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Messages - Chpexo

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Personal Projects / Re: Metal Gear NES Faithful Edition
« on: Today at 06:24:59 am »
Those screenshots look hot, a great improvement over the original!

As far as dynamic palettes go, I do believe metal gear has the capability (snake changes colors when hit) but not only do I have no idea how to do that, I would also prefer this to be playable on real hardware if people choose to do so so I don't really want to induce crazy flickering in CRTs.
Not really, the sprite palettes appear static even when he is hit; he just cycles through different static palettes that are already stored in memory. Blaster Master on the other hand has a special dynamic palette for sprites when an enemy or you is taking damage.

Also you'd be surprised how the flickering is not apparent on TVs. I would definitely try Super Mario Bros. on your TV to see what I'm talking about when Mario is hit when he's big. Though the palettes are not changing, there is a rapid change in colors that create the illusion of colors that are not capable on the NES palette.

Though if you don't want to do my trick, feel free to not, there's hardly any space in the ROM to code a dynamic palette routine anyway.

Edit: let me clarify. A lot of areas in this game share palettes. Do you know if there is a way to unshare them and use new added palettes or at least choose a different one? I have the feeling I am getting more into the way things work specifically for metal gear tho so Ill probably have to learn this out of research, but if you have any ideas, please, let me know!
The game is using pointers to point to palettes so they're not repeated for each map to save space in the ROM. Keep in mind that the cart size is only a mere 128 KB; that's pretty tiny. Try finding the pointers and repoint them to some free space; there's not much. Sorry, but I can help you find these pointers.

By the way, please do take advantage of RHDN's data crystal and document your finds! People tend to forget about the website but I think it's helpful and prevents repeated research.

Gaming Discussion / Re: Those Catchy, Catchy Tunes...
« on: Today at 03:58:21 am »
I know a lot of good tunes, but I'll choose obscure ones

Super Marisa Land (PC) - Overworld

Puggsy (Genesis)

Puggs in Space (Amiga) - Demo

The demo is also cute, watch it

Pipe Dream (NES) - Theme 1

Samantha Fox Strip Poker (Commodore 64)

A cover of an old song that's name escapes me but is a dang good one Rob Hubbard

You know, I really wish Super Mario Bros 3 had a save feature, and also let you freely redo stages and return to worlds you've already been to. Basically get SMB3 and structure it more like SMW.
Yeah, the fact there is no save feature in SMB3 really ruins the experience; however, there's a level select accessible via Game Genie, a Super Mario All-Stars version that allows saving, and warp whistles. Normally, it will take a long time to beat in one sitting.

Solomon's Key suffers from a similar issue. If it wasn't for the infinite lives code, you would have to start from level one after you die thrice and there are fifty levels! Even with the code, the games is difficult to beat in one sitting.

General Discussion / Re: Need a good midi sequencing program
« on: Today at 01:59:46 am »
The interesting thing about the MIDI format is that you can actually compose with hexeditor, which is why it was widely used back then as well as the extremely small size.

Now to answer your question, there is a program called Finale Notepad where you can make songs and export midi. I would recommend it if you don't mind composing in a sheet music layout.

Gaming Discussion / Re: Question maybe you fellas could help with.
« on: May 25, 2015, 08:56:07 pm »
I believe you are referring to Gamergate? I myself haven't kept up with gaming news and don't really care about the controversy. Anyways, if you are looking for a gaming website about ROM hacking news that's not too political, you are looking at it.  For non-political news not about ROM hacking stuff for Nintendo http://mynintendonews.com/

Gaming Discussion / Re: Where to find Russian game translations?
« on: May 25, 2015, 08:34:13 pm »
There were a lot of unlicensed/pirate Russian games in the cartridge era. Barver Battle Saga: Tai Kong Zhan Shi had a Russian localization as a "Final Fantasy" game.
That Russian translation is horrendous. Also the Chinese title "Space Warriors" is what Final Fantasy was in Taiwan.

Site Talk / Re: Zelda - Possible Submission Compliance Grey Area
« on: May 25, 2015, 04:29:06 pm »
Just an FYI, you'll need the creator's permission of the utility if you plan to add the patch in the zip, in this case it is Sephiroth3. Ops can't modify the submission when it's on the site.

Site Talk / Re: Zelda - Possible Submission Compliance Grey Area
« on: May 25, 2015, 01:56:58 pm »
If the hack is solely for Hyrule Magic, it should probably be included in Hyrule Magic, at least in my opinion.

Personal Projects / Re: Metal Gear NES Faithful Edition
« on: May 25, 2015, 11:44:10 am »
Looks like a good start, I would just make the elevator's background the wall background like in the MSX version. As an FYI, the MSX version uses five colors for the background, black, dark blue, blue, dark gray, and light gay. The NES is fully capable of doing a dark gray. 00 is dark gray while 2D is an even darker gray, though 2D may appear on some emulator palettes as black. Try using 2D as opposed to brown.

