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Messages - w7n

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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...

So back in business...
Just reworked the graphics system and changed the minimum sprite size from 8x8 to 8x16.
This saves sprite space in the OAM, and bosses can use more sprites. It saves processing time too.
The downside: It wastes CHR space...

No preview image, sorry.

Next step is the level data processing routine--which is, presumably, the LAST big system change.
After that, we're mostly done with the system work.

Edit: You want some images? OK here are 2 images.

Left: Bat Mario in bat form, and his fireball. Also notice the wave-like scroll. (The wave-like scroll is a test, it will be altered and used in specific stages)
Right: 'Next 1UP' function. Next 1UP scores are: 10000*n^2. (The item description of Gifted Star is a parody of the anime Strawberry Panic. The so-called 'Etoile election'...)
Also there's an upgrade called fire-bomb which is obtained by collecting a second fire flower. After obtaining it, when the player's fireballs hit something, it will explode and kill nearby enemies.
And: The mechanics of vines are changed to those in SMB3. Also some bugfix of the original SMB engine.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: July 27, 2014, 09:29:38 am »
IMPORTANT REQUEST: The removal of Tsurumi Shiki - Tsurumi Mario.
This is a plagiarized version of Fai Soft's Sakura Namiki made in 2005. The author just made a few GFX changes, and wrote his name on the title screen.
Since Fai Soft's website http://faisoft.hp.infoseek.co.jp/ is down now, there are few places which still distributes this game. I do hold the game but I don't want an unauthorized public distribution, so if proof is required please contact me by e-mail.

Damn, the uploading of mediocre quality SMB hacks finally leads to this?!

ROM Hacking Discussion / Re: SMB title screen hacking
« on: July 06, 2014, 04:59:49 am »
RHDN down for a day huh...

Oh, before I forget, here's an image identifying the PPU addresses of each line:
Damn, although I do know about the PPU address scructure, I'd better save this image.

The bad news is that you're probably better off doing this via hex editor.
Unfortunately, the other thing about SMB title screen data storage is the palettes(attributes) of the tiles. Tile attr data starts at PPU 23xx. It's not really easy to explain tile attr data, plus it's HARD TO EDIT without a map of the screen. So I still suggest using the SMB Title Editor.

Anyway, about hex editing: the data starts at ROM $9ED0. And don't forget that such strings end with 00.


Anyway I'll give this a look.

Took me 2.5 years to get Super Mario Bros. 3Mix done, heh. And that was after I did a whole disassembly of Super Mario Bros. 3, which took a couple years by itself...

You definitely have talent, lots of it. You clearly have a vision and you're following through with it. So that is awesome.  :thumbsup:

I will note one thing; a while ago, earlier in this thread, you posted a video of a boss fight with a modified Bowser that took something on the order of almost 9 minutes to fight, with lots of hammers. Now, not sure if that was meant to be permanent or just a test of behavior modification, but I'd like to suggest not being so hardcore. And even if that's not meant to be final, this goes in general.

A lot of hacks seem to make things hard for difficulty's sake, not with any particular gameplay balance. I saw you doing some pretty clever tricks dodging those hammers, but you had the benefit of likely having played your own code repeatedly non-stop to get good at it. A new player will probably find that frustrating, and will likely use savestates frequently to circumvent your game design. Especially since Mario has at best 2 hits (unless you're planning to modify that as well.) Your "super powers" might tilt the scales a bit, but if I run out of coins, does that mean I'm just screwed into (x) minutes of tedium?

It's just something to consider... a feature I actually like about Mario games is that they generally don't make me want to toss the controller at the wall. :)

Thanks for the feedback. About that boss fight:
In my plan it's a sidequest boss that only appears after the player has cleared the game. No other boss takes that long to defeat. As an example: the second longest boss in my plan only has about 1/3 HP of the boss in the video.
My planned boss mechanic is:
1: If you're Regular/Super Mario, you'll be automatically changed to Fiery Mario. Otherwise you'll keep your current powerup.
2: In the boss fight the timer starts at a calculated value. Mechanic: If x is the limit of the time limit for the boss fight, then the actual time limit is the smaller value between (0.75x + time left in midstage/2) and x. Because of this mechanic, since there should always be a save point before a boss fight, if you ever fail a boss fight, the next time you fight the boss you'll have more time to spare.
3: If you get hit during the boss fight, the timer decreases by 100 but you won't get hurt. This is already shown in the video twice.
4: There will be lots of coins before the boss battle, and presumably a few bonus coins during the boss battle.

Progress is not so fast...
So a few images to show what I've been doing.

