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Topics - snarfblam

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Gaming Discussion / Coldhallow, a Hexxit Minecraft Server
« on: July 26, 2014, 02:58:14 pm »
KP9000 has started his own Hexxit server, Coldhollow. Coldhollow is "the official Kafuka Minecraft server", but members from other rom hacking communities are welcome to check it out. If you're not familiar with Hexxit (I wasn't), it's a mod pack that adds a number of features including new biomes, new dimensions, new structures, new mobs (including new bosses), new weapons, and more. If you've become a bit bored with vanilla Minecraft, Hexxit provides lots of new things to check out and play with. If it sounds like a bit much, it's pretty easy to play it like vanilla Minecraft and wait until you're in the mood to check out the new stuff. There is also a Hexxit wiki where you can find out more about the new features.

The Kafuka thead has all the info you need to hop onto the server (all you need is a Minecraft account and the Technic lancher).

And, of course, some screenshots. Some of these are a little out of date.

Left to right, some typical terrain (it tends to be pretty hilly), an underground mushroom area intersecting some abandoned mines, and some ships in the ocean.

KP's home, my home, and KP's quartz estate building.

A walker village, two opposing mob villages, and a Dark Tower and Lich tower spawned near eachother in the Twilight Forest dimension. Each of these structures contains a boss of some sort.

A massive stronghold-like structure found in Twilight Forest, the interior of a Walker castle, and a rare, dangerous room within a dimensional dungeon.

Personal Projects / Snarfy's Things: Editroid 3.5
« on: March 15, 2013, 06:26:58 pm »
So here's a topic where I'll put things I've made. Like a little tool to edit the in-game map displayed in my "Metroid + Saving" hack.

It's pretty minimal. It was originally only meant to create the map for "Metroid + Saving", but since people may want to use "Metroid + Saving" as a base for a new hack, a map editor would be handy. It looks like this.

Personal Projects / SuiteNES
« on: April 07, 2012, 08:19:36 pm »
Since it seems like this project is never going to get finished, I’m going to release what I have so far. Maybe input from others will help me focus and get things done. Worst case, if I never finish this project, at least I’ll have released something.


This is, of course, my NES hacking/homebrew development environment. Things are still very rough around the edges and it still leaves something to be desired. I'm looking for suggestions, criticism, bugs... anything, really.

I wrote a real quick overview of how the program works.

Just extract the contents of the zip to a new folder and run SuiteNES.exe. The program requires the .NET Framework 2.0 or higher.

ROM Hacking Discussion / New TMNT editor?
« on: November 27, 2011, 12:32:29 pm »
It looks like there might be at least some interest in a new level editor for TMNT.

I slapped something minimal together. It certainly can't do anything that Cowabunga couldn't (and I haven't bothered to make a save function), but it's a starting point that might turn into something if people are willing to chip in. Right now it just edits the backgrounds for side-scrolling areas of level 1. Poorly.

Here's a list of resources I'm aware of.

Not a whole lot to go on, and it doesn't help us get anywhere beyond what Cowabunga can do. I'm a bit busy right now, getting ready to move, so I can't sink tens of hours into a disassembler right now. I can chip away at the editor and rom documentation here and there. It's really going to come down to whether people are interested and willing to help.

Here is the C# project so far:

ROM Hacking Discussion / Zelda Automap & Other Hacks
« on: July 23, 2011, 08:58:32 pm »

Download: Automap 0.2 (zipped IPS). Or try the old version.

I've just about finished with a hack to add an auto-map to the overworld in The Legend of Zelda (tracks which screens you've visited). Look at this video.

I'd love to get some help testing, if anyone is interested. I'm gonna test myself, of course, but I always seem to overlook something, so help is nice. I want to put the game through its paces and make sure the map does what it's supposed to do when, for example:
  • You Maintain/use multiple saves
  • You continue/save/retry or load/delete/beat the game
  • You change locations on map via recorder/"Take any road you want" stairway
  • You enter and exit caves and play levels

A few people have made suggestions such as showing how screens connect on the map or making different parts of the world different colors. I can't think of any way to do this without drawing the tiles on the fly, which is more work than I am interested in. When I'm done, I'm planning on sharing the code along side the patch so others can extend it if they see fit.

I'm also interested in input on the appearance of the map. So look at this thing:


My favorite one is the first one, but I want everyone's opinions and suggestions. With the palette the map is using, I'm limited to gray, white, and blue. It's presumably possible for me to make the map use one of the other palettes, but I haven't looked too far into that.

Personal Projects / SuiteNES / Romulus
« on: October 26, 2010, 09:03:18 pm »
SuiteNES is an NES ROM editor. Romulus is a level-editor-framework used by both SuiteNES and its hypothetical plug-ins.

<Additional Photography>

The idea is that SuiteNES is plug-in based. The pattern editor in the screen-shot is a plug-in. (The header and hex editors are the basic editors and are always there.) All the editors open for a ROM are presented in a tabbed interface. You can open multiple ROMs, allowing you to copy/paste between them. You can use the MDI interface, or you can elect to use the document list at the bottom for a tabbed-like-interface. (Mmm... tab hierarchies.)

SuiteNES is a .NET application, which means the plug-ins can be written in VB, C#, C++/CLI, or any other .NET language.

Below is an overview of my plans. I'm using this to sort out my thoughts and commitments as much as to inform others:

Types of plug-ins:
  • ROM data Editors
  • File Editors
  • "File Builders" (e.g. assembler, inserter, etc.)

Planned editors:
  • Header Editor DONE
  • Hex Editor DONE
  • Pattern Editor DONE
  • Palette Editor DONE
  • Assembler EditorDONE

Planned features:
  • Extensible build system. Supports ASM (and command-line utilities) out of the box. Support for additional file-types can be added via plug-ins.
  • Undo/redo system (should the plug-in choose to support it)
  • "Project system" - (Upgraded from possible to planned) This would basically include enhanced versioning features, and the ability for plug-ins to store "session" data. For instance, the hex editor could store the current table file, and the pattern editor could store the layout of patterns opened for editing (or even a list of different layouts). This would allow the user to save a project, and come back later and pick up where he left off. It would also allow him to share the project with others, which would be great for collaboration.
  • Debug output. Either for FCEUX or Nintendulator, or, ideally, both.

Possible features:
  • Disassembler
  • Patcher/Patch maker
  • Rom comparison tool
  • Rom expander (would allow you to specify which banks are moved where to deal with mapper requirements)

Other thoughts:
  • Ideally I would like to add SNES support down the road, but I would need a lot of help with this. I don't have the same kind of intimate knowledge of SNES that I do NES.
  • I'm considering a plug-in gallery sort of feature, like a very simple version of FireFox's "Get Add-Ons".

Personal Projects / Blaster Master Editor
« on: October 09, 2010, 01:39:59 pm »
Hey folks. I've got a Blaster Master editor in the works. Pretty much done, really. Think BCK meets Editroid, if you're familiar with the two (or just watch the video on youtube).

Here is version 1.0.

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