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Romhacking => Personal Projects => Topic started by: nesrocks on June 08, 2017, 10:44:33 pm

Title: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 08, 2017, 10:44:33 pm
I should now reveal what I've been working on. It is a hack that gives a serious facial uplift to the original game. Without further ado, here are some images (nothing final):

click to enlarge (title screen credits go to Macbee)
(http://i.imgur.com/oscTI1f.png)

It is mostly original graphics, but slimer and the heroes are adapted from the "new ghostbusters 2" game from HAL lab.

The title screen says "os caça-fantasmas" but that will be on the brazilian portuguese version only. As with the super pitfall hack, I will release this in both US-EN and PT-BR.

As usual Macbee has been looking closely at the progress and making nice suggestions (his idea to use the new gb 2 graphics). Also, he did the graphics for the new title screen and made it pre-stretched to compensate for the nes aspect ratio on the tv (things I never even noticed, but cannot be unseen!).

I didn't pick this game because of this, but it is another badly ported/adapted david crane game.

I don't think the game design can be saved on this one, so I just want to work on graphics mostly. I was thinking a few tweeks here and there, but nothing complicated. Oh, and I've fixed the stairs controls. Now you just press LEFT or RIGHT to move LEFT or RIGHT. Like a videogame!

Also, on the boss scene I've made it so you can move freely and the screen won't switch (that was super annoying on the original game). Now you press B if you want to go to the staypuft marshmellow man screen (press B again to return). Also! I've made it so you always shoot up.

I also noticed these errors with the original game:
(http://i.imgur.com/tOCuerh.png)

This one is weird, they made the graphics but inserted the wrong numbers for the sprites. Original game on the left, restored graphics on the right:
(http://i.imgur.com/7ZI2dHs.png)

This is all I have so far. To do are the other 3 variations of the background on the ghost hunting scene, the staircase scene, the final scene (both screens), the shop and a few details, like the gas station, the GBHQ, running out of fuel, etc.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 09, 2017, 03:05:47 am
If the work you did on Super Pitfall has anything to do about how good you are, then I have very high hopes for this game. Ill be keeping a very close eye on your progress. Also, if you need a beta tester, feel free to ask. :D
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: niuus on June 09, 2017, 12:46:15 pm
Superb work, mate. Makes me wanna play it again after all these years :thumbsup:
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: irvgotti452 on June 09, 2017, 03:22:20 pm
Hard to believe it is the same game!  :o

Excellent work, I love seeing projects like this. So many NES games could use the facelift and "under the hood" work.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 09, 2017, 06:41:51 pm
Thanks guys!

A few more unused graphics (rearranged, I picked the colors). I wonder what that rally x "S flag" is doing there?
(http://i.imgur.com/cX8qKNz.png)

Also, I switched the disclaimer on the title screen to this. I want to start the music as soon as the game is powered on instead of when pressing start, so it can go along with this screen. I know it should look better but this is how I could cram the lyrics in there, there wasn't any extra space remaining.
(http://i.imgur.com/6L8ZVX0.png)

@irvgotti452 I agree there are many games that have so much room for improvement, those are the best to hack.

I have a question, maybe someone here knows the answer: the ROM has this on it "YOU'VE RUN OUT OF MONEY" but I couldn't for the life of me get this message to appear in game. Anyone know how or is it unused?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Googie on June 09, 2017, 09:56:23 pm
This is so freaking cool, Nesrocks. I really like the graphics, it looks like a Sunsoft game.  :thumbsup:
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Jorpho on June 09, 2017, 11:37:20 pm
I would have thought the SMS had the best port of this one.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 09, 2017, 11:43:09 pm
I would have thought the SMS had the best port of this one.
Well my nickname isn't SMSrocks! Pacnsacdave has a hack of this game that brings its graphics closer to the sms version, but I wanted to do a full-on NES style rework.

@Googie thanks! Anything sunsoft is awesome.  :thumbsup:

edit: update! I just finished the shop. This one was hell to edit, it seems to have continued mostly an empty screen but there wasn't much to work with.
click to enlarge.
(http://i.imgur.com/Loh09wm.png)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 10, 2017, 11:50:27 pm
Wow! That Ecto 1 looks amazing! I would suggest though with not changing the disclaimer at the beginning as it gives the original creators there proper credits and all.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 11, 2017, 12:33:05 am
Wow! That Ecto 1 looks amazing! I would suggest though with not changing the disclaimer at the beginning as it gives the original creators there proper credits and all.
Thanks! Here it is without those slots on top (just a freebie) (edit: now I see some details are different in this version, whatever).
(http://i.imgur.com/l7sBVy2.png)

You know what, I've actually been giving a lot of thought to that disclaimer thing. On one hand having the lyrics is a lot more fun, but having the credits feel more like a complete version of the game that could have been released in 1986 (but it is boring  ;D). Not sure yet.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on June 11, 2017, 01:05:07 am
Nice, dude!!
That looks fantastic.
I actually feel like playing this now.
You are the guru of making b-tier games playable.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Asaki on June 11, 2017, 02:03:58 am
Ghosts love birthday cake.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Fredde on June 11, 2017, 03:48:27 am
This looks great!