From left to right: the 'Cutscene' system(very powerful in manipulating the SMB system, but unable to do those Ninja Gaiden style cutscenes), the pools in overground levels, the pause screen which shows the description of your abilities and items.
(The pause screen may need revision in the future.)

Please ignore the crapped background. This is only meant to test the background system, and has been unchanged.

...And just by the way, another netizen has been helping me with the new level editor for this hack, and I've been planning the new level data structure of this game.

ROM Hacking Discussion / Re: NES fading effect colors
« on: April 18, 2014, 01:11:13 am »
Indeed as the above people said. Use the FCEUX debugging to track the writes to the BG palette.
In fact, if an order of 0c 1c 2c 3c (or reversed) is actually present, this probably indicates that a string of such may not exist at all. The game probably just subtract $10 every time, and changes the colour to black if the result is a negative number. ...Which is almost exactly the routine I've written in my own hack.

Have you made a concrete decision in art style? Will you be keeping the SMB-style sprites? If so, you'll want to keep things consistent.

ex. The boo in your boo effect screen has an outline, but the SMB sprites weren't outlined. So you're going to want to either move everything over to a new, SMB3-style design or edit the imports to match a SMB style.

I'm pretty sure that these are just placeholder graphics anyway, just wanted to bring it to your attention if not.

Well indeed these are placeholder graphics.
As I've said I really suck at graphics, though. My opinions are, the design of SMB3 graphics are simple and upbeat, and it should not be what the style should be in my game. I hope to put more emphasis on the details on the graphics e.g. shadow and bright area, parallax scrolling etc., so that it's made to be more realistic.

"Nepgear, HD Neptunia MK2"

Is that by chance a reference to the Hyperdimension Neptunia games for the PS3?

Well, quite obviously a direct reference, from the infamous 'conquest ending' of Hyperdimension Neptunia MK2. A pun on 'editing ROM and RAM', as this mechanic is specifically designed to combat save file editing.

Is this a rewrite of the game or does it still use the same engine at the base?

I've been editing the roots of the SMB engine in various aspects. But it's still based on the SMB engine, or it won't be called a ROM hack.

Been constructing those banks stuff. Estimation now hits 384 KiB PRG.
Now features...
1: More IRQ effects, e.g. a waveform scroll effect(but it somehow has some glitches at the right side of the screen), parallax scrolling.
2: Unique enemies/map style items mechanic for different areas.
3: The BGM, palette, enemy/map style of an area can be completely user-defined.
4: The destination of every single pipe is user-defined. Unlike SMB which uses some other mechanics.

The title screen is rewritten. A save feature is now included, but only the loading part is complete.
A 'save file corruption' check is also featured. Check this image.

Bad at drawing, if only anyone can help me design the title screen graphics.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: March 04, 2014, 01:59:16 am »
I get an RHDN error while trying to get access to that Super Mario Bros hack link.

Script Help and Language Discussion / Re: need help translating kanji
« on: February 07, 2014, 08:27:48 am »
Top: Hou tama (Gems)
Bottom: Makka (the fictional money in the game) I think the kanji is supposed to be 五 (the bottom part is cut out), in which case it says "Five". But I could be wrong.

The first word should be read as Hougyoku as it is read in MegaTen2. (Why the heck they wrote 'gyoku' in Kanji...)

Probably more info is better.
Since Mandarin Chinese characters never end in an 'm' consonant, the word 'daamu' or 'daam' is probably a dialect(if it is indeed Chinese).
If the dialect is Cantonese, the equivalent reading in mandarin is likely 'dan'.

As a native Chinese speaker I can't deduce the answer.

Personal Projects / Re: Project Mario Adventure 3
« on: January 13, 2014, 08:37:03 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.

We don't have an EXP system per se, just a series of stars that you get more of when you get more posts. Plus, only site or forum staff members get the maximum amount anyway...

Also, anti-patriotic?

Sorry for my illiteracy.
I don't consider the EXP system that bad as long as it's a simple add-on and isn't designed seriously. However Baidu takes the EXP system way too seriously. And there had been a kid, thirst for EXP, posted a post on Tieba saying he would put a bomb in some building.
The people in that 'Nihon no ie' forum say things like the PRC is bullshit in all ways and as Chinese themselves they call Chinese 'Shina pigs', etc. Even with the censorship around(lots of other forums get removed), that forum has existed for a long time without getting removed, so WTH.

