Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,438,112
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-19-24 07:50 PM
Guest: Register | Login

Main - Posts by RetroRain

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

RetroRain
Posted on 09-09-14 03:09 AM, in General Megaman Hacking Thread Link | Quote | ID: 158215


Fuzz Ball
Level: 66

Posts: 790/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Posted by Korxroa
PC Fan Ported "Mega Man Ultra 2: TRoX" using Game Maker for PC, released soon.
Somebody actually took infidelity's MM4 hack and remade it in Game Maker? I did some searching via Google and YouTube, and I saw nothing of this. Who is making this project, and is there a link to a site or forum where there are updates of this project? I'm merely curious. I liked MMU2, it had a lot of good stuff in it, and inspired me to work on my own Megaman project. The only thing I didn't like about MMU2 was the difficulty. There were a lot of tough spots in the game that really needed to be touched up, but other than that the content was good.

____________________
My YouTube Channel

RetroRain
Posted on 09-12-14 07:03 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158312


Fuzz Ball
Level: 66

Posts: 791/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Is Mapper 5 the latest, most advanced NES mapper? In other words, is it the most superior mapper to use in a NES game? I'm assuming it is, since you used it.

____________________
My YouTube Channel

RetroRain
Posted on 09-12-14 07:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158317


Fuzz Ball
Level: 66

Posts: 792/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
In regards to the saving issue, what if you wrote a routine to have the game automatically save your progress whenever you pick up an inventory item or complete a dungeon, incase the player forgets to save themself? Do you have anymore free space to do that? I'm assuming not, or you may have done that already.

____________________
My YouTube Channel

RetroRain
Posted on 09-12-14 09:26 PM, in Torn between ROM Hacking and Homebrew Development Link | Quote | ID: 158325


Fuzz Ball
Level: 66

Posts: 793/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Please feel free to weigh in. Your replies and feedback are greatly appreciated.

Alright, so here's the story.

A little over a month ago, I started a brand new ROM hack. I am hacking Mega Man 3. Most of the work I have done has been prep work. The next things on my to-do list were to fix the locations that the titlescreen options take you to, making the select button move the cursor instead of up and down, removing the scroll transitions from the titlescreen to the stage select screen, and from the stage select screen to the boss preview screen, by programming in palette fade routines instead. Then programming in the SaveRAM features of the game, plus the scrolling boss preview stars/bars, etc. Just to name a few.

After all of those things are done, I plan on converting the mapper from MMC3 to MMC5, and re-programming MM3's Inventory screen so that it is more like Megaman 4's.

This is where my obsessive compulsive disorder comes in.

In just a month, I have done so much coding and graphics placement in this prep process.



Originally, this was going to simply be a Proof-of-Concept one-level hack, by porting Cut Man completely over to Mega Man 3. I discontinued my Upgrade Patch for a reason. I see no point in updating an obsolete engine, when a better one already exists. So bascially my Upgrade Patch was mostly a practice experimental hack, to see what i could do with the ROM. And I am pleased with the results. This Proof-of-Concept hack was more for me, to show that one would be better off using a game like MM3 or MM5, because of them simply being better engines, and having VROM support.

But then I decided to take this further, and port my levels over from my Into Darkness hack over to this. Working with CHR-ROM is just so much more easier and smooth, and takes up less PRG space. And Mega Man 3 has so much free space in it (without ROM expansion ).

I ask myself this question, even after seeing the wonderful results of infidelity's Zelda hack. I was also talking about this with a co-worker, who happens to be a programmer.

I didn't plan on showing anything of my hack until after New Year's, because quite frankly, I have so much to do on it. But then I ask myself, if this hack is going to take a lot of work either way, then why not just develop it from scratch, such as a homebrew?

So, the main question is:

At what point does it make sense to just program from scratch versus heavily modifying an already-existing engine?

I see positives in both, and I see negatives in both. But either way, in my opinion, the work load is the same.

The advantages to working on an already-existing engine, is that it is already there. You just have to modify it a bit to suit your needs.