How 'bout an alternative patch with the new lady Ghostbusters?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: NES Boy on June 11, 2017, 05:37:34 am
You know what, I've actually been giving a lot of thought to that disclaimer thing. On one hand having the lyrics is a lot more fun, but having the credits feel more like a complete version of the game that could have been released in 1986 (but it is boring  ;D). Not sure yet.
Well, here's something to consider: the Sesame Street compilation games for NES, "Sesame Street ABC" and "Sesame Street 123 & ABC" featured the show's lyrics scrolling by in the game selection screen. Here's a video of it in action. (http://www.youtube.com/watch?v=YPjn3PhkgZc) Perhaps you could program in something similar?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Teeporage777 on June 11, 2017, 06:00:28 am
really nice work man.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 11, 2017, 06:51:42 am
Well, here's something to consider: the Sesame Street compilation games for NES, "Sesame Street ABC" and "Sesame Street 123 & ABC" featured the show's lyrics scrolling by in the game selection screen. Here's a video of it in action. (http://www.youtube.com/watch?v=YPjn3PhkgZc) Perhaps you could program in something similar?

Or the Commodore 64 version of Ghostbusters. It does something similar.

https://www.youtube.com/watch?v=Hz5VvMItHmM
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: MagusLOGS on June 11, 2017, 01:32:48 pm
Fantastic work as usual nesrocks!

Now it actually looks like a NES Game and not Atari 2600. I only played this Game on SMS but i may try this version out once its released. Do you plan on putting Street Lines on the City Overview? I remember this Game not being that enjoyable at all, it wouldn't hurt if you could adjust the Gameplay a little bit to make it more interesting to play by maybe adding new stuff because the Gameplay really felt like a C64 Game.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 11, 2017, 01:46:35 pm
Thank you so much guys!

Yeah, Macbee pointed me to a video of David Crane being interviewed about the C64 game in which he boasted how the game had the lyrics appearing for a sing-along feature. It would be cool to have it in this game, but I can't promise anything. First I need to finish what the game is, then I see what areas are unused and what can be improved from there.
https://www.youtube.com/watch?v=p3jAf_W_VRU
This interview made me think the game was originally about firefighters. I mean, he says the game was halfway done before the movie existed, but he hesitated to say what it was about. "You drive around in the city and go do things on buildings". The ghosts can easily be replaced with flames and the streams with water. I think it makes sense.

@Asaki: Yeah, in the 4th episode of the cartoon slimer gets in trouble because of this FACT :laugh:

@Fredde: Well, yuck! I would have fun doing that if the new movie didn't exist.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 11, 2017, 10:04:27 pm
Thank you so much guys!

Yeah, Macbee pointed me to a video of David Crane being interviewed about the C64 game in which he boasted how the game had the lyrics appearing for a sing-along feature. It would be cool to have it in this game, but I can't promise anything. First I need to finish what the game is, then I see what areas are unused and what can be improved from there.
https://www.youtube.com/watch?v=p3jAf_W_VRU
This interview made me think the game was originally about firefighters. I mean, he says the game was halfway done before the movie existed, but he hesitated to say what it was about. "You drive around in the city and go do things on buildings". The ghosts can easily be replaced with flames and the streams with water. I think it makes sense.

@Asaki: Yeah, in the 4th episode of the cartoon slimer gets in trouble because of this FACT :laugh:

@Fredde: Well, yuck! I would have fun doing that if the new movie didn't exist.

If what you said could be true, what I think is that the ghost and the trap, along with other stuff on the map like the ghosts going to Zuul and Stay Puff were added in after the license was gained. My guess would be that the houses had flames in the windows or other areas and you sprayed them with the water to save the building. Sounds like it be a more simple game to play then Ghostbusters ended up becoming as Im not sure what they can do to the map other then going from point A to point B.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Midna on June 12, 2017, 03:31:40 pm
Well, the Ghostbusters basically are firefighters, except instead of putting out fires they capture ghosts. They even operate out of an old firehouse.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: PresidentLeever on June 12, 2017, 04:03:45 pm
Looks great! You could have a look at the SMS version for some gameplay improvements, though it's far from perfect (as in it held up well, not compared to the original version) there still.

My only minor complaint is that the sidewalk in the car segment looks very busy, which could perhaps be distracting.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 12, 2017, 06:39:24 pm
I'll certainly be looking at the other versions, especially the original C64 one for ideas once I'm done with the graphical changes. One thing I really don't like about the game is that the only downside to not catching the ghosts on time is that the time runs out. It would be good to actually have a penalty so there could be some challenge on that scene. Crane mentions that the ghosts can "slime you", but I haven't found a video of that happenning on the C64 version, so I don't know.