Hey guys, good news: I've almost done with the banks arrangement stuff. Now the banks are better organized, and, surprisingly, I have 4KiB space in the last bank for me to spare! This probably means at least 3KiB of DPCM space!
There's still something left though:
1: The VRC7 music system is not inserted.
2: The warp zone is crapped. I'll look into a better way to handle it.
3: The victory mode doesn't remove the bridge under Bowser. Though in my plan, the victory mode will be rewritten into a new system, most likely the cutscene system.
4: The loop command... well, I don't think I'll ever use this in my hack.

The PRG now hits 64KiB, and I have estimated a final size of 192 or 256KiB PRG ROM.

Now, I'll go on with the final examination and I'll come back next semester with presumably more time.
Stay tuned minasan and all help is welcome...

So the fact: Baidu Tieba is the largest BBS in China. It had been a great place to post before. By then, users were all satisfied with the simple design of everything in the forum.

But times have changed. The forum underwent several changes, which seem to be aimed at adding more functions, but overall become crap and gradually worsen the user experience. I consider some of the changes understandable, but recently these changes have become more and more unbearable.

And it still is the largest BBS in China. Users can't change much.

So here are some of the changes:
-Changing the layout of the BBS. This is actually not a bad thing--the new layout is a decent optional choice, but some still prefer the traditional, simple layout.

-Adding an Exp. system in every subforum. I believe this method may work well in some forums like RHDN, but here it's the largest BBS, swarming with elementary school students. In searching for a way to boost the exp, people start to post more meaningless posts. What's worse, the Exp. system has something to do with acquiring the power to delete posts&ban people. With little exp it's hard to become the admin of the subforum, and sometimes you just can't.

-Zero requirements to 'like' a forum. Just click the 'like' button, and you can post without any verification code. If someone wants to mess up the forum, it's really simple.

-Extremely harsh censorship&anti-SPAM measures, which do more bad than good. A lot of times when you post a link(harmless, even when it's a Baidu link itself) and the system recognize it as an ad link and you're busted, sometime you even get perma-banned. Also, even when the censorship is harsh, some forums which are extremely anti-patriotic, like the 'Nihon no ie' forum, never gets removed.

-Shit virtual cash(nothing to do with real cash, they're points) system. What do I mean shit? I mean, even you have infinite amount of money, you would NEVER like to buy anything with the virtual cash. The items are very badly designed and seem to be aimed at kids. Yeah we can buy new fonts and post using them, but we can only buy those shit fonts. Can't we just buy normal Chinese fonts like Kaiti(a western example is Times New Roman)?

-Stickers at the top of the subforum. The stickers are aimed at posting short messages, and would have been good for some newest info in the community. However it turns out to be bad. First, they can't be deleted by admins. Second, some short stickers occupy giant space, while long messages sometimes occupy small space and the message sometimes even won't get completely shown. What were they thinking?!

-The most shitty element is the ads. Baidu bans other SPAM, but there are a great, great amount of non-SPAM ads in the forum layout. Just look at it. Not to mention the ads at the top of a page or on the side of a page, they're tolerable least to say. But, in the general subforum layout, there are even ads between 2 posts. In the thread layout, there are ads between 2 replies. Really, Baidu Tieba has become Baidu Ad Tieba. Even if you have AdBlock or something, the blocked ads still occupy a lot of space.

-Other shit functions which you would rather not use.

-Very bad feedback system. Well, it's understandable since the forum is so big, but it shouldn't be as bad as this. Many admins get knocked off their posts because of no good reason. Complaints about ads always get ignored. Perma-banning by Baidu usually won't be canceled unless you verify your phone. Etc.

-Tries to force or lure the users into doing something. 'Something' include: installing Tieba apps on their phones, do verifications about your cellphone and even your identification card, etc.

-More recent incidents: Acquiring the superadmin of some forums and start deleting posts, which not only made the users furious but also enraged the (unofficial) admins.

So I'm still stuck in this shit Tieba since the Chinese SMB hacking community is there. But oh well. If Baidu wouldn't change this shit, I'm gonna give up. This is not the worst forum I've experienced -- Some 2ch-like forums with spams all over are even worse. But the user experience with Tieba really makes me throw up.
And I've been thinking. Do they know anything about user experience? User experience can't be improved by more useless, 'garish' functions. Moreover, putting up ads to a great extent would not make Baidu profit much from ads(I believe it's < linear), not to mention this would worsen the user experience.
And they keep ignoring us, or even delete our posts. As if no developers care about the UE. Just like some issue with Renren(a clone of Facebook): a loophole in the design once let the ads swarm, but Renren didn't even apologize -- they even deleted a lot of articles posted about the loophole.

So that's it. Baidu is the Yuitsu-Shin of Tieba. Hail PRC.

(Oops, I always mis-click the Quote button instead of the Modify button.)

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