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Messages - w7n

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Front Page News / Re: ROM Hacks: Rohrleitung Gate - Action-puzzle SMB1 hack
« on: September 17, 2016, 11:28:07 am »
I dont think hunting for single hidden blocks or performing (tas) glitches and pixel-perfect jumps are puzzles.

Sure smb1 is limited, but it just doesn't work as an puzzle hack.
By stating you've faild to find what makes up the puzzles, it's highly likely that you have played just a first few tutorial scenes, and specifically not past the 1st world.
By the way, not only are glitches totally unrequired to complete, many of the glitches are also fixed in this hack.

This hack is not for everyone, as I've said in the news article. And I didn't design this hack to be intended for people not familiar with the smb engine.
In this community there seems to be a kind of opinion that people should think before making harder hacks. My opinion is, that still depends on the demographic.

Personal Projects / Re: SUPER STALIN - (Super Mario Bros. NES ROM Hack) WIP
« on: September 15, 2016, 12:10:20 am »
If only we knew someone who could make background bosses. Aside from that minor detail, this game is going along perfect.
Actually I do, a partly-moving scroll & collision detection mechanics is already made possible in my own ongoing hack. (Not that I'm going to contribute though, but you can have that part of ASM code if you want)

I highly recommend the Saints Row series. Start off with Saints Row 2 - 3 & 4 are awesome in their own right, but 2 is where it's at it's best.

In Saint's Row 2 you can turn on a moon gravity cheat, hop on a motorcycle, and literally ride up the sides of skyscrapers and launch off of them like a rocket into orbit (you need to position your bike against the building using a wheelie maneuver, then a peel out to start your ascent). And that's not even the tip of the tip of the tip of the iceberg of the over-the-top hilarity of that game/series.

SR2 is crap on PC so I didn't bother trying it. I got 3, and summary: 'A good ride while it lasted, but it lasted too short'. The story missions are interesting but there are only 20+ of them, and the rest are mostly minigames in fixed formulas, if excluding assassination and theft. Not to mention a huge chunk of the missions themselves are minigames in fixed formulas. The gameplay mechanics are ideal for players who enjoy thrill and mayhem, like me, but they can be shallow as well, since more freedom and stronger protag options actually backfire in strategies, compared to the battles with the cover system in GTA IV. Overall this game didn't really make me trash GTA. As a matter of fact, if not for the 'realistic' physics engine & handling in GTA IV I would rank it no lower than SR3.

Gaming Discussion / Re: Metroid 2 remake released.
« on: September 04, 2016, 10:44:10 pm »
How much effort does it take to cut the game's ties with Metroid in legal aspects then?
Changing a few names is easy, while original graphics can easily be defined as the author's own works. And since ideas are not copyrightable, most if not all mechanics can be preserved. So it mostly comes down to the graphics of enemies and Samus and some other things. And if enemy graphics are original and don't clearly resemble original design, then they can be preserved too.
Anything I missed?

BTW if anyone wants to play a joke on this turn of events, he could draw an icon '2-10-1' (homophonic pun) on a sinking ship in a Metroid (or whatever) hack.

I've actually sent PMs to you earlier than this announcement. I don't think I want to play a specific role: If there is a bug, I'll report it, and I'll also post my thoughts on this hack.

Ai Senshi Nicol made good use of the FDS channels ... and Dead Zone makes uses of the FDS channels by using it for samples! Also that NSF sounds like it uses the N106 chip...
The vocal samples in Dead Zone come from the PCM channel (and actually uses PCM techniques instead of DPCM samples.)
The NSF I posted does use the Namco chip, but the lead vocals come from the FDS.

- Skate or Die 2 ("Skate or Die.  Skate skate skate skate or die. Die die die die die")
The Skate or Die vocals are PCM streaming instead of DPCM samples.

By the way, few games ever make use of the FDS well. If they had been more creative, then Vocaloid for FDS would have been released 30 years ago. (requires newest NSFPlay)

Gaming Discussion / Re: Metroid 2 remake released.
« on: August 22, 2016, 10:57:53 pm »
I heard that Nintendo don't have much of a presence in the country the Metroid 2 Remake developer lives in, so he's ignoring their DMCA takedown. He just released a update of his fangame too.
Nintendo has little presence in my country either (in fact it'd even still be long before piracy gets penalised in practice), so :-)
Or I'd just say: I have the game, and a bunch of Chinese sites are still hosting them with no chance of even being taken down.

I'd say new school but it's not that old school is just crap, those games are just so restricted by hardware yet some of them are fun to play now and then. But only now and then since they're mostly short, some of the largest(in size) NES games would only keep you entertained for 30 minutes if you use savestates.
New school games on the other hand, suffer from boring sidequests, periodic events, and more focus on addiction instead of fun factors.
I'd recommend playing games 'chronologically' from the older era to the newer era; also do not stick to only a few genres. During these years I've got a habit of finishing a game as quickly as possible (often with cheats or fast-forward grinding etc) and moving on to other games.

Games that made me entertained for a long time: (Spoilered to make the message look short)
NES - Castlevania III, Dragon Warrior III & IV, Megami Tensei II (SNES remake in fact)
SNES - Super Mario World, Super Metroid, Chrono Trigger, Final Fantasy III(VI), Super Mario RPG
N64 - Super Mario 64, LoZ Ocarina of Time
PS2 - GTA Vice City, GTA San Andreas (both PC in fact)
NDS - Rune Factory 3
Wii - Xenoblade Chronicles
PS3 - GTA IV (PC in fact)
PC: Warcraft III plus custom maps, the entire Touhou series since TH06 excluding TH09 & TH11
If I ever get a chance I would get GTA V and probably some other GTA clones like the Saints Row series. But I might spend more time working on my ROM hacking project.