Also, some aspects of the game are so under utilized, like when the marshmallow man destroys buildings, or shooting him from the top of the zuul building being completely useless.

I should have a new screenshot today, just finishing the staircase scene. I had a lot of technical freedom on this screen, so I had a lot of fun doing it.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 12, 2017, 08:10:29 pm
On the C64 version, you can get slimed for failing to catch the ghost before it leaves or if you fail to catch it in the trap. Also, the C64 version doesnt have the store, gas, cars and hazards on the streets, and the part after entering Zuul. Once you pass Stay Puff to enter Zuul, the game shows the Ghostbusters closing the game by crossing the streams. Also, the C64 version has a special "password" like part at the beginning that you enter your name and if you have an account and stuff. Its used to give yourself a bank account, meaning that you can gain and lose money each time you play, making it harder or easier to win, depending on how well you did last time you played. Ill go find a play through of the C64 game to show you the differences and post it here.

EDIT: Heres the play through. https://www.youtube.com/watch?v=ElJNQxgKZPw
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: rainponcho on June 12, 2017, 08:48:03 pm
I think these remastered projects are a great way of making use of your elite level talent! Something above amazing ideas and touch-ups. If you start having fun adding your own cutscenes (thinking Mega Man 3 Improved storybook intro), you'll be shooting far beyond the moon.

+1 to waiting list. :)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 12, 2017, 10:38:31 pm
@Da_GPer I had watched exactly that video, but throughout its entirety the player never gets slimed even once.
@rainponcho: that could only be done with some rom expansion, there isn't a lot of space left. I'm not sure how I feel about expanding roms.

Here is the finished staircase scene!
(http://i.imgur.com/JkCuhpF.png)
(http://i.imgur.com/ZdYPOqL.png)

The building has 10 floors now instead of 23, but I may change that to adjust difficulty later on.
To do: final scene, the other three building variations for the ghost catching level, staypuft man destroying buildings, and the pause inventory.

To make it clear, I don't want to change the mapper or expand the rom, I want the game to use its 1985 technology and see what I can do with it.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 14, 2017, 04:05:43 am
@Da_GPer I had watched exactly that video, but throughout its entirety the player never gets slimed even once.

Lets see if I can find a video with stuff like sliming and other things not seen in that other video. I noticed they didnt even show the other cars.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on June 14, 2017, 02:38:45 pm
Hey, NesRocks. A new NES project eh..? Would you mind if I team up with you again for the sound? :D I'll even add your notes to DataCrystal again!
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: dACE on June 14, 2017, 06:09:44 pm
I'm confused - are you going to include Winston or not?

Be quick with the answer, before any moderator deletes the question...

/dACE
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 14, 2017, 07:09:50 pm
Why would the question be deleted? I hope nobody deletes it, there is nothing wrong with it.
I had written a long post about that but the answer is simple. For technical reasons I decided not to add him on that particular scene. I hope I can add Louis, Winston and Janine (how can people forget her???) somewhere, but there is very limited tile space to work with so I find it unlikely I'll be able to do that.

@FCandChill: that'd be nice, but I want to try and do it myself, as training for my pc game (in which I'm using nsf files). In fact, for ghostbusters Macbee already found a nsf someone made that maybe I could use as reference. I haven't looked into the music format in the game yet, but I know the addresses. One thing I have no clue how to do but wanted to is to change the "Ghostbusters!" yell DPCM to the one from the official song. I tried looking into it but couldn't figure out much yet. The ultimate badass thing to have would be for the ghosbusters yell to happen at the right moments in the song, but that is probably dreaming too high.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: retroverse on June 14, 2017, 08:13:24 pm
I have (surprisingly) fond memories of the ZX Spectrum version of this game, so I'll be watching this with interest - you're doing an awesome job of improving the graphics, and I'm curious to see what further enhancements you can achieve while working within the limits of the ROM.  (I also wonder what you'll do with the famous end screen...)

On the subject of sliming, here's a video of someone getting slimed:

https://www.youtube.com/watch?v=bBBbFnwkLzE

If I remember rightly, you lost one of your team of three ghostbusters every time you got slimed - if your team drops down to one, you can't go to ghost call-outs anymore, as you need two ghostbusters to pin the ghosts down.  You can replenish your team to full strength at any time by returning to GBHQ.  (In my head, I always imagined Winston was waiting at GBHQ and got swapped in for the 'slimed' team member, but the same three identical sprites kept walking out...  ;) )
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on June 14, 2017, 08:28:07 pm
@FCandChill: that'd be nice, but I want to try and do it myself, as training for my pc game (in which I'm using nsf files).

How are you play NSFs for your game..?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 14, 2017, 08:52:54 pm
How are you play NSFs for your game..?
Using this https://forum.yoyogames.com/index.php?threads/chiptune-player-game_music_emu-free.25121/#post-157284
I have already written a couple of test tunes but they aren't in style with the game, it was more of an exercise.

