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Messages - Ar8temis008

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Personal Projects / Re: Super Mario All-Stars Redrawn
« on: June 04, 2020, 12:33:15 pm »
Hmm. Tempting.
This is the specific patch used for the status screen, if you'd like to add that.

and if you do a bit of searching in the same section you can find patches for a ton of the other sma2 additions and fixes aswell, like the sliding chain 1up, 2-hit power down, and colored yoshi in normal blocks after finding them in star world.

Personal Projects / Re: Super Mario All-Stars Redrawn
« on: June 03, 2020, 11:05:26 pm »
Add-ons are pretty cool. Kinda reminded me of this "backport" of SMA2, called Super Mario World DX:

They even got the Status Screen, which is very nice!

it's always weird seeing that pop up, have seen it on youtube a few times too. Sometimes I wish I could erase it entirely though, because I've always felt guilty at how little of the actual code I did for it. For the most part it's just smw central asm patches assembled together on a vanilla rom + all the needed bug testing, I still haven't even finished the last thing I promised I would.

But anyways, I wanted to say I really love how far this project has come since it first started, and the seperate Luigi mode is a really nice way to replay All Stars (and I guess World, too). The last thing that feels missing is his little flutter kick that he gets in sma2 and smb2, his actual movement feels very on point to what you'd expect.

Ys 3 on PCE CD has an awesome sound track but I dislike it over the Genesis version because the scrolling is weird.

The Sega CD has an unused audio mode exploited through several rom hacks for the classic Sonic games that plays red book audio while a cartridge is playing.

A hack of the genesis version with its superior scrolling that puts in the kick ass PCECD OST would be a god send.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 11, 2020, 11:24:11 am »

Koopas could be designed closer to these variants from SML1

and for hammer bros

maybe something like this but with less spikes?

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 06, 2020, 09:56:50 am »
Which Koopa Troopas are you talking about, there's SMB1, Lost Levels, and SMB3 Koopas now.  Lost Levels Koopas are outdated though.

I updated Larry a while back, I just haven't updated the Koopaling's OP image because I am probably going to tweak him a little more, as well as the rest of the Koopalings.

I would love to add Robirdo and other GBA exclusive content ( and SMB Deluxe as well ) but I'm the last person to ask about that, as I've said, I'm not a hacker, I just do pixel art. That's why there's a long list of things in the OP that I would like help with. I can't imagine it's easy to import things from the GBA version of these games or it probably would have been done by someone else by now.

At least in my version of the game, World 2 Triclyde is red, and World 6 Triclyde is dark green, so there is some difference... the Mousers are the same though.

An Advance to Snes hack of Allstars is something I've wanted for a hell of long time, and now that the game is disassembled it seems more feasible then ever. If you can find someone to do this, please do.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 03, 2020, 08:33:40 am »
what about something like "Mario All Stars Designers Cut" or something silly like "Turbo Mario All Stars"

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: January 24, 2020, 10:46:55 am »
If you are willing to sacrifice as + w compatibility and seperate World, you can also easily use per level (so, per koopaling) pallets using some ASM trickery from Central's amazing asm repository. Go check it out, lots of good stuff there and well worth considering.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: January 22, 2020, 12:08:15 pm »

Super Mario Bros. 2 player characters are fully changed. They were a lot of work so I hope you like them.
Toad has a little smirk when he's holding an item, it's a nod to how his super speed is activated when he's holding a baddie or a veggie. ( Not a key though for some reason. How lame. Sure would make outrunning Phanto easier for the little guy. ) I tried to make other little subtle things that hint at a character's stats and abilities but I wasn't sure they would read very well.

I kinda think I'd like Luigi's pallet to be a little darker to match the shade in his art, and Peach's dress could maybe be lighter ( though I think that might mess with Birdo. )

Mario and Luigi will look pretty similar to this in SMB1, but I would like to avoid them being TOO similar, to avoid things being too uniform between all four games.

Mario 3 will be a nightmare thanks to all the powerups and the chaotic arrangement of sprites. But I'm committed now, and i'm probably keeping those Mario Bros. Arcade style battle mode sprites.

