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Messages - guitarpalooz

Pages: [1] 2 3
1
Personal Projects / Re: Super Mario Kart: Super Circuit Demake v1.1 update
« on: November 26, 2020, 09:02:12 am »
Really looking forward to trying this, but it seems like neither link for 1.1 is working?

2
Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.7)
« on: November 12, 2020, 06:17:43 pm »
Definitely true. The original sprites did their lighting effects by following the format of outline color, light shade, dark shade (i.e. the foot soldier is black outline, light purple, dark purple).  The block colors i used were an attempt to get closer to the TMNT 2 and 3 sprites, but I was often limited by sprite size (since 2 and 3 are larger, they have the benefit of using an outline color for shadow as well).  Oddly enough, the TMNT sprites dont really have the lighting effects, due to the need to have a dedicated bandana color, so i personally dont mind the block color enemies.

That said, that's just my opinion, so by all means, feel free to have at them!  I wont have more time to really work on this other than small fixes going forward for awhile.

3
Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.7)
« on: November 10, 2020, 01:26:24 pm »
This looks really great. Has anyone been able to get it to work on an NES Classic? Any particular reason I may be having trouble getting it working?

Unfortunately that's a bit beyond my knowledge.  A retired user named rainponcho helped with the ASM for this hack, and any other changes made were self taught (i dont have any programming background).

I imagine it doesn't work due to either the MMC5 conversion, retrorain's SRAM hack (unlikely), or rainponcho's ASM.  If anyone has experience with this, I still have his original work I could share to see if it could be fixed for regular hardware. 

That said, NES classic is emulator based, yes?  Does the file youre using work in other emulators?


4
Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.7)
« on: November 09, 2020, 03:52:10 pm »
Sure thing.  New ones are towards the bottom but here's the big changes


5
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: November 05, 2020, 04:00:46 pm »
Version 1.7 is up.  See original post for updates, please leave feedback and hope you all enjoy!

6
Personal Projects / Re: My untitled Megaman 1 hack
« on: November 04, 2020, 08:07:23 am »
Just my opinion, and btw I'm having a lot of fun playing

There are some areas in the game where megaman's shadow color is the same or a similar color as the background of the stage, making it look like half his head is missing and his body has a gap.  This seems to be more prominent in areas with a dark background or pink/purple background.

7
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: October 24, 2020, 02:48:36 pm »
A little preview.  That two part boss will be a slash/metalhead team up



I was hoping to give slash his pantera claw, but his sprites are straight leonardo with a palette change, so sword it is.

If I could figure out something for the last two flying enemies (in level 4 and level 6), thet'd be every enemy in the game.  But those are tricky because they face the screen at all times.

October 29, 2020, 06:32:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've had an idea I've been toying with and was hoping anyone who has played the hack could provide some feedback.

Originally I avoided putting main characters as generic enemies because it wouldnt make much sense to fight 40 leatherheads, karais, etc.  But I think I found an exception for one in particular, since A. The enemy is rare and B. he doesnt really die the first time you hit him.



Again I'm new to sprite art, so hopefully this comes across as rat king who then disappears when you hit him and sics his rats on you.  Does this come across as intended?  Any improvements?

The original update of this enemy in 1.6 was kind of a mutated foot soldier, my idea being that shredder would test his mutagen gun on his own men.  Which should go into the next update?

8
Personal Projects / Re: Mega Man X custom stages
« on: October 12, 2020, 05:01:24 pm »
I think I might have been mistaken about the event for the bats because
I didn't see one when I did a play through.

I pm'd you some of my mmx patches.

slidelljohn, does this have to do with the metroid style MMX you had mentioned on here awhile back?  If so, any chance I could have a look as well?

9
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: October 10, 2020, 08:33:11 pm »
Sorry to bump, but version 1.6 has been released!  Here is an updated sprite preview for anyone who wants to have a look


10
Help Wanted Ads / TMNT1 NES sprite animations and small ASM tweak
« on: September 28, 2020, 02:29:08 pm »
Hello, I'm finishing up a sprite update to my "return to new york" TMNT hack and could use help with a few things:

1.  The turtles colors are loaded by loading up Raphael's palette and then changing the bandana color.  I figured out the pointers for the pause screen and made a new table for the gameplay, but cant figure out where the code splits to rewrite the first sprite palette (to fix the shredder glitch and some other places) I cant seem to wrap my head around how it does this on the pause screen, given its a background palette.I'd like to implement the ability to change the turtles skin color on the pause screen.  Here's what i found.
Pause Menu: $F740:B1 00     LDA ($00),Y @ $FACF = #$27(mike), bandana colors stored at 1fad8 (in a different format than above  Gameplay: $D54A:B9 75 D6  LDA $D675,Y @ $D678 = #$14 (don), with bandana colors stored at 1d685
Edit: Solved.  Modified the subroutine to change two colors, then added the subroutine to animations that were missing it.  Pause menu required new pointers and palette table