@retroverse: interesting! thanks for the video, and that voice was funny heh
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 14, 2017, 11:50:33 pm
Thanks for finding that video too. I ended up falling with a mild case of some kind of stomach illness shortly after writing the last post and wasnt able to look for the video. Im glad someone else stepped up to the plate.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Asaki on June 16, 2017, 08:17:36 am
@FCandChill: that'd be nice, but I want to try and do it myself, as training for my pc game (in which I'm using nsf files). In fact, for ghostbusters Macbee already found a nsf someone made that maybe I could use as reference.

Was the original music that bad? I haven't played it in a little bit, but I remember it being pretty decent.

They say you can't polish a turd, but Nesrocks sure likes to try =)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on June 16, 2017, 09:35:18 am
Was the original music that bad? I haven't played it in a little bit, but I remember it being pretty decent.

It's passable ... however it has composition which an experienced NES would stray away from ... for instance playing two of the same notes at the same time and at a high pitch. Jun Ishikawa does the theme better justice in New Ghostbusters with a more advanced sound engine ... he's also the composer for Kirby's Adventure ... so he knew what he was doing...
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Asaki on June 17, 2017, 12:54:58 am
Hmm, maybe could borrow music from that game, if graphics are already being borrowed.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 17, 2017, 03:15:41 am
That would require a rewrite on the sound code, which unless FCandChill is able to copy and paste the sound code from New Ghostbusters 2 to Ghostbusters, would be a lot of work. Besides, he was able to use the horrible sound code from Super Pitfall to make some awesome songs, so I have high hopes that the same can happen here too.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on June 17, 2017, 10:35:47 pm
That would require a rewrite on the sound code, which unless FCandChill is able to copy and paste the sound code from New Ghostbusters 2 to Ghostbusters, would be a lot of work. Besides, he was able to use the horrible sound code from Super Pitfall to make some awesome songs, so I have high hopes that the same can happen here too.

Ah, Super Pitfall II ... A lot of effects provided by the engine were superfluous and the engine itself was barebones. For this game ... there's definitely room for improvement for the music just like with the Pitfall game. It would be nice to have extra themes ... the NSF file for the game just has the ghostbusters theme and the "gherst bersters" sound byte...
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: NES Boy on June 18, 2017, 03:06:14 pm
It would be nice to have extra themes ... the NSF file for the game just has the ghostbusters theme and the "gherst bersters" sound byte...
That would be an excellent opportunity to adapt the film's score for this game. The score was commercially released by Varèse Sarabande back in 2006.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 19, 2017, 01:06:03 am
Guys, unlike Super Pitfall, this game doesn't have a lot of unused bytes. It has only a few actually, just enough to insert some new asm. Super Pitfall was a freak case, it had TONS of free space. I have no idea why it even needed a mapper! :P So, unless we cut something, adding other songs would be difficult. Maybe removing the ghostbusters voice would work, as that takes a lot of rom space. But the yell is so characteristic to the game, I think that removing it completely would feel weird...
One thing I like about the original song is that it is very long. When you think it has started looping it throws in a new phrase. The song can be vastly improved, but one thing that absolutely has to be kept is this varied length.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on June 19, 2017, 02:06:18 am
I don't think many people would miss the yell if it means having a larger variety of music.
I agree that if the main tune has that much variation to it then it shouldn't be cut.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on June 19, 2017, 04:05:21 am
I also wouldnt mind if all the voices were removed to make space. Its not like its 100% needed to hear "Gherst Bersters" every few seconds. Also, freeing that space for other use can give us stuff that the Commodore 64 version has or even something new. I say for the game to lose the voices.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: ShadowOne333 on June 19, 2017, 10:32:47 am
I have to agree.
The "Gherst Bersters" voice could be ditched altogether, I feel like a proper 8-bit rendition of the Main theme would suffice for the title screen instead of something that sounds out of the Intellivoice:
https://www.youtube.com/watch?v=8Wu_gMucHYE

 ;D
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: KirkyMonster on June 19, 2017, 02:35:38 pm
Gorgeous sprite work, I love how each Buster is a different color during the stairs segment. Speaking of the stairs segment what you accomplished is incredible.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on June 21, 2017, 02:46:07 am
I can create a utility that allows you to insert songs into the game from a famitracker file. I can also put your documentation on DataCrystal. Although, you seem to want to independent at this point ... so just know that the offer is open.

I was searching for other Ghostbuster hacks, and only one other exist. Someone linked to this thread with an interesting post...
Quote
The S Flag he's talking about is a powerup that appears on the lower screen of the final boss. It heals you if it's in the upper half. It knocks the Puft down and resets his climbing speed if it's near the ledge. I don't know if it appears in the upper screen, but I was randomly healed in the middle-right section.

The boss has 16 HP, and it heals 1 HP each time you go to the bottom screen and return.