Is there a way to give the Princess her blue jewel thingy or is that too much detail? It feels a bit weird having the sprite so much closer to the art work while still lacking it.
Something like this sheet here

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: January 18, 2020, 05:50:37 pm »
Wart is the only one in the ending sequence to be animated. Thought I'd have some fun with it. I figure it'd be fitting that he would be pouting about his defeat.

Also Ostro and Birdo have now switched places in the credits, their names stayed in the same spot. Simple enough fix to that whole mix-up, yeah?

Not 100% sure I follow, but you did just get me curious. I wanted to see what would happen if I took the seperated Lost Levels rom, made it into a patch, and applied it to my current build of Lost Levels.  The result? Well, it turned the game into just Lost Levels.  It even removed the brick fix.

What this does tell me is I could theoretically make a patch for each individual game if I wanted to. So far as I know, that would be the only way I could give Lost levels it's own graphics.  Still doesn't solve the Brick fix incompatibility though, but if enough people want it, I could do it. ( Hell if someone can solve the brick fix incompatibility i'll do it regardless because I want each game individually on my SNES Mini menu
 :laugh: )

Coincidentally, when I was trying to find a level with Red piranah plants to screenshot in TLL, I noticed it still used the unedited grass sprites. I guess Lost Levels does use it's own seperate graphics in some scenarios. Just not for ground tiles unfortunately.
I did consider making a hack somewhere in that area. Though I'd be shooting for something closer to the really early archie comic back when it was a funnybook illustrated by Scott Shaw and Art Mawhinney ( AKA before Penders made it a weird drama )  buuuut it's not quite something i'm dying to do.

Patching it with the brick fix causes random crashes, it won't crash on boot but it inevitably will during gameplay.

What I meant is that, hacks that only change things graphically do not break the game if used with the split patches. So if you made a version that only included graphical changes people could build the split rom versions themselves, negating the need to make a seperate version.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: January 18, 2020, 12:39:00 am »
As far as I know, there is no way to give Super Mario Bros. The Lost levels it's own sprites, since the game shares all of it's graphics with Super Mario Bros., otherwise I absolutely would. Best I could do is make two different patches for TLL style graphics or SMB style graphics.  Actually if you use Yoshifanatic's disassembly you could have all the All-Stars games as seperate roms, and theoretically I could make Lost Levels with it's own graphics, but unless someone can get the brick fix patch working for the games in seperated form, I'm not going to bother with that.

Something to note, is that (at least as far as I could see in my own experimenting) patching Yoshifanatics split patches to All Stars roms that only have graphical changes doesn't break them, they work entirely fine.

So, if you simply included no brick fix versions and a version with Lost Levels style sprites, people could simply patch it together themselves using YF's hack.

Weren't the A coins in SMB2 originally from the Satellaview games?
Sort of. BS Mario 2 had Mario statues as collectables, it was the same idea but the placement was different and you had to pick them up the same way you did 1 up mushrooms instead of just touching them. That gives me an even better idea...

What if BS Mario 2 was expanded to World 7 and was fully playable without the clock system. So it would just be an enhanced port of Mario 2 on the SNES.

Would it be possible to hack the GBA/GBC exclusive features into Mario All Stars?

So Mario 1 gets a separate Luigi mode, Mario 2 gets "A" coins, and Mario 3 gets its E Levels and exclusive power ups?

Turn your screen 90 degrees. Solved! :)
How do you do this with a television screen?

Is it possible you missed the village on the island? That happened to me for a while. I think it's where there are 2 paths to choose from, 1 to advance and the other taking you to the village. Upgrading gear from it made the island pretty doable. Secret of Mana did a similar thing with its Mana Forest; a huge difficulty spike until you find the Neko within it for new gear. It's not a situation of being underleveled.
I actually got the gear first and the enemies still fucked me up.

I'm not sure if it's doable but updating the combat system to be closer to Legend of Mana would help a lot I think. I feel like Legend's combat just flows better, 3's combat can be a bit clunky at times.

Seiken Densetsu 3 is an awesome game, but the Volcano Island area is one of the largest difficulty spikes in a video game I've ever seen. It would be great if somebody could simply nerf the enemies a bit.

