Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,540,244
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-05-24 02:59 PM
Guest: Register | Login

Main - Posts by koala_knight

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

koala_knight
Posted on 12-09-08 06:41 PM, in Mega Man Forever - One-level demo release Link | Quote | ID: 96283


Buzzy Beetle
Level: 44

Posts: 241/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
That new anim looks awesome! It does have trailing dust/smoke, it's just harder to see.

koala_knight
Posted on 12-12-08 07:30 AM, in Megaman IV hacking question... Link | Quote | ID: 96640


Buzzy Beetle
Level: 44

Posts: 242/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
2) I'm going to be doing something similar to Megaman 5. I'm going to make the game go straight to one of the Protoman stages to use it as an intro screen. If I figure anything out I'll post it.

ASM is hard to work with but if you keep practicing it you'll start to pick things up. Hang in there.

koala_knight
Posted on 12-14-08 08:21 PM, in Megaman IV hacking question... Link | Quote | ID: 96769


Buzzy Beetle
Level: 44

Posts: 243/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days

Working together we all go farther!

koala_knight
Posted on 12-23-08 06:47 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 97408


Buzzy Beetle
Level: 44

Posts: 244/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Very nice! That'll look awesome in the game. Great job!

koala_knight
Posted on 12-31-08 07:45 PM, in Different tiles in Light World & Dark World (ALttP Question) (rev. 2 of 12-31-08 07:46 PM) Link | Quote | ID: 97925


Buzzy Beetle
Level: 44

Posts: 245/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Wouldn't it be as simple as replacing the dark world tiles with a copy of the light world tiles? I bet they're even in the same order.

If I were you, though, I'd take advantage of the different tile set and make Koholint look like it did on the GBC, but with upgraded colors.

koala_knight
Posted on 01-02-09 03:43 PM, in Final Fantasy VI - Level Editor Link | Quote | ID: 98054


Buzzy Beetle
Level: 44

Posts: 246/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Very nice! i can't wait to try it. This should make for some much more interesting hacks.

Does it support the GBA version?

koala_knight
Posted on 01-03-09 03:46 PM, in Starfox level editor Link | Quote | ID: 98143


Buzzy Beetle
Level: 44

Posts: 247/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Interesting. Nice find.

koala_knight
Posted on 01-07-09 12:10 AM, in Super Metroid Second Quest Hack (rev. 4 of 01-07-09 12:12 AM) Link | Quote | ID: 98360


Buzzy Beetle
Level: 44

Posts: 248/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
instead of [ url ] [ /url ]

use [ img ] [ /img ]

around your screen shot links

without the spaces inside the brackets


koala_knight
Posted on 01-09-09 05:29 AM, in Mega Man Maverick Revenge SCRN Shots Link | Quote | ID: 98459


Buzzy Beetle
Level: 44

Posts: 249/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
that's some interesting use of existing graphics. I like it.

koala_knight
Posted on 01-15-09 06:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 98752


Buzzy Beetle
Level: 44

Posts: 250/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Hey there Stifu!

I've gotta say, great job with this editor! It's looking amazing.

I'm thinking of starting a side project with this.

BTW, you might remember me from way back in the day at the CVDungeon forums. I was going by the name Inccubus back then.

koala_knight
Posted on 01-17-09 06:27 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98912


Buzzy Beetle
Level: 44

Posts: 251/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Posted by Dr. Hell

The new HUD is up and running for the most part. The only things that are missing are the part where it tells you what part of the castle you are in (That's going to go into that blank space above the money and heart counters) and the new smaller Double and Triple Shot icons (those will be right in between the Money and Hearts). Also, it's really buggy still, so I don't have a screenshot of it, but we have a semi-functioning map screen that comes up when the player presses select.


Excellent work! Have you ever thought of placing the new 2x & 3x icon (8x8 pix I presume) somewhere in the sub-weapon box? Maybe placing it on the lower right of the sub weapon icon?

koala_knight
Posted on 01-19-09 07:11 AM, in Mega Man Powered Up to NES Project (rev. 3 of 01-20-09 05:21 AM) Link | Quote | ID: 99020


Buzzy Beetle
Level: 44

Posts: 252/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Very nice work, dude.
The original 6 Robot Masters are down sampled and edited from Rockman Mega World, right. Well done.
The other 2 are original work, no? Excellent!
I'll see how well they work in the actual ROM.