There's 3 sets of graphics for a third trap (one above in this screenshot). One set for the shop, one for the main screen and one for the building scene. The second trap isn't used in the building scene as it was probably supposed to be replaced when you buy the second one.(http://i.imgur.com/QGkbsbr.png)f you edit the beam you fire during the final boss, this is the game crashing line of pixels. They can still be edited if you're careful with them.(http://i.imgur.com/4jy6Fhx.png)

The crashing sprite is most likely responsible for sprite 0 split.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 21, 2017, 08:42:42 am
Post reedited for readability.

@FCandChill Yeah, I had noticed the bigger trap. As for the second trap, it's in my plans to use the correct graphic on the building scene, according to which one the player has.
I still haven't editted the beams, but it's interesting to know. Was this post done by pacnsacdave? I wonder who else would have such in-depth knowledge about this game.

I already figured how to change that tile to anything I want. Just change the value at 0x3C01 to whatever byte value is at 0xC275 after the tile editting. Not sure yet if this causes side effects, but it seems to be booting up ok.

I have figured out the flag... Wow... If you hit 16 ghosts without missing a shot the S Flag appears. The weird thing is it counts ghosts on the upper screen too (as long as you don't miss or hit gozer, it keeps counting), but it is useless because 1: unlike in the lower screen it doesn't do anything, and 2: it resets to zero as soon as you go to the lower screen.
But there is more to it... There are two types of s flags. The game picks one randomly and gives it a random X coordinate when hitting the 16th ghost:

(https://i.imgur.com/G6BmtVq.png)
The red one restores health, and the yellow one makes the Puft retreat all the way to the bottom (but this does not reset his climbing speed).

When the flag appears a timer is set, and when it is over it will make the flag disappear. But it will also reset your ghost killing count (in case you started killing ghosts immediately after the flag appeared). The problem is this timer is set when you reach the boss scene, so once at the start when you go to the bottom screen for the first time it is useless to kill ghosts for 6 seconds, as it resets the counter at that mark.
About the Puft speed being reset, apparently there is no way to do that. He gets faster each time you shoot him, but he can never become slower, I think.

It turns out some of those graphics I said that were unused are used, aside from the s flag:

(https://i.imgur.com/yk8VCvd.png)

It is just difficult to see these, especially the "P" and that other thingy, because they appear for only 1 frame (a bug) and because there are ghostbusters right in front of them at the door. What is that thing anyway, a robot? The P gives 1 health, and the robot gives 3.
I think these tiles assemble like this, but I don't know what they're supposed to be (it's on the staircase level):

(http://i.imgur.com/JSFDceZ.png)

The lower part looks like cables. Upper part could be a switch or a key hole? Don't know.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Midna on June 21, 2017, 10:24:57 pm
Thing on the left is a ghost. The letter P is obvious. I have no idea what the thing on the right is. Maybe it is some kind of big-headed robot dude with beady cartoon eyes. These graphics are messy and terrible.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on June 22, 2017, 01:39:22 pm
It's Winston come back from the grave to haunt the other Ghostbusters for being left out of the game.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: MegaManJuno on June 26, 2017, 11:45:55 am
(http://i.imgur.com/JSFDceZ.png)

The lower part looks like cables. Upper part could be a switch or a key hole? Don't know.

I'm guessing this is supposed to be one of the traps as seen overhead..?

(For example: https://www.therpf.com/showthread.php?t=106398 (https://www.therpf.com/showthread.php?t=106398))
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Chronosplit on June 26, 2017, 12:10:15 pm
...Sperm ghost?  R.O.B.?  A power switch of some kind?

I'm thinking MegaManJuno is on the right track though.  What is it used in exactly?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 26, 2017, 12:31:35 pm
As far as I know that thing is unused. About the overhead view of the trap, I can see that. The problem is it's with the staircase graphics, and that is a side view scene (not to mean that it couldn't be a really old leftover graphic). But it is sitting next to those 3 door content sprites, so I think there's a chance this was supposed to appear at some point in the level. Unlike the door content tiles though, this one has 4 tiles instead of 2, so it can't appear on the door as is, unless it removes the door completely to appear in its place.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Tater Bear on June 26, 2017, 01:52:02 pm
Is it the ghost food? I never played the NES version, but in the SMS version you can lay down ghost food to attract the ghosts during the staircase level. I suspect the ghostbusters famicom manual has the information telling us what all these graphics are suppose to be.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 26, 2017, 02:39:25 pm
Nah, the ghost food is used and it looks like a pie of sorts.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on June 26, 2017, 04:04:08 pm
Do those graphics have ANY associated object code at all? Are there any unused items in the game with glitched graphics?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on June 26, 2017, 04:10:32 pm
The only unused graphic is the last one (the one with the cables). My question was more about what they are meant to represent (especially the robot). Since the graphics are next to each other I tried to force it to show the cable thing when opening a door (by logic it should be the ghost -4), but it didn't do anything.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on June 26, 2017, 04:22:31 pm
Then I would ignore that last one.
There really isn't any way to know what it might have been intended to be.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Tomato on June 26, 2017, 04:40:42 pm
The first thing that came to mind for me was that it's the containment unit from the movie or the power switch that gets flipped and causes the containment unit to shut off.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: retroverse on June 26, 2017, 06:18:12 pm
I suspect the ghostbusters famicom manual has the information telling us what all these graphics are suppose to be.

