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Main - Posts by RetroRain

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RetroRain
Posted on 06-29-14 06:51 PM, in Possible Future Hack Thread (rev. 3 of 06-29-14 06:57 PM) Link | Quote | ID: 157046


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Eh, why not? This is a thread to post about your possible future projects/interests. Games that you are thinking about hacking in the future.

One of the games I always had an interest in hacking since the day I entered the ROM hacking seen back in '99, is Final Fantasy: Mystic Quest. I always wanted to do a heavy modification of that game. It's one of those underrated but very fun games. I kow it was meant for Americans as an easier Final Fantasy title, but it still fun nonetheless.

Another game I have an interest in hacking at some point, is Super Mario Land 2: 6 Golden Coins. Such a great game, and it had a lot of new things in it which made it unique. I'd love to colorize the game, and make all-new levels, and possibly do some other things.

Now, off of Nintendo, and on to Sony. Lately, I've had a new interest in PlayStation hacking. I never cared to hack PlayStation games before, but I'm also in the Resident Evil community, and there is a team which is currently modding the released beta of Resident Evil 1.5. I have in interest in hacking Final Fantasy VIII and Resident Evil 2. I would get 3DStudio Max and make brand new backgrounds for these games, change the dialogue in Final Fantasy VIII, and learn to mess with the scripted events. If I were to make a brand new game out of it, I would remove the FMV scenes from the game, since they'd no longer be relevant.

PlayStation hacking is a little more advanced, but I'm glad to see that it's starting to pick up a little steam now. There is someone else in the Resident Evil community is modding Resident Evil Survivor, turning it from a FPS game to an old-school Resident Evil title. I still have an interest in getting into PlayStation hacking at some point. Possibly sooner than you think.

So this is my list of possible future projects that I've been thinking about lately. I would love to hear yours. It might also help motivate others.

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RetroRain
Posted on 07-09-14 04:27 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157374


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Googie, did you do all of those graphics yourself? They look great!

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RetroRain
Posted on 07-11-14 05:21 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157416


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Posted by Googie
Alright cool, thanks for the heads up! I've been considering getting into some SNES hacking or even GBA hacking. We'll see what happens...
Yeah. I really want to hack Final Fantasy: Mystic Quest. People either love the game, or hate it, but it was my first RPG growing up, and I actually am quite fond of it.

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RetroRain
Posted on 07-11-14 09:37 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157418


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Yeah I downloaded it the other day. I haven't played it yet though. Most of the hacks I've seen for it are simply stats/difficulty adjustments, but I have yet to see level/palette hacks and other ASM hacks for it. I actually attempted to hack this game back when I first started in the ROM hacking scene, but at the time I didn't have much experience, especially with the Super NES. I would love to see a full hack of that game!

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RetroRain
Posted on 07-11-14 09:39 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157419


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Hey infidelity, off-hand, do you happen to know if Zelda 1 has a lot of free space before ROM expansion?

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RetroRain
Posted on 07-12-14 06:41 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157425


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Ah, thanks for the info. I was just curious. So, if one were to do some serious hacking, they'd be better off expanding the ROM.

If I ever get back to Zelda 1, I wouldn't convert it to CHR-ROM though. As easier as it is dealing with CHR-ROM, the extra work isn't worth it to me. I'd rather just deal with the CHR-RAM. In fact, Zelda 1 was the first game where I successfully got an understanding of how CHR-RAM works, since I successfully wrote tiles to the PPU, which gave Link a different costume when he got the ring.

I think one of things I'm looking forward to checking out in your hack, are the new cave layouts, and dungeon bosses. Are there new dungeon bosses, or are they the same, but with new attack patterns?

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RetroRain
Posted on 07-13-14 06:08 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157432


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Just something I made for the hell of it. Took 2 weeks to make in Game Maker. It's called "Something Zelda." Not sure if I will go much further with it or not, despite the fact that I have a whole list of ideas which I can implement into it.



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Posted on 07-16-14 06:08 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 157449


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Posted by Thanatos-Zero
That ending needs a trigger where you go game over, or add a boss which you have to defeat to get out of the closed cave.