2.  In the intro sequence, when the four turtle portraits come in, they pan in from the right as sprites.  When they get to their position, they become background and the sprite disappears.  Except donatello, whose sprite ends one pixel to the left of his background and makes him look goofy.  I just need to adjust the final landing position of his portrait sprite over by 1 pixel. Edit: solved, set starting x coordinate to F8 at FE3E and reset carry flags to X9 at FF02

3.  I'd like to improve some sprite animations.  Rocksteady uses the same leg sprites as bebop, but his run animation is missing some of the same animation. Edit: Solved, timer on his run animation was set to 10 instead of 04  Also, the dinobot enemy is constantly switching between his jump and standing sprites, rather than jump while jumping and stand while standing

4.  I'd like to figure out how to make the chainsaw enemy's chainsaw actually hurt you.

5.  This one's a bit tougher.  In the intro sequence where it shows the four turtles and splinter, leo's bandana is the same color as the background due to limited background colors.  Is there a way to have just his head display as a sprite instead, so i can make use of the sprite pallete set (leo's sprite pallete is loaded in the ppu on this screen, and the CHR is duplicated in sprite and background).  Wont be too upset if this is too much a hassle.

Thanks all for any help!  I've learned so much from the community here already, looking forward to wrapping up this project.

11
ROM Hacking Discussion / Sprite Attribute Help (TMNT1 NES)
« on: September 17, 2020, 05:11:45 pm »
Hello, I'm working on some sprite changes for a hack I'm working on and I'm trying to figure out if I should be looking in the sprite attribute data or do I need to hunt elsewhere (and if so, any ideas).  The sprite attribute data is generally stored as (y, tile, orientation/palette, x), but there's other stuff mixed in there I don't have the experience to make sense of.

1.  The chainsaw enemy's chainsaw doesn't actually hurt you.  I've been able to find solidity data for the background tiles, but not anything similar for sprites.  Is this part of the attribute data? ($965F, B8)

2.  The rock enemy I've been able to make all the same palette using the attributes, but when he hunches down and becomes pass-through and unhittable, he always changes from palette 01 to palette 02 (EDIT:  Solved, used the trace logger to find where in the game code it was specifically loading palette 02 when he went to background)

3.  The hedgehog enemy has an unused leg sprite for jumping, and I've even found the attribute data for it along with his other sprites, but when he jumps in game he maintains his standing sprite ($A0CC, C8)

4.  The dinobot constantly switches between his standing and jump sprites, and I'd like to separate it so standing is standing and jumping is jumping ($A258, C2)


12
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: September 12, 2020, 03:22:55 pm »
Man you really went above and beyond!
I actually had the idea of changing the enemies that seem to come out of nowhere for enemies from the actual comics and the cartoon series.
This page could help for a few ideas:
https://villains.fandom.com/wiki/Category:TMNT_Villains

Out of that, I'd recommend posting a side-by-side comparison here from the original enemy and the new one you'll be using for each one, so people can get a better idea of what enemies are being changed, and to what.
I'll be looking forward to the new enemies!

I'll see what enemies I can think of for the remaining ones.

Good idea, the enemies in this game are so obscure it's tough to tell what im talking about.  Changes so far:



And here's the ones I'm still working on:


My goal is eventually to turn the main villains (rat king, krang, leatherhead, tokka, rahzar, slash, etc) into the game's various "minibosses" where youre stuck on a screen fighting a regular enemy, but that will take some time.

13
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: September 12, 2020, 12:15:58 pm »
Sorry to double post.  I've been working on new sprites for the game and would appreciate feedback, as I've not done much spriting work before.







I'd also appreciate some suggestions for the remaining enemies.  Here's what I was leaning towards:
-Dinosaur robot: Foot Elite
-Frog:  Green foot with a whip
-Hedgehog/Firefreak/stone guy:  Earth, Fire, and water Foot Mystics
-Sentry in level 6:  Need to fix propeller, might make it a searchlight since it already has wings
-Boulder bird from level 5: ???
-Roof leaper from lvl 1-2: Some kind of drone copter that drops down on you
-Fleakid from lvl 3: Blade from TMNT 2
-Jellyfish from level 5: ???
-Wall Crawler from level 5: ???

Once these are done, there will likely be another long hiatus as i learn how to make unique miniboss fights

Thanks for the help!

14
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: September 04, 2020, 10:50:41 am »
If you were going to make any of the enemies into a Triceraton, the chainsaw maniac would probably be the best choice in my opinion.

One minor thing I noticed while playing, you added a ladder to the Bebop miniboss room to deal with the jump height issue, but since you can't really jump off of ladders in this game, it's not that easy to fall from the ladder to land on the ledge. I tried doing it with Raphael and had to try it about 5 times before he finally got up onto the ledge via the ladder.

That was actually the hardest part of the game to repurpose.  For whatever reason bebop cant run through ladders, only jump, so adding one anywhere in the middle didnt work.  And adding any ledge made the fight far to easy, as you could just hit him from the ledge.  Plus, he maintains his y position when running, so if he jumps to the ledge and runs off, he floats. 