I tried looking up the NES manual (http://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0ahUKEwiY9o78rNzUAhVCOxQKHW7sAZQQFgg0MAE&url=http%3A%2F%2Fwww.thegameisafootarcade.com%2Fwp-content%2Fuploads%2F2017%2F02%2FGhostbusters-Game-Manual.pdf&usg=AFQjCNEzJuUjSA6cpPlPomUcz9jR817o5w), but no luck - it barely even mentioned that you could open the doors.  My only other theory was similar to Tomato - I thought it might be some kind of on-screen icon to show if the sound generator was activated or not (with the top half flipped to show two different positions), but the sound generator doesn't need to be turned on.  Not a single clue about the robot/workbench/thing behind the door.

While I'm posting - I'd agree with what others were saying about it not being the end of the world to lose the 'ghurstbursters' speech at the beginning, if it meant more sound variety elsewhere.  (A version of the 'Arrival at the Library' song might work well for the shop/calmer moments?) 

Mildly off-topic, there's one thing about the game that never did make sense to me - why do you need $10,000 to enter the presence of Zuul?  Is Gozer standing in front of the building in a ticket booth?  :laugh:
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: MarksmanBrett on October 03, 2017, 08:21:10 pm
How's progress on this going?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on October 04, 2017, 09:14:09 am
It is currently on halt. I am focusing on my PC game for the time being, and I got interested in developing a homebrew for the NES, so it won't be until a few months from now that I can work on this.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: MarksmanBrett on October 04, 2017, 09:18:20 am
I see...do you have links to your other homebrew project? love your work.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on October 04, 2017, 09:37:17 am
Just released a video yesterday. https://www.youtube.com/watch?v=nSsYy6lFjtE

It is a mix of a version of my PC game and studies on NES development, meaning it doesn't have a defined shape yet. I'm implementing basic features that it should probably need, and as my PC game matures I should be able to decide what it should be about.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on November 29, 2017, 09:42:04 am
I have been working some on this hack, since I'm having trouble focusing on the PC game. I have finished all building fronts now (both doors types and window types may appear on any scene).

New screens (click to enlarge):

(https://i.imgur.com/i0LiMDv.png)
(https://i.imgur.com/V9V4zCj.png)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Vanya on November 29, 2017, 06:38:47 pm
Nice work! Your graphics never disappoint.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: DavidtheIdeaMan on November 29, 2017, 06:46:34 pm
I've been looking at this a few times & I have to say that it looks bloody amazing,hopefully you can improve the gameplay & music as well? :)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on November 29, 2017, 06:52:37 pm
There are a few tweaks in gameplay, but I gotta say, the game design here cannot be saved. So many things I keep asking myself "why is this even a feature, it should just be removed", but the game is already so simple. I think the biggest gameplay improvements are on the stairs and on the boss fight, I made those a lot more playable.

I just found a surprisingly difficult to miss bug: when on the map, if you try to enter a building to the right when there is none (aka when you're on a horizontal street), it will enter the gas station. To the left it will enter a normal building. I think I'll fix this. Strange I never noticed this, maybe it happened and I thought I had pressed a diagonal.

As for music, I have no idea. I guess I'll take a look, and if doable I'll try.

If I did this right, this is a game genie code for moving fast (and just by pressing left or right) on the stairs:
APNXUEGG
PANXKAAT

This is of course something the hack comes with built-in.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: DavidtheIdeaMan on November 29, 2017, 06:53:56 pm
Aha,I see.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on November 29, 2017, 08:16:47 pm
I have been working some on this hack, since I'm having trouble focusing on the PC game. I have finished all building fronts now (both doors types and window types may appear on any scene).

(https://i.imgur.com/i0LiMDv.png)
(https://i.imgur.com/V9V4zCj.png)

Amazing, as usual. Nesrocks always amazes me with how awesome his work is.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: mrrichard999 on November 30, 2017, 01:49:26 am
Man this looks so much better than the original! Nice work!

You ever thought about doing Ikari Warriors for the NES with some improvements?  ;)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: releasethedogs on December 02, 2017, 12:15:10 am
Or Dr. Chaos?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on December 02, 2017, 08:23:49 am
Thanks guys!

About other hacks, if I don't have fond memories of a game, it goes down so much on my list that it would take a billion years to get to them. Such is the case of Ikari Warriors.
Dr. Chaos I'm surprised I never heard of that game before. Beying released by pony it caught my interest for a bit, but after playing and watching a play through I can honestly say no way. It doesn't look fun to me at all. Goonies 2 does it all so much better, in fact I'm doing a few gameplay adjustments to that game.

edit: some progress (not FINAL, I still need to make the lower screen). Original posted for comparison. (click to enlarge)

(https://i.imgur.com/f9WnOt6.png)
(https://i.imgur.com/jkEdCKf.png)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on December 05, 2017, 09:21:25 pm
The differences between the two screenshots are night and day. I wonder what made Activision think that the original look was good enough?
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Midna on December 05, 2017, 09:42:05 pm
It was actually Bits Laboratory who developed the NES version of Ghostbusters.

