the Contra hack

http://www.romhacking.net/forum/index.php/topic,19022.0.html

Just checked the post this morning and saw Trax post this.

"As for mapper conversions, I fail to see the obvious advantages of using MMC3 or MMC5 that are not an overkill relative to what they can add to the game. As far as I know, MMC3 has more flexible support for partial CHR bank switches, and MMC5 lets you assign palettes to individual 8x8 tiles, instead of the 16x16 limit we can see with the vast majority of NES games. There is probably more to it than what I just said, but still...

As for extra space, Revenge of the Red Falcon is already expanded from 8 to 16 banks, 7 of which are completely unused. Originally, bank 2, up to address 9096, was used for level data. This space is now used for Enemy Data, and everything fits, even though there are a lot more enemies in RotRF. Bank 7 is now Bank F, and bank 7 is used exclusively for Level Data. And there's more than enough space to hold everything. The entire size of the level data for RotRF is 2C7C bytes = 11388 decimal. It's quite a lot of data, but still far from taking an entire ROM bank, thanks to compression. Try to bust the bank limit and you'll quickly realize that you need mighty huge levels to accomplish that. And even if you bust any limit, there's always 7 more banks for you to use...

Of course, I'm not against mapper conversions. If it can bring something interesting to a potential hack, I'm all for it. But it must be worth the trouble...

As some of you guys already know, I have another idea for a different kind of hack of Contra (I briefly discussed this idea in another thread). Right now, I'm trying to convert the game so it can support more than 8 levels, possibly 16, maybe more. If you think using another mapper could make, say, the graphics more awesome, or make the graphics easier to switch on-the-fly, or anything else, then we could give it a try with this hack..."


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mrrichard999
Posted on 02-13-15 02:12 AM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159482


Shyguy
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If you happen to do Contra, can you make it to where the graphics are uncompressed for easy graphics adjustments for people who may want to do project work on it down the road?

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mrrichard999
Posted on 03-08-15 03:53 PM, in Vote on the next MMC5 mapper conversion! Castlevania Won! Link | Quote | ID: 159653


Shyguy
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Hey if you happen to do Contra next, can you do it on the Japanese one patched with the translation patch? Would be nice to also include the extra dialogue stuff in between stages.

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