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Topics - RetroNova10

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So aesthetic!

I have recently begun work on this ROM hack; it will be an attempt at completing the trilogy of NES Zelda games.

There is some of the art so far. There's a lot more in the hack at the moment, but I decided to only show this much for now. The terrain tiles look especially good, but you'll have to wait for that  ;). Some of the art is taken from other games/sprite-or-tile packs, some of which have been modified.

I hope to release more content progress soon, so let me know what you think. Thanks for reading!

April 09, 2018, 04:33:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

The title screen is implemented now! I had to mess around some with the locations of tiles, and had to use part of the sword to barely finish the N in "GANON", but it's done! I might change it up to be a bit more original, but I like how it looks for now.

ROM Hacking Discussion / NES Tile/Sprite Editing Questions
« on: April 08, 2018, 11:04:43 pm »
So, after looking at several NES ROM's, I've found it rather difficult to edit sprites and tiles, since they all look rather similar when 8x8. I've tried using multiple programs to attempt to arrange them (such as YY-CHR, with the 16x16 arrangement view), but this doesn't always help. For example, editing Zelda (NES)'s title screen is rather tedious from my experience, since many of the tiles look nearly identical. Additionally, other tiles/sprites from this game have an odd line on the bottom-most pixel row.

My question: is there any emulator out there that allows you to identify exact locations (in the ROM) of sprites/tiles currently displayed. If not, what is the very best way of going about doing this? FCEUX tells you ID's of tiles/sprites, but only in the PPU, not the ROM (where you, from my understanding, have to actually edit them).

ROM Hacking Discussion / Zelda NES Hacking Questions
« on: April 03, 2018, 07:40:16 pm »
To start off, I'll say that I have little to no experience with asm, but I do generally understand the basics of it (how it implements different commands and such). I also am quite lacking when it comes to knowledge of NES hardware and software as well. I do know Java, however, and have worked in a few other languages as well, so I have a sense of how software works and everything of that nature.

I'm generally more focused on game design. I really want to make a more artistically-interesting Zelda hack with different areas (dungeons and overworld), because I love working within limitations (I've made custom content for Banjo-Kazooie and DOOM II).

So, I drew several tiles and began drawing over those in the ROM. However, I had forgotten that many 16x16 sprites reuse 8x8 tiles as to save memory.

So I'm curious: how can I disable this tile reusing, so that I can have the freedom of allowing sprites to be more uniquely drawn?

I'm thinking one part of the solution might require ROM expansion, and, if not, I'm assuming the following question's solution will...

How can I increase the number of possible tiles (and possibly increase variation of palettes used for tiles within one room)?

On another note, here's the planned look of the title screen, and mockup concept of the box art (just for fun. I haven't gotten around to writing "Return" in the proper handwritten font yet)  ;).

Thanks for reading!

Newcomer's Board / S.M.I.L.E. - What ROM?!
« on: September 07, 2015, 09:31:07 am »
So I've begun to use S.M.I.L.E. which is a Super Metroid hacking utility, but everytime I attempt to load a ROM it either says it can't be a PAL ROM, or "Run-time error '76': Path not found"

So could someone give me the exact name of the specific ROM I need that works with S.M.I.L.E.?

Personal Projects / The Legend of Zelda: Two Links [WIP]
« on: September 06, 2015, 04:34:34 pm »
Heyo! I'm new to the ROM-hacking forums, so go easy on me,  ;).

I'm here to show my WIP Zelda I hack (or.. mod), The Legend of Zelda: Two Links. It's a complete redesign of the dungeons, overworld, and most of the art! I won't give you the WIP ROM, but I will be showing screenshots soon.

One question for people who have changed the art of NES games before: how the heck do you find what you're looking for?! There are just so many tiles and sprites to scroll through! (I'm speaking from the standpoint of someone who uses TileM)


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