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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by koala_knight

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koala_knight
Posted on 10-15-09 04:21 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117171


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Amazing work as always, DahrDaiz.

Since the ROM is being expanded will there be any support for custom sprite/blocks like can be done for SMW hacking?

koala_knight
Posted on 10-15-09 04:27 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117173


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Either way it's still an amazing tool.
Just the kind of magnum opus I'd expect from the creator of the best SMB3 hacks ever.

koala_knight
Posted on 10-15-09 01:06 PM, in Mega Man X editor starting to take form! Link | Quote | ID: 117185


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I'd like to use this editor to remake some of the later X games in 16-bit style.
It'll require a bunch of asm work too, but this will make the graphics and level redesigns a lot easier.

koala_knight
Posted on 10-16-09 01:53 PM, in Naked Headless Mario Fights the Dick Nazis 2 Link | Quote | ID: 117253


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No offense, but I seriously doubt redrawn SMB2 animations are anything to write home about.

koala_knight
Posted on 10-17-09 07:25 AM, in Naked Headless Mario Fights the Dick Nazis 2 Link | Quote | ID: 117413


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Well, to improve it I'd suggest cleaning up the graphics some.
They're kinda sloppy looking.
I mentioned before about the levels being unchanged, so I'd seriously look into doing something to make new levels.
I don't know if you have any experience with ASM, but ASM hacks usually make for truly new experiences.

I wasn't able to change my user name here to Vanya like over on the Romhacking forums.

koala_knight
Posted on 10-18-09 07:25 AM, in Capcom Sprite Assembler (release thread) Link | Quote | ID: 117447


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Cool! I always wanted to make a Protoman hack out of Darkwing Duck. This looks like it'll help.

koala_knight
Posted on 10-19-09 07:01 AM, in Super Mario 1 SMAS - NESised, A hack I made Link | Quote | ID: 117505


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The only thing I don't really, dig is your new bush graphics.
They look very flat compared to everything else.

Otherwise, well done. This patch is a good base for anyone wanting to do a hack with a more classic feel.

koala_knight
Posted on 10-19-09 07:15 AM, in Bouncing Block Map16 Table Info Link | Quote | ID: 117506


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Cool! Thanks for the info.

koala_knight
Posted on 12-16-09 04:00 PM, in Megaman Powered Down? Any Word? Link | Quote | ID: 123087


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O.O
Wow! I never expected so much attention for this project.
I appreciate everyone interest in the project!

I'm still around as you can see.

Well, I haven't worked on this particular hack for a while now. There was just a lot of real world stuff that took time away from my hacking and programming time. The most important of these being that I married my girlfriend of 5 years this passed Halloween. On top of that I'm also unemployed and searching for alternative modes of income while I have spare time as a house hubby. Beyond that I also have a few other projects that I've been chipping away at.

My number 1 priority right now is completing my first commercial game. I've actually got a friend composing music for me over winter break (he's a teacher by day) and I need to have it at a playable level before the 20th give or take a couple of days.

Next I have a couple of hacking projects. Megaman Powered Down of course is one of them. I'm also working on upgrading FF7 NES into a more playable form. The project thread for that is here: http://www.romhacking.net/forum/index.php/topic,7739.0.html And then I'm also working on an upgrade/bug-fix hack of Super Mario World.

And this is all apart from taking care of my house while my wife is at work. This week that includes tearing out my old carpet from my apartment before the installers come tomorrow morning with the new one.

Oh, and on top of all of that we got a Wii as a wedding present and I've been feeding my gaming addiction with tons of freshly pirated materials and homebrew applications. But worry not, I do have MMPD on my schedule. As soon as I finish my revamp of the SMW overworld map I'll spend some time on MMPD. I have Cutman's stage 1/2 done already so I'll work on finishing that next so I can release a real demo.

Thanks for all your support, guys!

koala_knight
Posted on 12-30-09 12:00 AM, in Cadence of Agony is canceled; get game and stuff here. Link | Quote | ID: 124510


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Sorry to hear that, but you gotta do what you gotta do. Take care, dude!

koala_knight
Posted on 01-02-10 06:12 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 124825


Buzzy Beetle
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That's the 8Eyes hack you were working on, right?
It looks great! I've been doing some research into CV2 in an attempt to achieve a similar end within that engine as you have within this one.
Great work so far!

koala_knight
Posted on 01-02-10 10:20 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 124859


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I've been considering the possibility of porting my current work to Megaman 6.
What do you guys think? Maybe there are some pros and cons that I'm not seeing, any insight from the community?

At any rate, my initial motivation for making the move to MM6 is the ability to use the Rush Adapters to create playable versions of Roll and Protoman.
The only con I can see to using MM6 as a base is the lack of a ROM map and only a very slim RAM map available as opposed to MM5.

koala_knight
Posted on 01-03-10 05:42 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 124935


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I'm not too concerned with the slide thing, which honestly I never noticed, because the slide is only going to be present as a hidden upgrade and only as a prototype at that. I think, then, that it would make sense that it not allow slide-jumps in this case.

However, I will have a look at the screen transition speed. If possible, I'll try to modify the code.

Are there any other short comings I should be aware of?

koala_knight
Posted on 01-03-10 08:31 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 124952


Buzzy Beetle
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Indeed, I believe it'll be fairly easy to fix.

koala_knight
Posted on 01-03-10 11:45 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 124967


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Sweet! I should be able to use those to accomplish the same thing in the US version.
Thanks for posting those!

koala_knight
Posted on 01-04-10 12:17 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 02-21-10 08:04 PM) Link | Quote | ID: 124973


Buzzy Beetle
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Is it easy to edit/expand stages?
If so, your hack may be a superior base for other CV hacks than any of the existing CV games.

koala_knight
Posted on 01-06-10 07:45 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 125098


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Holy crap, dude! You're making it into the perfect base for any CV hack!
I can't wait to try out the next demo.

koala_knight
Posted on 01-11-10 08:17 AM, in [Is Possible] MegaMan 9 Link | Quote | ID: 125442


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On a hacking level, I'd say the point is a tech challenge.
On a player level, I'd say access for those that don't have Wii, PS3, or 360.

I've actually contemplated this project before as well as true NES ports of MM7,8, & MM&B.

koala_knight
Posted on 01-13-10 11:30 PM, in General Megaman Hacking Thread Link | Quote | ID: 125521


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Alright, I'll bite.

What's the situation with music porting among the NES games?
I still need to port some songs from MM1 to MM5 or MM6. Not to mention adding in some remixes.

koala_knight
Posted on 01-15-10 03:15 AM, in General Megaman Hacking Thread (rev. 2 of 01-15-10 06:12 AM) Link | Quote | ID: 125555


Buzzy Beetle
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That sounds hard too! LOL

If I start out with some accurate midi's of the MM1 songs that would be a good start for scratching them in the existing sound engine.

I suppose the mm3-mm6 sound engine is well documented?
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Main - Posts by koala_knight

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