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RetroRain
Posted on 10-02-12 02:02 AM, in How do you change the color of a PPU tile? (rev. 2 of 10-02-12 02:03 AM) Link | Quote | ID: 152568


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I know how to read/write from/to the PPU, sprites and background tiles, and read/write palettes to $3F00-$3F1F.

But how do you find the color that is assigned to a single 8x8 tile?

For example, Zelda has the bomb displayed on the HUD as the color blue, but I want to change it to green. And green is a part of the palette set.

What's the best way to go about doing that, without actually changing the color blue. I want to select the green that is in the palette set.

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RetroRain
Posted on 10-02-12 02:19 AM, in How do you change the color of a PPU tile? Link | Quote | ID: 152570


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The Attribute Table, I should've known.

Thanks dude, I was able to change the color!

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RetroRain
Posted on 10-09-12 12:54 AM, in Link VS. The End of the World Link | Quote | ID: 152631


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RetroRain
Posted on 10-10-12 08:34 AM, in Link VS. The End of the World Link | Quote | ID: 152637


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It's not a game. Just a video. But I worked hard on it, and thought it was worthy enough to show here. Glad you liked it!

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RetroRain
Posted on 10-11-12 08:29 PM, in Link VS. The End of the World Link | Quote | ID: 152644


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Yeah dude, Game Maker.

Game Maker is capable of so much stuff, as long as you have the patience and are able to figure out how to code stuff properly, you can make professional stuff.

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RetroRain
Posted on 10-23-12 09:41 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 152737


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See video description if you are curious.

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RetroRain
Posted on 12-01-12 02:17 AM, in Nevermind, I figured it out. Please close thread. (rev. 2 of 12-01-12 02:25 AM) Link | Quote | ID: 152954


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Nevermind, I figured it out. Please close thread. Thanks.

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RetroRain
Posted on 01-08-13 06:47 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153240


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Just something I'm working on for fun. A side project being done in Game Maker. It has nothing to do with The Hylian Elf Rises.



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RetroRain
Posted on 01-24-13 10:31 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153353


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The One Ring



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RetroRain
Posted on 03-12-13 02:45 AM, in The General Project Screenshot/Videos Thread... (rev. 3 of 03-12-13 05:30 PM) Link | Quote | ID: 153539


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An update from my homebrew game in Game Maker. I may be starting a blog for my game, and creating a thread for it in the Gaming forum when the time is right, that way I don't have to post videos in this thread anymore. But it is definitely worth looking at if you like Zelda and/or Resident Evil. This is probably my most ambitious project yet.

Inventory, Precise Collision & Sword Animation


Blood, Points & Level System


Land Mines & Enemy Land Mines


Overworld Areas from 10% Build


Fairy Ponds not only restore your health to full, they also act as Save Points. If you have a Green Gem, you can save your game, much like the Ink Ribbons in Resident Evil. If you don't have a Green Gem, you're screwed.

The sword animation, while the idea is the same as Infidelity's, I drew all of the sprites myself, and Link no longer has the shield attached to him. The shield is a separate item that you will pick up along the way.

The Points act as a different type of currency. Similar to Dino Crisis 2, the more points you get, the more you can upgrade your weapons. For example, you can upgrade your first sword to Level 2, which makes it a bit more stronger. When you get the second and third swords, you can upgrade those as well.

The Level System will effect the gameplay as well. The higher your level, the more likely you are to receive an extra heart container, and increase your attack and defense power by a point or two.

Other weapons coming soon!

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RetroRain
Posted on 05-11-13 05:39 AM, in The Legend of Zelda: A Mysterious Journey - Development Resumed! Link | Quote | ID: 153862


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Incase you are interested, here is a new video of my homebrew game.



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RetroRain
Posted on 05-18-13 05:21 AM, in The Legend of Zelda: A Mysterious Journey - Development Resumed! Link | Quote | ID: 153927


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Thanks Googie!

What do you mean though? You want to make a game with your cartoons?

You can do it man. Just give it a shot!

I updated the title screen and HUD layout. They are much better now. I also did a lot of the overworld. Almost ready to start doing the hard stuff, all of the major coding.

Here is a video of the new title screen and HUD layout.



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RetroRain
Posted on 06-08-13 01:04 AM, in Expanding a ROM that has more than 16K PRG-ROM? (rev. 2 of 06-08-13 01:06 AM) Link | Quote | ID: 154058


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I'm asking this question, because honestly, I haven't ROM hacked in quite a while, that I actually forgot!

It's true, if you don't use it, you lose it.

Let's say the NES game has 20 16K banks. I want to expand the ROM (double the size). I know how to do this. I just don't remember where to put the expanded space. I tried putting it after the header, but the game won't run. I tried putting after bank 1 and bank2, the game won't run.

I can't seem to find a document on this either. Sure, there are documents on NES ROM expansion, but they don't seem to tell you where you put the space in a ROM that is over 16K. For example, TFG's document covers Donkey Kong, and Donkey Kong is pretty easy to expand. So is Super Mario Bros, because they both have 16K PRG-ROM banks. So I remember seeing the free space in the middle of the ROM.

