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Main - Posts by elbobelo |
elbobelo |
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Red Koopa Level: 27 Posts: 61/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Ikki (J) Scroll Fix. - Makes it so the game scrolls without having to walk to the edge of the screen
Super Turrican (E) Scroll Fix. - Makes it so the game scrolls without having to walk to the edge of the screen Wai Wai World (J) [T-3.0] Scroll Fix. - A patch of the Demiforce version of Wai Wai world, makes it so the game scrolls without having to walk to the edge of the screen Duck Tales (U) (Prototype) Downless Pogo Bounce Fix. - Changes the game controls so Scrooge can use the pogo jump without pressing down (you only have to hold 'B'). This is the way Ducktales 2 is, and now you can have both game controls match. (This was made using the superior prototype version, it may also work on the released version, not sure) RC Pro-Am (PRG0) MarioKart Edition. - Play as Mario and drive Mario's "Kart", that's about the only change. Changing anything else was too dam hard. |
elbobelo |
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Red Koopa Level: 27 Posts: 62/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Googie Thanks for the offer, I thought about changing all the cars but I'm just disappointed that I can't have different characters race against eachother. Don't let me stop you from working on this. I would rather ditch this effort and focus on a MarioKart - Galaxy 5000 hack where different cars can race each other. |
elbobelo |
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Red Koopa Level: 27 Posts: 63/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
*Update*
New adjustment added. *No questions asked* |
elbobelo |
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Red Koopa Level: 27 Posts: 64/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Banana Prince Graphics Restore - This takes "Banana Prince (G) [T+Eng1.1a_KingMike].nes" and restores all of the original Japanese Graphics and Colors.
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elbobelo |
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Red Koopa Level: 27 Posts: 65/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Daterribleppic I have done most of the sprite ripping already for use with my 8-Eyes to Castlevania game. If you want I can give you that and save you some time. |
elbobelo |
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Red Koopa Level: 27 Posts: 66/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by GoogiePosted by koala_knight This is so weird, I had the same idea yesterday and started it as well. Great minds think alike! At least now I can let it rest knowing that you're doing a great job. Can't wait to see the finished product. |
elbobelo |
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Red Koopa Level: 27 Posts: 67/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Insectduel The Wario graphics are from Wario Blast for the Monochrome Gameboy. It is basically a Bomberman game featuring Wario as the main character, where each stage is a different boss. I'm dropping my effort for obvious reasons (Googie's looks awesome ahem) |
elbobelo |
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Red Koopa Level: 27 Posts: 68/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by optomon I'm sorry to see you cancel this hack, there aren't many people making castlevania games with the ambition of you and I. I haven't released any information on my 8-eyes to CV hack in over a year but have been working on it very steadily with small doses. I can imagine what you are going through and can relate in a very real way. It's hard to leave something unfinished, but life is more important. Anyways perhaps this will leave Dr. Mario free to work on some music for my game. jk. Take care. |
elbobelo |
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Red Koopa Level: 27 Posts: 69/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
I hope this will get people excited about a new Vampire Killer game 2 years in the making. You may notice a few things such as multiple power ups, 3X subweapons, working candles, keys, and chests, day-month-hour clock, 250 max hearts, experience and level-ups, plus tons tons more. These backgrounds are all temporary as well as the level design. I have only been focusing on game control and game play to date. |
elbobelo |
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Red Koopa Level: 27 Posts: 70/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by koala_knight Yes that was 8-eyes, I looked into hacking cv games myself but the code seems way to complicated and compressed. 8-eyes had a lot of free space and code that was easier to understand. I was able to actually re-write a lot of the original 8-eyes code to make it tighter and more compact in order to free up space. The end result has been great (more weapons, more familiars, more whips). Also, you will find that the controls and intuitiveness are superior to any other CV game for the NES. (ex. facing different directions while in air, douple-tap running with trail effects, double-jump wings, smooth animations) Posted by Scatt-Man Thank you sir, there is a lot that you don't see in this picture as well. Plus this is not just a painted picture, everything you see here functions as it should (except the level up counter, which i just decided to do). |