Also, the cave shouldn't be sentient. It would be better to say the following:
"As I entered the cave again, the earth suddenly started to shake intensively. The exit collapsed and I was now trapped within. As time passed the air was eventually exhausted and the flames went out. This must be karma, my punishment. A life for a life....
Nah, I like it the way it is. The deal with the game, is that if you don't kill the old man, later on he will give you a special item. However, if you do kill him, even after he gives you the special item, and enter his cave, you can never go past the two tiles in front of the entrance/exit (there is a sensor there). If you do, the walls collapse, and you are trapped there forever. The beauty behind the concept is that you are literally trapped there, so if you didn't save before you entered the cave and got trapped, you are screwed, and the only thing you could do at that point, is reset the game. That is why I didn't want a Game Over sequence there. In a way, it's kinda like the "Out of this Dimension" level in Star Fox. Once you go in, you don't come out. The only thing you can do is reset the game, and lose any progress you made up to that point. I think it is a nifty little gameplay concept. The point being, you're not supposed to kill the old man. It's wrong. But I wanted to make him be a dick to the player, just for the humor factor.
Posted by Vanya
LOL, Nice!
I have an adventure of lolo engine that I'm working on that I've been thinking of further upgrading into a simple zelda engine once it's done.
Thank you, I'm glad you liked it! I did a lot more work on the game since the video. I fixed the power sword. Now it behaves just like it does in the original, colors and all. My goal with the game is to combine Zelda 1 gameplay with Resident Evil gameplay. So, the game will have a lot of stuff in it. The list of ideas I have for the game is huge. The only reason why I'm not sure how far the project will go, is because of motivation. Motivation can be tough at times, especially when it can take a day or two just to do one simple thing. But as far as coding goes, the programming is a lot more superior than my other Game Maker Zelda 1 game. This game is being programmed "smoothly", right down to the collision.

I've never played any of the Lolo games, but I am interested in seeing some screenshots or videos of your engine. Is this engine being done in C++, or some other language, or are you using Game Maker as well?

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Posted on 07-16-14 07:15 AM, in Help with Hijacking a Routine! Link | Quote | ID: 157450


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In order to see all of the free space, simply open up the hex editor (make sure you are looking at the "ROM file"), and find the big blocks of 00s. In order to take advantage of the free space, you definitely have to use the bankswitch routine. Each bank in a MMC3 mapper is $2000 bytes long (8K), but because Megaman 1 was originally an UNROM mapper, in which the banks were $4000 bytes long (16K) the MMC3 bankswitch loads two banks together into what would be one bank in an UNROM mapper.

For example, in an UNROM:

Swappable Bank ($8000 - $BFFF)
Bank 0 ($4000 bytes, 16K, $8000 - $BFFF)

Hardwired Bank ($C000 - $FFFF)
Last Bank ($4000 bytes, 16K, $C000 - $FFFF)

In a MMC3:

Swappable Bank ($8000 - $9FFF)
Bank 0 ($2000 bytes, 8K, $8000 - 9FFF)

Swappable Bank ($A000 - $BFFF)
Bank 1 ($2000 bytes, 8K, $A000 - $BFFF)

Hardwired Bank ($C000 - $DFFF)
Last Bank 1/2 ($2000 bytes, 8K, $C000 - $DFFF)

Hardwired Bank ($E000 - $FFFF)
Last Bank 2/2 ($2000 bytes, 8K, $E000 - $FFFF)

But you don't really have to be concerned too much about the operation of it, as the Bankswitch Routine takes care of everything. Just know that if you want to switch banks in the MMC3 ROM, you simply load the bank you want (let's say bank 0), and then JSR to the bankswitch routine.

LDA #$00
JSR $FF00

Even though the MMC3 using 8K banks, loading bank 0 will load a 16K bank, because the Bankswitch Routine combines MMC3 banks 0 and 1. Megaman 1 has 8 swappable banks (0 through 7). That doesn't include the hardwired bank, which simply stays at $C000 - $FFFF.

