Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,539,606
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-05-24 01:05 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 01-15-10 11:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 125580


Buzzy Beetle
Level: 44

Posts: 341/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
If you find anyone, I have some work for that person(s) too!

koala_knight
Posted on 01-21-10 02:36 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 125800


Buzzy Beetle
Level: 44

Posts: 342/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Nice RMs, Dude! What are their names?
I especially like the first 2.

koala_knight
Posted on 01-22-10 05:33 AM, in The Megaman Eternity Project Link | Quote | ID: 125845


Buzzy Beetle
Level: 44

Posts: 343/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
What the f**k is up with the picture in your sig?

koala_knight
Posted on 01-29-10 06:27 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126272


Buzzy Beetle
Level: 44

Posts: 344/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Holy crap! That's awesome! O.O

Anyway, it's a tough call. The first one is a bit more accurate to Vampire Killer, but the the second one with the grays looks nicer over all.

I always wanted to remake CV1 to be more like Vampire Killer, but it looks like you've beaten me to it! Great work!

koala_knight
Posted on 02-01-10 01:38 AM, in New Retro Mario Bros. (Jceggbert5 Edition) (NSMB NDS) Link | Quote | ID: 126445


Buzzy Beetle
Level: 44

Posts: 345/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Interesting. Looks cool, I'm gonna try it out.

koala_knight
Posted on 02-01-10 01:54 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126446


Buzzy Beetle
Level: 44

Posts: 346/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
You could always use Vampire Killer's content as a base and then go back and do other stuff later. I even have a lot of stage layouts I made ages ago lying around waiting to be used.

Also, you already have Simon in their, so you could always do a really kick-ass remake of Simon's Quest.

Another idea is to set it up as a base for other hackers to work on their own stuff while you come up with your own new content.

Oh, here's another couple of awesome settings you could do! Konami never did Bram Stoker's Dracula as a CV game, so you could try doing the adaptation. Or you could attempt doing the 1999 backstory to Aria of Sorrow.

The way you've put this thing together you could practically do anything you want.

koala_knight
Posted on 02-04-10 08:01 AM, in Generic SMW screenshot thread Link | Quote | ID: 126627


Buzzy Beetle
Level: 44

Posts: 347/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
I'm sure most of you guys have seen these over at SMWC, but just in case I'll post them here for some extra feedback.

*NOTE: I'm aware of the lower bridge having tiles with the wrong palette.


koala_knight
Posted on 02-06-10 12:21 AM, in Why can't I memorize and understand SMW's source code? Link | Quote | ID: 126682


Buzzy Beetle
Level: 44

Posts: 348/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Posted by Aaendi
What about the Super Mario All Stars version of Super Mario World?


Same code, just some altered graphics.

koala_knight
Posted on 02-09-10 07:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 126839


Buzzy Beetle
Level: 44

Posts: 349/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
My Megaman Powered Up port is currently being moved to MM6 so that I can take advantage of the Rush power adapters for use in having Protoman & Roll as playable characters.

koala_knight
Posted on 02-13-10 04:00 AM, in Generic SMW screenshot thread Link | Quote | ID: 127030


Buzzy Beetle
Level: 44

Posts: 350/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Here's my new take on Vanilla & Cookie Mountain:


koala_knight
Posted on 02-16-10 09:02 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 127141


Buzzy Beetle
Level: 44

Posts: 351/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Sweet. I want to do that for my hack as well. Was it a pain in the ass to get done?

koala_knight
Posted on 02-16-10 09:21 PM, in Generic SMW screenshot thread Link | Quote | ID: 127144


Buzzy Beetle
Level: 44

Posts: 352/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Yeah, that's me.
Thanks, I have a thread for this project now over at SMWCentral.
I just updated again.

koala_knight
Posted on 03-09-10 01:39 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 128190


