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Messages - optomon

Pages: [1] 2 3 4
1
I'm surprised no one has held me at gun point and forced me to do it yet. I should get crackin' on it by now.

2
How do you edit the palettes on the title screen? More particularly, what is the format?

(and why is this the one thing I can't figure out...)

3
ROM Hacking Discussion / Re: nes music hack
« on: May 13, 2013, 11:21:34 pm »
A good start would be to open the NSF files in a hex editor. Find the section(s) of code in the rom that matches the code in the NSF in a hex editor, and there's your music/sound for the game.

But from there, yeah, basically what these guys said. Get an emulator with a built in debugger and watch the code in a memory viewer while playing an NSF. Check for pointer values in that appear in the memory viewer, that could usually is a good way to find locations of specific music data in the game.

4
So is this a Journey to Silius with new Graphics, music, and levels?

And are you using the Journey to Silius music engine for the music?

5
Personal Projects / Re: Pyron
« on: April 20, 2013, 01:39:17 am »
Fall is what we're aiming for... though it's a pretty ambitious deadline. Hopefully this gets pieced together as completely playable in 6 months or so, but with unpredictable factors it could take up to a year to perfect.

6
Personal Projects / Re: Pyron
« on: April 10, 2013, 08:54:38 am »
Much easier to just move up the player sprite.

7
Personal Projects / Re: Pyron
« on: April 06, 2013, 10:54:54 pm »
Video playthrough with the graphical updates by M_Tee of Area 1. The second video shows the boss fight.


http://www.youtube.com/watch?v=_YyvdxCaMIk
http://www.youtube.com/watch?v=208QdBmfqt0

8
Personal Projects / Re: Pyron
« on: April 01, 2013, 03:26:48 pm »
Long story short, a Metroid like game for the Nintendo, in which you play as a guy that burns up aliens.

9
Personal Projects / Re: Pyron
« on: March 28, 2013, 10:39:51 pm »
We'll figure it out someday. But first have to get close to closing this sucker out.

10
Ahh... it is 14, not 0B sorry. I mislabled it in my notes. And that sounds like the behaviour that is associated with it.

11



It can only be placed in Laruba mansion (without VROM rewrites), in a town (with VROM redesign), or in the castle ruins (with VROM redesign). There appears to be palette data associated with this object (at least I can't find anything else that uses it); however, it is simply a duplicate of the fishman monster from other screens, and as such it appears like this. http://bisqwit.iki.fi/cv2fin/dev/cv2unknownmonster.png
I can't find code that activates those sprites, and thus how that monster might have behaved is up to anyone's guess. My guess is it was the related to the previous boss of Laruba's mansion before they went with Carmilla. The fact that it can be placed only in those particular scenes strictly limits its usefulness as a secret though. As a general principle, I think I'm going to leave the resurrecting of unused levels/graphics/objects to other hackers. It's a fairly common theme in hacks, and I don't think it would particularly improve Castlevania II.


Behavior code for this enemy exists. The index number for its AI is 0B, but the pointer was removed from the AI table (x41E3) for some reason. I implemented it's behavior once and it can only be placed in the Laruba mansion. Shouldn't take too long to find it again...

12
Personal Projects / Re: Pyron
« on: March 26, 2013, 08:14:28 pm »
Bisqwit has a pretty detailed disassembly of the game, and I would recommend using that. Documentation is usually something that I do very sparingly; sometimes I just don't know where to begin. I would certainly like to make a document containing some of the more detailed routines, especially for sprites (such as how to make an enemy jump, collisions, or what routines make them change direction, etc). Also, relocating certain portions of data to different banks in the rom has been vital to this project.

Though I have hacked other games, I am "typecasted" to do work on CV NES games, and am familiar with the engine of all three of the games (CV2 the most by far).

13
I've reverse engineered all of it. Maybe we should share some data.

14
About 5 years.

Pretty much about the time where I felt confident about coding, using debuggers, hex editors and other tools, realizing that anything could be accomplished within reason with the knowledge and experience I had at that point. I've come to learn that the most valuable skill, especially for larger scale works, is project management and that most valuable resource is the drive to complete a project.

15
Personal Projects / Re: Pyron
« on: February 28, 2013, 11:43:03 am »
Correct pace for an ending theme maybe, but hardly triumphant  :P

16
Personal Projects / Re: Pyron
« on: February 24, 2013, 07:20:06 pm »
Theme for the last area has been sequenced, but probably not going to alter it much. (Track #8 on the NSF) I took a more ambient, minimalistic approach. The bass and drumline are a bit unexciting though. I'm also going to put the link to the nsf on the first post.

Pyron.nsf

17
Personal Projects / Re: Pyron
« on: February 20, 2013, 06:05:49 am »
Just wanted to post how awesome this new flamethrower animation is:


18
Personal Projects / Re: Pyron
« on: February 18, 2013, 10:27:20 pm »
Flamethrower = tap B twice
Wall climbing fireball = down + A
Jetpack = Press A mid air
Toggle to make shots float/fall = Select
Shoot = B
Jump = A

19
Personal Projects / Re: Pyron
« on: February 18, 2013, 09:33:24 am »
I finally completed another boss last night. Here is a video of it in action:

http://www.youtube.com/watch?v=T1_Pvi1VTbk



This video also shows the new player sprite. This boss has a large sprite, but was able to work around it by putting him on the ceiling. He will move quickly when the player jumps too high, so it doesn't take kindly having its sprite scanlines messed with. This set piece was very expensive in terms of memory and data, especially the tentacle attack, but I feel it was worth it.

M_tee is doing a great job so far. The overhaul of Area 1 looks amazing. It's giving the game an extra edge of quality.

20
Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 07, 2013, 09:33:03 pm »
This looks like an awesome idea. Grphical updates look great so far.

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