elbobelo |
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Red Koopa Level: 27 Posts: 71/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by koala_knight It is relatively easy, I re-wrote the level assembly so each screen follows a single line of code called the "level property bar". This line of code contains info regarding level gfx bank #, enemy gfx bank #, enemy attributes bank #, music selection day, music selection night, palette # day, palette # night, and what the next screen is depending on if you travel up, down, left, or right. |
elbobelo |
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Red Koopa Level: 27 Posts: 72/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Whips:
Vampire Killer Thorn Whip Chain Whip Morning Star Flame Whip Ice Whip |
elbobelo |
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Red Koopa Level: 27 Posts: 73/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Blue sky with less grays or...... More grays and black sky |
elbobelo |
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Red Koopa Level: 27 Posts: 74/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by koala_knight I'm still unsure what I am going to do with this game. This game has so much going for it but I am a little lost on what direction to take as far as environment, gameplay, and story. It's a hellavalotafun to play it because it has arcade like action, but how to blend it with an open world is confusing. |
elbobelo |
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Red Koopa Level: 27 Posts: 75/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Weapon select menu functional but still in the early stages. Also testing to see how the Main Hall graphics from Vampire Killer look in an NES game. |
elbobelo |
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Red Koopa Level: 27 Posts: 76/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
hmm, I am probably not going to display the name of each weapon. I am thinking of doing something similar to that and that is displaying the name of the enemy you are attacking and their hitpoints remaining where it normally says "ENEMY"
Main hall graphics are staying in for the next demo. The next demo will simply be a recreation of the first level in Vampire Killer but with all of my new abilities and items. (with hidden rooms as well shhhhhh...) Koala, you mentioned before about working on level layouts. Do you have custom graphics to go along with those? If I could see them I might want to plug them in to see how they look. |
elbobelo |
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Red Koopa Level: 27 Posts: 77/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
lda x_coordinate
inc a sta x_coordinate I found some situations where this way works and the other way doesn't. This way sets a flag once a => ff and that allows you to add the flag to another value with lda x_coordinate adc $00 sta x_coordinate for the purpose of tracking that sprite over to the next ffxff screen in the x/y table. If you only "inc x_coordinate" then that flag won't be set and the sprite will get lost if you are scrolling. Just something I noticed. |
elbobelo |
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Red Koopa Level: 27 Posts: 78/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Epic Moment where Simon acquires the Fang of Dracula |
elbobelo |
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Red Koopa Level: 27 Posts: 79/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by optomon Thanks, I'm glad you dig the game. Yes it is still 8-eyes, however the only thing you will recognize from 8-eyes now is going to be the crappy sound and music. I haven't yet tried to improve that yet. None of the enemy AI has changed. The enemy sprites were redrawn into Castlevania enemies by Ms. Clawful.. which looks beautiful... but I am going to have to re-program the enemies from scratch in order to do things like day-night mutations, gravestone spawning, and NPCs. I am finished with Simon's controls and abilities, and done just about all the items and power-ups. Next I am moving toward environment interactions such as water, lava, spikes, and.... I think I want to have medusa's turn you to stone. [Inside note - programming the sheild and wing wasn't so hard, I just used the same sprite position as the whip. So you'll never see the whip, shield, or wing at the same time. So I think there should be room to put these in any castlevania game] |
elbobelo |
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Red Koopa Level: 27 Posts: 80/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Love the new art Optomon, and I've also checked out some songs on your you tube. I must say I am envious of the music you are putting into your game. Anywho here are some goods coming from my way.
Here is a new screen I made for the intro to my upcoming Vampire Killer Demo. Here shows the day and night palettes for both. Ignore the time of day being out of sync. |
Main - Posts by elbobelo |
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