A side note:
Since the game now preprocesses map data instead of reading it ingame, the amount of lag has been further reduced.
The original SMB game lags when there are 5 goombas on the screen(one of the laggiest enemy combinations) and new level data is being loaded, while here, (2A03 music + no IRQ) 5 goombas + 2 fireballs + player scrolling the screen produces no lag.

New powerup:
Ninja Mario(mostly a copy from that of Mario Adventure)
New ability:
Charge shot- Different suits have different charge shots, and exactly which projectile the player fires depends on the charging duration. Fiery Mario has only 1 charge shot: A fire wave which functions like Megaman's charge shot.

Just asking: How is the amount of yuri compared to the previous games? (Answer should be spoilered)

Update time (finally)
So, what do you expect from this update? How about...
>New level data structure which allows much more freedom in editing (Level editor is in progress though)
>Scrolling in 4 directions possible!!
>Minor update: An ability called Speed Booster, which... wait, you know what that is. I'm yet to add the shinespark ability though.

No demo image this time, sorry.
If everything goes well, hopefully I'll get to release a demo course by the end of September. forget it

OK, the normal quest is released and I probably won't be working on the hard quest afterwards (I'm shifting my focus towards Mario Gaiden). This release can basically be considered a complete product, but since it's technically incomplete, I'm not uploading it to the database.

See #1

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: June 27, 2016, 01:02:24 am »
That's a whole completely different ball game and you know it.  One is a global issue that cannot be solved with a few mouse clicks.  The other one is.
Frankly I really suggest you take a course about logic in school.
The logic behind this question is 'does not fighting oppression equal consenting to it', and obviously no.
Define the sets A = 'people who don't fight a certain type of oppression' and B = 'people who don't consent to said oppression', and A∩B≠∅, since A∩B='people who are not satisfied with said oppression but aren't fighting against it' -- and often they aren't fighting against it because they have a good reason, for example they have more to do in real life.
Moreover this statement here has a few conceptual confusion issues. If one isn't fighting against offensive stuff here and now, they could have been fighting against it elsewhere or in the past/future. And this indeed is the case with Kiyoshi Aman. This clearly doesn't equal the simple phrase 'not fighting'.

If you cannot understand what I said, then I sincerely suggest you to talk less and learn more, so that you won't be damaging the LGBT community's reputations, which is the last thing I wish to see.

ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: June 24, 2016, 06:35:53 am »
One question here:
Last time I generated an NSF using an altered FamiTracker engine. Though from the sound port writes log it seems as if all the writes are done in proper order, at certain points the sounds don't output correctly and instead output clicking noises instead (emulated in NSFPlay and is likely the same case on hardware).
Would you be kind enough to look into this problem? At the starting stage I choose VRC7 for my ROM hack but I'm considering changing the mapper to Namco 163 too, and I'm just worried about this problem. I can provide you the NSF if you want to.

Terribly sorry for a real long development gap. (Actually not all due to real-life issues, I had been participating in Famicompo Pico 2015 and won 1st in covers)
Anyway, this project isn't dead and I'm pretty much decided to continue working on it as long as I have spare time, but it really could progress slower due to real life issues(career and whatsoever).

A minor feature I've just programmed is the cheat feature: Enter cheat codes to get maximum invincibility time, maximum gold, rare equipment etc, but one use of the cheat code would set your continue count to 99 and name you a WUSS.

Well, I can't answer your question right now, sorry...

New updates:

(Ignore the crap background)
Why is Mario killed? Answer: The middle part of the scroll is moving up but the ceiling is stationary, and Mario gets squished.

Also, what do you expect from a new powerup called Gunner Mario?
Gunner Mario fires rapidly in 10 directions, but only on the ground, and firing slows his speed down.

Minor updates:
>Spin jump is being made. It doesn't have the glitching of getting hurt when spin jumping onto 2 enemies (in SMW) Still, the graphics is incomplete. Spin jump can't break bricks below in this game.
>When you stomp an enemy, you can hold A to bounce higher.
>The accelerating & braking mechanic is faster, to make Mario easier to control. Also one important change: B no longer works as the running button. Instead, you simply run by holding the D-pad.
>Infinite continues... and extremely player-friendly continue mechanics. Continuing resets your score, but boosts your state to Fire Mario with Fire-bomb upgrade(i.e. 'Full Power Up'), and sends you back to the last checkpoint. Your continue count is recorded though.
>Some more DPCM samples which are played on the title screen.

VRC7 music engine Rev2 is complete!
(Just coded a certain cover track into the game)

Edit: Still trying to eliminate lag. The current lagless limit is:
2A03 Music + 18 IRQs + 5 enemies(all of them with collision detection), scroll not scrolling

ROM Hacking Discussion / Re: Most technically impressive ROM hacks?
« on: January 27, 2015, 11:50:03 pm »
Extra Mario Bros (for SMB1) is great fun mostly due to its superb level design, but it's not as technically impressive as some of the same author's other hacks, namely Vertical, VS Airman and VS Yellow Devil etc. Besides the final boss, what ATA mostly did in EMB was altering the enemy attributes, along with some other minor changes.
Speaking of SMB1, there's a new hack(only a demo is out) called Super Mario Freedom, made by Chacky. The demo can be obtained here, click 416.zip to download. It uses the MMC5 chip, and implements a lot of new effects. This is obviously more technically impressive than Extra Mario Bros.
Also a shameless ad.

I guess you should first cleanup your PM inbox...

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