Another thing I think would help the game is if the maps were a bit more straight forward, a lot of paths only lead to dead ends and add nothing to the game accept unnecessary frustration. I'm not saying over simplify them, just remove the pointless dead end paths.

Personal Projects / Re: Zelda II Redux
« on: March 16, 2018, 04:34:52 pm »
Now this is a crazy idea and I don't expect you to go through with it, but what if you removed the overworked completely? It adds nothing to the game except needless confusion.

You could add branching path ways in levels that lead to different areas, it would sort of play like Castlevania II (except better).

The manual save feature and less linear design that was mentioned earlier would complement this.

How about a Link to the Past GBA hack that bypasses all the Four Swords requirements? Yes, I know there's a save file for that, but what if you're playing the game on, say, a hacked 3DS? Or on a PSP? Or any means other than VBA, making that particular save useless?
Isn't 4 swords adventures sort of exactly this?

Recently I found out that Dragon Quest IX Sentinel of the Starry Skies has DLC... That is now gone for good! Unless you use a save editor. Perhaps it is time someone makes a romhack for that game that defaults DLC to unlocked on a save, and also a simple tool to convert current saves to work with the romhack itself. Maybe have a sort of RNG that randomly adds guests every, say, 30 minutes to an hour.
So sorta like SMA4's e Reader content?

Sonic Classic Heroes.
Hands down.

Well you have a ton of features and customizable stuff in it.
For example, you can choose to either play only Sonic 1, Sonic 2 or both games combined in one playthrough... WITH SRAM saving.

Second, you get to choose which characters to play as. You can choose between Team Sonic, or a playthrough with Team Chaotix. I believe you can even choose if you want Sonic alone, or with Tails, or all 3 (Sonic, Tails & Knuckles). You can swap between any of the 3 characters from a particular team at any given time during a playthrough.

You get Super and Hyper transformations (depending on whether you choose to play both Sonic 1&2 together).
And a ton more. Bugfixes from both Sonic 1 and Sonic 2 are implemented as well.

I even replaced my Sonic 1 and Sonic 2 ROMs in my SD to Sonic Classic Heroes.
It's that good.
That gives me a different idea.

What if somebody hacked Chaotix and removed the stupid fucking tether system and/or redesigned the levels to be less mundane. Sonic Ed 2 supports editing Chaotix level layouts as well as enemy/item placement so it'd be easy to do for someone skilled in Sonic level design.

Programming / Re: How can you find where an NES game stores save data?
« on: March 07, 2018, 02:57:10 pm »
Okay, ROM means Read Only Memory, which means you can't save to it. :) That's why you can't find anything changing, because it can't. SRAM is separate to the ROM.

Inside an NES cart there are two main chips: CHR ROM, for the graphics, and PRG ROM, for everything else. Later games included other chips, including SRAM, but SRAM is just like any other kind of RAM in that it can hold data provided it has power. This is why a battery is fixed inside the cartridge - a battery backup. If the battery dies, the power to the SRAM is gone, and the data is lost.

In FCEUX, the SRAM is saved in a .sav file in the "sav" folder. This is just a dump of what the SRAM holds. When you say "lives don't reset on game over", what do you mean? Are you saying when you start a new game, you have the same amount of lives? But how do you get a game over, then? :o Or do you mean the game saves your lives to SRAM, so that when you power the console off and on again, you still have the same amount of lives? Remember that SRAM is stored on the cartridge, not the NES. It's only used to save in games like Zelda. Lives are usually stored in the NES's RAM, which is obviously wiped when the system powers on.

If you want to know where your lives are kept in RAM, it's simple: use RAM Search. Start a game with it open, then when you lost a life, search with "Less Than Previous Value", lose another one, repeat. Soon enough you'll see it. It can only be something between $0000 and $07FF, which is the NES's internal RAM. If it IS stored in SRAM, it will be between $6000 and $6FFF, most likely.

Hope this information is helpful! :)
That was very helpful, thanks! When I said lives don't reset I mean they are saved to sram but not cleared upon game over. So if I save with 0 lives, when I use a continue or "retry" I'll still have 0 lives, making it very frustrating to beat.

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