But then you find that you have to do heavy modifications to suit your needs, in which case if you had the the choice, you'd just program it from scratch instead, so you don't have to study the game engine so much, and worry about screwing up something else.

Has anyone else had this internal conflict?

My hack is starting to really take off, but I'm wondering if I'd be better off just re-programming it from scratch.

Also what has inspired me is Gemini's Resident Evil game. He is programming it from scratch, and he has already pushed the PlayStation to its limits, and truthfully, when you program something from scratch, you have complete control over your work, where-as with modding, you have to work within the engine, which can be a pain at times.

I realize that no matter what option I choose, it's going to take some time to development my game. It's just that the decision between the two choices has momentarily put my work on hold, and is making me uncomfortable.

ROM hacking is more fun to me when doing mapper conversions, programming SaveRAM features in games, and small ASM hacks. But when it comes to make a brand new game, that's when the conflict comes in. So it depends on what you're going for I guess.

I probably already answered my own question, but I would appreciate hearing if other people had the same problem, or if they could provide any insight.

Thanks for reading.

____________________
My YouTube Channel

RetroRain
Posted on 09-12-14 09:59 PM, in Torn between ROM Hacking and Homebrew Development Link | Quote | ID: 158330


Fuzz Ball
Level: 66

Posts: 794/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Thanks guys. I appreciate the feedback.

____________________
My YouTube Channel

RetroRain
Posted on 09-13-14 07:06 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158354


Fuzz Ball
Level: 66

Posts: 795/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I'm wondering if the new mapper is what is causing the SRAM problems, or if the swapping of code in the SRAM locations $6000 - $7FFF is what is causing the problem. Since it has been said that Zelda 1 stores its code in the SRAM locations, perhaps the swapping of code in those locations is causing the SRAM to become unstable.

infidelity, did you say that you swap PRG code in those locations? Maybe it's possible that during the swapping process, that the entire SRAM section is getting corrupted.

But as others have said, I would take a breather, and a few days away from this hack. When you return, you will return refreshed, and it will then come together.

____________________
My YouTube Channel

RetroRain
Posted on 09-20-14 03:23 PM, in My Simple Megaman Engine - Version 1.3 Released (rev. 2 of 09-23-14 12:28 AM) Link | Quote | ID: 158454


Fuzz Ball
Level: 66

Posts: 796/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
If you're like me, you probably don't like using other people's game engines. Not because they are bad or anything, but because it can be a hassle to have to study the whole thing, and modify it to suit your needs. If you happen to be one of those people that wants to make a Megaman game yourself from scratch, but had a hard time setting up the very basics of Megaman's movement, like myself, then this engine is for you. It is the bare bones, and nothing more. The code is simple and easy to read. And I have included a readme file in the zip.



Feel free to use this as a base for your Megaman games. Credit is appreciated, but not necessary.

Made in GameMaker v8.1.

Download Link (Updated to Version 1.1):
http://acmlm.kafuka.org/uploader/get.php?id=4710

Please see readme for full details.

____________________
My YouTube Channel

RetroRain
Posted on 09-23-14 12:08 AM, in My Simple Megaman Engine - Version 1.3 Released Link | Quote | ID: 158489


Fuzz Ball
Level: 66

Posts: 797/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Version 1.1 fixes 3 bugs.

Download Link:
http://acmlm.kafuka.org/uploader/get.php?id=4710

Change Log included.

____________________
My YouTube Channel

RetroRain
Posted on 09-27-14 07:34 PM, in My Simple Megaman Engine - Version 1.3 Released Link | Quote | ID: 158538


Fuzz Ball
Level: 66

Posts: 798/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Thanks guys. Yeah, one day I want to make an original game. By the way, after talking with my fellow co-worker/programmer, I decided to pseudo-code the whole Megaman movement engine. Even in Version 1.1, there are still 3 more bugs. I already fixed one of them, but what I'm thinking of doing is re-doing all of the code, now that I have pseud-coded the whole thing. The pseudo code is more efficient.

