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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 04-21-10 10:46 PM, in [Fan Game] Megaman Powered Up Link | Quote | ID: 130316


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I suppose I could do that. They're little more than recolors of the tiles from Cutman's stage at the moment. At least I'd have a working palette I suppose.

koala_knight
Posted on 04-26-10 04:34 PM, in General Megaman Hacking Thread Link | Quote | ID: 130566


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Anyone happen to have or know where I can get my hands on .nsf rips of Megaman 1 & 2 with the sound effects included?

koala_knight
Posted on 05-13-10 10:07 PM, in Where DahrkDaiz has been and the state of Reuben Link | Quote | ID: 131156


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Congrats!
The delay on Reuben is quite understandable.
When I got married last October the rest of my life outside the wedding and honeymoon pretty much shut down.

koala_knight
Posted on 08-05-10 05:32 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133895


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Nice! I can't wait to try this beast out!
Is that a bat familiar in the day shot?

koala_knight
Posted on 08-07-10 05:31 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 134015


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Will there be like a short outside area before the castle gate then?
That would be cool!

koala_knight
Posted on 09-10-10 09:01 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 09-10-10 09:03 PM) Link | Quote | ID: 135489


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I still think SE had no legal basis for squashing a fan project like that.
And I think they we're wrong to do it in general. In fact it probably hurt their sales more than it protected them.

koala_knight
Posted on 01-24-12 02:40 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 149668


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Nice to see you're still working on this, elbobelo.

koala_knight
Posted on 08-10-12 12:00 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 151911


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Looking fantastic! Can't wait to try out another build.
Question. Does it still have that two screen length limit to rooms it had inherited from 8 Eyes?
Also, how easily expandable is this going to be in the end if I wanted to use it as a base for another CV hack?

koala_knight
Posted on 08-13-12 07:53 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 08-13-12 07:56 AM) Link | Quote | ID: 152037


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I'm working on a small Addendum Patch for the Akumajou Densetsu translation patch.
Features:
1) New Title Screen
2) Small tweaks to the script: Ralph -> Trevor, Belmond -> Belmont
3) A few palette changes to a few stages.
4) Swapping around some of the songs.

Still need to change the tile properties...

koala_knight
Posted on 08-14-12 02:07 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 152052


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Fan-freakin'-tastic.

koala_knight
Posted on 08-21-12 05:59 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152122


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Keep at it man, your results so far have been spectacular!

koala_knight
Posted on 09-06-12 07:14 PM, in MegaMan hack venture/Progress Thread Link | Quote | ID: 152323


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Nice job, dude. On a side note, I always thought Darkwing Duck would have made a good base for a Protoman hack.

koala_knight
Posted on 09-22-12 05:58 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152430


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Posted by Thanatos-Zero
Posted by infidelity
This is exactly what i didnt want happening. In the beginning i wanted to stay true to the original design. Im going to take a step back for a few days and re-think. I dont want this game to be a clone of LA, but i do want to improve the gfx of Zelda1.

That can be avoided by adding foreign elements into the game. By doing this it will become a child, but not a clone of LA. Of course, the question is what we are going to add.


I agree with this. It would be like a further evolution of those graphics. Similar to the difference between LA and the Oracle games.

koala_knight
Posted on 09-28-12 12:30 AM, in Rockman & The Amazing Mirror project Link | Quote | ID: 152504


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Glad to see this posted here. Hope everything is coming along smoothly, Ririka.

koala_knight
Posted on 10-07-12 10:29 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152622


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I decided to do a final mockup with a new cursor.
I hope you guys like what I'm planning and that I can actually make it happen.


And here's an animated version:

koala_knight
Posted on 10-08-12 03:33 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 10-17-12 01:03 AM) Link | Quote | ID: 152626


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It's a new title for the Akumajou Densetsu translation, so it's got all the VRC6 goodness.

koala_knight
Posted on 10-16-12 06:00 AM, in Megaman 3 Improvement Fix Patch Link | Quote | ID: 152666


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Is this compatible with that Breakman transformation hack?

koala_knight
Posted on 10-17-12 01:13 AM, in Megaman 3 Improvement Fix Patch Link | Quote | ID: 152675


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Posted by kuja killer
Afraid not, must be re-written from the beginning.
When i did that in 2006, he floated up about halfway up the screen until actually teleporting up..

So fixed that, here
-----------------------------
English version:

3A1B7 - 20 85 F4
3A231 - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
-----------------------------
Japanese version:

3A195 - 20 85 F4
3A20F - 89
3F495 - 9D E0 05 A5 22 C9 02 F0 01 60 BD 20 05 C9 3C F0 0A FE 20 05 68 68 A9 8A 4C 35 F8 BD C0 05 C9 99 F0 08 A9 99 20 35 F8 FE A0 05 60
------------------------------
If you want to change how long he stays as breakman,
then test out 3F4A3 (both versions).


Cool. Thanks for that.

koala_knight
Posted on 12-08-12 08:51 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153041


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I'm sure whatever it includes will knock our collective socks off.

koala_knight
Posted on 12-19-12 03:19 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 153114


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Posted by elbobelo
Thanks for the bump.

I have been working on a new scrolling engine. I have all the code almost completely working on it's own. Soon I will merge it into all my old gameplay code.

The new scrolling engine will allow more than 2 screens per room.

Some rooms will be Horizontal scrolling and some will be Vertical scrolling (up and down).

The scrolling engine will still memorize every item on screen and record whether you've collected it.

It will allow for super fast scrolling without spilling over when you hit a the end-of-level.

Also it will allow 2 full active screens of enemies and level at all times, so things won't necessarily "disappear" once they're off screen.

I will also have the 2 screens saved fully into memory so I can switch to a full screen map or pause menu, and still return to the game screen unchanged.

I have also considered "wrapping" the levels for infinite scrolling but have decided against it presently.


Fantastic! With a new fully documented scrolling engine this will like the ultimate ROM for Castlevania hacks.
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Main - Posts by koala_knight

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