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Main - Posts by Celice |
Celice |
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Buzz Blob Level: 39 Posts: 21/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
:o |
Celice |
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Buzz Blob Level: 39 Posts: 22/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
If for some reason you didn't want to mess with Solomon's Key, Faxanadu's level data's been looked into. www.romhacking.net has something on it I think. No editor, but the data is explained--that kinda applies to what you want ^^;; |
Celice |
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Buzz Blob Level: 39 Posts: 23/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
... No, not so much as I told him where he could find some documented data, if he wanted a sort of "virgin" game to edit.
I didn't feel like looking up the document, nor pasting everything into this thread :/ |
Celice |
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Buzz Blob Level: 39 Posts: 24/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
:E |
Celice |
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Buzz Blob Level: 39 Posts: 25/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
Took me about four nights to realize that you included the ability to copy/paste objects. I had spent those nights making love to my right-click abilities.
The only user-related problem I've really found is that when inserting a new object, sometimes the object is inserted underneath the place the last inserted object is. I end up having to move every piece just to find the new ledge or whatever it may be, or if I even did insert it ._. Thanks for this great editor though--this may be one of the first hacks I've actually completed in a while, thanks to this |
Celice |
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Buzz Blob Level: 39 Posts: 26/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
JaSP
I want I want I want |
Celice |
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Buzz Blob Level: 39 Posts: 27/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
That's fricken hawt.
I love all this NES attention <3~ |
Celice |
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Buzz Blob Level: 39 Posts: 28/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
PlayStation Controller-To-USB adapter = SNES-esque controller
R3 and L3 work nice for savestates ~_~ |
Celice |
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Buzz Blob Level: 39 Posts: 29/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
:o
Maybe my Wii will get some life now if this thing comes through |
Celice |
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Buzz Blob Level: 39 Posts: 30/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I have about six NES games from a torrent.
-Legend of Zelda -Donkey Kong -Mario Bros. (I think it's the arcade version though...) -Pinball -Solomon's Key -Wario's Woods They all come up to 69.2MB though .____.;; The torrent was names "WII GAMES" or something like that, if I remember. |
Celice |
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Buzz Blob Level: 39 Posts: 31/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
Link to the Past, then I moved on to Breath of Fire II (which I haven't finished) and now Dragon Quest VII. The best fucking game ever created. And the only game which actually takes time for me to finish <3 |
Celice |
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Buzz Blob Level: 39 Posts: 32/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I really when the block bounces down after being butt-ed. And the Thwomp-esque effect too~ |
Celice |
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Buzz Blob Level: 39 Posts: 33/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I can't wait for this. I loved Live-A-Live, especially the last chapter before the final. When this is finished, I think I may have to go through with another play ^^ |
Celice |
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Buzz Blob Level: 39 Posts: 34/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I love this game. I just wish it could have lasted more than two hours, at most >.< |
Celice |
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Buzz Blob Level: 39 Posts: 35/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
This better get released in some form... ;_______; |
Celice |
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Buzz Blob Level: 39 Posts: 36/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I'm trying to finish a play of Four Swords Adventures so I can play my recently-bought copy of Donkey Kong Country 3, so I can then get back to my Dragon Quest VII game now.
And I want Majora's Mask in there somewhere. Haven't beat it for years now. |
Celice |
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Buzz Blob Level: 39 Posts: 37/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
Or if it's something of an RPG, after a certain X has been reached/gained, the player could go back and not drown at deeper levels.
Or survive lava on a mountain stage, leading to an alternate path, and then, an alternate world ~_~ |
Celice |
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Buzz Blob Level: 39 Posts: 38/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I've been fighting with a way to not have to draw in my characters for a hack. I first tried to convert a .BMP (only thing it'll take >.<) to the SNES format--since GBA wasn't supported--and then copy the SNES data on YY-CHR over to the GBA ROM. I tried it on one guy, and it worked flawlessly. About four months later, and a shitload of hours put into other characters, I was about ready for a small demo. When I try to convert some weapon icons, I realized something was wrong. Then I tried to convert actual characters, and they wouldn't budge. Either colors would mix together (two different colored pixels became one, even if they weren't the same), or all 15 colors would magically morph into five. I've tried a bunch of things, even using a new program called Kaleid (the first one was ROM Graphix, which works fine for my NES hacks).
The guy on the far-left is the only one who was able to be inserted without problems. The thing that really baffles me here, though, is that, I could find it understandable that my characters (right) could somehow just not convert right for one reason or another; no, the game's own original characters (middle) aren't working either ._.;; I think the problem was said to have been that my characters weren't comprised of 256 colors. That's confusing me, though, because that can't be true: the villager-like guy was already from the game, and he couldn't have used more than that, because, well, he came from a 256-color pallete and sprite in-game. Does anyone have a clue why these can't convert, like, at all D: |
Celice |
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Buzz Blob Level: 39 Posts: 39/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
I always thought unLZ-GBA's import feature was a tad buggy. Maybe it was the pallete thing scaring me away the most --not only does unLZ-GBA's "pallete" just seem... "wonky," but that means I have to open each of my characters separatly and redo their colors. While it's not a big deal when compared to drawing in each character by hand, I would've liked to just load up my characters, click a button, and be done with it D:
I've been wondering why no one's ever done a .PNG kinda thing before. I mean, from what I've heard, it's similiar enough to the logic behind other graphic formats used in game consoles. Tile Molester likes to take its name into proper usage whenever I try it. Hell, it took me a few minutes to realize how to copy/paste ._. And I have no idea what a indexed color bitmap, but I have a feeling it's the source of all of my problems. |
Celice |
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Buzz Blob Level: 39 Posts: 40/285 EXP: 379844 Next: 24927 Since: 04-06-07 From: Oroville, CA Last post: 3689 days Last view: 3651 days |
Posted by SuperMetroid A trusty hex editor, and then some Nightmare modules other people made, since some people just don't want to mess with hex. We're decompressing with unLZ-GBA for general purposes, and the classis MSPaint for the new graphics (mostly). Sappy for some new/old music from the older Fire Emblems. And our little team was going to try and figure out the map format. I know Iggy had a crack in it, and then he later went on to Seima (FE8). He got Squash Monster to make a basic map editor for that, and we're going to go through some trial-and-error and find some stuffs for ourselves, since all three GBA games use basically the same format for everything. And we have an ASM hacker trying to implement some concepts, of which, we're hoping for new classes. We know where the animations are "drawn" and how to assign new frames, tiles, and all that jazz--we're also looking into some new palletes options, like when weather comes in the pallete will alter accordingly, and options, such as capturing an enemy unit, who may or may not join your team if left alive after certain conditions have been met. The problem isn't necessarily whether I can view the correct format as much as there's no format to speak of ._. |
Main - Posts by Celice |
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