I simply wanted to make a base that anyone, including myself, can use if they want to make a Megaman game from scratch. There aren't reallly any good engines out there that are just simple Megaman movement engines, that do it right. The ones I have come across are just thrown together, and don't mimmick Megaman's movements precisely like in the original games (such as being able to turn when sliding between two walls).

I'm even thinking about coding this in C++ as well. Both GameMaker and C++.

So we'll see.

____________________
My YouTube Channel

RetroRain
Posted on 10-03-14 08:10 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 6 of 10-03-14 08:39 AM) Link | Quote | ID: 158626


Fuzz Ball
Level: 66

Posts: 799/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I encountered a minor bug, but I don't know how to reproduce it. Basically, when I went into the house that had the old woman who said she wish she had a book to pass the time, after I left the house, I went down one screen, and jumped with the Roc's Feather from the grass on the left side to the grass on the right side, on the top of the screen. When I landed on the right side, the player fell into a hole, even though there was no hole there. I don't know how to reproduce this though.

A minor error in the overworld design:



The player can get stuck in that spot, but can simply move left to get out. Still, it's not something that should exist.

Also, I hope this doesn't sound like a stupid question, but how the hell do you use the Pegasus Boots? I got them, but holding down the A button doesn't do a damn thing. And doing a bunch of combination buttons doesn't work either. I also checked the readme and the first page of this thread to see if there was any information on the usage of this item.

EDIT: Apparently, if you have the Pegasus Boots equipped in the A button slot, you can't use them. They have to be equipped in the B button slot. But also, they can be equipped in both slots, and that's where problems come along.

This happens:





It treats the boots in Button A like a sword, as you are dashing with them.

And then, if you are at the border of the screen, facing right, like in this picture, if you hold the B button down to charge the boots, you will never run. You will just sit there charging the boots.



I patched version 3.2 to a clean ROM, and I haven't used any savestates. However, whether the ROM I have is PRG0 or PRG1, I don't know how to tell. If the boots graphics showing up as a sword doesn't happen in a different PRG ROM, then it could be the ROM I'm using. I just wanted to point that out just incase.

____________________
My YouTube Channel

RetroRain
Posted on 10-03-14 10:47 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 9 of 10-04-14 03:31 AM) Link | Quote | ID: 158633


Fuzz Ball
Level: 66

Posts: 800/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Possibly a minor bug:



I had the bombs equipped in the first item slot. I had only one bomb left. The feather and map were in the slots that are shown in the image above. After I used the last bomb to blow the cave wall open, and enterted the shop, after I left the shop, all of the item slots were empty. I don't know if the graphics were just not being displayed, or the items actually were unequipped.

There's a possibility that if you equip the bombs, use them, and run out, and enter a shop, or a shop that was exposed by using a bomb, the game has a minor glitch with the item slots. Just wanted to report this. It is very minor, but it is worth mentioning.

EDIT: The Roc's Feather/Hole-Fall happened again. And somehow I got it to be triggered when I was simply jumping with the sword equipped.

Is there a reason that there are a lot of dead-end caves? I noticed one of the caves has two highlights on the floor.

EDIT 2: Confirmed. When you blow a hole in a wall, and it is your last bomb, and you walk through the passage, the game un-equips the items in your item slots.

EDIT 3:



If you don't have any keys, you are trapped. You are forced to die and start the dungeon from the beginning. Not really a bug since you can die and start over, but whether it is a good thing or not is questionable.

EDIT 4:

When I first got to the dark world, I couldn't toggle the items in the item slots with the select button. When I used the ocarina, then I could.

____________________
My YouTube Channel

RetroRain
Posted on 10-20-14 10:56 PM, in General SMB3 Hacking Thread Link | Quote | ID: 158838


Fuzz Ball
Level: 66

Posts: 801/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Posted by Googie
Out of curiosity, is it possible for Boomboom to spit out the magic wand when you beat him? I'd like to do that to him with a SMB3 hack that I wanna take off from hiatus...
The day you made this post, I actually went to look into it, because I wanted to see if I could pull it off.