So, if you are confused, open up the hex editor (make sure you are looking at the "ROM file"). Offset 10 to offset 400F (Ox10 - 0x400f) is bank 0. 0x4010 - 0x800F is bank 1, and so on.

So, wherever you want to hijack code (there needs to be enough free space, but this isn't a problem as you can always copy and paste original code in one of the bigger free space banks right before you return from it), you load the bank, jump to the spot in the bank, carry out your own code, add the original game code, and then return. Then, you have to make sure you load the previous bank back in.

For example, let's say you are in Bank 2, you have some free space, and you want to load Bank 4 and carry out your own code. Your code would look like this:

LDA #$04 ; Load Bank 4
JSR $FF00 ; Jump to Bankswitch Routine
JSR _ _ _ _ ; The spot you want to go in Bank 4
LDA #$02 ; Load Bank 2, previous bank
JS4 $FF00 ; Jump to Bankswitch Routine

In Bank 4:

Your code
Original code, if any
RTS ; This is very important. This RTS will take you to the LDA #$02 line above.

Hopefully that helps you a little bit with the bankswitch routine. You can always check what bank is currently loaded by looking at address $42 in the RAM viewer.

Now, as for the ASM hack you want to do, first up, I would recommend downloading the Megaman 1 Disassembly. You can get it at romhacking.net. This will come in handy if you plan on ASM hacking the game. You can search it if you want, for your health code. Otherwise, you can just find it yourself with the FCEUXD tools (cheat search, RAM editor, and the Debugger).

Now, am I correct in assuming that you want to make it so that when Megaman's health gets to a low enough point, it automatically recharges?

If so, it's simply a matter of finding the two code blocks, adding a CMP to the original health code to check for how low the health has to be, and then jumping to the health capsule routine (see the disassembly document, it will come in handy).

Just to let you know though, you don't necessarily have to use my Upgrade Patch to do a hack like this. In fact, you might learn more working with the original ROM. I learned a ton by studying the MM1 ROM, and I'm glad I did. I never really did bankswitching before until messing with Megaman 1.

Also, as I would tell anyone, you need your documentation. It is a MUST.

Download the mapper documents, 6502.txt, and nestech.txt. Even I still have to refer to them when I do hacking. Without documentation and notes, you will not get far. Even the most experienced hackers use documentation, because as a human, you simply can't remember everything. You need to refer to them when you need the precise information you're looking for. But as you will find out, that even at times some of the information in documents can be wrong as well. I found that in a nes mapper document, the MMC3 horizontal and vertical scrolling addresses were reversed, which caused me a problem.

Yeah, so what I would do is open up an original Megaman 1 ROM, open up the disassembly for the game, and use the code/data logger in conjunction with the trace logger, if you can't find what you are looking for in the disassembly document.

I hope this information has helped you in anyway. Good luck!

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RetroRain
Posted on 07-21-14 06:37 PM, in Mega Man Upgrade Patch (rev. 3 of 05-29-17 12:14 AM) Link | Quote | ID: 157484


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Unfortunately this might be the end of the Upgrade Patch, unless of course I can track down what is causing the game to crash. Somehow I triggered a bug, so that when the game does vertical scrolling, the game crashes.

I attempted to do the weapon switch via select button, but it came out poorly. I can get the player to do weapon switching, but then Megaman's palette doesn't change. I programmed the palette changing routines myself, but it doesn't perform smoothly. There is on-screen graphical gltiches that I don't like. I think it has to do with the code being in the "Pause" section of the game, where the game was simply supposed to pause the game. On the plus side, I did free up so more free space in the hardwired bank that now anyone can use to do bankswitching.

Things I did do, which I changed my mind about:

- I updated the font
- I updated the weapon/energy capsule graphics
- I cut the "Ready" time in half

This patch includes all of the new things I showed off, such as the ability to erase saved game data, and the new boss preview screen and weapon palettes.