Thanks.

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RetroRain
Posted on 06-08-13 02:26 AM, in Expanding a ROM that has more than 16K PRG-ROM? Link | Quote | ID: 154060


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I figured out the problem I was having. Apparently Megaman 4 can't really be expanded, because it is already at the maximum size for the mapper it uses.

Thanks for your help anyway.

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RetroRain
Posted on 06-25-13 06:10 AM, in Megaman 4 Music Question (rev. 2 of 06-25-13 06:12 AM) Link | Quote | ID: 154179


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I'm trying to make a brand new song by overwriting Skull Man's theme. So, I opened up the code/data logger and was able to log the bytes from 0x3E3B8 to 0x3E798. However, I noticed that as the code is logging, it seems to log three or four different sets of bytes, that are close by to each other. But, once the whole song is logged, that above range I just gave covers the whole song. Now, I'm assuming that it has something to do with the instruments. I keep modifying the bytes to try to get different tunes, but all I wind up doing is changing the pitch or tempo of the song. I want to change the actual notes. After looking through the hex editor after the song as been logged, it seems that the range above is the only thing that relates to the track.

Does anyone know where the actual notes for the song begin, so I can play around with them?

Thanks.

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RetroRain
Posted on 07-06-13 02:57 AM, in Mega Man: Into Darkness (rev. 2 of 11-16-13 12:04 AM) Link | Quote | ID: 154235


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Synopsis

Intelligence indicates that a secret weapon satellite called the Nova Star is being developed on a remote island east of Metropolis City. Rumor has it that it is being super-headed by a scientist called Dr. Hoffman. Not taking any chances, Megaman was sent in to investigate. Little does he know that a deadly game is about to begin...

For the first time, Dr. Wily is no longer the final boss, nor is he in the game. An all-new villain is introduced.

Bosses

Blizzard Buffalo [You Get: Frost Shield]
Frog Man [You Get: Acid Bubble]
Horse Head [You Get: Strike Chain]
Moth Man [You Get: Silk Shot]
Voltage Man [You Get: ??????]
Blaze Man [You Get: Speed Burner]
Crush Man [You Get: ??????]
Wheel Gator [You Get: Spin Wheel]

Sprites to be inserted.





Moth Man Stage













Horse Head Stage





A secret area in the palace...


I wonder what the wizard has for you...?






I was in a drawing mood the other day, so I did a design of Moth Man. He looks a lot like Cell from Dragon Ball Z, but he has wings like a Moth's. I have to make his sprites next.



Currently working on weapons ASM, sprites, and new music for stages. I hope to have a demo out soon! I'm having a lot of fun with this!

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RetroRain
Posted on 07-06-13 05:34 AM, in Mega Man: Into Darkness Link | Quote | ID: 154242


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Posted by Googie
Now that's what's up! I also like the drawing you did, since you know I draw too. Keep at this RR and don't cancel it, now I should look at my MM1 hack...
Those "cancelling" days are over. I've changed a lot over the years, just as anyone else does. I've grown and seen the errors in my ways. I realized why I never finished what I started. The obsessive-compulsive behavior combined with the lack of patience. I will not shelve this project. I could lose interest, but I'm not restarting this project. It will stay on this particular ROM, hence why I named my ROM "fun and imperfect". It is to remind me to have patience, that nothing is perfect, and that the most important thing is to have fun.

I'm glad you guys like what you see.

This hack was inspired by Megaman Forever and Megaman Ultra II.

If I motivate anyone to work on their hacks, that makes me feel good too! I like to inspire and motivate people as well!

Googie, go for it man! Do you have any screenshots of your MM1 hack that I can look at? Is it on your website?

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RetroRain
Posted on 07-09-13 12:35 AM, in Zelda PPU (rev. 2 of 07-09-13 12:39 AM) Link | Quote | ID: 154263


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The graphics are not compressed. Do yourself a favor, and download YY-CHR from zophar.net. Use that instead. It is a much better program to use, believe me. Open up the ROM in YY-CHR, and in order to see the graphics, you have to use the + and - shift buttons that I have circled there in the image. I highlighted where Ganon's tiles are, and even assembled them on a blank CHR file. The order of the tiles, the way they are stored, is the top-left first, then the bottom-left, then the top-right, and then the bottom-right.



Also, if you are that new to ROM hacking, you should read some documents from zophar.net or romhacking.net. There is a document called "The Art of ROM Hacking", which was made by Vagla a long time ago. You should read that too, and hopefully that will help you out a lot.

Good luck.

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RetroRain
Posted on 07-09-13 12:42 AM, in Mega Man: Into Darkness Link | Quote | ID: 154264


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Thanks for the feedback guys. I'm glad you like what you see! I'm having a lot of fun with this right now! I can't wait to have a demo for you guys. Hopefully very soon!

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RetroRain
Posted on 07-10-13 07:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154284


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Reminds me of Goonies II.

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