It's almost comical how much lamer the official screenshot looks in comparison.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Jorpho on December 05, 2017, 10:14:23 pm
There are a few tweaks in gameplay, but I gotta say, the game design here cannot be saved. So many things I keep asking myself "why is this even a feature, it should just be removed", but the game is already so simple.
Well, you could always find some way to repurpose the stair climb or final boss battle.  Like, maybe sometimes when you show up at a building, you get pulled into an "alternate dimension" and have to fight some less-difficult variant of the final boss.

But of course, that would be an awful lot of difficult assembly work, and it's not like the final boss fight is all that fun in itself.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on December 05, 2017, 10:29:45 pm
I think there are two big problems on the game design:

1 - The condition to enter zuul building is bad and isn't even well implemented. You need to have $15000, but once you do, if you go to the shop and buy zuul specific items and go under 15k, you can't enter anymore and you've thrown away your money making items (so now you may be stuck or wishing to just reset the game and start over). To fix this, it would be good to change this condition to time, or to amount of succesful ghost catching levels (it still would need a manual to explain this).
2 - Capturing ghosts isn't fun because it is repetitive, random and slow. This is tough to reprogram into something good. My solution is to cut the cost of some itens a bit to reduce unfun grinding.

Other than that there are countless minor problems.

I think with this hack I just want to make it artistically pleasant but have it still be NES ghostbusters in essence.
Also, I'm not changing mapper or ROM size, and it's running out of unused bytes. If someone wants to expand the ROM later and make it a good game be my guest. Just give credits for my graphics and original hacking.

Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on December 06, 2017, 09:01:44 pm
I think if the voice samples were removed, there would be enough space for everything.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on December 06, 2017, 09:55:34 pm
I think it could be replaced with a nicer one instead, and either expand the rom or get space from the music which occupies 3100 bytes by itself (that's 3x more than the pitfall 2 theme on the super pitfall hack). The music engine could be improved to be modular and accept looped sections. As it is, there are many repeated parts copied over and over. But that is just too much for me, I'm going to stick to graphics and easy to implement gameplay improvements.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: ShadyRounds on December 07, 2017, 01:50:35 am
This may sound mainstream and dumb, but can this game actually be good? Won't lie, it's amazing how the interesting individuals posting projects here seem to fix games that had every reason to be good but weren't, let alone remixing good ones like some psychedelic rave.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on December 07, 2017, 07:16:01 pm
This may sound mainstream and dumb, but can this game actually be good? Won't lie, it's amazing how the interesting individuals posting projects here seem to fix games that had every reason to be good but weren't, let alone remixing good ones like some psychedelic rave.

I thought that the C64 version, while more simpler then this one, was a good game.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: retroverse on December 10, 2017, 06:35:13 pm
Really glad to see some new updates on this, and very impressed with the new screenshots!

I do think there's the potential for a good (or at least decent) game in there, and I enjoyed the version I played back in the day, but with more experienced eyes I can see there's some poor design choices.  The 'entrance fee' mechanic for getting to Zuul is a good example, which doesn't fit in-story any better than it does in-game.  I liked the idea of a 'reputation' meter to work alongside the PKE meter, showing the city's faith in your franchise.  (Most actions in the game would then have an impact on either reputation or money, or both.)  If you don't meet a certain trust threshold by the endgame, City Hall won't know who they gonna call.

I wouldn't know where to start with adding such a thing though, and I do realise that eking out the amount of unused bytes needed for this number of graphical improvements must already be hugely challenging.  I'll just look forward to re-visiting the game with it's enhanced graphics once it's complete!
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on December 11, 2017, 11:49:10 am
I have made the boss fight so smooth (frame rate and controls) that it feels like the game is running on another engine. I'll try to fix some of the bugs that make this fight so bad (taking unexplained damage, shots coming out of nowhere, etc).

Here's some more goodness. I was thinking of something to use on the outside of the building on the lower screen and Macbee gave the idea to use the city background in the new ghostbusters 2 baby cutscene. I adapted it a bit and I like the result. This is a really tall building with 22 floors and all :P

And hey, you get to play as egon and winston on the final fight, so there's that.