There's also an NES demo that's worth checking out called "NES Color Bars Demo" that's by Quietust. It's useful because it shows how the NES palette appears on your NES emulator and television for that matter as the NES doesn't really have an official palette.

EDIT: I would consider experimenting with my color trick. But first you have to check if the Metal Gear is capable of having a dynamic palette or if the mapper is even able to (I'm don't know if it is). See Super Mario Bros.'s coin palette if you are unsure what I'm talk about with a dynamic palette. If Metal Gear is capable, try changing the certain palettes as fast as you can create the illusion of a new color. Make sure there is not too much contrast as it can cause seizures (black to white). Also keep in mind that your computer screen may not have the same frame rate as your televsion so the trick is not effective on computers as it is on a television.

Personal Projects / Re: Metal Gear NES Faithful Edition
« on: May 24, 2015, 04:14:07 am »
If you're feeling rather crafty, you'll add some sprites on the title screen so you go "go against" the limitations of the background. For examples add sprites so the top of the letters can be gray. If you want to go crazy, you can also rapidly change the palettes  to create the illusion of another color so it matches the MSX version; it's a neat little trick!

Also make sure to add some proof of concept images soon. I'm sure the work you put out will be great!

A lot of NES games desperately need save features, games like Blaster Master and Rygar for example.

General Discussion / Re: Please don't drink too much
« on: May 24, 2015, 12:54:43 am »
I'm surprised no one brought up Mario Kart DUI; where someone plays Mario Kart while under the influence of alcohol.  :P

I seem to recall myself making chickens for your hack due to a help wanted ad. Were they added in?

Newcomer's Board / Re: What's the best hack for ff1 +2 on nes
« on: May 23, 2015, 09:43:07 pm »
I provided the link in my previous post. Click the text "with certain options selected".

Newcomer's Board / Re: What's the best hack for ff1 +2 on nes
« on: May 23, 2015, 07:11:44 pm »
Firstly, I don't think this belongs in the newbie board but I would recommend checking out our hack section with certain options selected.

Personal Projects / Re: Final Fantasy Reconstructed
« on: May 22, 2015, 02:03:06 am »
You're right!  Whoops.  I must have confused this for the enter/exit map effect where it splits twice to do the black bars effect.

My mistake.

I don't have Famitracker installed so I can't look at ftm files (they're no good for me anyway since they aren't really usable in FF).  If you can upload an nsf or ogg or something of the playback that'd be much easier for me to hear it.  Although it wouldn't really be useful for me to implement it  =/
Also, if this hack is going to have 2 versions, one with N163 and one with standard, no-expansion audio, you won't be able to get away with using both squares for the sound effects, as the original music engine doesn't support it (not to mention it would be stupid to hear only the triangle playing music).
A zip with a wav and nsf file

One pulse channel is not that necessary though as it just serves as an echo.

I guess I'll just incorporate this sound effect in the ship theme in the N163 soundtrack.

I have not dealt with inserting samples into games, but I have ripped the large samples from all three of those games. Here's a zip of what I've got.


Sadly I haven't found the loop points for these samples yet, but I plan to in the future.

EDIT: I'm not aware of any tools that will help you, so you'll have to edit and compose via hexeditor. Just inserting tropical samples won't make the ALttP music tropical so you'll have to make major adjustments to them.

Newcomer's Board / Re: Hacking the original Metal Gear NES
« on: May 21, 2015, 12:10:13 pm »
edit: Could a mod switch this to a Personal Projects thread?
I no longer have any questions and it has turned into a full project now!
Mods respond best when you PM just an FYI. If you don't know which mod to talk to, reporting your message to a mod via the report link works as well.

Personal Projects / Re: Final Fantasy Reconstructed
« on: May 21, 2015, 12:04:47 pm »
@ Disch

In Final Fantasy IV when you do on the coast of land a wave sound effect plays. I myself created a wave effect with some seagulls:

Can you add this into the game with the new N163 chip and music engine? It'd be cool to hear wave sound effects when you are at the coast like it does with Final Fantasy IV. The sound effect only utilizes the two Square channels and Noise channel so it doesn't interrupt the the N163 channels. It's short and shouldn't take up a lot of space.

Ha! I caught you saying something fasle! It does only one split per frame, and the sprites are not hidden, instead their priority bit is set so they appear behind the background (including sprites which are on the first and last 16 pixels, where this should not happen because they're outside the dialog box). This does not change anything in regard to what you said, though.

Bregald-1 Disch-99

Try troubleshooting the compatibility, the option is available via right click. See if that works.

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