Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,529,155
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-04-24 05:03 AM
Guest: Register | Login

Main - Posts by elbobelo

Pages: 1 2 3 4 5 6 7

elbobelo
Posted on 11-18-08 03:55 AM, in Elbobelo's game adjustments (rev. 3 of 12-16-11 04:32 AM) Link | Quote | ID: 94514


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
Posted on 11-18-08 09:25 PM, in Elbobelo's game adjustments Link | Quote | ID: 94596


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
If you want elbobelo, I'll chef up a title screen for you. And after looking through the rom there's two more cars left, of course it's up to you. I'll take a look at the trophy gfx tonight. ^^'


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
Posted on 11-25-08 09:07 PM, in Elbobelo's game adjustments Link | Quote | ID: 94898


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
Posted on 12-20-08 05:48 AM, in Banana Prince [G] graphics restored Link | Quote | ID: 97201


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.






elbobelo
Posted on 01-03-09 02:54 AM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 98109


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
For those who are interested, I am going to make sprite rip templates for the Castlevania series. Basically what I am going to do is use Tile Molester and copy the sprites onto an empty rom file assembled so no one will have to unscramble and assemble them again. When I am finished I will submit them as a file that can be utilized or edited at the users whim.


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
Posted on 04-07-09 06:40 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 104710


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 Googie
Posted by koala_knight
That's awesome, Googie! That's a great idea.




Hee hee thanks k_k, here's what I done on and off today...



I'm halfway done with enemy editing, then change the title, text etc. I gotta hit the bed...




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
Posted on 04-08-09 04:04 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 104740


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
What is this ORIGINAL game you guys are working on. Nice screens by the way. Time to try something new for a change for the finished product.


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
Posted on 12-31-09 02:50 AM, in Cadence of Agony is canceled; get game and stuff here. Link | Quote | ID: 124596


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 glad to hear that from you googie.
I scanned those notes hoping to provide insight to rom hackers on what its like to make large scale hacks and to let them know what it was like making this game. It felt like mad science more than anything.


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
Posted on 01-02-10 04:50 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 124782


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
Posted on 01-03-10 10:57 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 124961


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
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!


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
You sir have created the first Castlevania hack I'm interested in playing. Very nice work!!


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
Posted on 01-05-10 04:49 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 125061


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
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.


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
Posted on 01-23-10 04:52 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 125913


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
Posted on 01-29-10 03:34 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 01-29-10 03:41 AM) Link | Quote | ID: 126262


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
Posted on 01-31-10 11:14 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 126439


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
Holy crap! That's awesome! O.O
I always wanted to remake CV1 to be more like Vampire Killer, but it looks like you've beaten me to it! Great work!


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
Posted on 03-08-10 09:33 PM, in The General Project Screenshot/Videos Thread... (rev. 3 of 03-08-10 09:42 PM) Link | Quote | ID: 128174


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
Posted on 03-09-10 09:44 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 128209


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
Posted on 03-17-10 04:13 AM, in Why do homebrewers write faster code than professionals? (rev. 2 of 03-17-10 05:21 PM) Link | Quote | ID: 128495


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
Posted on 04-12-10 09:36 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 129807


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
Posted on 04-13-10 02:54 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 04-13-10 03:00 PM) Link | Quote | ID: 129825


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

God I want to play this game so bad. It's amazing is that this is still 8 Eyes, right?

It looks like you have an excellent command of sprites and how they are programmed more than anything, and I really like the application here- the little boat, the wing, the dracula fang ball- looks like part of a whole new mode of gameplay in the works without being obnoxiously overgimmicky. Have you done work on enemies yet?


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
Posted on 08-05-10 12:39 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 133868


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.

Pages: 1 2 3 4 5 6 7


Main - Posts by elbobelo

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

Page rendered in 0.232 seconds. (328KB of memory used)
MySQL - queries: 132, rows: 164/164, time: 0.222 seconds.