Edit:  after giving it some thought, it seems like the best thing to do would be to make most of the enemies different iterations of foot soldiers, like the later games.  At the time of the game's release, only 19 issues of the mirage comic had been released, and only four seasons of the 80s cartoon, leaving only a few characters that make sense to use (no wonder they made so many up):

Mirage:
Utrom
Triceraton
Foot
Shredder elite (will probably replace the dinobot with him)
Shredder mutant
Baxter stockman (human)

Cartoon:
Krang
Bebop/Rocksteady (in game)
Stone warrior
Baxter stockman (fly)
Punk frogs (in game)
Pizza zenomorphs
Rat king
Leatherhead

Edit:  Reading more into it, the game started development in 1987, so they really only had a few cartoon episodes and comics to go off of.

Some updated foot soldiers and turtles with darker shells.  For some reason i really dig the idea of a buff foot ninja as the chainsaw guy:


15
Personal Projects / Re: TMNT: Return to New York (NES) Updated
« on: September 03, 2020, 03:37:11 pm »


Edit:  there we go

I'll need to find how to get the legs on the same pallete as the head (would welcome any guidance), but this is krang's TMNT3 sprite altered to fit the legs of the walking eyeball guy. 

Here's a list of other enemies in the game:
https://therobotmonster.tumblr.com/post/162603477934/obscure-enemies-of-the-nes-tmnt-game

I always thought the robo knight would be easy to make into a triceraton, but not so much with the flying head and fire breath...

16
Personal Projects / TMNT: Return to New York (NES) Updated (v1.71)
« on: September 02, 2020, 06:08:13 pm »
Hello, I've put up an updated version of my TMNT NES hack from a few years back.

You can get it here: https://www.romhacking.net/hacks/3486/

Edit:  Version 1.71 has been uploaded! General info and latest changes in bold below:

        Attack   1/2 Health  Speed  Jump  Defense  Special
Leonardo     12     12         1.0x   1.0x  1.0x     1.0x
Raphael      16     24         1.0x   0.88x  1.5x     0.5x
Michelangelo  10    12         1.22x  1.0x  0.8x     1.2x
Donatello    09     10         0.88x  0.63x  0.8x     1.2x


Enemy List:  - - - - - - - - - - - - - - - - - - - -
Set 1: Purple Foot Soldier, Mouser, Tubular Transport
Set 2: Orange Foot Soldier (Chainsaw), Foot Mystic (Water), Drone Robots
Set 3: Foot Mystic (Fire), Green Foot Soldier (Whip), Helicopter Missile, Utrom
Set 4: Foot Supersoldier, Rat King, Blade, Balloon Missile
Set 5: Yellow Foot Soldier (Boomerang), Flyborg, A6 Annihilator
Set 6: Gray Foot Soldier (Wall Crawler), Flying Mouser
Set 7: Roadkill Rodney, Foot Mystic (Earth), Excavator, Mine
Set 8: Blue Foot Soldier (Jetpak/Laser), Foot Elite, Technodrome Sentry
Bosses: Bebop, Rocksteady, Slash, Metalhead, Baxter Stockman/Giant Mouser, Technodrome, Shredder

Also in 1.7, the low health beep only chimes once

1.71: fixed small glitch that would turn the right side of the screen purple

Would welcome any feedback!

Thanks!


17
There is actually some precedent for Mikey being the strong one and Raph being the fast one with Turtles in Time on the SNES (I don't know if these differences were unique to the SNES version or if they were present in the arcade original as well): https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_SNES/Manual/formated/Teenage_Mutant_Ninja_Turtles_IV-_Turtles_in_Time_-_1992_-_Konami.pdf

Also, Sais are more of a defensive weapon whereas Nunchakus are blunt force.

Well I certainly learned something today...i never even knew there were stat differences in turtles in time! 

18
Excellent work, I loved the first version of this hack and this one completes it!

One thing that always bugged me though, shouldnt Raph and Mike be switched?  Seems odd that mike is the power character and raph the speedy one. 

19
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 13, 2018, 12:30:45 pm »
Hey OMorty, I've played through the noncolor Zero unheadered patch with the MSU 1 patch and did not have the issues youre having, for what its worth

20
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 29, 2018, 09:12:40 pm »
This is now one of my favorite games of all time, let alone megaman games.  It nails the X and zero dynamic perfectly!

I wanted to add to the bug reports...

1.  I can confirm that starting a game as black zero will have him briefly turn red until he charges or you open the menu
2.  Not sure the specifics needed for this one.  When opening a newgame+ with everything obtained and zero as the lead (black and gold armor, x has saber, etc), defeat the intro boss with a green charge holding your saber slash.  X will come in looking rather psychedelic!



3.  Last one is not really a bug, but I agree that starting a game as zero has him shoot the bee and x does a weird little jump slash without a sword to take it down.

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