There are only 2 bugs in the game, from what I can see. The one I mentioned above, and the Game Over screen. I intended on fixing the Game Over screen, but only after fixing the other bug. While the other bug exists, it is kinda pointless.

I didn't want to shelf all of my work, so I'm releasing everything I did thus far.

If I can find what is causing the game to crash, I'll release a bugfix patch, but right now I don't know what is causing it.

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RetroRain
Posted on 07-28-14 09:41 PM, in Mega Man Upgrade Patch (rev. 2 of 07-28-14 10:06 PM) Link | Quote | ID: 157556


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I've been spending the day with two emulators open, documenting all of the original game's code addresses where I put my new code. I placed some of the original code back into my hack, and I was able to stop that nasty bug that's been keeping the game from playing right. I just finished doing all of the documentation between the two ROMs, so now I can really track down what is causing that bug in the first place. I just hope that I don't have to undo some of the work I did. I'd like to have a proper release of my work.

EDIT - I fixed the bug!!!!

Here is what happened. I had a JSR that was jumping to $AA89. The problem was, is that the bank that was loaded there wasn't always the proper bank. So I added a check for that, and now the game runs fine!!!

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RetroRain
Posted on 07-29-14 12:29 AM, in Mega Man Upgrade Patch (rev. 5 of 05-29-17 12:15 AM) Link | Quote | ID: 157562


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I updated the notes and the change log. Enjoy!

EDIT - There was a minor palette error on the stage select screen. I fixed it, but Wily's face is blackened out. This can't be helped since I don't have anymore palette room, but it's not that bad. The link has been updated with this adjustment.

My Final Thoughts on the Project

All in all, I'm glad to be done with this thing. The work load was insane, just to do what I did in this final release. This was my first and possibly last attempt at doing a CHR-ROM conversion. I wanted to see if I could do it. So, this was more like an experimental hack. But, if anyone can get any good use out of it, then I'm glad.

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RetroRain
Posted on 07-31-14 06:04 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157582


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infidelity, you know the swinging sword animation you put in your hack? Is that merely from the cycling of the VROM pages, or is there more to it? I was just curious as to how it was done.

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RetroRain
Posted on 07-31-14 07:07 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157594


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I have a report also. I'll post it tomorrow, as I have to go to work soon. I took a couple of screenshots, and a video of a glitch, and I'm also taking notes in notepad as I play. But overall, the amount of work you put into the hack is very impressive. It's a good hack. It just needs some touch up work, but obviously that is why it is in the beta stage.

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RetroRain
Posted on 08-01-14 07:29 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 08-01-14 09:41 PM) Link | Quote | ID: 157622


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My report, from what I played so far:

1. When I first started the game, and got the sword/boomerang/bombs, when I got the map, I couldn't toggle to it in the inventory menu. Once I got the hammer, then I could.

2. I'm assuming that the random arrows that happen in certain rooms of caves are not a bug, but I'm pointing it out anyway just incase.

3. It's very easy to fall into the holes. In fact, if you are even just a little bit away from the holes, you can get pulled in.

4. The shovel is still useless, but I'm sure you know about that already. And as someone else has said, if you're able to fix the hammer animation, that's cool, but if not, it's not that big of a deal.

5. A suggestion - You should make the inventory free toggling. That way you can move up, down, left, and right, regardless of whether there is an item there or not. If there is no item there, you simply can't press start to leave the inventory menu. That is just a suggestion though. Toggling in the inventory isn't that fun. And make the cursor brighter, or darker. With the grey background, it doesn't stand out too much.

6. The old Zelda font seems out of place now that you have updated the graphics for the game. The font should be updated as well.

7. Boss music plays when you re-enter the boss room of a dungeon after already defeating the boss.

8. The old level 1 bug still exists from the original, where the door at the top will open if you go out, and then go back in.

9. I don't mind one dungeon where you have to use the lantern to light the whole thing up, but it shouldn't be for every dungeon. And if by some chance you do run out of magic, it could leave the player even more frustrated. Based on what I played, I would make Level 2 dungeon the only dungeon where you have to use the lantern, since the dungeon is pretty simple enough.