Here's the deal.

There is no object for the magic wand. It is all dealt with ASM code. I logged the magic wand code, so I know what it looks like. My attempts at loading the bank and getting the code to execute have failed. It has to do with a few factors. There is a RAM counter that is executed on every frame, where-as when the Boom Boom drops an item, it is only executed once. I will make another attempt later.

There is an alternate possibility though. If you want the Boom Boom to reveal a Magic Wand, so that it will execute the King sequence, I could try to have the question ball object execute that sequence, and simply change the sprite graphics to that of the magic wand.

I will try to do this. If I am successful, I will tell you the offsets to change, or give you a patch just containing the changes. It depends on what is required to get this work.

I can't promise you that I will be successful. But I will at least try. Because I haven't hacked SMB3 in a long time, and I have nothing else going on at the moment.

____________________
My YouTube Channel

RetroRain
Posted on 10-24-14 07:43 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 158860


Fuzz Ball
Level: 66

Posts: 802/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
This is another Game Maker project. Didn't feel like making a new thread just to post a couple of screenshots and some information.

In light of infidelity's Zelda hack, I was in the mood to restart my Zelda game that I started a couple of years ago. I had to restart because my code wasn't effecient at the time I did the programming.

And on top of that, because of infidelity's hack, I wanted my game to be a hybrid between A Link to the Past and the game I was already making.

In other words, it will be a brand new game, but just some nods to ALTTP. Such as the starting area of the game. And since I'm not bound by the NES limitations, I decided to make the screen areas 256x240. And I'll use sprites to display your health and keys/bombs.

Starting Area (similar to A Link to the Past)


The screen below it (kept from A Mysterious Journey, just slightly altered)


My game originally started as this:

http://www.youtube.com/watch?v=0tRHhKjiyXI

Then, when I decided to upgrade the quality and the graphics, it became this:

http://www.youtube.com/watch?v=6MQcWvmc8Yo

Since I really like the quality and level design of my game A Mysterious Journey, I'm simply including some ALTTP area designs into it.

So basically, the first screen in the video is the second screenshot I posted.

When restarting this project, I had to literally spend a few hours creating new tiles based off of the original Link's Awakening tiles.

I've decided to spend more time on the more fun parts of game design. Programming tends to put me off, so I'm doing the level design first. It is more fun for me.

____________________
My YouTube Channel

RetroRain
Posted on 10-26-14 05:18 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158870


Fuzz Ball
Level: 66

Posts: 803/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I didn't download or play 4.0 yet, because I thought 3.2 was the final version, and I got too far into it to just start all over again in 4.0. I will eventually download 4.0, but I found this minor overworld error in 3.2. Can someone confirm if this still exists in 4.0?

I came across this today when I was playing in the Dark World. You can jump off the ledge there, but the screen below it has a staircase. Very minor overworld error, but I wanted to point it out anyway. For all I know infidelity already fixed this in 4.0.





____________________
My YouTube Channel

RetroRain
Posted on 11-05-14 04:04 AM, in A Lost SMB2 Hack from DahrkDaiz, Does Anyone Have It? Link | Quote | ID: 158923


Fuzz Ball
Level: 66

Posts: 804/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I remember him releasing the patch which turned all of the cherries into coins, but I don't recall if he actually released another patch of anything else. What I remember him saying is that he "almost" got it so that you could switch players mid-way. I assume he got it to work somewhat, but the code wasn't finished. But it was so long ago that I don't remember if that is exactly what he said. It's just that I remember him saying something like "almost". But I could be wrong. As far as I know Googie, he didn't actually release anything further than the cherries-to-coins patch.

____________________
My YouTube Channel

RetroRain
Posted on 11-05-14 06:58 PM, in The Legend of Zelda: A Mysterious Journey - Development Resumed! Link | Quote | ID: 158924


Fuzz Ball
Level: 66

Posts: 805/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I changed my mind about using the full screen to display the game areas, as I want a HUD at the top of the screen. I have resumed development of this game, however, I had to restart it so that I could update the game areas and code everything more effeciently. The overworld is 20% complete. This game will be a combination of elements from Zelda 1, 2, 3, and the GameBoy titles, but will include new features as well. Here are some screens from the new overworld. Most of the areas are taken from the old build, but just updated.

