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Messages - lyonhrt

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Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: October 10, 2020, 11:36:57 am »
yeah, life gets in the way for me i never have time to finish stuff, all i have to my name is the original mario hdnes pack, this might give me the incentive to finish it (working out a decent method for parallax using the dev version, which i guess is the final version?!)
Great stuff as always, looking forward to your next pack!

2
Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: October 10, 2020, 11:09:34 am »
Awesome stuff Aclectico, i can see a lot of polish and use of advanced features here. How long did it take?


I still have a unfinished toki on hdd  :-[

3
Maybe sour could add something as simple as it generating a random number or a specific number between values stated when it loads the pack, and then add the condition for that so if it matches the number it will do said action, would be the easier option to implement. Could bring variety or even randomly have day or  night or day levels or easter eggs that appear rarely.

4
Personal Projects / Re: Battle City Remastered (MESEN HD patch)
« on: May 12, 2020, 06:41:40 pm »
how about using ram map, so in this case looking at it http://datacrystal.romhacking.net/wiki/Battle_City:RAM_map i would guess memoryCheckConstant,85,==,01 would be stage 01 85,==,02 would be 2 etc

5
ROM Hacking Discussion / Re: Help with Mesen HD Pack features (?)
« on: April 30, 2020, 06:24:58 pm »
I think mkwong98 answered it best, he's done a great tool and definitely worth pursing in using it, it will allow you to do most of things that you have asked.

I can answer partially answer number (4)

Thankfully you can replace any tile even if its part of an animation with frame range, but still stuck with them looping, you can get past by making the last frame of an animation a high number so a long pause (though if sour added a stop so animation plays once, that would be handy), of course you need a lot of control, so if you were to change a 3 frame anim into a 6 frame for a sprite that is 4 by 4, you need to set condition(s) first so the repeated tiles in the sprite change on the correct frame, that it only plays when your pushing a key press so it doesn't show on any other sprites that you dont want it show.
I've done a few of these with some unreleased wip packs.

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Personal Projects / Re: MESEN Super Mario Bros. (World) 0.11
« on: April 29, 2020, 11:59:48 am »
Hows the pack going, i know i'm late to the party, but having the only other hdnes mario pack which is quite unpopular, i can give you any pointers you need, mario bros is pretty well documented so all the info you need is out there for any conditions you might need, its trying to think outside the box, other than repeating what Aclectico said feel free to pm me if your stuck.

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Personal Projects / Re: Little Nemo (NES) Graphic Pack ver. 0.1
« on: May 25, 2019, 10:43:21 am »
i do believe mkwong98's donkey kong pack does as well, plus the packs nicely laid out so thats a good example to learn from.

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Personal Projects / Re: Little Nemo (NES) Graphic Pack ver. 0.1
« on: April 28, 2019, 05:25:30 pm »
Nice pack, makes me want to continue mine  ;) regarding your animation, have you tried using frameRange to add animation, it does work at least on making single frame tiles into animated.

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Personal Projects / Re: NES Metroid HD Pack
« on: August 12, 2018, 08:13:20 am »
Just had to log in to say very impressive pack, love how you've used the advanced features and very polished, kudos to your work.

...makes me wonder if i should work on a new pack (have a few test packs)..or see if my old hdnes super mario is worth updating :huh:

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