Buzzy Beetle
Level: 44

Posts: 353/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Impressive! I guess all you need to do is display the name of the items being chosen. That's pretty simple, though.
The MSX graphics aren't really very consistent in quality. Some look great, some are kinda meh. The Main Hall graphics are one of those that are kinda meh. The Entrance Courtyard is definitely superior.

koala_knight
Posted on 03-09-10 11:10 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 128215


Buzzy Beetle
Level: 44

Posts: 354/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
I do have some custom graphics from a partial hack I did ages ago.
I'll see what I can dig up but, I can even make some new ones if you want.

koala_knight
Posted on 03-11-10 09:17 AM, in Mega Man Powered Up to NES Project (rev. 2 of 03-11-10 12:53 PM) Link | Quote | ID: 128283


Buzzy Beetle
Level: 44

Posts: 355/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!


New Stage Select!

koala_knight
Posted on 03-12-10 10:33 PM, in Mega Man Powered Up to NES Project Link | Quote | ID: 128340


Buzzy Beetle
Level: 44

Posts: 356/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Thanks. I'm almost done re-implementing all the stuff I it took me weeks to do in the ROM hack and I've even made significant improvements.

koala_knight
Posted on 04-01-10 12:25 PM, in {Freeware Game] Chroma Theory Mini Link | Quote | ID: 129308


Buzzy Beetle
Level: 44

Posts: 357/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
Here's a little puzzle game I put together in about 3 days.
It was for a GameMaker competition, but I missed the deadline.

I uploaded it for all to enjoy.
Get it here:
http://www.yoyogames.com/games/122005-chroma-theory-mini#

Screen shots:

Logo:


Title:


High Scores:


Game Play 1:


Game Play 2:


Game Over:


Hope you guys like it!

koala_knight
Posted on 04-13-10 04:15 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 04-13-10 04:15 AM) Link | Quote | ID: 129817


Buzzy Beetle
Level: 44

Posts: 358/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days


<3

<3

<3

koala_knight
Posted on 04-16-10 04:34 PM, in [Fan Game] Megaman Powered Up Link | Quote | ID: 129979


Buzzy Beetle
Level: 44

Posts: 359/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
This is a reboot of a ROM hack I started about a year+ ago.
Anyone who frequents the Board 2 forums will know me as koala_knight.
Now in the form of a fan game, it is taking off quite quickly.
I'll be making weekly updates here and at TMMN forums.
Anyway, let's get to the meat and potatoes.

Project Overview:
This fan game is an enhanced 'demake' of "Megaman: Powered Up" for the PSP.
It is being made in 8-bit style with as strict as possible adherence to the graphical restrictions of the NES. I won't be paying any attention to the sprite per scan line limitations as Capcom themselves chose to ignore it.
It will include most, if not all, of the features from the PSP version in addition to several features from the recent Wii installments.

Screen Shots:
8bit-ish Capcom logo WIP:


My Logo:


TITLE SCREEN:


GAME MENU:


NEW GAME:


STAGE SELECT:


Demo:
ALPHA-0 - A super early version that only has most of the menu system finished. You can't even get to the stage select screen yet! =(

koala_knight
Posted on 04-19-10 03:50 PM, in [Fan Game] Megaman Powered Up (rev. 2 of 04-19-10 03:52 PM) Link | Quote | ID: 130096


Buzzy Beetle
Level: 44

Posts: 360/384
EXP: 591674
Next: 19611

Since: 06-01-07
From: Miami

Last post: 4135 days
Last view: 4122 days
In the PSP version the stages are remixed in normal mode and classic mode has the original stage layouts and drops the 2 new Robot Masters, but still uses the new graphics.

So basically, yes, but mine will be a little bit different.
Both modes will have all 8 RMs.
However, normal mode will retain the new style graphics and remixed stages, while classic mode will have the original NES graphics and stage layouts.
Of course this means that I'll have to make MM1NES style graphics for Oilman & Timeman as well as design classic style stage layouts for them.
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 0.239 seconds. (329KB of memory used)
MySQL - queries: 134, rows: 166/166, time: 0.229 seconds.