Quick update:

OK. Here are the new mugs as they will appear in-game. I added the palettes as a reference. Some of you may notice the change in the main palette. It was necessary because of the color schemes used for the RM's. All in all I think they look quite nice. Also, I made some touch ups here and there and recolors to match the official art work better. Also, the placement has been changed due to the poses.

Thanks for the new mugs, Shades!
BTW, is that the name you want to have me credit as a sprite artist?



What do you guy' think?

koala_knight
Posted on 01-20-09 05:50 AM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99109


Buzzy Beetle
Level: 44

Posts: 253/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
I was impressed by the initial work.
I'm happy with the edits and palettes, too.

koala_knight
Posted on 01-20-09 08:08 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 99143


Buzzy Beetle
Level: 44

Posts: 254/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Everyone that contributes will get mentioned in the credits even if I don't use the artwork.

Besides, I still need the robot masters' actual sprites to be done. Let me let you guys know now what I want.

They should be as close to the original artwork as possible. They will not have more than 3 colors in their body's and they're eyes/face will be a separate sprite just like Mega Man. They should match their frames from MM1, not the Robot masters from MM5. I have to port/rewrite all their ASM from MM1 anyway.
The 2 extra RM's can be completely custom or based on sprites from another RM that has a similar shape.

Thanks a lot for all your effort & support so far everyone!

koala_knight
Posted on 01-21-09 12:02 AM, in Mega Man Powered Up to NES Project (rev. 2 of 01-21-09 12:03 AM) Link | Quote | ID: 99157


Buzzy Beetle
Level: 44

Posts: 255/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
You will be amazed at just how much of FFT we can edit.
Make sure and check out the Mercenaries patch!

koala_knight
Posted on 01-21-09 01:53 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 99180


Buzzy Beetle
Level: 44

Posts: 256/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Does this puppy mod the AI to function with the new tracks, too?

koala_knight
Posted on 01-22-09 07:07 AM, in Mega Man Powered Up to NES Project (rev. 2 of 01-22-09 07:09 AM) Link | Quote | ID: 99216


Buzzy Beetle
Level: 44

Posts: 257/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Alright! Here's the my progress with the new mugs IN-GAME!!

Woohoo! As can be seen in the screen shot; Oilman, Cutman, and Elecman's mugs are complete with sprites. All the other RM's just have their BG portions done.

I have enough space in the original sprite area to finish up Gutsman, Timeman, and most of Fireman. Then I'll have to ASM magick in the rest of the sprites for the remaining RMs. Fortunately, the routine that writes sprites to the OAM is really simple and adding in another read from a new location should be easy. I'll just have to find space for the new sprite data to reside.

Anyway here's the screen shot with the new palette revision.



Cutman was the biggest sprite hog. He's only 6 tiles, but took 12 sprite data entries to complete. Even time man with his multiple palettes is only 6 tiles & entries.

Also, I'm using a custom palette with the actual NES output colors.

koala_knight
Posted on 01-22-09 03:50 PM, in Mega Man Powered Up to NES Project (rev. 4 of 01-22-09 03:57 PM) Link | Quote | ID: 99221


Buzzy Beetle
Level: 44

Posts: 258/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Thanks!

Follow the link in my sig that leads to FFHacktics.
I'll upload the file to the front page of that thread.

koala_knight
Posted on 01-22-09 04:01 PM, in Possible Mega Man X editor Link | Quote | ID: 99222


Buzzy Beetle
Level: 44

Posts: 259/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Damn! Awesome job so far! I'm looking forward to seeing where this goes.
Perhaps one day I'll use it to make a port of Maverick Hunter X to SNES.

koala_knight
Posted on 01-22-09 06:14 PM, in Possible Mega Man X editor Link | Quote | ID: 99225


Buzzy Beetle
Level: 44

Posts: 260/384
EXP: 591678
Next: 19607

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Is it just me or does it seem like most developers that went from NES to SNES started doing all kinds of crazy-ass compression? Doesn't make sense to me that they'd need compression on a system that much higher capacity everything.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


Main - Posts by koala_knight

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.277 seconds. (330KB of memory used)
MySQL - queries: 136, rows: 168/168, time: 0.265 seconds.