The corner of the tree next to link is blue. Probably an Attribute table thing.


Is Link supposed to be able to walk on the black part of the cave? I know in other caves, he can't.


The video of the bush bug. Somehow I got it so that one of the bushes can't even be hit.


And that's about it for now. I was only playing for a couple of hours. In fact, I couldn't even find the Level 1 dungeon. But someone said that the map can show dungeon locations if you press A. I didn't know that. So when I play again I'll use it.

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RetroRain
Posted on 08-02-14 01:47 AM, in Mega Man Enhanced Patch Released Link | Quote | ID: 157627


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Taken from the readme:

· Converted to Mapper 4: MMC3
· Mapper has been prepped (all mapper addresses written to at start-up)
· Expanded the ROM (double the size)
· Enabled SaveRAM (game saves your lives and completed stages/weapons after each stage, and when you get the special weapon)

NOTE: Unlike the Mega Man Upgrade Patch, this ROM has not been converted to CHR-ROM, and there is no option to erase saved game data. No text edits were made, no graphics were modified, no palettes were changed, and no levels were altered. The score is still intact, and no modifications were made to the original game engine at all. All that was added was mapper prep code, so that the game would run on real hardware, the save code, which loads and saves your progress, and the bankswitch routine, so that you could easily switch banks.

You may use this patch as a base for your Mega Man hacks. If you decide to use this for your hacks, credit is not necessary, but it is appreciated.

End of readme text

This is more of a vanilla version of the Upgrade Patch. You'll have to use CHR-RAM, but there is still a lot of free space in the game, and working with MMC3 is very comfortable. Plus you have the added benefit of the game saving your progress for you.

Enjoy!

Download

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Posted on 08-02-14 05:02 PM, in Mega Man Enhanced Patch Released Link | Quote | ID: 157640


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No. Music and sound are not my specialty. But with all of the free space, it can be installed.

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RetroRain
Posted on 08-05-14 03:33 AM, in Mega Man Upgrade Patch (rev. 2 of 05-29-17 12:15 AM) Link | Quote | ID: 157673


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Mega Man Upgrade Patch v1.6 Released

Taken from Change Log

· Fixed three things

1. Updated code structure for lower-right PPU slot. Now you can easily swap VROM pages in that slot at anytime. This allows for things such as CHR animation for levels and boss portraits for the stage select screen.

2. Fixed Game Over screen. There is no more arrow flicker on the screen, and the blue palette has been restored.

3. Updated the main notes. I noticed that two of the new addresses I used were missing from the document somehow. Addresses $10D and $10E, which deal with the title screen option cursor and the boss preview screen.

End of Change Log

So much for 1.5 being the final version.

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Posted on 08-06-14 07:46 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157692


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Posted by d-ace
Here are some more demanding powerups:
- Ice Rod (ASM to freeze enemy and turn him blue)
I actually attempted to do the Ice Rod in my own Zelda 1 hack when I was hacking it well over a year ago. I stopped because of two things.

A. It's not practical.
B. The limiations of the NES.

Think about it.

What does the Ice Rod do? It freezes enemies. Don't we already have an item in the game that does just that? Yes, the boomerang. The boomerang temporarily freezes an enemy. And when I say limitations of the NES, it's because if you were to create the Ice Rod and have it freeze an enemy, if you were to turn that enemy blue, you would turn every sprite sharing that color blue also, unless of course you used a different palette set, and checked for that individual sprite being hit, and then change the palette/rotation sprite value. But then in doing that, you are wasting precious palette space, and could interfere with enemy palettes if you have multiple different enemies on the screen at the same time.

Unless someone can prove me wrong, the Ice Rod just isn't practical to do in Zelda 1.

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Posted on 08-06-14 07:53 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157694


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Not to stray off-topic, but that was another reason why I canned my Super Mario Bros. hack and decided to make my project from scratch in Game Maker. The palette issue was just one of those reasons. I had a new powerup in mind, and I wanted to make the enemies change color if they got hit by it, and on the NES, it just isn't that easy to do.

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