A throwback to Zelda 3. This area can be found in the village.






These two screens don't lead to each other.


____________________
My YouTube Channel

RetroRain
Posted on 11-06-14 03:38 PM, in The Legend of Zelda: A Mysterious Journey - Development Resumed! Link | Quote | ID: 158929


Fuzz Ball
Level: 66

Posts: 806/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
Thanks Googie! But if you think those were great, check these out!

The starting area of the game. Link's house. Once you jump off the ledge, you will not be able to go back until you get the sword. Fortunately, the sword is close by...


The old man in the cave will give you the sword.








The water tiles are not 100% accurate. They will be fixed later, when it comes time to animating the water.


In the Dark World, the bridge won't be there. In fact, there will be no way to get from one side to the other. You'll have to go around. As shown in the video I released over a year ago, and in this screenshot, the burnable trees from the Zelda Oracle games have returned. They will act as they did in Zelda 1. If you burn them down, it will reveal a secret cave.


I fixed up this area. It now looks a million times better.




A fairy pond. It is in a good location of the overworld, for when you need it. But there will be others as well.


I fixed up the Zelda 3 homage area. A million times better.


____________________
My YouTube Channel

RetroRain
Posted on 11-06-14 05:03 PM, in A Lost SMB2 Hack from DahrkDaiz, Does Anyone Have It? Link | Quote | ID: 158930


Fuzz Ball
Level: 66

Posts: 807/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
I'm sorry, I do not have it.

____________________
My YouTube Channel

RetroRain
Posted on 11-08-14 02:56 AM, in The Legend of Zelda: A Mysterious Journey - Development Resumed! Link | Quote | ID: 158946


Fuzz Ball
Level: 66

Posts: 808/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
*cue Kakariko Village theme*
(https://www.youtube.com/watch?v=fw1O6-LjfeA)





This is the last batch of screenshots for a while. I don't want to spoil the whole game! But I got a lot done on the overworld in the past couple of days!

____________________
My YouTube Channel

RetroRain
Posted on 11-30-14 07:11 PM, in How come there are no tutorials on how to program a TSA? Link | Quote | ID: 159091


Fuzz Ball
Level: 66

Posts: 809/994
EXP: 2436853
Next: 24998

Since: 09-30-07

Last post: 1928 days
Last view: 950 days
This is one of those things that I would need to know if I decide to program a NES homebrew in the future. But I did some searching, and I can't find anything. That, and I'm surprised it has never really come up before.

Let's say that 00 - 02 are level tiles, 16 x 16 tiles.

00 is a wall
01 is a grass ground
02 is water

and in the hex editor, I have 00 00 00 00 01 01 01 01 02 02

just for sake of argument.

If I change one of those 00s to a 01, I can change the wall into a non-solid grass tile in the level.

But how do I get a single byte to represent four 8x8 tiles?

For instance, in the NES, the grass ground 16x16 tile could be formed using 8x8 PPU tiles 0A, 16, 2D, and 4F (just using random numbers for the hell of it).

In other words, if the game reads 16x16 tile 00, the wall tile, how does it know that it consists of those 4 random tile numbers?

Is programming a TSA actually easy, and I'm just making it out to be harder than it really is?

Then you have the obvious property byte, which I also don't know how to do...

Grass Tile (Represented by byte 00)

0A 16
2D 4F

Grass Tile Property (00 is solid, 01 is air, 02 is water, 03 is spike)

01

I was just curious if anyone had any info regarding this topic.

Thanks.

____________________
My YouTube Channel
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50


Main - Posts by RetroRain

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

Page rendered in 0.239 seconds. (331KB of memory used)
MySQL - queries: 134, rows: 166/166, time: 0.229 seconds.