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Messages - macbee

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1
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 12, 2019, 03:27:24 pm »
Thanks for your interest on the stuff I do.
Even without flickering tricks you could use just one of these 2 frames (I think it would look good enough).

It would require just a few background tiles and 2 palettes:


Without the flicker effect it would look like this on a NTSC screen:


Congratulations on your project!

2
Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 07, 2019, 07:34:05 pm »
If you're open minded to flickering tricks it's possible to achieve a more "16-bitish" Sega logo - like this one I did 7 years ago:



NES Rom link (in case you want to study it): https://t.co/icJnK8b1KR

3
Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 16, 2019, 10:33:14 am »
This project is abandoned for many, many years.
IMHO the only way to make a decent SMW on 8-bit NES is programming it from scratch.
Thanks for your interest!

4
News Submissions / Re: Other: Castlevania 30th anniversary
« on: May 18, 2017, 04:50:51 pm »
It is already possible to make graphic packs for other NES games without programming knowledge using the released emulator.

Steps (basically):

1. You throw away my skin.png
2. You create a new skin.png in your favorite graphics editor (256 pixels wide).
3. You launch a game you decided to facelift in a FCEUX NES emulator (you should ask me for a copy, it's slightly modified).
4. You open a PPU viewer (menu Debug->PPU Viewer...)
5. Every time the tiles change in a PPU viewer you grab a screenshot
6. You insert this screenshot into your skin.png twice. One under another.
7. The above copy is original patterns. Emulator will use them for detection.
8. The below copy is replacement patterns. Redraw them to your heart's content.
9. Repeat for every tileset change in a PPU viewer window. Your resulting skin.png will be very tall.

But once again, if you dare, ask me for the details.

As for 60 fps, the emulator should run at the correct frame rate, but I wouldn't bet on it. I haven't measured.
So cool. It works in a similar way to HiSMS (for Master System). I'd love to see this becoming a tool released to public (since I could never make HDNES work properly).

Congratulations! :D

5
ROM Hacking Discussion / Re: NES Street Fighter Collab Project
« on: January 28, 2017, 05:56:44 pm »
I also believe that a new Street Fighter for NES should be made from scratch. Good luck on your project!

6
Personal Projects / Re: Super Pitfall NES (improvements)
« on: September 13, 2016, 11:51:10 am »
Because you applied such work to a copyrighted work without the consent or agreement of the copyright owner, you effectively surrender the rights to those works and they become public access/domain.
Romhacks are a legal mess, everyone agrees. But you're saying that mixing original content with copyrighted work will turn (the original content) public domain. Please, show me WHERE I can read this in the North American Copyright Law.

Roy Lichtenstein's "Look Mickey" was made from a copyrighted image and uses two worldwide famous, trademarked characters without permission of their owners. Is "Look Mickey" public domain? No.

The same to Vanilla Ice's "Ice Ice Baby". This song was released with samples of classic "Under Pressure" song used without authorization. Money was paid later to Queen+Bowie - but was "Ice Ice Baby" public domain? No.

Copyright violation won't make anything become public domain. It doesn't make any sense.

7
Personal Projects / Re: Super Pitfall NES (improvements)
« on: August 31, 2016, 08:39:21 am »
My pleasure!

Once again it's nice to see justice being done to Super Pitfall. It's a very good game trashed by poor execution of the original team.
Now that it's fixed I'm sure that many people will give it a second chance.

And it's impressive indeed to realize how far this project went - especially because it's Nesrocks' first hack.
He's an excellent artist, designer and programmer. Super Pitfall was the second NES cart I ever had (and I played it for countless hours when I was a kid) - so I'm familiar enough with this game to assure this hack is a work of affection and respect to the original (despite all flaws made by Micronics) and to the Pitfall franchise itself.

8
Personal Projects / Re: Super Pitfall NES (improvements)
« on: August 11, 2016, 11:07:39 pm »
The game has many loading issues... When you press start at the title screen ... the screen goes black and takes a long time to load new CHR banks ... it's bad...
Welcome to the world of Micronics!

9
Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 13, 2016, 05:14:25 pm »
The reference to Street Fighter is very clear to me.
For an entire generation of gamers that dash means expanded/revised/enhanced.

10
Personal Projects / Re: Super Pitfall NES (improvements)
« on: April 25, 2016, 09:07:33 pm »
One thing that I'll never understand is that why was this game called Super Pitfall in the first place, instead of just Pitfall (for the NES).

Probably to make people think that Super Pitfall was to the original Pitfall what Super Mario Bros. was compared to the old Mario Bros. arcade game.

And it worked - at least for me. Super Pitfall was one of my guilty pleasures back in the early 1990s. :D

11
Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 10, 2016, 08:06:30 pm »
Number 2 is definitely the best!

12
Personal Projects / Re: Megaman 1 Nes Redux (big Graphical hack)
« on: February 05, 2016, 11:53:26 am »
Very beautiful and unusual. Impressive!
Congratulations, I'll try it as soon as I go back to my house. :)

13
macbee wow that's impressive! Is it your own engine?
Thank you! I can't program so I made it using Scirra Construct Classic (a free, easy to use game maker - I highly recommend it!).

14
I have a suggestion, basically when I die I really wish I had a way to know how much more I had to do before I finished the game. For example a percentile or a level count.
I was considering to put a map before - but I gave up because I wanted to make the player feel lost in the castle.
There are 65 stages/screens in this game. If you want to practice more there is a 30-life cheat: http://www.gamefaqs.com/pc/170160-tcheco-in-the-castle-of-lucio/cheats

15
Thank you very much!! =D
I want to convert the game to other systems - but I have no idea of when it's gonna happen.

16
Shit man looks interesting! I am going to wishlist this till I get next paycheck! Lets see if it plays as cool as it looks.
also don't expect a review because I have so many games on my plate I won't be getting to it for months probably! :P
Thanks Piotyr!!  :)

17
Gaming Discussion / Tcheco - My first video game (now on Steam!) =D
« on: June 26, 2015, 06:51:00 pm »
I'm very happy to announce that my first game is finally available on Steam.
It's an faux-NES-retro title about finding keys and avoiding enemies. Game is very simple but I did my best to make it fun.

At least in Brazil it's one of the cheapest games available on Steam.
The game even had a review on IGN Brazil (and it got an "8"!!) =)
Hope you like it! =D

Steam page: http://store.steampowered.com/app/377600/



18
Personal Projects / Re: M-Tee's NES Graphics Projects
« on: January 28, 2015, 12:20:58 pm »
Beautiful! Looks like Bob Hoskins playing Mario! :)

19
ROM Hacking Discussion / Re: Can't find some palettes in Aladdin (NES)
« on: November 10, 2014, 07:44:52 pm »
Thank you *VERY* much, Guyver! I'll try it right now. :)

20
ROM Hacking Discussion / Re: Can't find some palettes in Aladdin (NES)
« on: November 08, 2014, 09:32:42 pm »
Thanks for all replies but I guess this is really beyond my knowledge.
Strangely all palettes for Alladin are very easy to locate from the beginning to the end - EXCEPT this one from Game Over screen. :(

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