Comparison (click to enlarge):
(https://i.imgur.com/ccNXaWb.png)

(https://i.imgur.com/g2F7QBA.png)


I got rid of the map. It was ugly and redundant. It would make sense to display it at the top screen (and it wasn't hard to make that work), but I just removed it for rom space instead.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: ShadowOne333 on December 11, 2017, 12:18:59 pm
Damn this game is getting quite the revamp and overhaul altogether.
I might actually give this hack a try once it is out, I am loving the progress that has been shown so far :)
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on December 12, 2017, 04:08:35 am
Im amazed by how good Stay Puff looks. Delicious. :P
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Midna on December 12, 2017, 02:30:52 pm
Mr. Stay-Puft is looking puffier than ever.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: FCandChill on January 20, 2018, 09:19:05 pm
@FCandChill: that'd be nice, but I want to try and do it myself, as training for my pc game (in which I'm using nsf files). In fact, for ghostbusters Macbee already found a nsf someone made that maybe I could use as reference. I haven't looked into the music format in the game yet, but I know the addresses.

I think it could be replaced with a nicer one instead, and either expand the rom or get space from the music which occupies 3100 bytes by itself (that's 3x more than the pitfall 2 theme on the super pitfall hack). The music engine could be improved to be modular and accept looped sections. As it is, there are many repeated parts copied over and over. But that is just too much for me, I'm going to stick to graphics and easy to implement gameplay improvements.

I know you said you didn't need help, but could you release the notes you have for the music? We could work together to figure out the sounds engine ... like we did for Super Pitfall II. I just need a couple of offsets for the music data, and I can deduce information with the help of a NSF (hopefully). Famitracker has a text export function. I could code a script that reads the text file and converts it to the game's code. This time, you don't have to transcribe every note in hex. :happy: The music in the game plays two of the same notes on the square channels at the same time. Removing the extra notes will make the music sound nicer and will give you more room. After all, this game has far less free space, unlike Super Pitfall II. You could use the extra room. ... However, if you don't want to change the music, I understand. :thumbsup:

Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: nesrocks on May 09, 2018, 09:47:49 pm
@FC I'm still not sure what I'll do with the music. I haven't really touched that yet. So much to do on this hack. When the time comes I'll see if you can help, if needed.

I've worked some more on the hack. as is the case with changing things, some people may prefer the old version. But I changed the city to a not so dark theme. It required writing a lot of assembly code to draw those road tiles, as the original was simply a repeated blank one.
(https://i.imgur.com/YQPia9K.png)

Added someone to the lyrics screen (so many calls, she's bored):
(https://i.imgur.com/tIW8LVt.png)
With this I hope I have covered every relevant character from the movie.

I'm working on the game's ending. So spoiler ahead:
Spoiler:
(https://i.imgur.com/suIFC0M.png)

Also, not sure I've mentioned this already, but I expanded the ROM (2 extra PRG banks) and now I'm using a crystal clear "Ghostbusters!" shout. Credits for that go to NewRisingSun. I wanted to have two versions of the hack, one not expanded without the shout and one expanded, but this was complicating things and was one of the reasons I stopped hacking this game. So I decided to just go with the best version.

Other than these, I've been fixing some more bugs. Still no release date in sight.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: ShadyRounds on June 26, 2018, 04:04:49 am
This is still a massive improvement on a game that everyone remembers but mostly as a game that originally feels like a chore to play (most the NES library come to mind).
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: Da_GPer on July 03, 2018, 02:23:25 am
@FC I'm still not sure what I'll do with the music. I haven't really touched that yet. So much to do on this hack. When the time comes I'll see if you can help, if needed.

I've worked some more on the hack. as is the case with changing things, some people may prefer the old version. But I changed the city to a not so dark theme. It required writing a lot of assembly code to draw those road tiles, as the original was simply a repeated blank one.
(https://i.imgur.com/YQPia9K.png)

Added someone to the lyrics screen (so many calls, she's bored):
(https://i.imgur.com/tIW8LVt.png)
With this I hope I have covered every relevant character from the movie.

I'm working on the game's ending. So spoiler ahead:
Spoiler:
(https://i.imgur.com/suIFC0M.png)

Also, not sure I've mentioned this already, but I expanded the ROM (2 extra PRG banks) and now I'm using a crystal clear "Ghostbusters!" shout. Credits for that go to NewRisingSun. I wanted to have two versions of the hack, one not expanded without the shout and one expanded, but this was complicating things and was one of the reasons I stopped hacking this game. So I decided to just go with the best version.

Other than these, I've been fixing some more bugs. Still no release date in sight.

Wouldn't it be better if instead of the Ghostbusters theme being written, why not just have a message saying something like having the mayor or, if you want it to be like the C64 version, the bank call Janine and tell her that they need the Ghostbusters to rid the city of ghosts and then enter Zuul to close the gate and save the city? You can make it like a phone call you would see in the movies, including her answering with, "Ghostbusters. What do you want?" Just a thought.
Title: Re: Ghostbusters Remastered (GB1, NES)
Post by: duiz on July 03, 2018, 05:11:40 pm
nesrocks, you quickly become probably my favorite romhacker. I love the Super Pitfall project you did and what you are doing with Ghostbusters. Always a great idea to improve the games that didn't quite live up to the promise they made, or should have made.

Anyway, take your time and I will enjoy this remaster whenever you finish it!